Feel free to E-mail it to me, too, at saga_s27@hotmail.com

127

(61 replies, posted in Starmada)

underling wrote:

Believe it or not, there is historical precedent for this.
I believe both the Ise and Fuso class Japanese battleships had a pair of turrets amidship (between the forward and aft superstructure) that that fired port and starboard only.
Kevin

That also used to be a British practice, too.

128

(1 replies, posted in Wardogs)

Well, I was looking through the rules again, and I couldn't really find anything that allowed for hovering air support of any kind. Do I just have a CAS unit with VTOL attached? Or do I have to buy the true/partial flight alongside it to get the thing in the air?

129

(4 replies, posted in Starmada)

cricket wrote:

A scan would be fine... doesn't matter what format.

So, what would be added/missing, just so I know which I have?

130

(4 replies, posted in Starmada)

Are you looking for hard copy or .pdf?

131

(34 replies, posted in Starmada X)

I just felt like throwing things together.

Alt Eisen-class Grand Cruiser. (471)

Mass: 189.6 Kmt, Crew: 488 TL: 0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 4 3 2 1

[a] X-ray laser: [4/8/12, 4+, 2/2/2]
AB, AB, AC, BD

[b]T-7 Plasma launcher [5/10/15, 4+, 1/1/3, Range-based PEN]

[c]Laser cannons [3/6/9, 4+, 2/1/1]
AB, CD, EF

Hyperdrive [O], Armor Plating, ECM [O], Overthrusters [O], Security Team [OOOOO], Mines [OOOOO]

132

(61 replies, posted in Starmada)

go0gleplex wrote:

I love it...the Conjectural Space Navy.  They only THINK they exist. *insane chuckles* lol

Wouldn't it be Schrodinger's Navy?

133

(29 replies, posted in Game Design)

If you can find a way to do pulsed movement that won't make my head explode, all the better. The three games I've encountered that use it (Star Fleet Battles, Attack Vector: Tactical, SITS) have been of such an extraordinary complexity, that I've just thrown up my hands and given up.

134

(29 replies, posted in Game Design)

go0gleplex wrote:

Actually one thing I saw over at the SCN forum I found rather intriguing was to have units pre-plot movement at the beginning of the turn and forego initiative.  I could see something like that working well with your game proposal. big_smile

That's more or less what's already done in Starmada X, so it's a tried-and-true thing.

Also, as for the scene imagined in the opening post, I do believe there was a scene like that in Blue Submarine No. 6.

135

(29 replies, posted in Game Design)

Well, in my experience, double-blind tends to work much better for computer than on the tabletop. A computer can easily track all of these things, and is utterly impartial, despite how it may sometimes may seem in an especially rough game of Steel Panthers. smile

136

(29 replies, posted in Game Design)

The first thing that came to mind other than "Sounds awesome", was that there should be rules for both double-blind (As you described) and standard play, as it can be difficult for me to get more than one person over. Plus, the non-blind version would work for quicker play.

EDIT: Something that actually came up on SCN. YOu should be careful with a detection-based system, because there's always the possibility of "Well, looks like I can't play this time."

Secondly, a mechanic that comes to mind is the "Pressure threshold.": if the hull of a sub is weakened enough by weapons fire, the water pressure could cause damage to the sub as well. Of course, this largely depends on the depth that's applied to a particular battle.

137

(3 replies, posted in For the Masses)

So, in the general experience of just about everyone, how well does this game balance with numerous low-cost units versus a single (or few) big ones? I'm designing a scenario set, and this has come up as an issue.

138

(12 replies, posted in For the Masses)

Well, here I go.

Queendom of Calania

The Queendom of Calania is something of an oddity both politically and geogrphically. Politically, it is the only matriarchal monarchy on the continent. Geographically, it has been said tyhat the gods used the region as a testing ground before they took the creation of the rest of the world more seriously. High mountains, windswept plains, Steaming jungles, and pestilential swamps can all be found in the country. While it was originally thought that the land was too infested with orcs and other savages to be fit for civilized nations, the kingdom's namesake carved her kingdom out of the land and subdued enough of the wilderness for the first cities to be successful. When the chronicles say that she led "men of iron", they mean that literally, in some cases.


