Armor question

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Joey Browning

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Oct 11, 2013, 6:30:33 PM10/11/13
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I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship’s damage capacity is equal to its total size, plus twice its armor rating."

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points? If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3. If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?

Charles Hurst

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Oct 11, 2013, 7:16:07 PM10/11/13
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It's size is 2, it's armor rating is 1, so 2 + 2x1 = 2+2 = 4, so it's M1-A1/4.  Armor's value is for determining it's rating, damage capacity is something different.

Geth Neural Network

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Oct 11, 2013, 10:55:46 PM10/11/13
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Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.
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Joey Browning

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Oct 11, 2013, 11:01:29 PM10/11/13
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That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.

The Janari

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Oct 11, 2013, 11:16:29 PM10/11/13
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My interpretation is the same as Joey's.  Everything (but SM) are 1 size and $15 cost.  Size does not equal Damage Capacity if you have armor on your ship and what you put after the "/" is Damage Capacity, not size.  Damage Capacity = Size PLUS 2xArmor.

CG1-M5-A5 would be size 15 (5 CG, 5 M, 5A) but listed as CG1-M5-A5/25 (15 from size, 10 MORE from 5 points of Armor)

Geth Neural Network

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Oct 12, 2013, 9:09:50 AM10/12/13
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You're right about that. I got the semantics wrong, but I thought we arguing about what the number after the slash should be. Right from the rules:

A patrol cruiser with 5 armor, 4 chemically powered gun turrets and a missile tube has a size of 10 with cost 150. Code would be CG.8-M1-A5/20.

Duston Horacek

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Oct 12, 2013, 10:19:44 AM10/12/13
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My understanding is

The combat value of each installed weapon or defensive system is the basic power rating of that type system multiplied by the portion of the ship’s total size devoted to that system. So, for example, a ship with one size allocated to chemical-powered guns would have a combat value of .2. The code for this would be CG.2.

A ship’s damage capacity is equal to its total size, plus twice its armor rating.



Weapons system Quantity * Weapon system Power rating = Combat Value 

Ship size + (Armor rating * 2) = Damage Capacity


So a ship with 20 Chemically-Powered Guns, and 20 Armor would be

CG4-A20/80

Size 40 + 40 for 2* armor.

I have an Excel sheet I use I will tidy it up and send it out.

ME Brines

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Oct 12, 2013, 12:01:07 PM10/12/13
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On 10/11/2013 2:30 PM, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a value of 1 for defensive systems. When you list armor you list the number of space assigned for it, unlike (say) chemical guns that are listed as .2 times the space used for them.

When figuring damage capacity "
A ship�s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a rating of 1, and damage capacity is size plus two times that. I'm not sure what the confusion is unless you insist that any formula involving armor has to use the set value and can't modify it at all.


So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points?
"A ship�s damage capacity is equal to its total size, plus twice its armor rating." So size 2 plus 2x armor rating of one is 4.
If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3.
Why do you presume an army has armor? Armor is for ships. There is no place in the rules that says the "ship" formulas apply to anything but jump capable ships.

If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?
Well, if you go by the rules as written, ground units don't have armor so the question doesn't arise.

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ME Brines

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Oct 12, 2013, 12:05:18 PM10/12/13
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What I said without the snark

ME Brines

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Oct 12, 2013, 12:12:17 PM10/12/13
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No. Each armor takes up one slot but it has a value for protection of 2, the exact reverse of what you said.

On 10/11/2013 6:55 PM, Geth Neural Network wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be�M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.
CG.6-A1/6 is correct. Cost would be $60. This is a three gun armored ship, maybe some kind of cruiser.

On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points? If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3. If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?
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Duston Horacek

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Oct 12, 2013, 11:09:56 AM10/12/13
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Although before I do, I need to know the power rating of a Spinalmount weapon, Initial power rating*100?

Sent from Mytouch4G

ME Brines

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Oct 12, 2013, 12:15:18 PM10/12/13
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I've written the text and it corresponds to what I mean it to say. And I provided several examples. No amount of "clarification" can stop someone from reading into the text things that aren't there. But if you've got an example I'm willing to see it.


On 10/11/2013 7:01 PM, Joey Browning wrote:
That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.
On Fri, Oct 11, 2013 at 10:55 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be�M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.


On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points? If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3. If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?
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Joey Browning

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Oct 12, 2013, 11:12:50 AM10/12/13
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The "army" was an auto-correct error, it should have been armor.

