Topic: Spiridoff

Say, why can't one destroy the Russian Battleship Spiridoff's engines?

The Thrust column does not have a corresponding damage number.

Ship class notes, a la Star Fleet Battles, would be useful.

Thanks,

Michael.

Re: Spiridoff

frigatesfan wrote:

Say, why can't one destroy the Russian Battleship Spiridoff's engines?

The Thrust column does not have a corresponding damage number.

Ship class notes, a la Star Fleet Battles, would be useful.

Thanks,

Michael.

It is a quirk of the method by which the damage track is constructed -- basically, there aren't enough engine hits to register when doing the calculations (see step 8 from p.40 of the Iron Stars rulebook; 20 x 3 / 125 = 0.48, rounded down to zero).

However, the statement that one cannot destroy the engines is incorrect -- it is possible to do so by rolling a 12 after all the primaries have been destroyed. As per p.15, damage that cannot be applied is shifted left along the damage track.

I suppose one could stipulate that if there is anything in a given section of the damage track, then there is a minimum of 1 slot on the d20; or you could state that all fractions are rounded up. But I believe the Spiridoff is the only ship that suffers from this affliction...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Spiridoff

frigatesfan wrote:

Ship class notes, a la Star Fleet Battles, would be useful.

Also, never having played SFB, I'm not sure what "class notes" would entail... ?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Spiridoff

Are notes a fluff description/background for each ship class?  "Constructed in yada yada, strengths and weaknesses."  If that's it, it's just more flavor for the setting, but doesn't really add anything.  The Spiridoff's damage track just represents a high level of endurance -- it keeps chugging along even as the shells pile on.

Re: Spiridoff

Well, yes, class notes are certainly just fluff.

"This is the design philosophy behind this ship"
"These are the priorities of this particular country about ship design, and this is why their ships are different from other countries"

I can do this sort of thing myself, I suppose by studying the ship records, but I suppose I was hoping for some official background on ship design. Say, something like:

The British fleets favour speed over armourment [armorment...I'm sure that's spelled wrong].

or,

The Russians sure do love mines.

That way, if I decide to design my own ships to add to the existing fleets, I have some core design philosophy to guide my imagination, elsewise any design could be used with any country's ethernavy.

Slightly different subject:

I haven't finished reading the rulebooks, so maybe this is in there:

Is there a practical limit for guns on ships?

I know Hull is 35, and Armour is 5, and Thrust 10, but what of Primaries, Secondaries, and Light guns?

I fear unleashing the ship design stuff on my game group without having this information!  :shock:

Re: Spiridoff

frigatesfan wrote:

Well, yes, class notes are certainly just fluff.

"This is the design philosophy behind this ship"
"These are the priorities of this particular country about ship design, and this is why their ships are different from other countries"

I suppose that can be done rather easily...

Is there a practical limit for guns on ships?

I know Hull is 35, and Armour is 5, and Thrust 10, but what of Primaries, Secondaries, and Light guns?

You can put as many guns on a ship as your available SUs will allow. I believe the most SUs you can get is on a size 35 ship with -1 armour and -2 thrust, for a total of 490, giving you as many as 245 light guns!

A more realistic possibility is to stuff 13 d12/x3 primaries on that ship -- quite a punch!

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com