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Post by Jester on Jun 18, 2010 7:25:36 GMT -5
So I played a quick solo test game yesterday to work through a few mechanics and have a couple of questions.
1) Can regular weapons target fighters?
2) Can fighters target missiles? If so, what/how many dice do they use?
3) A missile counter is just one missile, not six missiles…correct? (im probably getting confused with Full Thrust).
4) Do you use a d10 for Point Defense?
5) Grapeshot does not diminish as it encounters targets? For instance, if grapeshot moves 8 hexes and encounters 2 fighters and a ship along the way, you do full damage to each of those targets (d10 for each fighter per flight and 10 shield points to the ship), correct?
6) What about following turns for the Grapeshot? Is it still fully effective when it hits a ship or fighter/missile as it continues its 8 hex movement per turn?
Thanks!
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Post by TheDreadnought on Jun 18, 2010 9:03:08 GMT -5
So I played a quick solo test game yesterday to work through a few mechanics and have a couple of questions. 1) Can regular weapons target fighters? 2) Can fighters target missiles? If so, what/how many dice do they use? 3) A missile counter is just one missile, not six missiles…correct? (im probably getting confused with Full Thrust). 4) Do you use a d10 for Point Defense? 5) Grapeshot does not diminish as it encounters targets? For instance, if grapeshot moves 8 hexes and encounters 2 fighters and a ship along the way, you do full damage to each of those targets (d10 for each fighter per flight and 10 shield points to the ship), correct? 6) What about following turns for the Grapeshot? Is it still fully effective when it hits a ship or fighter/missile as it continues its 8 hex movement per turn? Thanks! 1. No, regular weapons cannot engage fighters unless the description specifies that it can do so. 2. Fighters engaging missiles is something we originally planned to include, but it happened so seldom it was dropped for simplicity. If you want to add it back, juse use the following rule: Interceptor fighters may engage adjacent missiles during the dogfights step of the fighter shooting phase. To engage missiles, pick an adjacent hex to be attacked. Roll 1d10 for each remaining fighter in the squadron. Each natural roll of 10 allows the player to destroy 1 missile in the target hex.
If the target hex contains any ASGMs or Strategic Bombardment missiles, any natural roll of 1 on a die results in a fighter being destroyed by the missiles' on-board defense systems.3. Yes, a missile counter normally represents only 1 missile. The rules describe a way to cut down on the number of counters you need by using a die on top of the counter to indicate that it represents multiple missiles of the same type. 4. Yes, d10s for point defense. That was inadvertently dropped from the rules will be added in the next update. 5. & 6. To minimize bookkeeeping, the damage for grapeshot remains constant regardless of how many targets it strikes.
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Post by warchariot on Jun 19, 2010 15:40:04 GMT -5
Jester asked: "3) A missile counter is just one missile, not six missiles…correct? (I'm probably getting confused with Full Thrust)." You might also be confusing ASGMs and Cluster missiles. The confusion comes when clusters attack a ship verse other missiles/fighters. Each type of missile represents one missile when attacking ships with a D10 for ASGMs and D6 for Cluster missiles. They roll this against the P Def die (D10) of the ship and who ever is higher wins with ties going to the ship. However, a Cluster missile attacks fighters and other missiles with 6D10s and destroys them on a roll which is higher than the defense number of the fighter or missile. Or if that's not what you were confused about, then what Dreadnought said...
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Post by ciaphus on Jun 19, 2010 17:36:25 GMT -5
I'm in the same game group as "jester". New to the game. I have a question on custom factions. Do you have a list of suggested faction benefits besides those associated with the core fleets?
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Post by TheDreadnought on Jun 20, 2010 10:39:24 GMT -5
No, its been deliberately left up to you to create whatever factions you want.
I would suggest (if you haven't already) play a couple games with some of the pre-made ships. Then try building your own just with the default tech levels and no factions. Do that a couple times and that should give you a pretty good feel for how the game works.
Then come up with whatever faction you want and tailor the tech levels to the faction's fluff. Come up with a benefit that matches the fluff and ok it with the rest of your gaming group. But really the benefit can be whatever you want just so long as it is interesting. A little experience with the game will help you pick out something good.
Remember, if you want a strictly balanced game. Play with the default tech level settings and no faction benefits. But if you're using factions, its ok for one to be a little stronger than another so long as everyone is ok with it.
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Post by ciaphus on Jun 20, 2010 13:36:11 GMT -5
Thanks. I like the added flavor of a faction benefit as long as they aren't too crazy. Our initial impression is that if we set up a campaign and you want to build a "custom" faction, start with a max total tech level points of somewhere in the 24-25 range. Then if you want to add a faction benefit, it costs you 1-2 tech points. For example, the United Alliance has 23 tech points and a faction benefit. The Corporate Worlds have 22 and a faction benefit. The Scorge have 19 and 2 faction benefits. So if we start at 24 and a faction bene costs 2, we're in the ballpark.
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