Topic: Fire Linked Question

So, I'm trying to write up a big, spinal-mounted gun on a ship, one that can take multiple hits before it quits working.

"G" Firing Arc-natch.

Fire-linked to simulate the size and resiliency of the gun, ok. Lots of little guns that add up to simulate one big gun. Cuz they can't fire at seperate targets, right?

Er, wrong. I just read on the forum that fire-linked guns *can* fire at seperate targets, they just make one to hit roll.

So, what's the point?  It would seem to be more useful to have it work the other way, and give players a discount for the lack of targeting flexibility. (Not sure what Fire-linked is good for otherwise.)

Should I be using a seperate mechanic?

Re: Fire Linked Question

Well, the point of "fire linked" is not to limit the targets that can be engaged, but to make all weapons fired at a given target succeed or fail together.

It's really a matter of flavor than anything, since on average, the number of hits scored will be the same whether the weapons are fire-linked or not.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fire Linked Question

Do you recommend a different mechanic or combination of mechanics?

Re: Fire Linked Question

Fire Linking weapons is similiar to Narrow-Salvoing firing weapons in Star Fleet Battles

Re: Fire Linked Question

falstaffe wrote:

Do you recommend a different mechanic or combination of mechanics?

Well, if you're just looking for a really powerful weapon, the existing IMP/DMG mechanic should fit just fine. If you want to have the gradually-degraded mechanic of pre-AE spinal mounts, then we'd have to add something else.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fire Linked Question

Well, if you're just looking for a really powerful weapon, the existing IMP/DMG mechanic should fit just fine. If you want to have the gradually-degraded mechanic of pre-AE spinal mounts, then we'd have to add something else.

OK--let me be the first to request it then. Like fire-linked, but with all weapons required to fire at the same target (giving you a discount). That way, you can simulate a big, robust weapon that can take multiple hits without having to resort to "Hit Points." Which you could also do, but I like the "gradually-degraded performance" aspect of the first solution.

(I "get" that Starmada is primarily a game about fleet actions, and there's a level of detail you don't want to reach. Even so, there's a place for a rule that allows you to build a big gun that can "take a lickin and keep on tickin.")

Re: Fire Linked Question

I may be missing the point but that just seems to be one battery with all weapons fire linked only able to fire at one target.

The Battery can take multiple hits (depending on number of weapons).
The Battery has gradually degraded performance with the loss of each weapon.

Is there a need for a new weapon type? The only change needed would be a single target trait.

Re: Fire Linked Question

Fire-linked DOESN'T require all weapons to  fire at the same target, they just use the same to-hit roll. Which, I still don't see what kind of system or situation it's simulating. I can attack 3 targets and make one to-hit roll? What is that? (The only thing I can think of is a MIRV-type missle that splits up into smaller bits. However, even there you'd think it would be seperate "to hit" rolls. I dunno...)

Re: Fire Linked Question

falstaffe wrote:

Fire-linked DOESN'T require all weapons to  fire at the same target, they just use the same to-hit roll. Which, I still don't see what kind of system or situation it's simulating. I can attack 3 targets and make one to-hit roll? What is that? (The only thing I can think of is a MIRV-type missle that splits up into smaller bits. However, even there you'd think it would be seperate "to hit" rolls. I dunno...)

Actually, this is incorrect.

All weapons AT A GIVEN TARGET use the same to-hit roll, not all weapons AT ALL TARGETS.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com