Greenwood infantry

The seemingly arbitrary placement of dense forests and jungles throughout Calania has given rise to a whole new class of infantryman, one whose primary duty is to act as a scout in places unsuitable for mounted troops. Experts at traversing the woods, they also act as the primary ambushers and harassers for the Calanian army.

Greenwood infantry: (46)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 3
Morale 7+
Forester
Add: Disciplined (73)

Armored swordsmen

The sheer excess of iron found in Calania (Some farmers have overturned chunks of ore while plowing their fields), plus their multitude of skilled blacksmiths beans that they can practically mass-produce suits of cheap, heavy armor for used in their military. The armored swordsmen form the core of the Calanian army, able to deflect blows that would cripple most other soldiers. As their armor is heavy enough to remove the need for a shield, they are also free to weild two-handed weapons in combat... any pity the foolish soldier who thinks that makes them slow and vulnerable.

Armored swordsman
Infantry, Move 4
2d8 Melee
Defense 3
Wounds 3
Morale 6+
Add Veteran (67) Banner (77) Both (95)

Royal Pikes

The pikemen of the Calanian infantry provide two essential services for the field armies of Calania. For one, they provide protection for the bowmen. Secondly, they provide a place for cavalry to regroup behind without fer of persuit. While they can join in the regular line of battle in the advance, their main virtue is defending against charges. their raxor-sharp spearpoints can make a compelling case for an enemy not to persue such a maneuver.

Royal Pikes: (72)
Infantry, Move 3
2d8 Melee
Defense 2
Wounds 3
Morale 6+
Steady, Piercing
Add Disciplined (114)  Banner (102) Both (161)

Calanian bowmen.

While not spectacular archers like the elves or Thrandian longbowmen, the Calanian archers still do their job well of shooting down enemies at a distance. The abundance of iron means that even the archers get a decent degree of protection from enemy attack, and are also armed with better-quality hand weapons than the average arrowslinger.

Calanian Bowmen: (60)
Infantry, Move 4
2d6 Melee
2d10/10 ranged
Defense 2
Wounds 3
Morale 7+
Add Veteran (73) Quick-Firing (85) Both (104)

Repeating Crossbowmen

Perhaps one of the most odd peices of equipment to come out of Calania is the repeating crossbow. Whil lacking the sheer punch of the standard type, it can fire bolts faster than most trained longbowmen can fire arrows. The main drawback, of course, is its shorter range, which mean that it's generally reserved for ambushes and other situations were range isn't necessarily as important.

Repeating crossbowmen: (71)
Infantry, Move 4
2d4 Melee
3d10/8 ranged
Defense 2
Wounds 3
Morale 7+
Add

Queen's Lancers

The regular armored cavalry of the Queen's army, the Queen's lancers tend to favor reavy raiding attacks against enemy rather than barreling straight through the line. While this may not work as well, against very heavily armored troops, it can be downright deadly against lighter formations. They actually favor lighter thrusting spears over the heavier lances used by Thrandian Knights, as it allows them to engage enemies a little more swiftly.

Queen's Lancers (170)
Cavalry, Move 8
3d8 Melee
Defense 3
Wounds 4
Morale 6+
Add Disciplined (268) Fallback (268) Both (424)

War elephants

Armored war elephants are perhaps the most vicious contribution the Calanian forces have made to warfare. Their size, strength, and tougness would be fearsome enough, but the fact that they can be coordinated to provide a devastating charge against any humanoid creature. The Calanians have also placed towers on their elephants so that archers can fire from the backs of the beasts. Their main disadvantage is tha they're not easily controlled after a charge, and that their drivers tend to get into their job just a little too much.

War Elephants: (472)
Cavalry, Move 7
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 6
Morale 6+
Free-Firing, Horror, Impetuous, Slow-moving

Valkyrie Guard

These are the elite forces of the Calanian army, the Valkyrie guard are an all-female force that acts to "show the flag" whenever the Queendom ever needs to show that it's serious about protectin a particular interest. However, they are not a force that is merely for show. They are as strong on horseback as off it, proficient with almost all of the weapons that are worth wielding on the battlefield They are unrelenting in combat, and are almost incorruptible: Not one member of the guard has ever been bribed to stay out of battle.