I guess my confusion is - what does the "rating" even mean? If slapping on 1 unit of armor adds 2 HP, that's what the armor does, right? What's the "1" for?

ME Brines

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Oct 12, 2013, 12:16:52 PM10/12/13
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This is exactly correct.
The rules give this example: A patrol cruiser with 5 armor, 4 chemically powered gun turrets and a missile tube has a size of 10 with cost 150. Code would be CG.8-M1-A5/20

On 10/11/2013 7:16 PM, The Janari wrote:
My interpretation is the same as Joey's.� Everything (but SM) are 1 size and $15 cost.� Size does not equal Damage Capacity if you have armor on your ship and what you put after the "/" is Damage Capacity, not size.� Damage Capacity = Size PLUS 2xArmor.


CG1-M5-A5 would be size 15 (5 CG, 5 M, 5A) but listed as CG1-M5-A5/25 (15 from size, 10 MORE from 5 points of Armor)
On Fri, Oct 11, 2013 at 8:01 PM, Joey Browning <carg...@gmail.com> wrote:
That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.
On Fri, Oct 11, 2013 at 10:55 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be�M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.


On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points? If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3. If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?
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ME Brines

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Oct 12, 2013, 12:19:47 PM10/12/13
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...donated $10
I don't care what the Masters say. The Betrayer is a good guy!

ME Brines

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Oct 12, 2013, 12:35:48 PM10/12/13
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100 times whatever the weapon is. A really huge chemical gun that size would be 20


On 10/12/2013 7:09 AM, Duston Horacek wrote:

Although before I do, I need to know the power rating of a Spinalmount weapon, Initial power rating*100?

Sent from Mytouch4G

On Oct 12, 2013 10:19 AM, "Duston Horacek" <wynd...@gmail.com> wrote:
My understanding is

The combat value of each installed weapon or defensive system is the basic power rating of that type system multiplied by the portion of the ship�s total size devoted to that system. So, for example, a ship with one size allocated to chemical-powered guns would have a combat value of .2. The code for this would be CG.2.

A ship�s damage capacity is equal to its total size, plus twice its armor rating.



Weapons system Quantity * Weapon system Power rating = Combat Value�

Ship size + (Armor rating * 2) = Damage Capacity


So a ship with 20 Chemically-Powered Guns, and 20 Armor would be

CG4-A20/80

Size 40 + 40 for 2* armor.

I have an Excel sheet I use I will tidy it up and send it out.
On Sat, Oct 12, 2013 at 9:09 AM, Geth Neural Network <gethneur...@gmail.com> wrote:
You're right about that. I got the semantics wrong, but I thought we arguing about what the number after the slash should be. Right from the rules:

A patrol cruiser with 5 armor, 4 chemically powered gun turrets and a missile tube has a size of 10 with cost 150. Code would be CG.8-M1-A5/20.
On Fri, Oct 11, 2013 at 11:16 PM, The Janari <the.j...@gmail.com> wrote:
My interpretation is the same as Joey's.� Everything (but SM) are 1 size and $15 cost.� Size does not equal Damage Capacity if you have armor on your ship and what you put after the "/" is Damage Capacity, not size.� Damage Capacity = Size PLUS 2xArmor.


CG1-M5-A5 would be size 15 (5 CG, 5 M, 5A) but listed as CG1-M5-A5/25 (15 from size, 10 MORE from 5 points of Armor)
On Fri, Oct 11, 2013 at 8:01 PM, Joey Browning <carg...@gmail.com> wrote:
That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.
On Fri, Oct 11, 2013 at 10:55 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be�M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.


On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

--

ME Brines

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Oct 12, 2013, 12:38:08 PM10/12/13
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The 1 is how much space you devote to the armor. I suppose I could have given the armor a "power rating" of 2 and just added it to the damage capacity but somehow "power rating" didn't seem to go with an inert block of metal.


On 10/12/2013 7:12 AM, Joey Browning wrote:
The "army" was an auto-correct error, it should have been armor.

I guess my confusion is - what does the "rating" even mean? If slapping on 1 unit of armor adds 2 HP, that's what the armor does, right? What's the "1" for?
On Sat, Oct 12, 2013 at 11:09 AM, Duston Horacek <wynd...@gmail.com> wrote:

Although before I do, I need to know the power rating of a Spinalmount weapon, Initial power rating*100?

