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Topic: Rules Question

The explosion rule states that the explosion strength downgrades during the end phase of the following turn it was created. 

What is not clear is when the exactly the explosion damages ships/fighters in that hex the first time.  During the first end phase it was created in?  During the end phase during the end phase following the turn it was created (when it degrades)?  Is it immediate, when it is created and as with fighters when a ship passes through that hex?

Thanks for the help.

Spencer

Re: Rules Question

spencercl wrote:

The explosion rule states that the explosion strength downgrades during the end phase of the following turn it was created. 

What is not clear is when the exactly the explosion damages ships/fighters in that hex the first time.  During the first end phase it was created in?  During the end phase during the end phase following the turn it was created (when it degrades)?  Is it immediate, when it is created and as with fighters when a ship passes through that hex?

Thanks for the help.

Spencer

Although it's not consistent with the rules as written, I'd like to propose the following simplification of the explosion rules:

During the end phase, ALL explosions (even fresh ones) do damage.  Then ALL Explosions are degraded.  Launching of fighters and then sunbursts happens after this.

Consequences of this rule:

* There's no need to remember which explosions are new.

* It becomes a bad idea to stack your ships in the same hex.  This is a good thing, because it makes maneuvering more interesting and makes life easier for players using miniatures.

* Sunbursts and big explosions are terrain for the next round.  Size-1 ship explosions damage others in the same hex, but do not stay around long enough to be terrain.

* You can't launch fighters if something big exploded in your hex this turn (they would be annihilated upon leaving the carrier).  A size-1 explosion would be gone by fighter-launching time.

* Sunbursts cannot be used to keep carriers from launching, because the fighters have time to move before damage is done in the following end phase.  (This depends on a very precise interpretation of the rule that fighters are eliminated upon entering an explosion hex.  They didn't enter the sunburst hex, it entered their hex.  Without this interpretation, dropping a sunburst onto a pile of freshly-launched fighters is probably too powerful.)

3

Re: Rules Question

So powers-in-the-know, what is the answer to my explosion question?

Not to sound snippy, but I warned you that this would happen in this format. sad

Re: Rules Question

spencercl wrote:

So powers-in-the-know, what is the answer to my explosion question?

Explosions occur at the end of the Combat Phase, and they do damage in the End Phase -- so yes, they do damage on their first turn.

The Compendium had an end-phase sequence which for some reason I never got around to updating for X:

I. Game Board Effects
   A. Explosion Counters
II. Movement
   A. Hyperspace
   B. Interdictor Fields
   C. Stutterdrives
III. Launching
   A. Battle Satellites
   B. Boarding Pods
   C. Drones
   D. Energy Leeches
   E. Fighters
   F. Mines
IV. Sensors
   A. Anime-Style Spinal Mount Declaration
   B. Bogey Revelation
   C. Sensor Locks
   D. Tachyon Detection & Ranging Locks
V. Combat & Weapon Effects
   A. Bore Missiles
   B. Greek Firebombs
   C. Q-Ship Conversion
   D. Shipboard Combat
VI. Repairs
   A. Auto-Repair System
   B. Damage Control
   C. Organic Hull

Not everything applies, but it gives you something to reference.

Not to sound snippy, but I warned you that this would happen in this format. sad

This has nothing to do with the format. I saw your message... I just didn't feel like answering yet. tongue

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

5

Re: Rules Question

Thanks for the table, it helps greatly and is another item Peter can put on his "quick" referance sheet.

Re: Rules Question

spencercl wrote:

Thanks for the table, it helps greatly and is another item Peter can put on his "quick" referance sheet.

For the record, that's the table from the Compendium.  For example, the X rules don't list anything called an energy leech.

Re: Rules Question

mundungus wrote:
spencercl wrote:

Thanks for the table, it helps greatly and is another item Peter can put on his "quick" referance sheet.

For the record, that's the table from the Compendium.  For example, the X rules don't list anything called an energy leech.

True. (Do you want energy leeches back? smile )

But it should be an easy thing to compare this chart to the Starmada X rules and come up with something comparable...

Hmm... maybe I should get around to that...

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Rules Question

Incidentally, why the rule that fresh ship explosions aren't reduced?  I suspect the answer was so that size-1 explosions still cause terrain.  It seems slightly unwieldy, though, to have to keep track of which explosions are fresh.  Better to reduce all of them, and accept the consequence that an exploding gunboat can damage other ships in its hex, but doesn't leave terrain.

But maybe that's just me.

BTW, I like the new forum.  No &^%$# advertisements!

Re: Rules Question

mundungus wrote:

Incidentally, why the rule that fresh ship explosions aren't reduced?  I suspect the answer was so that size-1 explosions still cause terrain.  It seems slightly unwieldy, though, to have to keep track of which explosions are fresh.  Better to reduce all of them, and accept the consequence that an exploding gunboat can damage other ships in its hex, but doesn't leave terrain.

But maybe that's just me.

Your suspicion is correct. An easy way around the problem would be to just increase the strength of all explosions by one -- but make sure to reduce their strength -before- applying their damage...

mundungus wrote:

BTW, I like the new forum.  No &^%$# advertisements!

Not yet.

Heh.

Dan

P.S. That was what is known as a "joke"... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

10

Re: Rules Question

Last night we had a large star base raid and one player was able to slip two destroyers next to the station.  They fired 4 of the following weapon:

Skysweepers [1/2/3, 3+, Expendable, Range-Based ROF, Repeating,
Re-Rolls To-Hit Dice] (A total of 12 to hit dice to begin with)

This resulted in 198 hits before I said uncle, and the attacker still had 5 or 6 active dice they could have continued to attack with.  After all that rolling we realized that we had skipped the fighter phase and the results were completely different

I really liked the addition of expendable weapons but combinations like this are really over powerful.

