Foxmeister
Mongoose
katadder said:ship breakers are only really a problem on the g'vrahn because of its speed.
Of course, that could be fixed by making the G'Vrahns e-mine O/S, and giving it to the Bin'Tak!

Regards,
Dave
katadder said:ship breakers are only really a problem on the g'vrahn because of its speed.
inq101 said:I kind of like the idea but I'd stick with my normal mines.
katadder said:inq101 said:I kind of like the idea but I'd stick with my normal mines.
true, alot of people would, and i probably would in a g'vrahn. but for a g'quan a set of ship breakers gives a nice close up punch to really ruin someones day.
katadder said:ship breakers on ka'tan would be a one shot 2AD weapon. compared to the ka'tco which comes with an everyturn TD beam. so not too bad.
comms disruptors dont remove SAs. they put a -2 cq check on the target (which is great when combined with grav shifters) and then forces them to make a CQ check at difficulty 8 (with the -2 still) if they want to do any SAs whilst effected.
the old ion burst e-mines used to remove SAs for this turn and next, this was overpowered hence the change to make them like comms disrupters.
Ripple said:Not sure how you folks play, but folks around here can usually only keep ships more than six apart for a turn or two, then the furball starts if your anyone but ISA/Minbari. At least two ships are almost always available as targets.
Giving up one shot e-mines to strip CBD/Come About/etc from a number of slow 1/45 ships is a deal. Wide bust as listed is still DD so also a deal in many cases.
Just not sure I think stronger e-mines is the way to go for the Narn. Taking one of the contraversial traits in the game and pumping it up seems the wrong direction to go.
Ripple