Sent from Mytouch4G

On Oct 12, 2013 10:19 AM, "Duston Horacek" <wynd...@gmail.com> wrote:
My understanding is

The combat value of each installed weapon or defensive system is the basic power rating of that type system multiplied by the portion of the ship�s total size devoted to that system. So, for example, a ship with one size allocated to chemical-powered guns would have a combat value of .2. The code for this would be CG.2.

A ship�s damage capacity is equal to its total size, plus twice its armor rating.



Weapons system Quantity * Weapon system Power rating = Combat Value�

Ship size + (Armor rating * 2) = Damage Capacity


So a ship with 20 Chemically-Powered Guns, and 20 Armor would be

CG4-A20/80

Size 40 + 40 for 2* armor.

I have an Excel sheet I use I will tidy it up and send it out.
On Sat, Oct 12, 2013 at 9:09 AM, Geth Neural Network <gethneur...@gmail.com> wrote:
You're right about that. I got the semantics wrong, but I thought we arguing about what the number after the slash should be. Right from the rules:

A patrol cruiser with 5 armor, 4 chemically powered gun turrets and a missile tube has a size of 10 with cost 150. Code would be CG.8-M1-A5/20.
On Fri, Oct 11, 2013 at 11:16 PM, The Janari <the.j...@gmail.com> wrote:
My interpretation is the same as Joey's.� Everything (but SM) are 1 size and $15 cost.� Size does not equal Damage Capacity if you have armor on your ship and what you put after the "/" is Damage Capacity, not size.� Damage Capacity = Size PLUS 2xArmor.


CG1-M5-A5 would be size 15 (5 CG, 5 M, 5A) but listed as CG1-M5-A5/25 (15 from size, 10 MORE from 5 points of Armor)
On Fri, Oct 11, 2013 at 8:01 PM, Joey Browning <carg...@gmail.com> wrote:
That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.
On Fri, Oct 11, 2013 at 10:55 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be�M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.


On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

--

Joey Browning

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Oct 12, 2013, 12:17:22 PM10/12/13
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So if I build a Spinal Mount Laser, let's say...it would be size 100 and power 50 (and useable against missles int he world's biggest example of overkill LOL).?

Do Disintegrators and Medon Projectors likewise take up 5 spaces, as they have a minimum size of 5 listed for the ship size (as SM's do for a 100 minimum size)?


On Sat, Oct 12, 2013 at 12:38 PM, ME Brines <s...@cox.net> wrote:
The 1 is how much space you devote to the armor. I suppose I could have given the armor a "power rating" of 2 and just added it to the damage capacity but somehow "power rating" didn't seem to go with an inert block of metal.


On 10/12/2013 7:12 AM, Joey Browning wrote:
The "army" was an auto-correct error, it should have been armor.

I guess my confusion is - what does the "rating" even mean? If slapping on 1 unit of armor adds 2 HP, that's what the armor does, right? What's the "1" for?
On Sat, Oct 12, 2013 at 11:09 AM, Duston Horacek <wynd...@gmail.com> wrote:

Although before I do, I need to know the power rating of a Spinalmount weapon, Initial power rating*100?

Sent from Mytouch4G

On Oct 12, 2013 10:19 AM, "Duston Horacek" <wynd...@gmail.com> wrote:
My understanding is

The combat value of each installed weapon or defensive system is the basic power rating of that type system multiplied by the portion of the ship’s total size devoted to that system. So, for example, a ship with one size allocated to chemical-powered guns would have a combat value of .2. The code for this would be CG.2.

A ship’s damage capacity is equal to its total size, plus twice its armor rating.



Weapons system Quantity * Weapon system Power rating = Combat Value 

Ship size + (Armor rating * 2) = Damage Capacity


So a ship with 20 Chemically-Powered Guns, and 20 Armor would be

CG4-A20/80

Size 40 + 40 for 2* armor.

I have an Excel sheet I use I will tidy it up and send it out.
On Sat, Oct 12, 2013 at 9:09 AM, Geth Neural Network <gethneur...@gmail.com> wrote:
You're right about that. I got the semantics wrong, but I thought we arguing about what the number after the slash should be. Right from the rules:

A patrol cruiser with 5 armor, 4 chemically powered gun turrets and a missile tube has a size of 10 with cost 150. Code would be CG.8-M1-A5/20.
On Fri, Oct 11, 2013 at 11:16 PM, The Janari <the.j...@gmail.com> wrote:
My interpretation is the same as Joey's.  Everything (but SM) are 1 size and $15 cost.  Size does not equal Damage Capacity if you have armor on your ship and what you put after the "/" is Damage Capacity, not size.  Damage Capacity = Size PLUS 2xArmor.


