Playtest Rules Space Stations
O.K. another try...
O.K. I am constructing this assuming the armor module can only double the damage modifier once. It actually looks closer to normal.
Minbari Star Fortress
Hull: 5
Damage: 550/ 275/ 120
Troops: 50
Special Rules: Anti-Fighter 8, Immobile, Interceptors 14, Space Station.
This design is equipped with 1 Armor Module, 3 Advanced Neutron Laser Modules, 2 Point Defense Modules and 1 Stealth Module.
Sincerely,
Andrew Norris
Minbari Star Fortress
Hull: 5
Damage: 550/ 275/ 120
Troops: 50
Special Rules: Anti-Fighter 8, Immobile, Interceptors 14, Space Station.
This design is equipped with 1 Armor Module, 3 Advanced Neutron Laser Modules, 2 Point Defense Modules and 1 Stealth Module.
Sincerely,
Andrew Norris
O.K. yet another try...
Narn Star Fortress
Hull: 5
Damage: 1230/ 615/ 295
Troops: 50
Special Rules: Anti-Fighter 6, Immobile, Interceptors 10, Space Station.
This design is equipped with 1 Armor Modules, 5 Hardened Modules, 1 Energy Mine Module, 1 Ion Torpedo Module, 1 Heavy Laser Cannon Module.
Sincerely,
Andrew Norris
Hull: 5
Damage: 1230/ 615/ 295
Troops: 50
Special Rules: Anti-Fighter 6, Immobile, Interceptors 10, Space Station.
This design is equipped with 1 Armor Modules, 5 Hardened Modules, 1 Energy Mine Module, 1 Ion Torpedo Module, 1 Heavy Laser Cannon Module.
Sincerely,
Andrew Norris
Re: O.K. yet another try...
[quote="ATN082268"]Narn Star Fortress
Hull: 5
Damage: 1230/ 615/ 295
Troops: 50
Special Rules: Anti-Fighter 6, Immobile, Interceptors 10, Space Station.
This design is equipped with 1 Armor Modules, 5 Hardened Modules, 1 Energy Mine Module, 1 Ion Torpedo Module, 1 Heavy Laser Cannon Module.
Sincerely,
Andrew Norris[/quote]
Yeah Narn and there Hardened Module is borke! That why think it should be limited (read earlier posts)
Hull: 5
Damage: 1230/ 615/ 295
Troops: 50
Special Rules: Anti-Fighter 6, Immobile, Interceptors 10, Space Station.
This design is equipped with 1 Armor Modules, 5 Hardened Modules, 1 Energy Mine Module, 1 Ion Torpedo Module, 1 Heavy Laser Cannon Module.
Sincerely,
Andrew Norris[/quote]
Yeah Narn and there Hardened Module is borke! That why think it should be limited (read earlier posts)
Hmm maybe - I'd go with: (the long range weapons)
EA Missiles - 36" range, Lasers 30" range (no longer boresight)
Crusade era - 35" range Neutron Cannons (as above)
Dilgar- Anti-ship Missiles 30" range
Minbari/ISA - Improved Neurton Lasers 42" range, Neutron Lasers 36" range
Narn - E-mines 36" range, Ion Torps 30" range, Lasers 30" range
Centauri - Battle Laser 24" range, Ballistic Torpedoes 36" range
Abbai - Combat Laser 24" range,
Brakiri - Gravitic Lance 42" range, Combat Laser 25" range
Drazi - Missiles 36" range, Solar Cannon 20" range,
Pak Plasma Torps 36" range,
Vree Antimatter torp 36" range
Vorlons - Lighting Cannon 36" range
Shadows Molcular Slicer 30" range
Drakh Neuton Cannon - Heavy 30", Medium 25"
althoug I still feel they should be on arcs not turrets.......................