We re-rolled all misses of the repeaters each set of rolls.  Afterward we wondered if the re-roll should only be on the first roll for repeaters.  What is the official call?

In an earlier campaign we found that a corvette with only expendible rockets was cheap and completely devastating.  I am starting to think that the current expendable cost is too low.

Spencer

Re: Rules Question

spencercl wrote:

I really liked the addition of expendable weapons but combinations like this are really over powerful.

We re-rolled all misses of the repeaters each set of rolls.  Afterward we wondered if the re-roll should only be on the first roll for repeaters.  What is the official call?

It may be that expendable weapons need to be examined more closely, but I think your problem has more to do with "Repeating".

Repeating weapons re-roll -hits-, not -misses-. Hits continue to be re-rolled until they miss.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Rules Question

Dan:

I should clarify that these weapons are repeaters AND they re-roll misses.

Re: Rules Question

mundungus wrote:

Dan:

I should clarify that these weapons are repeaters AND they re-roll misses.

Ahh... I see.

Then, I would suggest that the problem isn't necessarily with the expendable nature of the weapons -- all that really does is increase the number you can carry. You're still gonna have to pay the CR for 'em, which is gonna be hefty, I would think.

A 1/2/3, 3+ weapon with Range-Based ROF at short range is going to be nasty, expendable or otherwise.

Having said that, I'll admit that the expendable weapons have not been tested as much as they could have been...

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Rules Question

mundungus wrote:

I should clarify that these weapons are repeaters AND they re-roll misses.

One wonders if this is a combo that should be outlawed?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Rules Question

cricket wrote:
mundungus wrote:

I should clarify that these weapons are repeaters AND they re-roll misses.

One wonders if this is a combo that should be outlawed?

Perhaps there's a more elegant solution?  Possibilities include (a) forbidding more than two special features per weapon, or (b) altering the formula so the expense increases as more features are added.

I also think expendability should be in the same section as the other weapon modifiers, even though its cost is computed in an unusual way.

Re: Rules Question

cricket wrote:
mundungus wrote:

I should clarify that these weapons are repeaters AND they re-roll misses.

One wonders if this is a combo that should be outlawed?

That logic is a simle, if blunt, solution to this abuse, and is consistent with some of the other combinatino limits already in the rules.

I dis-like any other solutions proposed here cause they risk more general impact on the entire game.

Re: Rules Question

mundungus wrote:

Dan:

I should clarify that these weapons are repeaters AND they re-roll misses.

I posted this to the Yahoo groups but I will post it here also.

The way I play it, is as the rule says in the book.  You can reroll each die "(once)", so if you roll 3 dice and get 2 hits and one miss, you reroll the missed die separately and get a hit.  From now on, you roll the dice in 2 groups "unmissed dice" and "missed dice".  From now on die in the "unmissed" group either hits or gets transferred to the "missed" group upon the first throw of each repeat.  Next throw the "missed" group and let attrition take care of them.


This way each die gets its "ONE" reroll.


Jimmy

Re: Rules Question

I think I can basically see what Jimmy is saying. Basically, all repeating dice can only re-roll a miss -ONCE- and does not reset with a new hit. The point costs should balance it out if handled properly.

Personally, if this combination is really a problem then just ban it. There is plenty of precedence for banning certain combinations since custom weapons was originally conceived in XG-2. I don't think that there is a need to limit special abilities to only two. As for the other solution, I half wonder if certain combinations need increased cost over the product due to "gestalt" and synergy, but is that too much for this game engine? If push comes to shove, then ban it, but don't let it become a habit. IMO

Jerry

Re: Rules Question

Perhaps there's a more elegant solution?  Possibilities include (a) forbidding more than two special features per weapon

No! No! Please no!

Re: Rules Question

Absolutely not. I think almost every major weapon I've designed has three features...

Re: Rules Question

As has been stated, I think re-rolls for a miss should not get the "repeating" attribute applied to them. Pictured thus:

*roll* HIT! *repeating roll* HIT! *repeating roll* MISS (repeating attribute ceases to have any effect) *reroll miss*.

Re: Rules Question

re roll to hit can only be used once.

I'd quote the book, but I'm a lousy typer and the damn pdf is password locked!

Dan, when you lock the pdfs, please allow copying text.

jim

Re: Rules Question

jimbeau wrote:

I'd quote the book, but I'm a lousy typer and the damn pdf is password locked!

Dan, when you lock the pdfs, please allow copying text.

No.

smile

Seriously, I don't think I can. The options upon locking the document are limited...

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Rules Question

My Friend who I play with in Jacksonville has expendible weapons that have this combination: {Repeating+RerollsToHit+RerollsPenetration}.  The way we deal with this combination is to only the repeating weapon to reroll any misses once, the first time it makes its rolls to hit.  Then those iniaial hits + the Rerolls that hit are rerolled as normal again, and again 'til they are done, or have made six shots.  We only allow repeating weapons to shoot only up to six times because if they are hitting on a 2+ this rerolling can go on and on and on and... <LOL>.

StevenGilchrist
Jacksonville, Fla, USA

Re: Rules Question

BeowulfJB wrote:

My Friend who I play with in Jacksonville has expendible weapons that have this combination: {Repeating+RerollsToHit+RerollsPenetration}.  The way we deal with this combination is to only the repeating weapon to reroll any misses once, the first time it makes its rolls to hit.

This seems a reasonable limitation, although the math is set up so that the weapon should be allowed to re-roll its repeating shots as well... quite nasty. big_smile

I wonder if the Repeating/Re-Rolls To-Hit combo should be disallowed...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com