Alasseo 66 Posted April 5, 2011 A little thought experiment (no, honest, I'm not building a stealth carrier/torpedo boat designed for exterminatus) 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 Quote Share this post Link to post Share on other sites
bobh 2 Posted April 5, 2011 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. Quote Share this post Link to post Share on other sites
Alasseo 66 Posted April 5, 2011 That is both genius and evil. And sidesteps the whole problem neatly. Thanks bobh. Bit hard on the crew of the boarding torp, mind... Quote Share this post Link to post Share on other sites
bobh 2 Posted April 5, 2011 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.... Quote Share this post Link to post Share on other sites