capital ship / lance improvements - Lazy edition

By Agmar_Strick, in Rogue Trader House Rules

Seems to be some level of consensus that lances suck and capital ships lack punch (or something).

There seem sto be a number of good, mathematically sound solutions, but they seem like a lot of work, deduct 12 from all armour, counting shots separately smells like hard work, and I am a lazy, lazy gm.

without engaging in any actual work, I though that applying the Tearing rule or even making the damage 2D10+? for lances would probably be a simple fix.

And for macrocannon batteries using the non-battery stat line but with the Storm quality. this would also make it easier for npc cruiser to threaten the PC's.

Thoughts? Comments? Disparaging remarks?

I've tried the lances do an extra 1d10 damage rule in my own game. The results were rather 'meh'. Lances are still a bit underpowered even with that boost. The only other option batted about on the boards, eliminating the salvo rule, makes NPC ships utterly impotent.

That said, I think the simplest fix is divide all ship armour by 3, but subtract the armour from every single hit. Should work...

Cheers,

- V.

Really easy fix is the give lances extra hits per single degree of success, not per 3 degrees as RAW. This way your basic Strength 1 lances on frigates won't be affect, but lance batteries and the huge prow lances on LC+ will be doing regularly more damage.

As to Tearing, i would prefer to give them the Proven trait.