Topic: Missiles

I'm trying to figure out how to represent missiles in Starmada for my B5 conversion.  I've searched the forums and found reference to Seekers.  So I've read seekers in the rules and I get the general concept, but I'm new to any of the optional fighter rules as I'm only using the basics.  How good is this rule for missiles, can someone give me an overview of how they use/would use this rule for missiles?  Also is there another way?

For perspective, some of the B5 ships have well over 100 missiles and various missle weapons to fire them.

Re: Missiles

I don't think seekers is such a good fit for B5 missiles, to be honest, unless there are some endurance rules around (which might make it work, but I'm not sure)

Re: Missiles

I've done a bit more digging and I'm going off seekers.  One reason is you can't destroy the weapons unless you use the critial rules. 

I think I'm going to work them out using normal weapons and the ammo rules I think. 

Any ideas for doing different types of missiles?  My first thought is to use dual-mode weapons so that you get a choice, not sure how else to do it.

Re: Missiles

Unfortunately, as SAE is of a lower level of complexity than B5W, it's never going to be easy to allow all the different sorts of missiles to be represented. Most conversions I know of simply ignore the concept of special missile types and go for the standard missile in the standard rack.

Re: Missiles

I've found that a good way to represent missiles is with a standard weapon battery, using ammo, and giving doubled range mods.  This represents the fact that at long range, there will be more time to lock on to and destroy the missiles, wheras at close range it's very difficult to get a good target lock in time.

Re: Missiles

Ooh, now I think I like that.  8-)   As a direct conversion the obvious thing is to use No Range Mods, but as you said without a way to shoot down missiles this isn't quite the same.  Your version seems to account for this. 

Thanks for the idea.  I'm going to have a think about it. 

Btw, I'm not using Ammo because the ships hold more ammo than is ever going to be fired, and it makes the points weird if you do that.

Re: Missiles

Yeah, AlexKnight and I ended up using double-range mods for torpedoes in our Battlefleet Gothic conversions.  It really does make the most sense.  Cool to see it developed independently.