EA Missiles - 36" range, Lasers 30" range (no longer boresight)
Crusade era - 35" range Neutron Cannons (as above)
Dilgar- Anti-ship Missiles 30" range
Minbari/ISA - Improved Neurton Lasers 42" range, Neutron Lasers 36" range
Narn - E-mines 36" range, Ion Torps 30" range, Lasers 30" range
Centauri - Battle Laser 24" range, Ballistic Torpedoes 36" range
Abbai - Combat Laser 24" range,
Brakiri - Gravitic Lance 42" range, Combat Laser 25" range
Drazi - Missiles 36" range, Solar Cannon 20" range,
Pak Plasma Torps 36" range,
Vree Antimatter torp 36" range
Vorlons - Lighting Cannon 36" range
Shadows Molcular Slicer 30" range
Drakh Neuton Cannon - Heavy 30", Medium 25"
althoug I still feel they should be on arcs not turrets.......................
not really overpriced
a EA raid level station can presently mount
3 arcs (say F, P,S) with 4 AD Laser each with 4AD at 36" range and has 2 HP left over.
a Minbari battle station could mount a Neuton laser in a four arcs, 4AD 36" range, 4 HPs to spare
A Vorlon Raid level station could mount a 3AD DD, Precise Beam in each arc at 27" range with 2 HP to spare................say for 6 fighters to defend it as well.
a EA raid level station can presently mount
3 arcs (say F, P,S) with 4 AD Laser each with 4AD at 36" range and has 2 HP left over.
a Minbari battle station could mount a Neuton laser in a four arcs, 4AD 36" range, 4 HPs to spare
A Vorlon Raid level station could mount a 3AD DD, Precise Beam in each arc at 27" range with 2 HP to spare................say for 6 fighters to defend it as well.
Ok i'm still not convinced it'll work!
With 3 arcs a cunning player will place the unarmed arc towards a planet or table edge, but if your opponent has AJE and the scenario allows hyperspace they'd be a fool NOT to jump into your BLIND arc.
The only other thing i can see happening is that youll loose all of the other module options to ppl always buying weapon modules and very little else!
Under the "current" station rules target x lets you fire at up to x amount of target representing the sheer amount of weaponry on a station, which is sheer nasty!
Now that target has gone having to buy additional weaponry to shoot more ships seems to be the ballance off!
And if limiting the amount of weaponry and defensive modules and the costings of each to certain level core (once a range of each weapon has been sorted) should create a balance, where a station is more powerful than a ship (which it should be).
A patrol, skirmish and raid lvl station shouldnt be able to shoot at more than 2 or 3 ships a turn!
Where as a battler and war lvl station should be shooting at a hand ful of ships each turn!
With 3 arcs a cunning player will place the unarmed arc towards a planet or table edge, but if your opponent has AJE and the scenario allows hyperspace they'd be a fool NOT to jump into your BLIND arc.
The only other thing i can see happening is that youll loose all of the other module options to ppl always buying weapon modules and very little else!
Under the "current" station rules target x lets you fire at up to x amount of target representing the sheer amount of weaponry on a station, which is sheer nasty!
Now that target has gone having to buy additional weaponry to shoot more ships seems to be the ballance off!
And if limiting the amount of weaponry and defensive modules and the costings of each to certain level core (once a range of each weapon has been sorted) should create a balance, where a station is more powerful than a ship (which it should be).
A patrol, skirmish and raid lvl station shouldnt be able to shoot at more than 2 or 3 ships a turn!
Where as a battler and war lvl station should be shooting at a hand ful of ships each turn!
Posted somewhere else by DA Boss:
or now just have a skirmish level space station Rolling Eyes
4AD turreted Neutron laser at 36" range and 4 white star fighters........
sure its hull 4 but it does have 80 pts of damage and interceptors and antifighter and auto repairs crits and 8 troops........ did I mention the 36" range neutron laser - turreted
That was why i posted this earlier to eliminate having BIG guns on [size=7][/size]Tenny Tiny [size=12][/size]Stations!
Patrol level : 1 weapon module up to 2 HP worth
Skirmish level : 2 weapon modules up to 2 HP worth
Raid level : 3 weapon modules up to 2 HP worth
Battle level : 5 weapon modules up to 4 HP worth
War level : 6/7 weapon modules up to 4 HP worth
And this was for number of offensive modules/defensive modules:
Patrol : 1/2
Skirmish :2/2
Raid : 3/3
Battle : 5/4
War : 7/5
or now just have a skirmish level space station Rolling Eyes
4AD turreted Neutron laser at 36" range and 4 white star fighters........
sure its hull 4 but it does have 80 pts of damage and interceptors and antifighter and auto repairs crits and 8 troops........ did I mention the 36" range neutron laser - turreted
That was why i posted this earlier to eliminate having BIG guns on [size=7][/size]Tenny Tiny [size=12][/size]Stations!
