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Dark_Ansem
2013-09-25, 01:41 AM
When I use the advanced template (starships of the galaxy) it says: increase damage dealt by all weapons weapons by 1 die.
if they inflict damage like 6d10x2 what does this become? 6d11x2 or 7d10x2?

also, how do shields work for starships in the Saga edition?

EDIT: does somene have stats for the Death Stars, the Galaxy Gun and the World Devastators, as the official saga did not provide them?

IdleMuse
2013-09-25, 07:52 AM
When I use the advanced template (starships of the galaxy) it says: increase damage dealt by all weapons weapons by 1 die.
if they inflict damage like 6d10x2 what does this become? 6d11x2 or 7d10x2?

also, how do shields work for starships in the Saga edition?

EDIT: does somene have stats for the Death Stars, the Galaxy Gun and the World Devastators, as the official saga did not provide them?

6d10x2 would become 7d10x2

There are no stats for ships of that size because it would be ludicrous to simulate them using a single statline, they're too large, too complex. Any encounter involving them is going to be vastly different from any normal starship combat; look for instance to the films; neither Death Star was destroyed simply by flying alongside them and firing cannons at them until their armour and shields fell, they both had separate individual encounters that led to their destruction in a story sense.

I would treat, for instance, a Death Star turret as an individual enemy, not the whole thing.

Dark_Ansem
2013-09-25, 08:19 AM
thanks. how do shields work concerning space battles?

Alejandro
2013-09-25, 09:40 AM
Shields absorb damage; any damage that gets through that hits the ship's DR (armor) and any damage that gets through that is taken off the ship's HP.

If Ship X has SR 30, DR 10, and 100 HP, and takes a 50 point hit:

SR removes 30
DR removes 10
Ship takes 10 HP damage.

When shields are breached (damage went through them) their SR is reduced by 5. The crew of the ship can take Mechanics actions to bring shields back up. So, if you pound a ship enough, you can knock out shields.

Dark_Ansem
2013-09-25, 09:53 AM
aaaah ok that is how I couldn't understand.
some weapons, however, must ignore SR... which ones?

Alejandro
2013-09-25, 09:56 AM
There is almost nothing that ignores SR. There are some things, like lightsabers, that ignore DR.

Dark_Ansem
2013-09-25, 09:58 AM
what about torpedoes and missiles?

Mando Knight
2013-09-25, 10:44 AM
Nope.

Only the Kedalbe-class's Mass-Driver Cannons are marked as penetrating SR.

Dark_Ansem
2013-10-01, 10:42 AM
I have another small doubt.
a weapon entry is like this:

Ranged quad turbolaser battery +2 1* (see below)
3 dual laser cannon batteries + 19 (see be low)
heavy ion cannons + 11 * (see be low)
po int-defense ion cannon battery +2 1 (see below)
8 proton torpedo launcher bat teries +21 (see below)

Quad Turbolaser Battery (6 gunners)
Atk +21 (+ 1 agai nst targets smal ler than Colossa l), Dmg 7d l0x5

this means that the weapon can fire 6 times?

Mando Knight
2013-10-01, 11:10 AM
No. How a weapons battery behaves is explained in the sidebar on page 170: the stat blocks already include half of the benefit (automatic Aid Another on all attack rolls, granting +2 to attack for each additional weapon), but then the weapon also potentially deals additional damage on a hit (+1 die for every 3 points the attack roll exceeds the target's Reflex Defense, up to one additional die per additional weapon in the battery).

They can also use Aid Another on another battery, but don't grant the damage bonus (but, since this Aid Another grants a bonus for each weapon in the aiding battery, a few turbolaser batteries can combine fire to practically auto-hit anything. Even starfighters). Or they can flood the area with fire, as detailed in Starships of the Galaxy, page 55.

Dark_Ansem
2013-10-01, 11:12 AM
erm, can you re-explain the part about damage bonuses?

Mando Knight
2013-10-01, 11:34 AM
When your attack with a weapon battery hits, every three additional points by which the roll exceeded the target's Reflex Defense adds in another die of damage, up to a maximum of additional die equal to the number of additional weapons in the battery (that is, the number of gunners minus one, since one gunner is the "main" gunner, the one that hits in the first place).