Valkyrie Guard: (Foot) (179)
Infantry, Move 4
3d8 Melee
2d8/8 Ranged
Defense 3
Wounds 4
Morale 5+
Quick-firing
Add Banner (283) Disciplined (283) Both (447)

Valkyrie guard (Horse) (437)
Cavalry, Move 8
3d10 Melee
2d8/8 ranged
Defense 3
Wounds 5
Morale 5+
Disciplined
Add Banner (690)

Personalities

Sword Captain

The Sword captain is a typical commander in the Calanian army, having risen to a small command through the ranks due to a successful term of service. Outfitted in the panoply of an armored swordsman, typically with an identifying mark of rank, he uses his experience to direct the men under his command into battle.

Sword Captain (116)
Personality, Move 4
2d8 Melee
Defense 3
Wounds 4
Veteran
Command dice: 1d8

Pike captain

The Pike captain is tasked with holding together the tight formations that pikemen need to hold in order to be an effective fighting unit. While an excellent warrior in his own right, forged by years of service in the pike phalanx, His focus on keeping his own units in proper fighting order renders him less able to control other units in the field.

Pike Captain (174)
Personality, Move 3
2d8 Melee
Defense 3
Wounds 4
Veteran, Steady, Piercing
Command dice: 1d6

Knight Lord

While the cavalry is an essential component of any army, the presence of one of the Calanian Knight Lords is a sure sign that a battle has merited the undivided attention of one of the Queen's generals. clad in the finest armor, and armed with the finest weapons, his presence is not merely as a general but also as a symbol of the might of Calania itself. As such, he creates an almost tangible aura of command, and lmost doesn't need to act to command the troops.

Knight Lord (615)
Personality, Move 8
3d10 Melee
Defense 4
Wounds 4
Command dice 2d6
Veteran, Irresistable Charge

Warmage (I decided to combine Warpriest and Warmage, as unlike in DnD, there is no real spell list distinction)

The wizards of Calania, unlike those in some other nations, tend to undergo martial as well as magical training in order to increase their survivability on the battlefield. The range of magical effects may very well mean that a wizard may find himself under the arrows of the enemy, and so it is not uncommon to see mailed men with spellbooks as well as swords. However, this divided training means that their magial ability can be more inconsistant than pure wizards.

Warmage (211)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice 1d8
Magic Dice 1d12
Magic resistance 1

Valkyrie Captain

The process of training Valkyrie guard members is grueling, and those that become exceptional despite the intense hardship are some of the greatest warrioprs on the continent. There is no weapon that does not come easily to them, no enemy that can truly resist their charge, and equipped with some of the finest arms ever turned out by human smiths, they are truly a sight to behold on the battlefield. Their martial prowess is matched only my their ability to command.

Valkyrie Captain (779)
Personality, Move 8
3d10 Melee
2d10/10 Ranged
Defense 4
Wounds 5
Command dice 2d8
Irresistable charge
Add Veteran (955)

Monsters

Royal Golem

Humanoid constructs built out of two and a half tons of iron, painted deep blue and gilded, the Royal golems are the unwavering servants of the Queen herself, and act as her bodyguards. However, if the conditions are proper, she may allow one or two to be lent to a particular commander. Their effect on the battlefield can be devastating, as they are at once front-line infantry, psychological warfare, and seige engines. Seeing one's fellow literally crushed under the fist of a 12-foot tall emotionless automaton shaped like a giant suit of armor is thoroughly unnerving to all but the most steadfast soldiers, and the fact that they are made of near-solid iron means that sometimes heavy seige weapons are the only viable means to remove them from the field.

Royal golem (712)
Monster, Move 4
3d12 Melee
Defense 5
Wounds 10
Cause Fear, Horror, Trample, Fearless.

Mountain Giant

There are may tribes of Giants that live in the mountains of Calania, and on occasion, individual giants may offer their service to the army, for a reasonable price. Usually, however, it is a bargain, considering the services they can render. They are expert marksmen with their boulders, and the sheer strength of the giants can render powerful blows against any sort of foe, magical or mundane.

