Topic: Ammunition, have I got this right?

I'm creating my first weapon with ammo.  I was surprised how the rules work for this, even though it weirdly fits exactly what I needed in the end smile

I'm after a torpedo battery that has 6 shots but can fire all in one turn.  The ammo rules seem to suggest I create it as:
[AB][AB][AB][AB][AB][AB]
Ammo 6

I've done it like this because each weapon can only fire once per game. 

However how do you represent a single weapon with ammo that can only fire once per turn?

Re: Ammunition, have I got this right?

diddimus wrote:

I'm after a torpedo battery that has 6 shots but can fire all in one turn. The ammo rules seem to suggest I create it as:
[AB][AB][AB][AB][AB][AB]
Ammo 6
I've done it like this because each weapon can only fire once per game.

That is correct. In effect Six single shot weapons.

diddimus wrote:

However how do you represent a single weapon with ammo that can only fire once per turn?

Since a single weapon can only fire once per turn the battery has only one recordrd ["weapon arc/s"].
The Ammo depends upon how many turns you wish for it to be able to fire. For example:

Battery X: Elephant Gun  2/4/6  2/5+/1/1
[ABCD]
Ammo:12

Paul

Re: Ammunition, have I got this right?

Thanks for the clarification, but I've just realised my mistake. I thought it said that each battery can only fire once per game, but it says "game turn".  I thought it was stupid.  :oops:

Due to my mistake I did come up with that solution for firing all at once though so 'every cloud' and all that...

Re: Ammunition, have I got this right?

Ok so I'm working on a new ammo based weapon and I'm confused again!

Why does the ship cost increase when I add ammo?  Surely it's worse with ammo than without?  Here's the weapon:

Battery V: Class-S Missile Rack (Basic), 5/10/15, 1/4+/1/2, No Range Mods                   
[ABCDEF] [ABCDEF]                

If I add ammo 20 to this, the ship cost increases.  Can anyone explain?

Cheers.

Re: Ammunition, have I got this right?

diddimus wrote:

If I add ammo 20 to this, the ship cost increases.  Can anyone explain?

It depends on the size of the ship.

The underlying assumption is that a ship can expect to get a number of "shots" out of a non-ammo weapon based on its size.

Hull 1-3: 2 shots
Hull 4-8: 3 shots
Hull 9-15: 4 shots
Hull 16-24: 5 shots
Hull 25+: 6 shots

(The idea being that larger ships will last longer and therefore get to use their weapons more often.)

So, when determining the point cost, a weapon on a size 3 ship that can only shoot once is given a 50% discount. The "problem" is that if you give a battery enough ammo to provide the above number of shots per weapon, there is no point reduction -- and if you give a battery MORE than this amount of ammo, the point cost will actually INCREASE.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Ammunition, have I got this right?

So I guess if you have a ship with more ammo than you can realistically fire in a game then don't give it ammo?

Ok, makes sense, kind of  :?

Re: Ammunition, have I got this right?

diddimus wrote:

Ok, makes sense, kind of  :?

That's just the approach I took when trying to point-cost ammo. I'm open to other suggestions...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com