So,
I am writing some rules for turbo lasers for a campaign I am hoping to run. Turbo lasers are highly inaccurate vs fighters, but a hit will make a real mess.
I came up with the following rules.
At range 3 roll 3 attack dice and apply all critical results only. The critical inflicts damage vs shields if the ship has any, but you also suffer the face up effects on the card.
At range 2 roll 2 attack dice and apply all critical results only. The critical inflicts damage vs shields if the ship has any, but you also suffer the face up effects on the card.
At range 1 roll 1 attack die, apply all hit and critical results. The critical inflicts damage vs shields if the ship has any, but you also suffer the face up effects on the card.
The reduction in dice at each range reflects how much harder it gets for a turbo laser to track a fighter at closer range. The range 1 application of all hits reflects the damage that would occur even on a near miss, let's say a shield or hull graze.
If you want to shoot vs capital ships, roll 5 attack dice and apply all hits and crits as hits only.
Turbo Laser towers would have 5 shields and 3 hull, critical hits vs a tower count as normal hits.
Thoughts?