iron_sirocco
03/10/25 09:44 AM
73.87.43.30
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The cluster Hit table and rules has always fascinated me. However, I could never understand the pattern or distribution/relation ship to each step.
Has anyone been able to determine if any, relationship to damage percentage increase per weapon category?
Let's look at the Cluster Hit table in the Beginner Box Quick-Start Rules, which can be downloaded free from the main site.
If we look at the table.. Code: # 2 5 6 10 15 ------------------------------------------ 2 1 1 2 3 5 3 1 2 2 3 5 4 1 2 3 4 6 5 1 3 3 6 9 6 1 3 4 6 9 7 1 3 4 6 9 8 2 3 4 6 9 9 2 4 5 8 12 10 2 4 5 8 12 11 2 5 6 10 15 12 2 5 6 10 15
Other then a roll of 12, doing max damage - I cannot find or see any pattern or relationship to the increase in damage output.
I ask this question, because I want to develop my own tables; however, I want to use the formula (if any) that was officially used.
Has anyone found a pattern or relationship?
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ghostrider
03/10/25 12:36 PM
45.51.181.83
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The closest thing I have seen is the tables tend to have half missiles hitting being the average damage. You are more likely to hit with half your payload then get full or minimal missiles on target. The bell curve of rolling 2d6 puts 6, 7, and 8 as the most likely numbers.
Other than that, the higher rolls hit with more. If they were really looking for random hits, they should have mixed up the numbers, so it wasn't progressive on the higher rolls. But then most of the game is set up so the higher roll means better results.
Example. You could barely hit with your attack roll and do full missile damage. Or you could roll max to hit, but barely strike with any of the missiles. I know they wanted to keep it simple, so didn't put in bonus missile hits for clearing the to hit roll by more then needed.
Other than that, I haven't really seen any reason for the numbers of hits.
Ac rounds are said to fire in bursts, yet there is no table for the damage they do, with the exception of the LBX style.
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Karagin
03/10/25 09:19 PM
38.48.37.18
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If I can find it, someone made one based on the AC types. I can't remember if it was posted here or another page. I will look through my BT files to see if I still have it.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/10/25 10:28 PM
45.51.181.83
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If it was here, then it was a while back. I don't remember seeing it. I know the ultra cannons have their double shot, so hopefully this is already removed from the conversation.
Yet the cannon they are based on might well be interesting to see if they are just double in the ultra series. IE if they have a 2 burst fire rate, then the ultras would have 4 'shells'. Make things a bit more complicated, but it would add in some more random damage to the game. Mix things up a bit as your ac 5 might not take out the 3 points left of internal on the enemy unit.
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Karagin
03/10/25 11:12 PM
38.48.37.18
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If I recall, it was based on how the LBX series used the missile table without the 4 and 6 results in the equals-in-mix since there were no equalivent ACs. However, as I said, I need to find the actual write-up to be certain.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ghostrider
03/11/25 05:21 PM
45.51.181.83
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If you can recall who made those tables, see if they updated it to include the rotary cannons as well. Or did they just make it so they fire a single shot with each 'cannon', removing the burst from each?
As for the missile tables, I kind of hated my bad luck with dice rolls on how many hit. First you see if any hit, then I tended to roll under 7. So I tended to stick with non missile weapons for a long while.
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iron_sirocco
03/12/25 09:06 PM
73.87.43.30
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Quote: The closest thing I have seen is the tables tend to have half missiles hitting being the average damage. You are more likely to hit with half your payload then get full or minimal missiles on target. The bell curve of rolling 2d6 puts 6, 7, and 8 as the most likely numbers.
Other than that, the higher rolls hit with more. If they were really looking for random hits, they should have mixed up the numbers, so it wasn't progressive on the higher rolls. But then most of the game is set up so the higher roll means better results.
Example. You could barely hit with your attack roll and do full missile damage. Or you could roll max to hit, but barely strike with any of the missiles. I know they wanted to keep it simple, so didn't put in bonus missile hits for clearing the to hit roll by more then needed.
Other than that, I haven't really seen any reason for the numbers of hits.
Ac rounds are said to fire in bursts, yet there is no table for the damage they do, with the exception of the LBX style.
As always, thank you for your detailed post! I guess, I should cluster what values I want around dice rolls of: 6, 7 and 8.
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iron_sirocco
03/12/25 09:06 PM
73.87.43.30
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Thank you everyone for the great posts.
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