Nomad wrote:It does give the same damage ranges... I get the feeling that RoF 3, damage 2 would work OK, though RoF 6 might come closer to the 'automatically inflicts one hit' on anything within the radius.
I think for now, I'll revise my ships with the RoF 3, DMG 2 version of the weapon.
Upon re-reading the ordinance rules, that seems a legit conversion, since they actually just roll against armor.
That's a pretty nice job on the Cobra, and quite a bit less expensive than mine, since it's not using carrier capacity.
I'll have to re-read the rules, but it may end up even cheaper as I'll be dropping the teleporter and *perhaps* the Marines. Or at least dropping the Marines to 1. I *am* considering upping the Tech level to make the ship fit on a Hull 1 sized Hull.
The same idea hit me a couple days ago while re-reading the ordinance rules. It would free up a lot of space, allow for carrying extra squadrons beyond the launch limits, or both. One could also use the Interceptor and Bomber traits to reduce the sizes on the fighters, too, since BFG bombers can't attack fighters and BFG fighters can't attack ships.
A thought would be to try and get the two to be the same size (easier said than done...) and allow the ability to arm loadout on launch. It would be a deviation from standard Starmada rules, but hey, as long as all BFG fleets can do it, it is internally balanced, I think. And then just pick them ahead of game for cross-over play.
I probably would've done the same, but the Shipyard requires that each fleet use the same shields technology, so I would've needed two separate spreadsheets. Or I could hack in a 'faceted override' on the Template, maybe...
Ahhh... I use MyShipBuilder, usually.
Hmmm... I wonder if it would be balanced to allow the sacrifice of marines to deal non-hull damage. So you teleport a marine squad to an enemy ship, and if it isn't canceled by an enemy marine squad on the same ship (ie, the ship has no marines), you can sacrifice them to cause a 'no hull damage' damage roll (the sacrifice being so that they don't later count towards hull reduction). Maybe more than 1 NHD hit, since crits in BFG are pretty damaging.
Crits in BFG are pretty damaging, but in most cases they are also repairable. Damage in Starmada is only repaired if using the Damage Control option.
As an aside, if using more than three weapon systems, possibly a fourth (where necessary) system could be added: Teleport Attack RNG 3/ RoF 1/ Acc 4+/ IMP 1/ DMG 1, No Hull Damage, Carronade, (Continuing Damage or Ignores Shields - I lean towards the latter.)
Cobra Revision Assuming Escorts can Teleport:
COBRA-class IMPERIAL DESTROYER (34)
Hull: 2 1
Engines: 6 3
Shields: 3 2
Weapons: 1:XY 2:XY 3:XY 4:YZ 5:YZ 6:YZ
X: "Weapon Batteries 30 cm" 2/4/6, 1/4+/1/1
[GHIJK]
Y: "Torpedoes" 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G][G]
Z: "Teleporters" 1/2/-, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (1)
Assuming no Teleport, One Hull Point:
COBRA-class IMPERIAL DESTROYER (22)
Hull: 1
Engines: [TL 2] 6
Shields: [TL 2] 3
Weapons: [TL 1] 1:X2Y 2:X2Y 3:X2Y 4:X2Y 5:X2Y 6:X2Y
X: "Weapon Batteries 30 cm" 2/4/6, 1/4+/1/1
[GHIJK]
Y: "Torpedoes" 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G][G]
Special Equipment: [TL 2]
Anti-Fighter Batteries (1)
---
And since I am revising - Here are the previously posted ships with the "Teleport Attack" weapon rather than the Marines and Teleporter:
Type: TYRANT-class IMPERIAL CRUISER (224)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VWX] 2:[2VWX] 3:[2VWY] 4:[VWX] 5:[VWX] 6:[VWX]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Weapon Batteries 45 cm, 3/6/9, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery X: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery Y: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)
Type: DOMINATOR-class IMPERIAL CRUISER (258)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[3VW] 2:[3VX] 3:[3V] 4:[3V] 5:[3V] 6:[3V]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Nova Cannon, 6/12/18, 3/5+/1/2
Minimum Range; Area Effect; Ignores Shields
[G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)
Type: GOTHIC-class IMPERIAL CRUISER (226)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[VX]
Battery V: Lances 30 cm, 2/4/6, 1/4+/1/1
Ignores Shields; No Range Mods
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)
Type: DICTATOR-class IMPERIAL CRUISER (463)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VW] 2:[2VW] 3:[2VX] 4:[VW] 5:[VW] 6:[VW]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (3); Carrier (200); Launch Tubes