Ammunition

The Universal Game of Starship Combat
mj12games
Admiral of the Fleet
Admiral of the Fleet
Posts: 3635
Joined: Sun Mar 27, 2005 9:56 pm
Location: Denver, CO
Contact:

Ammunition

Postby mj12games » Mon Apr 24, 2017 3:11 pm

Here is an initial stab at re-implementing the Ammo rule from SAE.

Ammunition is tracked for each battery, not per weapon mount. Unless otherwise noted, a weapon battery has unlimited ammunition. Batteries with limited ammunition have the amount listed in the battery display, just below the arc designations. The number given indicates the maximum number of times weapons in the battery may be fired (e.g. “Ammo: 10” indicates that the weapons in the battery may be fired up to a total of 10 times). Regardless of how much ammo is available, each weapon in the battery may only be fired once per game turn.

Each time a weapon in the battery is fired, reduce the ammunition value by 1. Once the ammo value has reached zero, the battery is out of ammunition, and its weapons may not be used any further. (Note that one point of ammo is spent for each weapon fired, not per to-hit die rolled; e.g. when a weapon with a ROF value of 3 is fired, one point of ammo is used, not three.)

Ammo = 1x Weapons: Multiplier x0.2 (same as Expendable)
Ammo = 2x Weapons: Multiplier x0.3
Ammo = 3x Weapons: Multiplier x0.4
etc.

Batteries equipped with Ammo use the same hull size modifier as Expendable weapons.
Daniel Kast
Majestic Twelve Games
www.mj12games.com

Blacklancer99
Vice Admiral
Vice Admiral
Posts: 815
Joined: Mon Dec 22, 2008 1:36 am
Location: People's Republic of MA

Re: Ammunition

Postby Blacklancer99 » Tue Apr 25, 2017 4:03 pm

I would think that this would be instead of the rules for Expendable weapons, correct? Do you think a tweak could be made to the current Expendable rules so both could exist in the same universe? I am specifically thinking of things like Salvo missile launchers vs Salvo missile racks in Full Thrust and Starfire's fixed versus external ordinaance launchers. The advantage of the racks is that you can shoot them all at once but they are limited in number by the hull size (*surface area) while "internal" launchers my be slower firing but have larger magazine space. Just thinking out loud as usual.
Erik
Facts are stubborn things, but statistics are more pliable.
Mark Twain.

mj12games
Admiral of the Fleet
Admiral of the Fleet
Posts: 3635
Joined: Sun Mar 27, 2005 9:56 pm
Location: Denver, CO
Contact:

Re: Ammunition

Postby mj12games » Tue Apr 25, 2017 4:10 pm

I don't see why both couldn't exist in the same universe. Expendable and Ammo x1 are nearly identical, but not quite.
Daniel Kast
Majestic Twelve Games
www.mj12games.com

Blacklancer99
Vice Admiral
Vice Admiral
Posts: 815
Joined: Mon Dec 22, 2008 1:36 am
Location: People's Republic of MA

Re: Ammunition

Postby Blacklancer99 » Tue Apr 25, 2017 6:49 pm

mj12games wrote:I don't see why both couldn't exist in the same universe. Expendable and Ammo x1 are nearly identical, but not quite.


In that case I would lean toward a rule limiting the expendable weapons by hull size some how while not limiting the ammo weapons...To eliminate the expendable "swarm" discussed in another thread, and justify Ammo. I really like an Ammo trait myself where a weapon gets X shots but only 1 at a time for simulating a wide range of guns or missile type weapons.
Erik
Facts are stubborn things, but statistics are more pliable.
Mark Twain.


Return to “Starmada”

Who is online

Users browsing this forum: No registered users and 2 guests