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peelseel2 Cadet
Joined: 15 Jun 2021 Posts: 3 Location: Wayne, NE
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Posted: Tue Nov 26, 2024 3:08 pm Post subject: Linked Fire |
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How does linked fire work for starfighters like the X Wing? Is one to hit, all four are linked for stated damage? Or do you roll 4 to hits and 4 damage if they hit? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14202 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 26, 2024 4:49 pm Post subject: |
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Treat it like combined fire rules.. One X0wing laser is 5d, all four linked is XYZ.... _________________ Confucious sayeth, don't wash cat while drunk! |
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pakman Commander
Joined: 20 Jul 2021 Posts: 436
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Posted: Wed Nov 27, 2024 12:04 pm Post subject: |
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One roll to hit.
One roll for listed damage. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16309 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Nov 27, 2024 2:15 pm Post subject: Re: Linked Fire |
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peelseel2 wrote: | How does linked fire work for starfighters like the X Wing? Is one to hit, all four are linked for stated damage? Or do you roll 4 to hits and 4 damage if they hit? |
For starfighters, yes. Usually, there’s a notation in the weapon stat itself. If it says “fire-linked”, then they’re treated as the same weapon, but can be damaged independently if the ship takes a Weapons Damaged result. If it says “can be fire-linked”, they can be fired either as independent weapons or as linked, depending on the pilot/gunner’s choice. Any combined weapon (quad- or dual lasers and the like) count as a single weapon for both damage and damaged purposes.
As far as bonuses, there is a strong thread running through the rules of x2=+1D, that is, every time the amount being combined doubles, the dice value increases by 1D (the inverse being x1/2=-1D). This is most prominent in starfighter weapons (Laser Cannon = 4D Damage, Dual Laser Cannon = 5D Damage, Quad-Laser = 6D Damage), but can be found elsewhere. FVBonura is working on a starship build pricing system and can likely provide a lot more examples.
I use the x2=+1D formula as the basis for an Alternate Coordination Bonus syste
, but the RAW method of +1 per every additional unit being combined roughly parallels it until ~10-12, after which the RAW method goes into a silly spiral to the point where the forward arc Heavy Turbolasers on a Super Star Destroyer outgun the Death Star’s superlaser by several D. Ultimately, there are multiple options available, so use whichever method you’re most comfortable with. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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peelseel2 Cadet
Joined: 15 Jun 2021 Posts: 3 Location: Wayne, NE
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Posted: Wed Nov 27, 2024 2:28 pm Post subject: |
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Thanks for all the replies! |
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