We ploayed one game of Starmada using Expendable Weapons: We quickly decided that they were too powerful for their low cost. I think the cost multiplier of .2 is too cheap, .5 would be more reasonable, considering the design my friend brought. Here it is:
Shadow Zone BREAKER class
CR=130, Hull=10, Armor=0, Thrust=9, no shields, no ECM, stealth, etc.
Here was it's only weapon; a brutal expendable weapon:
Death Matrix
Arc=FR, Range=6, it has {Acr,Cts,Dx2,Dx3,Exp,Sct}, Attack Dice 16-11-8-6...
My friend kept this ship just out of range 18, which is the maximum range we limite ship-weapons too. Then the turn he won innitiative, he overloaded the engines of this ship and charged to range two of my largest Four-turret DN. This DN has 31 Ablative Armor & 46 Hull, with a cost of 515. He fired and vaporized this larger DN
I Calculate that at short range this Breaker class ship should, on the average, do 33x21=681 points of damage. If he had split his fire, he could have Destroyed all ships on my side with one shot. :!:
Have I miss calculated?
This quickly led us to rapidly agree that expendibles are broken, Very Broken. No disrespect to the S:NE designers, but I think y'all underestimated the potential power of the Exp Weapon Trait.
Have other players used the Exp W.T.? How did it turn out?
We are playing S:NE this afternoon w/o the Exp W.T.