Hello Once again!
An interesting debate came up last night with my Players and I and Once Again I look to you, The People, for help. This decision is yours, The People.
Most speeds have a consistency of Armor 0 and HT of less than 10. Most Star fighters, Freighters, Frigates, Etc have an Armor of 2 and greater with Varying HT.
Breach has a 10 Soak negation or 1 Armor Negation unless Cortosis is involved, however that Mod has nothing to do with this so will not be calculated for anything.
The core book only consists of 3 items which start with Breach 1.
those consist of a Lightsaber, Missile Tube, and Thermal Detonator.
In our last campaign, we decided to "Glaze over" Starship combat and Related situations, focusing mainly on space, as we had no actual Pilot and all of us were learning the system, Now we have a Rather Fully competent team, I'm trying to take my "Training Wings".
We were talking last night about what happens if a Fight breaks out Inside a ship, for example
YT-1300 Light Freighter Armor: 3 HT:22
If the players are hiding and the intruders have any of the 3 weapons above, Then by Game Rules and Standards, Technically They are not able to break open any places the players are hiding with force, due to the armor of 3, Yes they Breach 1 point of armor each leaving 2 left technically, but EVEN WITH 5 yellow die, 1 Green die, Rolling two success per die, that means a Lightsaber(the weakest of the three) Could still only do 22 points of damage, Meaning it DOES do 2 Hull threshold, but those chances are Insignificant.
In the case of a Missile Tube and Thermal Detonator doing base 20 damage, It is more reasonable for them to be able to as such Naturally, But there are sturdier ships out their as well as in a ship, the blast damage is as likely to kill the intruders.
Has anyone had any thoughts on such things or can enlighten me on something I may have missed in the book or possibly my Inexperience with the system still.
Thanks for all and any assistance