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		| peelseel2 Cadet
 
  
  
 Joined: 15 Jun 2021
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 Location: Wayne, NE
 
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				|  Posted: Tue Nov 26, 2024 3:08 pm    Post subject: Linked Fire |   |  
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				| How does linked fire work for starfighters like the X Wing?  Is one to hit, all four are linked for stated damage?  Or do you roll 4 to hits and 4 damage if they hit? |  | 
	
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		| garhkal Sovereign Protector
 
  
  
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 Location: Reynoldsburg, Columbus, Ohio.
 
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				|  Posted: Tue Nov 26, 2024 4:49 pm    Post subject: |   |  
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				| Treat it like combined fire rules..  One X0wing laser is 5d, all four linked is XYZ.... _________________
 Confucious sayeth, don't wash cat while drunk!
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		| pakman Commander
 
  
  
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				|  Posted: Wed Nov 27, 2024 12:04 pm    Post subject: |   |  
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				| One roll to hit. One roll for listed damage.
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 SW Fan, Gamer, Comic, Corporate nerd.
 Working on massive House Rules document - pretty much a new book.  Will post soon....
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		| CRMcNeill Director of Engineering
 
  
  
 Joined: 05 Apr 2010
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 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
 
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				|  Posted: Wed Nov 27, 2024 2:15 pm    Post subject: Re: Linked Fire |   |  
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				|  	  | peelseel2 wrote: |  	  | How does linked fire work for starfighters like the X Wing?  Is one to hit, all four are linked for stated damage?  Or do you roll 4 to hits and 4 damage if they hit? | 
 For starfighters, yes. Usually, there’s a notation in the weapon stat itself. If it says “fire-linked”, then they’re treated as the same weapon, but can be damaged independently if the ship takes a Weapons Damaged result. If it says “can be fire-linked”, they can be fired either as independent weapons or as linked, depending on the pilot/gunner’s choice. Any combined weapon (quad- or dual lasers and the like) count as a single weapon for both damage and damaged purposes.
 
 As far as bonuses, there is a strong thread running through the rules of x2=+1D, that is, every time the amount being combined doubles, the dice value increases by 1D (the inverse being x1/2=-1D). This is most prominent in starfighter weapons (Laser Cannon = 4D Damage, Dual Laser Cannon = 5D Damage, Quad-Laser = 6D Damage), but can be found elsewhere. FVBonura is working on a starship build pricing system and can likely provide a lot more examples.
 
 I use the x2=+1D formula as the basis for an Alternate Coordination Bonus system, but the RAW method of +1 per every additional unit being combined roughly parallels it until ~10-12, after which the RAW method goes into a silly spiral to the point where the forward arc Heavy Turbolasers on a Super Star Destroyer outgun the Death Star’s superlaser by several D. Ultimately, there are multiple options available, so use whichever method you’re most comfortable with.
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 "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 The CRMcNeill Stat/Rule Index
 
 
 Last edited by CRMcNeill on Thu Jan 02, 2025 3:25 am; edited 1 time in total
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		| peelseel2 Cadet
 
  
  
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				|  Posted: Wed Nov 27, 2024 2:28 pm    Post subject: |   |  
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				| Thanks for all the replies! |  | 
	
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