Quick Start Rules -- Questions and Updates

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Re: Quick Start Rules -- Questions and Updates

Postby mcb1968 on Sat 29 Jun 2013 19:36

Ok, feeling slow here. The + number is added to the to hit number so that a to hit of 4 becomes 3? So that there is a minimum modifier of +1 when shooting at any ship? 3/2=.67 FRU 1, 3/3 = 1, 3/4 = 1.25 FRU +2?
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Re: Quick Start Rules -- Questions and Updates

Postby eoghantodd on Sat 29 Jun 2013 20:29

It's added to the target #, so it makes it easier to hit. Which makes sense....ships that are less maneuverable take longer to turn, so the bigger the turn mode number, the easier to hit.


But yeah, 1, 2 3 add 1 to the to hit target, 3 4 5 add 2....


so turn mode 3 would make a 4 to hit a 5....turn mode 4 would make it a 6 or under to hit.
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Re: Quick Start Rules -- Questions and Updates

Postby mcb1968 on Sat 29 Jun 2013 20:36

Hmmm, TM 0 would be +3 then. I agree with the poster who said a chart would be more useful.
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Re: Quick Start Rules -- Questions and Updates

Postby SCC on Sat 29 Jun 2013 22:42

In the QS rules all ships TM generate a +1 to-hit for plasma torps

Bases on the the other only generate a +2, not the maximum of +3
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Re: Quick Start Rules -- Questions and Updates

Postby mcb1968 on Sun 30 Jun 2013 05:11

SCC wrote:In the QS rules all ships TM generate a +1 to-hit for plasma torps

Bases on the the other only generate a +2, not the maximum of +3



Uh, this needs a chart! ;)
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Re: Quick Start Rules -- Questions and Updates

Postby Elminster on Mon 01 Jul 2013 01:16

Not really. First, there is NO way to get a TM of less than 2 for large craft. And SS, AF and BS provide a plain +2 bonus, because they lack any TM.

It's just TM/3 fraction up. That should be easy enough. ;)
Last edited by Elminster on Mon 01 Jul 2013 03:13, edited 1 time in total.
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Re: Quick Start Rules -- Questions and Updates

Postby SCC on Mon 01 Jul 2013 02:55

Yep and the only TM's in the QSR's are 2 and 3 so it's always one for spacecraft and 2 for bases, the only reason you're told to do the math is so that your not confused when you upgrade
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Re: Quick Start Rules -- Questions and Updates

Postby mcb1968 on Mon 01 Jul 2013 19:53

Thanks for the coaching guys!
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Re: Quick Start Rules -- Questions and Updates

Postby larsterkhan on Tue 09 Sep 2014 15:00

SCC wrote:Yep and the only TM's in the QSR's are 2 and 3 so it's always one for spacecraft and 2 for bases, the only reason you're told to do the math is so that your not confused when you upgrade


I'm confused. The QSR's (Final on page 2) states: "Plasma Torpedoes add one (+1) to their ‘To-Hit’ number if used against bases." And as 0/3=0 I took it that Plasmas against bases had a final bonus of +1.

Still the QSRs rock. They make me very happy and kudos to all involved in their production. If I had one wargaming wish right now it would be for SDS to combine all 3 QSRs into one, convert the SUN Training Exercises and produce a version with Victory Point Games. I'd buy that just for nice laser cut counters to replace mine from 2nd edition. It could be the Federation Commander to Solar Starfire's SFB. Call it Solarfire.
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Re: Quick Start Rules -- Questions and Updates

Postby thesmith4 on Tue 09 Sep 2014 20:59

I actually have a word document that has all three rulesets combined into one product, and organized in a fairly useful way (at least, I think it is).

I could post it to googledocs and let everyone take a look at it, if there's some interest. It is not my work of course, just a reorganization of the existing rules, which are the intellectual property of SDS.
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