For example, suppose an Imperial-II Star Destroyer is attacking a Rebel Assault Frigate Mk II. Its first Heavy Turbolaser Battery rolls a total of 22 on its attack roll against the frigate's 16 Reflex. The difference between the attack and defense is 22-16 = 6, so it deals two extra dice of damage (13d10×5 instead of 11d10×5). Its second battery rolls a 34 on its attack, exceeding the target Reflex by 18, enough for +6 dice of damage. However, it only has 5 weapons in the battery, so it can only claim four extra dice of damage, for 15d10×5 damage.

Dark_Ansem
2013-10-01, 11:36 AM
why if it has 5 weapons it can only deal 4 more dices?

Mando Knight
2013-10-01, 11:52 AM
why if it has 5 weapons it can only deal 4 more dices?

The first weapon deals the initial damage. The additional dice are from the other weapons within the battery hitting the target, as stated in the weapon battery sidebar. Since the first weapon already hit, it doesn't give another die of damage.



The sidebar does note that if you prefer, you can forgo the Aid Another bonus to attack with each weapon in the battery individually. It's not recommended because of how many guns you'd have to roll for and at a lower bonus, but it provides a higher damage potential.

As I said earlier, though, the statblocks assume the Aid Another option as the standard firing option for the weapon battery, so when firing weapons individually, you need to subtract 2 from the attack bonus for every gunner in the battery after the first (as they're no longer Aiding the first gunner, but firing on their own).

Back to the Imperial-II example, its attack bonus with the heavy turbolaser batteries is +15 with 5 gunners. If you fire each gun individually, the gunners aren't getting assistance from the other four in their battery (a total +8 bonus to the attack roll), and so each weapon only rolls at +7.

Dark_Ansem
2013-10-01, 11:55 AM
The sidebar is in the revised rulebook, right? not in "Starships of the galaxy"

accordingly to this, a SSD Heavy turbolaser battery (11d10x5) would deal, at its maximum potential, 15d10, right?

Mando Knight
2013-10-01, 12:16 PM
It's in the Saga Core rulebook. Revised Core Rulebook is an older edition. And yes, the maximum damage from the Imperial-II heavy turbolaser battery (ignoring crits or player characters) is 15d10×5.

Dark_Ansem
2013-10-01, 12:18 PM
I was talking about the Executor :P thanks!

Mando Knight
2013-10-01, 12:21 PM
A Super Star Destroyer uses the same weapon batteries as an Imperial-II, just in much greater quantity.

Dark_Ansem
2013-10-01, 12:31 PM
thanks a lot, I just wanted to be precise :)

now, if I could only find Death Star complete stats...

Mando Knight
2013-10-01, 12:34 PM
thanks a lot, I just wanted to be precise :)

now, if I could only find Death Star complete stats...

They don't exist because the Death Star is over a hundred kilometers across (and the second, despite being incomplete, is over 900 km across). Here's its stats:

CL: No
Defenses: Plot
Turbolasers: Enough
Superlaser: It kills you dead
Fighting Space: Yes
Carried Craft/Escort: A whole fleet

Dark_Ansem
2013-10-01, 12:36 PM
reminds me of the World of Darkness' "Fight Cain":
you lose.

Mando Knight
2013-10-01, 01:02 PM
reminds me of the World of Darkness' "Fight Cain":
you lose.

That's the idea. None of the Death Stars were taken down by a direct assault (that is, pummeling it with turbolasers until it fell apart), which it was designed to easily repel, but by the plot-powers of heroes with X-Wing proton torpedoes. The Death Star itself is always a set piece, not a target proper.

Closet_Skeleton
2013-10-01, 01:10 PM
aaaah ok that is how I couldn't understand.
some weapons, however, must ignore SR... which ones?

Personal Energy Shields have a special SR that only blocks energy damage, but those are for creatures not for ships and I can't remember what supplement they're in.


reminds me of the World of Darkness' "Fight Cain":
you lose.

Except you can beat a Deathstar, its just terrain, not a creature. The D&D equivalent would be asking how many hit points and armour class The Tomb of Horrors has and if you can just keep hitting it with your sword rather than travelling through it.

I think Starships of the Galaxy has rules for using capital ships as terrain during fighter battles, something like the ships forgoing all their battery shots to just provide an effect to adjacent squares.

Dark_Ansem
2013-10-01, 01:12 PM
ah that is brilliant! thanks for clarifying that!

Dark_Ansem
2014-04-25, 05:25 AM
Does the Saga Edition cover the Sovereign SSD?