Topic: Playtest Mauler rules for SFU Starmada

A Mauler is treated as a single weapon mounted to fire into the "G" arc (60 degrees directly ahead). The listed strength of the Mauler determines the number of damage points inflicted on the target when fired (no to-hit roll is necessary):

Range 1-2 hexes: Strength ×4
Range 3-5 hexes: Strength ×2
Range 6-10 hexes: Strength ×1

For example, a Mauler with a listed strength of 4 would inflict 16 points of damage at a range of 1 or 2 hexes, 8 points at range 3 through 5, and 4 points at range 6 through 10. The Mauler's base strength is doubled if it was not fired in the previous
Combat Phase.

A Mauler's damage potential may be increased by using excess power. For every 10PP spent, the Mauler's strength is increased by +1.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Playtest Mauler rules for SFU Starmada

My thoughts (from a still-recovering SFB* player):

1) Any way to damage the mauler? The weapon itself can't be damaged (it's like a spinal mount built around the ship) but it's powered by a network of batteries (and tied to the engines I believe), and those can be damaged. (If my memory of SFB Maulers is correct.) Would it be possible to tie the mauler damage rating into Hull or Engines perhaps?

2) Not liking the double strength if not fired the previous turn. Again, they were powered by a network of batteries. Batteries need to be recharged. And there were ALOT of batteries on maulers. Firing the mauler at full strength was good for cracking a shield, then you had to get the heck out of dodge and recharge the batteries, and to do that meant standing still or crawling along to recharge the batteries with the engine power (think maulers had 2x to 3x battery capacity to energy generation), which in SFB was not good.

3) SFB had rules for "shock" for maulers (and the odd other overgunned ship). This kept them from firing too often, lest their own weapon shook them to pieces.

I guess I think they're kind of overpowered for Starmada-based rules. Would depend on their cost (as we're not really relying on SU to limit SFB ships), and a way to damage/disable the mauler (again, it's the network of batteries, not the weapon itself).

*Please not the SFB player, not FC. Never played it, so don't know if rules on maulers were changed.

Re: Playtest Mauler rules for SFU Starmada

MRCAcct is correct about the use of the Mauler.  Romulans came out with it first and could cloak to recharge the batteries.

Why not use regular game mechanics and make it, especially since based on the sample SSD that Shields are not used in Starmada SFU:
Mauler 3/7/10 1x1+/*/5 Gid; Sct; Slw
arcs: G

If you don't like 1+ as ACC, use "*" with Aut trait for Auto-hit.  I suppose "*" would be better, if you have a roll value then 1's automatically miss.
What would a 1+ ACC cost multiplier be?   0.60? 
Aut trait multiplier cost? 1.00?

Perhaps you do not want to introduce an ACC of 1+, which is why I also suggested a new trait.

Re: Playtest Mauler rules for SFU Starmada

MRCAcct wrote:

1) Any way to damage the mauler? The weapon itself can't be damaged (it's like a spinal mount built around the ship) but it's powered by a network of batteries (and tied to the engines I believe), and those can be damaged. (If my memory of SFB Maulers is correct.) Would it be possible to tie the mauler damage rating into Hull or Engines perhaps?

Possible, but not as currently configured. See below for my initial assumptions.

2) Not liking the double strength if not fired the previous turn. Again, they were powered by a network of batteries. Batteries need to be recharged. And there were ALOT of batteries on maulers. Firing the mauler at full strength was good for cracking a shield, then you had to get the heck out of dodge and recharge the batteries, and to do that meant standing still or crawling along to recharge the batteries with the engine power (think maulers had 2x to 3x battery capacity to energy generation), which in SFB was not good.

The assumption I've made is that the ship will divert enough power from its engines each turn to charge the batteries to 50% of max capacity (thus the "double strength every other turn" rule). If I didn't make this assumption, and allowed the WYN Mauler to access all available power via the Engine Track, it would start with a move of 15 (!).

I guess I think they're kind of overpowered for Starmada-based rules. Would depend on their cost (as we're not really relying on SU to limit SFB ships), and a way to damage/disable the mauler (again, it's the network of batteries, not the weapon itself).

That's weird, because I was thinking it was a bit UNDER-powered for what it is supposed to do... wink

But, that's what playtesting is for, right?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Playtest Mauler rules for SFU Starmada

GamingGlen wrote:

What would a 1+ ACC cost multiplier be?   0.60?

Assuming the "1 always misses" rule is still in effect, the multiplier should be ×0.47. If not, this is essentially "Auto-Hit".

Aut trait multiplier cost? 1.00?

I'd use ×0.6 for Auto-Hit.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Playtest Mauler rules for SFU Starmada

I just realized an issue with special devices portrayed like normal weapons: Long Range Sensors. 
A Mauler device should or should not get its range extended with LRS, depending on how you want the device to work?

A good point for future discussion. However, for now I'm only concerned with getting the Mauler to "work" within the SFU, and there are no LRS in that setting.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com