Critical damage penalties on turret arcs


Rules Questions


I'm working on a Starship Combat spreadsheet, calculating crew role DCs and reference pages.

Starfinder Starship Reference Sheets v1.1

Building off the work of a previous post by u/uasutton (credit also given in notes tab of sheet), I've made my own enhancements and included many of the Starship Operations Manual updates.

I found that

something I said about turret penalties from critical damage wrote:
Turret Weapons count as being in all weapon arcs. For example, if the port arc is malfunctioning and the other arcs are normal, then a turret weapon firing on targets in the port arc receives a -4 penalty, but the turret can be used normally for targets in other arcs.

is getting some push-back.

So it boils down to the table at the top-right of

CRB 321 wrote:

Randomly determine one arc containing

weapons; condition applies to all gunner
actions using weapons in that arc (a
turret counts as being in all arcs)

Which I took to mean

my interpretation, option A wrote:
...condition applies to all gunner actions using weapons in that arc as well as turrets firing on targets in that arc

My reasoning being that the standard ship sheet tracks critical damage to weapons by arc, but does not have a distinct spot to track the critical damage level on a turret, which is in all arcs.

But, as I'm collecting feedback, I've discovered

others interpret this, option B wrote:
...condition applies to all gunner actions using weapons in that arc as well as a turret fired in any arc

Following a convention that the 4 arcs collectively at each level should count as the turret penalty if any of the quadrants are marked (on the standard starship sheet critical damage tally for weapon quadrants, CRB p.524).

I will adapt my sheet to match the majority concensus, so do people have a preference for Option A or Option B?


B. The turret itself is in all arcs, so if any gun is malfunctioning the turret is malfunctioning. Things are either malfunctioning or not, otherwise the mechanic couldn't fix it.


BigNorseWolf wrote:
B. The turret itself is in all arcs, so if any gun is malfunctioning the turret is malfunctioning. Things are either malfunctioning or not, otherwise the mechanic couldn't fix it.

So if port and starboard arcs are marked as glitching, an Engineer (or even better, two engineers in the same phase) needs to successfully patch each of those quadrants to get the turret fully functional?


ThermalCat wrote:
BigNorseWolf wrote:
B. The turret itself is in all arcs, so if any gun is malfunctioning the turret is malfunctioning. Things are either malfunctioning or not, otherwise the mechanic couldn't fix it.
So if port and starboard arcs are marked as glitching, an Engineer (or even better, two engineers in the same phase) needs to successfully patch each of those quadrants to get the turret fully functional?

Eyup.

It the only downside to the turret.


BigNorseWolf wrote:
ThermalCat wrote:
BigNorseWolf wrote:
B. The turret itself is in all arcs, so if any gun is malfunctioning the turret is malfunctioning. Things are either malfunctioning or not, otherwise the mechanic couldn't fix it.
So if port and starboard arcs are marked as glitching, an Engineer (or even better, two engineers in the same phase) needs to successfully patch each of those quadrants to get the turret fully functional?

Eyup.

It the only downside to the turret.

Thanks, that’s what I thought, but it clarifies that I understand what you’re saying.


The link I posted now links to a version 1.1.1, with an updated description of turret conditions on the "Critical Damage Status" tab.

I also added a "V1.1.1" to cell B1 of the "Notes" tab to make it easier for people to ID the revision.

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