Playtest Rules Space Stations

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
 
Id go with a 50% increase upto max range of 35".............. this coupled with halving the starting damage of the stations starts the process towards making them usable.............
 
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
 
ATN082268 said:
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

Yeah Narn and there Hardened Module is borke! That why think it should be limited (read earlier posts)
 
Da Boss said:
Grunvald said:
Minbari Improved Neutrons start at range 36" :!:

Oh yeah bloody Minbari :wink: - so 36" inches then :) its far enough

Have to say thou, that it being a bit unfair on the Minbari when everyone else's stations get a range increase but them!!
 
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.......................
 
If your buying 1 weapon and gain 4 arcs then doesnt meant that your getting more guns fired at you if your in multiplr arcs!

If your buying 1 weapon per arc then they are way overpriced for what your getting!

At this moment in time stick with 1 gun turret!!!
 
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.
 
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!
 
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 Tenny Tiny 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.
 
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 :)
 
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
 
Da Boss said:
no silly doubling of damage

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 :?
 
of course the two of us agreeing on this means little if the "Powers that be" publish and be damned :wink:

then again if you/we/others were to come with a better amended version than I am sure it would fit nicely into the resources page anyway as a alt option?
 
Da Boss said:
of course the two of us agreeing on this means little if the "Powers that be" publish and be damned

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!!!! :?:
 
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