Patrol level : 1 weapon module up to 2 HP worth
Skirmish level : 2 weapon modules up to 2 HP worth
Raid level : 3 weapon modules up to 2 HP worth
Battle level : 5 weapon modules up to 4 HP worth
War level : 6/7 weapon modules up to 4 HP worth
And this was for number of offensive modules/defensive modules:
Patrol : 1/2
Skirmish :2/2
Raid : 3/3
Battle : 5/4
War : 7/5
Yeah I know but the following are still possible (and similar with many races)
Dilgar Patrol - 60 damage, interceptors and AF,
3 AD 42" AP, SL,Triple damage range missiles, 4 flights of Thoruns
Vorlon Skirmish - 110 damage (with habitation)
3 AD 27" range Doube damage beam, Precise,
6 flights of fighters
I wonder if it would better to just move each station up a PL the halving of the base damage is I feel def needed.
Dilgar Patrol - 60 damage, interceptors and AF,
3 AD 42" AP, SL,Triple damage range missiles, 4 flights of Thoruns
Vorlon Skirmish - 110 damage (with habitation)
3 AD 27" range Doube damage beam, Precise,
6 flights of fighters
I wonder if it would better to just move each station up a PL the halving of the base damage is I feel def needed.
Moving up the Allocation point of the stations might be a bit much, but i agree that the Damage points of the stations could do with a bit of modifying, but by half i think may be a bit much!
Maybe a quarter or a third off of their damage!
After all a station should be somewhat tougher (in damage sense) than a ship of the same level, a ship is light and maneuverable a station isnt!
PS you forgot to add damage to the Dilgar station, and you had HP space left
Maybe a quarter or a third off of their damage!
After all a station should be somewhat tougher (in damage sense) than a ship of the same level, a ship is light and maneuverable a station isnt!
PS you forgot to add damage to the Dilgar station, and you had HP space left

Hmm maybe - but then an average Patrol ship has what
12-15 damage - the average Patrol station has now 60+ damage - same as a large battle level warship - a ship of the line. Hulls less usually but that makes sense.
so lets think about it - given that all HP pts filled up at say 10 pts each at low levels and less higher up and no silly doubling of damage
Present system................half damage.................2/3 damage
Patrol......60........................40...............................50
Skirm......110......................80...............................90
Raid.........140.....................95...............................110
Battle.......230.....................155..............................180
War.........350......................225.............................265
our numbers are certianly better and I don't think half damage is that big a drop - later on you are adding more HP modules but often 3 or 4 so less damage added.............
40 damage at patrol is good - 4 times that of the average patrol ship and nearly equivalent to a battlecruiser
12-15 damage - the average Patrol station has now 60+ damage - same as a large battle level warship - a ship of the line. Hulls less usually but that makes sense.
so lets think about it - given that all HP pts filled up at say 10 pts each at low levels and less higher up and no silly doubling of damage
Present system................half damage.................2/3 damage
Patrol......60........................40...............................50
Skirm......110......................80...............................90
Raid.........140.....................95...............................110
Battle.......230.....................155..............................180
War.........350......................225.............................265
our numbers are certianly better and I don't think half damage is that big a drop - later on you are adding more HP modules but often 3 or 4 so less damage added.............
40 damage at patrol is good - 4 times that of the average patrol ship and nearly equivalent to a battlecruiser
[quote="Da Boss"]no silly doubling of damage[/quote]
Absolutely brill comment!!
I was forgetting that most modules add a Damage bonus to the core (Doh!), so yeah a 50% damage reduction isnt out of the equation!!
Just mean that if the 50% reduction is to go ahead i'd have to rework the race specific core stations
Absolutely brill comment!!
I was forgetting that most modules add a Damage bonus to the core (Doh!), so yeah a 50% damage reduction isnt out of the equation!!
Just mean that if the 50% reduction is to go ahead i'd have to rework the race specific core stations

[quote="Da Boss"]of course the two of us agreeing on this means little if the "Powers that be" publish and be damned[/quote]
If they publish in it's current form it'll be band from tourn use and broke in campaigns!
So lets hope that the "PTB" are listening (or at least readin these forums)
and let us hope that a comment is made if not on here then somewhere.
Otherwise what was the use in posting play test rules in the 1st place!!!!
If they publish in it's current form it'll be band from tourn use and broke in campaigns!
So lets hope that the "PTB" are listening (or at least readin these forums)
and let us hope that a comment is made if not on here then somewhere.
Otherwise what was the use in posting play test rules in the 1st place!!!!

Who is online
Users browsing this forum: No registered users and 28 guests