Topic: Eurofed Ship Stats at the Brigade site

If you haven't seen them already, Tony's put up the Starmada ship stats for the new (post S:X) minis on the Brigade web page.

One question, though...several of the EuroFed ships have "Point Defense Lasers" with the No Hull Damage trait.  Assuming they're intended for anti-fighter work, isn't that a problem?  I thought fighters were immune to weapons with No Hull Damage.

Am I wrong?

Re: Eurofed Ship Stats at the Brigade site

hundvig wrote:

If you haven't seen them already, Tony's put up the Starmada ship stats for the new (post S:X) minis on the Brigade web page.

One question, though...several of the EuroFed ships have "Point Defense Lasers" with the No Hull Damage trait.  Assuming they're intended for anti-fighter work, isn't that a problem?  I thought fighters were immune to weapons with No Hull Damage.

Am I wrong?

Well, you're not wrong about that. I discovered that myself when I was doing my Homeworld conversions.

Re: Eurofed Ship Stats at the Brigade site

I noted engines of 2 also.  Tug o'cruisers. smile

Re: Eurofed Ship Stats at the Brigade site

Well...

In theory you could make a house rule that NHD weapons can take down fighters. Simply state that the damage required to bring down a fighter can also destroy ship-board weapons, blast engine thrusters to molten slag, destroy powerplants of equipment, but isn't strong enough to actually cause hull damage.

A race I was designing would have been bad news for any fighter races until I remembered that must re-roll PEN meant you couldn't take down fighters...:D

Re: Eurofed Ship Stats at the Brigade site

murtalianconfederacy wrote:

In theory you could make a house rule that NHD weapons can take down fighters. Simply state that the damage required to bring down a fighter can also destroy ship-board weapons, blast engine thrusters to molten slag, destroy powerplants of equipment, but isn't strong enough to actually cause hull damage.

Yes, you can... but that would allow for the abuse that I wanted to prevent when I said NHD weapons cannot target fighters. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Eurofed Ship Stats at the Brigade site

go0gleplex wrote:

I noted engines of 2 also.  Tug o'cruisers. smile

Yeah, little slow.  Then again, a lot of the S:X hulls are kind of slow by my standards.  Spoiled by years of playing with advanced tech ships with low-teens movement.

Re: Eurofed Ship Stats at the Brigade site

Well I did give the EuroFeds a -1 tech modifiers for engines. OTOH they got a +1 mod for special equipment. I went for fluff'n flavor instead of everyone's mini-max favorite of +1 weapons/-1 equipment.

Regarding close-in weapons and the NHD and MRRP "abilities" I agree with the provision that weapons with those attributes may not fire on fighters; otherwise the potential for abuse would be staggering. If you take a RMG3, TH 3+ ROF-3/PEN-1/DMG-1 weapon at standard tech levels it'd cost 8.0 SUs whereas the same weapon with NHD and MRRP would cost 1.7 SUs. I once designed a ship with such weapons with wide arcs (something like ABCD, ABCE, ABCDEF, etc) and I thought I was really smart ... until I re-read the rules   sad .

Currently my favorite anti-fighter weapon (aside for battlesats- I just found out they are pretty effective fighter killers) is as follows : RNG3, TH 3+ ROF-3/PEN-1/DMG-1 with the 're-roll to-hit dice" ability, coupled with all-round coverage with overlapping arcs. They are particularly effective when mounted on small escorts.

Going back to the new EuroFed ships, I like the new designs -both aesthetically and the S:X stats. I would have put more fighters on the Umberto carrier, just to put it in the same league as the carriers from the other powers, which carry hordes of flights.

Re: Eurofed Ship Stats at the Brigade site

cricket wrote:
murtalianconfederacy wrote:

In theory you could make a house rule that NHD weapons can take down fighters. Simply state that the damage required to bring down a fighter can also destroy ship-board weapons, blast engine thrusters to molten slag, destroy powerplants of equipment, but isn't strong enough to actually cause hull damage.

Yes, you can... but that would allow for the abuse that I wanted to prevent when I said NHD weapons cannot target fighters. smile

What abuse? NHD only incurs a x.7 modifier. Thus, for every seven normal weapons, only ten of the NHD weapons could be mounted. Hardly a severe increase in firepower to take down fighters, eh? I agree with the must re-roll PEN, though, because otherwise you'd have a three-fold increase in anti-fighter weapons...:)

For me, range is a good thing. Especially on missile ships. If you get a cluster missile (R: 18, TH: 3+, 3/1/1) which takes up 48 SUs on a nimble hull, then you can take potshots for ages.