Mountain Giant (381)
Monster, Move 5
2d12 Melee
3d10/12 ranged
Defense 3
Wounds 8
Trample, Quick Fire


Maneater Beetles

Giant beetle is not merely a zoological term in Calania, as the land breeds beetles the size of horses, with natural armor as strong as some lesser armors that come out of the Calanian armories, as well as pincers that can snap men in half. While not necessarily tamed by the Calanian forces,  they can be maneuvered to attack enemies of the kingdom through careful positioning: Maneater beetles are fiercely territorial, and attack anything that comes near their hidden nests.

Maneater Beetle (78 )
Monster, Move 8
2d6 Melee
Defense 2
Wounds 2
Chaotic, Ignores Terrain</r>

139

(12 replies, posted in For the Masses)

Well, I have a few myself. I've been converting the armies I made for D&D into FtM.

Anyway, next up will be the Queendom of Calania. Going from Memory again:

Regular troops:

Greenwood infantry
Armored swordsmen
Royal pikes
Calanian bowmen
Repeating crossbowmen
Queen's Lancers
War elephants
Valkyrie guard (foot)
Valkyrie guard (Mounted)

Personalities:
Sword Captain
Pike captain
Knight Lord
Valkyrie captain
Warpriest
Warmage

Monsters:
Royal Golem
Mountain Giant
Maneater beetle

Artillery:
Scorpion
Onager

140

(12 replies, posted in For the Masses)

Anyway:

Peasant Kingdom of Peasantry

Peasantry is a largely agricultural segment of land. The nobles tend to live as absenteee landlords, meaning that the countryside is largely dominated by small, easily sacked and burned villages. The peasants, while being almost nauseatingly wholesome, tend to be easily cowed by passing invaders. For the most part, that is, as an attempt to sack one of the peasant villages can be a game of Russian roulette. One never knows who may have taken up residence or might be passing through, so would be petty tyrants would be best advised to stay back an observe any villages before attacking. Who knows when a prophesied savior might show up in one.


Peasant conscripts:

The basic force of Peasantry, these tend to be easily driven from the field. There always seem to be a large number of them, but the only danger posed by them is that the sword-arms of soldiers may grow sore before they finish the enemy.

Peasant Conscripts (6)

Infantry, Move 4
2d4 Melee,
Defense 1
Wounds 2
Morale 9+
Rabble

Peasant Archers:

These range to anything from hunters to dedicated archers required to train by royal decree. While normally resentful at being put into battle, those that form the core of a standing army tend not to have a problem with regular food and pay. Can be especially effective against arrogant knights making a slow charge over a muddy field.

Peasant Archer (26)
Infantry, Move 4
2d4 Melee
2d10/10 Ranged
Defense 1
Wounds 2
Morale 8+
Undisciplined

Remove Undisciplined (30)

Peasant Angry Mob

While peasants are normally unwilling fighters, there can be instances where they can be whipped into a single-minded frenzy, such as when someone needs a good lynching, or they're tired of the nearby necromancer creating unnatural things. Whuile single-minded in purpose, they are difficult to command due to their turbulent nature.

Peasant Angry Mob (18 )
Infantry, Move 4
2d4 Melee
Defense 1
Wounds 2
Morale 8+
Undisciplined, Frenzy, Impetuous

Peasant Veterans

Sometimes, peasants actually survive battles they go into, and develop a certain hardiness when it comes to armed combat. While still no as good as an organized foce, they are able defenders against common threats. They even have a tendency to use looted or kept equipment from ther stint in pitched warfare.

Peasant Veterans (33)

Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Veteran
Add disciplined (52)

Peasant Horsemen:

While noramlly employed as couriers and scouts, these peasants can be assembled as an ad-hoc cavalry unit, if enough of them can be found for such a venture. While capable of a good charge, they lack the discipline and equipment of regular armored cavalry, and should not be employed against them.

Peasant Horsemen (35)
Cavalry, Move 8
2d6 Melee
Defense 1
Wounds 3
Morale: 8+
Undisciplined

Peasant Outlaws:

Hard times can produce hard men, and some of these can become quite adept at the art of relieving wealthier men of their posessions. While generally shunned by law-abiding townsfolk, to peasents, they may lead the life that they only dream of living. They may be grudgingly emplyed for guerilla warfare when their lands are at stake, and the outlaw lifestyle makes them experts at that manner of warfare.

