Space Stations V1.2

Station builders pyramid scheme.
Build Waystation. Install space dock.
Use space dock's free 1d6 RR to build Waystation with space dock.
Use both stations to build Colony Station with space dock + guns.
Use both stations and Colony station to build Colony Station with space dock + guns.
Use all stations to build Border Station with 3 space docks.

4 turns in (on average rolls) you're getting 7d6 RR a turn for an outlay of 3 RR. Thats 24.5 points each turn, enough to get you a Battle pl ship (or a battle station with 4 docks and good defenses).
House rule I'm insisting on for my group is a limit on the number of each module to a maximum of 2, and restricting certain modules (such as the space dock) to larger stations (colony and above).
 
inq101 said:
Station builders pyramid scheme.
Build Waystation. Install space dock.
Use space dock's free 1d6 RR to build Waystation with space dock.
Use both stations to build Colony Station with space dock + guns.
Use both stations and Colony station to build Colony Station with space dock + guns.
Use all stations to build Border Station with 3 space docks.

4 turns in (on average rolls) you're getting 7d6 RR a turn for an outlay of 3 RR. Thats 24.5 points each turn, enough to get you a Battle pl ship (or a battle station with 4 docks and good defenses).
House rule I'm insisting on for my group is a limit on the number of each module to a maximum of 2, and restricting certain modules (such as the space dock) to larger stations (colony and above).
Three points:

1) In the next iteration of rules the 1d6 RR will only apply for a second spacedock module (and not on any further ones built either).

2) Every space station costs -5 RR in maintenance each campaign turn so this more than cancels out the +1d6 RR.

3) The 1d6 RR can only be spent on ships, not space stations.

I think that neatly explains why this isn't a viable plan ;)
 
Triggy said:
2) Every space station costs -5 RR in maintenance each campaign turn so this more than cancels out the +1d6 RR.

Unless you have modified the rules again Triggy, this is a direct quote from the Space Station rules!

Space stations may be constructed in campaigns in the same manner as ships. They will cost they same to build as ships of the same Priority Levels as the space station’s Core and Modules (there is no longer any tripling of a space station’s cost, nor does the owning player lose 5 RR points every turn because he has a space station).

No -5 RR in maintenance!
 
Can I suggest a few additons to the fluff text just to make it a little more variable and intersting?

rather than the same for each weapon sytem how about:

Main Weapons - as is

Missiles
Mounting rows of missile batteries, a space station can dominate any enemy at long range.

Light weapon batteries
Batteries of light weapons mounted on a space station can deal with any minor threat and help to discourage larger ones.

Beams
A space station can eliminate almost any threat with weapons of this magnitude.
 
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