Theblackdog wrote:Hmm. It could work, but in this game ships can rotate by up to 180 degrees each turn, so it would be hard to sneak up on an enemy's flanks.
Battlegrinder wrote:6. It isn't clear in the rulebook if the WS limit is for how many weapons a ship can have, or how many it can fire on a given turn.
Battlegrinder wrote:7. This is more of a nitpick, but the I think the Armor stat could stand to be renamed as the Defense stat, since many factions use shields rather than actual armor to protect their ships.
Battlegrinder wrote:8. There's no Destroyer or Scout class, which seems like a fairly major oversight.
Battlegrinder wrote:9. Likewise, It'd be nice to have some separate stats for super-capitals, maybe by splitting the current "mothership" class into two classes. One would be more in line with the Dreadnought style super-capital many players use, and the other might be more of a super-carrier (ideally, with the launch bay special ability tossed in for free).
Battlegrinder wrote:6. My plan for the Rift Cannon (think of it as a weaponized Gate spell) is to give it a chance to bypass it's target's armor/shielding. The current plan is to have an extra roll after it scores a successful hit. On a 6, the target's armor is bypasses, and on a 1 (or a 1 and 2), something goes wrong and the cannon deals no damage. Does this sounds balanced/fair?
Battlegrinder wrote:7. The superweapon would work on a similar principle, but with 2 firing modes. Mode 1 would operate like the Spinal Mass Driver, and mode 2 would take the summoning aspect of the Gate spell and reverse it, effectively banishing the target into another dimension. My current ideas for balancing mode 2 is to have it take longer to charge up and to give the target a chance to resist (like rolling an opposed roll on a heroic feat). If anyone else has suggestions for this, I'd appreciate it.
Users browsing this forum: No registered users and 1 guest