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Post by toaster on Sept 11, 2010 2:11:38 GMT -5
So we played out a few more turns of humans vs the scourge on my newly painted hex grid, SD torps are powerful but not as nasty as I was afraid it could be.
Question 1: half damage rounded down means non penetrating gatling laser hits do zero damage correct?
Question 2: could we have a definitive fire arc chart for ships facing hex corners in 12 point movement please?
And good news one of the kids at the club is already talking about buying his own copy.
Robert
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Post by warchariot on Sept 11, 2010 9:16:47 GMT -5
"Question 1: half damage rounded down means non penetrating gatling laser hits do zero damage correct?" Correct, any 1 point damage weapon that goes to the hull and doesn't penetrate does zero damage. That's why interceptors with a 1 damage and d6 pen are not so good at attacking ships. "Question 2: could we have a definitive fire arc chart for ships facing hex corners in 12 point movement please?" I don't have my rules right next to me but, As I remember it, 12 point movement only affects movement, not fire arcs, so they stay the same. I think that's right
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cletus
Lieutenant JG
Posts: 13
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Post by cletus on Sept 11, 2010 10:39:28 GMT -5
Yeah, Warchariot has the right of it. I'm glad that you're spreading the game system in your gaming group... I'm working on mine as well.
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Post by robertthedamned on Sept 11, 2010 11:29:46 GMT -5
regarding question 2 the way I work out firing arcs is that for any arc the two hexes cloesest to that side of the ship are in arc then the three from the next closest row ect. Here's a very badly drawn diagram:
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Post by toaster on Sept 11, 2010 15:08:47 GMT -5
@ Warchariot, Just rotating the firing arcs by half a hex is what is causing the confusion.
@robert, the problem with that diagram is that the width of the arcs is then dependent on facing so a ship that was well in fore arc before turning could effectively jump to side arc and back to fore arc during the turn (only in extreme cases of course).
One other thing that came up during the game, do surviving marines return to their ship to be used again or do they form a prize crew and stay aboard the captured ship. (one shot weapon)
Robert
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Post by warchariot on Sept 11, 2010 18:02:51 GMT -5
"One other thing that came up during the game, do surviving marines return to their ship to be used again or do they form a prize crew and stay aboard the captured ship. (one shot weapon)"
They form a prize crew and are removed with the ship. I've wondered why Teleport Marines couldn't self-destruct the ship and beam back?
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Post by robertthedamned on Sept 11, 2010 18:48:37 GMT -5
@robert, the problem with that diagram is that the width of the arcs is then dependent on facing so a ship that was well in fore arc before turning could effectively jump to side arc and back to fore arc during the turn (only in extreme cases of course). That's an unfortunate limitation of using 12 point movement on a hex grid, I can't really see any way around it which still uses the hex grid for determining arcs of fire.
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Post by TheDreadnought on Sept 12, 2010 8:07:28 GMT -5
Yeah, not sure how else you would handle it. I guess you in your example though, if the target winds up in the correct arc at the end of the turn, isn't that ok? How often would this occur?
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Post by TheDreadnought on Sept 12, 2010 8:12:04 GMT -5
They don't beam back because the target ship did not purchase quantum displacement gear. If the target ship has t marines of its own, I could see self-destruct and beam back as a good house rule.
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