of course some stations can have massively powerful weapons and layered defences of Stealth /shields and anti-fighter / escort plus interceptors............
True, but even at hull 4, 40 hit points with
interceptors 2 isn't exactly
fragile.
Orbital defences should be nasty, but that's verging on filth. Admittedly you can only have one, but in a 5 point patrol priority game, a station like that isn't going to blow apart a ship a turn.
Starting question for playtesters; how 'ard should a station be relative to a ship of the same size?
Range should obviously be good because that is needed on a static emplacement.
Stations take damage normally. Admittedly they don't get destroyed, but the damage to disble them should surely be reflective of the damage capacity of a ship of the same size.
Half again - fair enough, they can't run away.
Double? Maybe.
Four or five times? No.
Active defences, the same.
Firepower....bear in mind that everything's turreted. A station under the old rules had a so-so amount of firepower but would be hitting 3-4 targets a turn, which made them good interceptor-breakers and good at crowd control. These will pick one ship and blow the crud out of it with vastly superior firepower to anything of comparable priority level.
Heavy Weapons:
Just looking at the minbari modules, a patrol station with a fusion module is fine, maybe a fraction undergunned against light targets (a common problem with mini-beam weapons)
The neutron laser module, however, has a
sevenfold increase in firepower for only half again the space. Since both sides ignore interceptors and armour, the argument about 'different weapons for different targets' really doesn't apply!
A patrol station with a Nial Hangar Module and a Fusion cannon battery seems fine. Or with stealth and a fusion cannon. But as soon as the Neutron lasers poke their nose in, you get something horrific.
Just limiting the heavy weapons modules by size doesn't seem to do that much either because the ability to pack as many as you like on big ships doesn't make them any more balanced.
E.G.:
Shaidakka Orbital Gun Platform
Battle station
Armour Module
Habitation Module
3 x Neutron Laser Modules
Hull 5
Damage 360/180/80
Anti-Fighter 5, Interceptors 8
Neutron Laser - 36" - 6 AD - Beam, Double Damage, Precise
Neutron Laser - 36" - 6 AD - Beam, Double Damage, Precise
Neutron Laser - 36" - 6 AD - Beam, Double Damage, Precise
Yes, it's a battle point, but eighteen neutron lasers? three hundred and sixty bloody hit points? If stations don't take D6 damage per hit anymore and you can't permanently disable weapons....hell, you've got to do a hundred and eighty damage - almost enough to waste a victory class destroyer - to put it past its first threshold.
Other observation on minbari modules - Stealth modules should be size-dependant, like armour modules. It's infinitely easier (and more logical) to hide a small listening post than the primary orbital docking hub of the federation, and a 4+ stealth is worth more on a bigger core.
Ditto for GEG systems for drakh stations.