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Post by ikefist on Aug 25, 2009 1:44:09 GMT -4
Are horbour tugs and salvage tugs civilian ships or can they count as suck as they are fairly useless or are they aux
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Post by cheethorne on Aug 25, 2009 7:40:17 GMT -4
They are civilian ships.
I can't imagine why you'd want to build them though. As far as I can remember, those ships weren't good for anything.
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Post by ikefist on Aug 25, 2009 8:26:53 GMT -4
And i was thinking what about giving fast monitors 4 campain movement and letting them act like BCH for races with out BCH since they cost 200 and have the fire power of one they are just a little weaker in internals than them but gives you something you can build in that slot and up its command to 10 if its a BCH replacement
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Post by cheethorne on Aug 25, 2009 8:56:43 GMT -4
And i was thinking what about giving fast monitors 4 campain movement The fast monitor was an attempt to make a monitor that could move with fleets tactically, not strategically, so it should not have 4 operational movement points. and letting them act like BCH for races with out BCH This idea has more possibility. I'd have to look at the ship again and get everyone's opinion on it.
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Post by cheethorne on Aug 26, 2009 12:27:50 GMT -4
THESE CHANGES ARE ON THE WEBSITE:
Until I say otherwise, the following updates are not available on the website:
* Updated 2.2.1 - Players can substitute CA production in place of a BCH. * Updated 2.3 - The Drex can build their repair base in an otherwise empty hex. * Updated 2.4.1 - Added additional limits on placing boarding parties, crew units, and deck crews on a ship or base. * Updated 2.4.3 - Expanded drone tables to include the remaining drone modules and drone types. * Updated 3.7.5 - Added additional notes on upgrading and dealing with Local Minefields. * Updated 3.9 - Klingons can send the Klingon B9 Fast Battleship on raids. * Updated 4.3 - Moving a cloaked ship costs only +1 operational movement point. * Updated Appendix D - Added Drex notes.
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Post by cheethorne on Aug 26, 2009 12:36:51 GMT -4
Two other things to note which don't have to do with the campaign rules.
First, I see no problem with Chris running the Drex in the campaign. He'll have to use the civilian and auxiliary ships like the Ryn have to, but that won't be a big problem anyway. I think all such ships should be limited to HCL weapons as the HCH has very limited firing arcs. Anyway, those are details that we can work out later as needed.
Second, I found out something about the PQ phasers used by the Ryn (and other races). PQ phasers have 4 points of built-in ECCM, which is added to any ECCM of the ship. This makes it much harder to get a bad shift on these weapons.
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Post by ikefist on Aug 26, 2009 14:30:17 GMT -4
SWEET SO THATS WHAT THEY GET FOR THE TRADE OFF OF THE CRAPPY DAMAGE THEY DO
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Post by ikefist on Aug 26, 2009 14:31:51 GMT -4
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Post by ikefist on Aug 26, 2009 14:42:24 GMT -4
And i think you should put a limit on how many mine fields a system can have cuase as i read it no its no limit
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Post by cheethorne on Aug 26, 2009 14:59:44 GMT -4
HCL and HCH are the main weapons of the Drex. They are quite decent weapons, but the HCH can only fire down a single hex line without taking penalities. The HCLs do about half the damage of the HCHs, but they arcs are much better.
You can still only have one minefield per location. This is in the rules under 3.7.5.3, second last point.
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Post by ikefist on Aug 26, 2009 17:15:34 GMT -4
Interesting stuff about the RYN they can move to any hex in FA or RA but only make there facing change after movement and there TEM can not move backwards.
There T links can be used as transported as well
and there TCB round up all fractions on damage healed but don't heal from size6 or smaller targets no fighters drones shuttles ect
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Post by cheethorne on Aug 26, 2009 17:56:31 GMT -4
Well, good thing someone else invested in playing the Ryn is reading them. I missed a few things
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Post by ikefist on Aug 26, 2009 18:18:26 GMT -4
As well as there is a 8 impulse delay in there launch to ablility to fire
thhey have really wierd shuttle launch rules aswell basically u declare launch it goes to the balcony then it can Teleport out next impulse but can stay on the balcony as long as you like
Oh and the TEM cann't turn zero launch like other drones
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Post by ikefist on Aug 26, 2009 22:58:11 GMT -4
Since it does not say the RYn cann't do Erratic manuvers and EM can BE powered by impulse does that mean if they haveenough impulse on there ships they can do EM???
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Post by cheethorne on Aug 27, 2009 7:08:25 GMT -4
I thought EM required warp energy. If that is not the case and you can find out how much it costs, then I don't see why they couldn't.
Oh Chris, just to let you know, the Patroller is your police ship and the auxiliary and civilian ships you build won't have a super computer, they'll be controlled through normal means. As for ammunition on these ships, I'm sure we can come up with some reasonable amount (for implosion and enveloping shots) for each ship.
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