Jump to content
Sign in to follow this  
Alasseo

Atomic Torpedoes

Recommended Posts

 A little thought experiment (no, honest, I'm not building a stealth carrier/torpedo boat designed for exterminatusangel.gif) brought me up against this little conundrum: how do you determine the Crit Rating for an Atomic-rigged torpedo- does it wholly replace the standard warhead, or is it an "add-on" to an existing (while replacing the standard damage rules for torpedoes with atomics)? Does it get a Terminal Penetration value?

Range and speed are constant across torpedoes (aside from those with the Short Burn guidance package, obviously), so we can use those figures (Speed 10 VU/turn, Range 60 VU), but how do we determine the critical?

For that matter, would an atomic torpedo still do 1d5+4 hits? and would it still get to combine the damage from those hits or would the torpedo rules of "no combining damage in a salvo" apply?

 

All thoughts welcome

Share this post


Link to post
Share on other sites

Take a boarding torpedo, remove the couches and drink holders, stuff in a warhead or five.  Attempt a hit and if you hit and it digs in for a Hit & Run, BOOM!  Dead ship.

Share this post


Link to post
Share on other sites

Alasseo said:

 That is both genius and evil. And sidesteps the whole problem neatly. Thanks bobh.

Bit hard on the crew of the boarding torp, mind...

Use grots....

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...