Peasant Outlaws (67)
Infantry, Move 4
2d6 Melee
2d10/8 Ranged
Defense 1
Wounds 3
Morale 7+
Forester, Undisciplined, Quick-firing

Free Lances

While some knights and nobles have their own castles, there are many more who didn't inherit much more than a name and a title. These landless but skilled and impeccably equipped cavalrymen often band together and sell their services to whoever needs extra armored cavalry in the field. On rare occasions, a village will purchase their protection directly. Given that the battlefield is often their only path to glory and wealth, any ideas of running away tend to be given a second thought.

Free Lances: (152)
Cavalry, Move 8
2d10 Melee
Defense 3
Wounds 4
Morale: 7+
Banner
Add disciplined (240) Steadfast (186) or both (294)

Organized peasants:

When properly drilled, equipped, and led, peasants can actually be a force to be reckoned with. While not up to the caliber of professional soldiers on their own, they can still present a strong and costly front to any would-be opponent. While nobles may rarely see fit to do so on their own, some can see the benefits of having an armed force in every village.

Organized Peasants (29)
Infantry, Move 4
2d6 Melee
Defense 2
Wounds 2
Morale 7+
Steady
Add Disciplined (46) Banner (37) Both (59)

Personalities:

Town captain:

In general, the town captain is the toughest guy in town, and has some fighting experience, either in a pitched battle or against unscrupulous bandits. either way, he knows some of the ins and outs of organized warfare, and tries to apply it to people who usually don't. His success may vary wildly, but at least he can get people to look like they're ready for a battle.

Town captain (90)
Personality, Move 4
2d8 Melee
Defense 2
Wounds 4
Command dice: 1D8
Fearless

Knight-in-Exile

There is of course, the occasional knight who may seem too chivalrous for his own good for the tastes of his lord. Rather than doing away with him, however, he may be put out to pasture... Literally.  These men can be indispensible when it comes to combat, as their own noble training and experience on the battlefield can make them fearsome opponents to man and beast alike.

Knight-in-exile: (244)
Personality, Move 8
2d10 Melee
Defense 3
Wounds 4
Command Dice: 1d10
Irresistable Charge, Steady
Add Fearless (298)

Local Priest

Practically every village or group of hamlets has its own church to the various gods, and the local priest is well in tune with their needs, whether it be healing, marriage, or any number of things that require the attention of his skill with both doctrine and magic. Due to the regular turmoil, they can also assist in the defense of their flock.

Local Priest (219)
Personality, Move 4
2d6 Melee
Defense 2
Wounds 3
Command Dice: D8
Magic Dice: 2D6
Magic resistance: 1

Hermit Wizard

The quiet, peaceful surroundings of the Peasantry countryside offer a respite for older men of learning to settle down, away from the pressures of urban or courtly life. While generally quite skilled in the magical arts, they only tend to come out when they feel personally threatened or an old enemy shows up. They're not as quick as they used to be, either.

Hermit Wizard (147)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 2
Command dice: 1D6
Magic Dice: 2D12
Magic Resistance: 1

Peasant Champion

While the regular peasant tends to stick to his farming roots, there are many times when someone in the countryside has a destiny. They may be the heir to a far-off kingdom, destined to forge a new country of their own, or are merely imbued with the courage, leadership, and possibly equipment  to defend their home against men, beasts, giants, and monsters of all descriptions. Their trining may not even be confined to one discipline, either, but the most common types are those of the courageous warrior or the prodigal wizard.

Peasant champion (Warrior) (1383)
Personality, Move 4
3d10 Melee
Defense 3
Wounds 6
Command dice: 2d6
Magic resistance 1
Fearless, Horror, Piercing, Quick, Steady

Peasant Champion (Wizard) (1176)
Personality, Move 4
2d4 Melee
Defense 1
Wounds 6
Command dice 2d6
Magic Dice 2D12
Magic Resistance 4
Cause Fear, Swimmer

Monsters

Golem

Whether created to help with the work, or simply intimidate attackers, a creature that's immensely large, strong, and has no weak points that fleshy creatures commonly have, can be quite useful to throw against a line of battle. Whether made of clay or stone, these creatures can be very difficult to destroy.

