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[d20 Future/Star Wars] Starships?
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<blockquote data-quote="d4" data-source="post: 1697823" data-attributes="member: 12699"><p>there are optional rules for more "interesting" critical hits, but the default rules are the same as for personal scale weapons -- double damage on a successful critical. so not much help there in whittling down the strike cruiser's hit points.</p><p></p><p>what makes it worse is the the strike cruiser has light fortification (25% chance to convert a critical hit into a regular hit) and improved damage control (give up a move action to repair 4d10 hit points of damage).</p><p></p><p>and i made a mistake above; the strike cruiser has hardness 40, not 30.</p><p></p><p>so two strike cruisers fighting each other will do, on average (barring critical hits) 46 points of damage to each other per turn -- assuming both of their attacks always hit. (5 points from the fusion beams (average damage 45) and 41 from the plasma missiles (average damage 81).) however, each strike cruiser can also give up a move action each round (and remember, ships have 2 move actions per round, so they aren't completely motionless when they're doing this) and use damage control to repair on average 22 points of damage per turn. for a net loss of 24 hit points per turn -- and this is assuming the attacks always hit and the ships are only using one of their move actions per round to do damage control. after 16 rounds, the ships run out of plasma missiles and are doing on average 5 points of damage per round from the fusion beams -- at this point, damage control can (on average) completely remove all the damage sustained per round and the ships can never completely finish each other off.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>i think it would be reasonable to multiply weapon damage by 5 or maybe even more... even at 10d8 x 5 for the fusion beams, it would still take 22 successful average damage hits to finish off a 4000 hit point, hardness 40 strike cruiser.</p></blockquote><p></p>
[QUOTE="d4, post: 1697823, member: 12699"] there are optional rules for more "interesting" critical hits, but the default rules are the same as for personal scale weapons -- double damage on a successful critical. so not much help there in whittling down the strike cruiser's hit points. what makes it worse is the the strike cruiser has light fortification (25% chance to convert a critical hit into a regular hit) and improved damage control (give up a move action to repair 4d10 hit points of damage). and i made a mistake above; the strike cruiser has hardness 40, not 30. so two strike cruisers fighting each other will do, on average (barring critical hits) 46 points of damage to each other per turn -- assuming both of their attacks always hit. (5 points from the fusion beams (average damage 45) and 41 from the plasma missiles (average damage 81).) however, each strike cruiser can also give up a move action each round (and remember, ships have 2 move actions per round, so they aren't completely motionless when they're doing this) and use damage control to repair on average 22 points of damage per turn. for a net loss of 24 hit points per turn -- and this is assuming the attacks always hit and the ships are only using one of their move actions per round to do damage control. after 16 rounds, the ships run out of plasma missiles and are doing on average 5 points of damage per round from the fusion beams -- at this point, damage control can (on average) completely remove all the damage sustained per round and the ships can never completely finish each other off. :( i think it would be reasonable to multiply weapon damage by 5 or maybe even more... even at 10d8 x 5 for the fusion beams, it would still take 22 successful average damage hits to finish off a 4000 hit point, hardness 40 strike cruiser. [/QUOTE]
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