Topic: KA Dual-Mode, Slow-Fire, and Proximity

Dual-Mode Weapons
My understanding all weapons in a battery must be in the same mode and that you write down which specific mode the entire battery is in during the movement orders phase.

So, if a ship has 4 photon torpedoes, and they want to fire in Overload mode, all four are switched to overload mode. Is this correct? If so, why does the entire battery have to be in one mode or the other?

In SFB/FC, it's not uncommon to overload 2 photon torpedoes while leaving the other 2 in standard mode. Does anyone see any balance issues or any other reason not to allow mixed-mode weapons in a battery like this?

Slow-Fire
My understanding is that the following are all correct/legal:

Turn 01 - Standard Fire
Turn 02 - Overload Fire
Turn 03 - No Fire
Turn 04 - Standard Fire

Turn 01 - Overload Fire
Turn 02 - No Fire
Turn 03 - Overload Fire
Turn 04 - No Fire

My understanding is that the following is incorrect/illegal:

Turn 01 - Standard Fire
Turn 02 - No Fire
Turn 03 - Overload Fire
Turn 04 - Standard Fire

Am I understanding correctly?

In SFB/FC, slow weapons charge on one turn and then you can fire them the next turn. Does anyone see any balance issues or any other reason not to reverse this so that the first turn in charging and the second turn is firing?

Proximity Fuses
It is not clear to me in the text. Are Proximity Fuses set on a per weapon basis, or are they like Dual-Weapon mode where all the weapons in the bank are either set with Proximity Fuses or none of them are.

If the default is that the entire battery is armed or not with Proximity Fuses, does anyone see any balance or other issues with allowing the player to set Proximity Fuses on a per weapon basis instead of a per battery basis?

Thanks!

Re: KA Dual-Mode, Slow-Fire, and Proximity

Elfy wrote:

So, if a ship has 4 photon torpedoes, and they want to fire in Overload mode, all four are switched to overload mode. Is this correct? If so, why does the entire battery have to be in one mode or the other?

Yes, this is correct. The all-or-nothing rule is merely for simplicity of record-keeping. From a game-balance perspective, there's no problem setting them on a per-weapon basis.

Am I understanding correctly?

Yes.

In SFB/FC, slow weapons charge on one turn and then you can fire them the next turn. Does anyone see any balance issues or any other reason not to reverse this so that the first turn in charging and the second turn is firing?

I see no reason it couldn't be reversed from a game-balance perspective.

It is not clear to me in the text. Are Proximity Fuses set on a per weapon basis, or are they like Dual-Weapon mode where all the weapons in the bank are either set with Proximity Fuses or none of them are ... does anyone see any balance or other issues with allowing the player to set Proximity Fuses on a per weapon basis instead of a per battery basis?

Yes, they are set on an all-or-none basis, and no, I see no reason you couldn't choose to set them on a per-weapon basis.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: KA Dual-Mode, Slow-Fire, and Proximity

Thanks a lot! Awesome quick feedback! big_smile