Golem (312)
Monster, Move 4
2d12 Melee
Defense 4
Wounds 8
Magic resistance 1
Steady, Horror, Trample

Stitched Horror

The mass graves created by plague or war in the countryside make for fine tools for Necromancers that wish to ply their trade in the realm between life and death. Some create new creatures made out of the remains of the dead, and infused with the power of unlife. However, these creatures have a disturbing tendency to retain some degree of intelligence, and behave more like men than the common zombie. They are extremely resilient due to their amalgamated nature, and are strengthened by the magic that holds their sinews together.

Stitched horror (130)
Monster, Move 4
3d6 Melee
Defense 3
Wounds 6
Cause Fear, Horror, Undead</r>

141

(12 replies, posted in For the Masses)

Well, here's a list of the things that will be included, going from memory.

Troops:

Peasant conscripts
Peasant Veterans
Peasant archers
Peasant horsemen
Peasant angry mob
Peasant outlaws
Organized Peasants
Peasant Zombies
Free Lances

Personalities:
Town captain
Exiled knight
Hermit wizard
Local priest
Peasant Champion (Warrior)
Peasant Champion (Wizard)
Drifter swordsman

Monsters-
Golem
Stitched abomination
Ancestral guardian

142

(12 replies, posted in For the Masses)

Well, can't say I'd have what you'd call a "standard" army list, but I'll put up my "Peasant kingdom of Peasantry" list later on, if you'd like.

143

(8 replies, posted in For the Masses)

I just wnated to know how to move them. I have no trouble imagining a bunch of guys thrown together at the last minute arguing over which way to go.

144

(8 replies, posted in For the Masses)

Now, I've probably missed something here, but how do I move a unit that has Rabble? I know that the peasant armies of the peasant kingdom of Peasantry are ineffective to the extreme, but I'd like to move 'em around.

As a seconday note, is the Disciplines point change in the latest version of the army construction sheet?

145

(9 replies, posted in For the Masses)

There are many ways the game can be played, believe me. I'll put up my Lake Peipus scenario later.

146

(4 replies, posted in Starmada)

Problem there. By the rules, "Must Re-roll Pen" weapons can't destroy fighters.

147

(35 replies, posted in Starmada)

go0gleplex wrote:

Since the shockwave is an extension of the shields (more or less), if the mecha are inside of the shield then neither shockwave or ionic will be effective as pointed out.

The bigger question at that point then becomes...what is the shield perimeter.  Is it a 'skin tight' shield or a bubble shield.  If skin tight, then the issue of ignores shields and such becomes non-valid, since shields would still be an intervening factor.  If a bubble, then as said, once inside of the bubble, the shields themselves become a moot issue.:)

Why do I suddenly have the image of the shields "pancaking" the mecha against the hull? smile

148

(35 replies, posted in Starmada)

aglass man wrote:

I think ionic shielding is for non disruption of electronic systems, kind of like on Star Wars Empire Strikes Back, in the begining when they blasted imperial cruisers with ion cannons.

I doubt it, because it puts shields in the way of any shield-ignoring weapon, regardless of fluff and other capabilities. The system-disrupting ion cannon is stopped cold alongside the magnetically-accelerated autocannon shell with the shield-piercing cap.

149

(35 replies, posted in Starmada)

Point Defense and AFB should still be effective against them I'd think, plus enemy mecha would be a threat/ needed counter.  But glad to know I hadn't lost my mind about the same hex thing.  I'd agree with the cost...and it would definitely reflect the mecha of the anime stuff I think.

An addendum: fighters can attack fighters in the same hex.

As with selective targeting, however, I can't think of a multiplier high enough. The idea of a unit having the potential to be effectively invulnerable doesn't seem justifiable with any mere point value. Plus, it also looks like it would ignore ionic shields, too, which are supposed to defend against shield-ignoring weapons.

150

(35 replies, posted in Starmada)

go0gleplex wrote:

Transforming boarder is something brought up I think if you're looking at mecha advantages, rather than selective targeting allow them to attack while in the same hex as the starship, assuming they've landed on the hull.  Damage is the same, but they can then ignore shields once landed, so no PEN roll needed.   I don't believe fighters can attack while in the same hex, so this could be a pretty good beni.

Nothing can attack anything in the same hex, as far as I know. I'd actually value this ability higher than selective targeting, as it would make the mecha invulnerable to any counterfire from the ship in question, even from close-range defense weapons like the shockwave and carronade.