CG1-M5-A5 would be size 15 (5 CG, 5 M, 5A) but listed as CG1-M5-A5/25 (15 from size, 10 MORE from 5 points of Armor)
On Fri, Oct 11, 2013 at 8:01 PM, Joey Browning <carg...@gmail.com> wrote:
That's not how I read it at all. I am under the impression that EVERYTHING takes 1 size slot (OK, except Spinal Mounts), and what is listed in the ship design is the effect number. For example, Lasers. If you have a ship that is 1L, it is size 2, because lasers are 0.5 effect each.

Now that's 3 people that all see the rule differently, and I've talked to one more privately that is confused too.

Time to get out the red text and do some clarifying, Mike. We're confused.
On Fri, Oct 11, 2013 at 10:55 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Each point of armor takes up 2 size slots, just like each 0.2 points of guns takes up 1 size slot. It should be M1-A1/3 by my reading. Or, a CG.6-A1/5. And so on.


On Friday, October 11, 2013, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship’s damage capacity is equal to its total size, plus twice its armor rating."

Geth Neural Network

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Oct 12, 2013, 12:25:38 PM10/12/13
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Understood.

Further question.

This nomenclature obfuscates the size and therefore cost of a ship, meaning we have to either note it down somewhere, taking unnecessary space on the turn packet, or we have to figure it out every time we do builds. (Remembering it for each build type isn't going to be an option for me.)

On Sat, Oct 12, 2013 at 12:01 PM, ME Brines <s...@cox.net> wrote:


On 10/11/2013 2:30 PM, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship’s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a value of 1 for defensive systems. When you list armor you list the number of space assigned for it, unlike (say) chemical guns that are listed as .2 times the space used for them.

When figuring damage capacity "A ship’s damage capacity is equal to its total size, plus twice its armor rating."

Armor has a rating of 1, and damage capacity is size plus two times that. I'm not sure what the confusion is unless you insist that any formula involving armor has to use the set value and can't modify it at all.

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points?
"A ship’s damage capacity is equal to its total size, plus twice its armor rating." So size 2 plus 2x armor rating of one is 4.
If army is truly "1", then it has its size (2) and it's 1 point of armor (1) for a total of 3.
Why do you presume an army has armor? Armor is for ships. There is no place in the rules that says the "ship" formulas apply to anything but jump capable ships.

If you go by the ship design, it has size (2) plus twice the armor (2) = 4. So which is it?
Well, if you go by the rules as written, ground units don't have armor so the question doesn't arise.

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Joey Browning

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Oct 12, 2013, 12:48:47 PM10/12/13
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When I do a ship design, I do the following:

"Design Banshee class Light Cruiser: 10M-5L-10A/50 ($450)"

so I know the combat power and the cost. Size doesn't matter except for cost anyhow, really.

Note: The above is NOT an actual PSL ship design.

Duston Horacek

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Oct 12, 2013, 12:50:02 PM10/12/13
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It does, Antimatter weapons do damage based off ship size, so it's good to be in the habit of proper record keeping.

ME Brines

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Oct 12, 2013, 2:52:57 PM10/12/13
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On 10/12/2013 8:17 AM, Joey Browning wrote:
So if I build a Spinal Mount Laser, let's say...it would be size 100 and power 50 (and useable against missles int he world's biggest example of overkill LOL).?

Do Disintegrators and Medon Projectors likewise take up 5 spaces, as they have a minimum size of 5 listed for the ship size (as SM's do for a 100 minimum size)?
Five or six or eighteen or whatever, as long as it's at least five

ME Brines

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Oct 12, 2013, 2:54:34 PM10/12/13
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Most people have been making a note of how much the ship costs after the nomenclature
I have been cutting and pasting this into the lists for further reference along with things like size and class name. Feel free to do the same.


On 10/12/2013 8:25 AM, Geth Neural Network wrote:
Understood.

Further question.

This nomenclature obfuscates the size and therefore cost of a ship, meaning we have to either note it down somewhere, taking unnecessary space on the turn packet, or we have to figure it out every time we do builds. (Remembering it for each build type isn't going to be an option for me.)

ME Brines

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Oct 12, 2013, 3:03:56 PM10/12/13
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Ship "size" doesn't matter.
If your ship gets hit with an antimatter warhead it'll blow the whole thing up regardless of size. (So don't get hit)


On 10/12/2013 8:50 AM, Duston Horacek wrote:
It does, Antimatter weapons do damage based off ship size, so it's good to be in the habit of proper record keeping.
On Sat, Oct 12, 2013 at 12:48 PM, Joey Browning <carg...@gmail.com> wrote:
When I do a ship design, I do the following:

"Design Banshee class Light Cruiser: 10M-5L-10A/50 ($450)"

so I know the combat power and the cost. Size doesn't matter except for cost anyhow, really.

Note: The above is NOT an actual PSL ship design.
On Sat, Oct 12, 2013 at 12:25 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Understood.

Further question.

This nomenclature obfuscates the size and therefore cost of a ship, meaning we have to either note it down somewhere, taking unnecessary space on the turn packet, or we have to figure it out every time we do builds. (Remembering it for each build type isn't going to be an option for me.)
On Sat, Oct 12, 2013 at 12:01 PM, ME Brines <s...@cox.net> wrote:


On 10/11/2013 2:30 PM, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship�s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a value of 1 for defensive systems. When you list armor you list the number of space assigned for it, unlike (say) chemical guns that are listed as .2 times the space used for them.

When figuring damage capacity "A ship�s damage capacity is equal to its total size, plus twice its armor rating."

Armor has a rating of 1, and damage capacity is size plus two times that. I'm not sure what the confusion is unless you insist that any formula involving armor has to use the set value and can't modify it at all.

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points?
"A ship�s damage capacity is equal to its total size, plus twice its armor rating." So size 2 plus 2x armor rating of one is 4.

Duston Horacek

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Oct 12, 2013, 2:03:12 PM10/12/13
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Yea I misread it when perusing the rules again and got my self confusubolated.


On Sat, Oct 12, 2013 at 3:03 PM, ME Brines <s...@cox.net> wrote:
Ship "size" doesn't matter.
If your ship gets hit with an antimatter warhead it'll blow the whole thing up regardless of size. (So don't get hit)

On 10/12/2013 8:50 AM, Duston Horacek wrote:
It does, Antimatter weapons do damage based off ship size, so it's good to be in the habit of proper record keeping.
On Sat, Oct 12, 2013 at 12:48 PM, Joey Browning <carg...@gmail.com> wrote:
When I do a ship design, I do the following:

"Design Banshee class Light Cruiser: 10M-5L-10A/50 ($450)"

so I know the combat power and the cost. Size doesn't matter except for cost anyhow, really.

Note: The above is NOT an actual PSL ship design.
On Sat, Oct 12, 2013 at 12:25 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Understood.

Further question.

This nomenclature obfuscates the size and therefore cost of a ship, meaning we have to either note it down somewhere, taking unnecessary space on the turn packet, or we have to figure it out every time we do builds. (Remembering it for each build type isn't going to be an option for me.)
On Sat, Oct 12, 2013 at 12:01 PM, ME Brines <s...@cox.net> wrote:


On 10/11/2013 2:30 PM, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship’s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a value of 1 for defensive systems. When you list armor you list the number of space assigned for it, unlike (say) chemical guns that are listed as .2 times the space used for them.

When figuring damage capacity "A ship’s damage capacity is equal to its total size, plus twice its armor rating."

Armor has a rating of 1, and damage capacity is size plus two times that. I'm not sure what the confusion is unless you insist that any formula involving armor has to use the set value and can't modify it at all.

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points?
"A ship’s damage capacity is equal to its total size, plus twice its armor rating." So size 2 plus 2x armor rating of one is 4.

Charles Hurst

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Oct 12, 2013, 2:30:51 PM10/12/13
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Hmm...

On Oct 12, 2013 2:01 PM, "ME Brines" <s...@cox.net> wrote:
Ship "size" doesn't matter.
If your ship gets hit with an antimatter warhead it'll blow the whole thing up regardless of size. (So don't get hit)

On 10/12/2013 8:50 AM, Duston Horacek wrote:
It does, Antimatter weapons do damage based off ship size, so it's good to be in the habit of proper record keeping.
On Sat, Oct 12, 2013 at 12:48 PM, Joey Browning <carg...@gmail.com> wrote:
When I do a ship design, I do the following:

"Design Banshee class Light Cruiser: 10M-5L-10A/50 ($450)"

so I know the combat power and the cost. Size doesn't matter except for cost anyhow, really.

Note: The above is NOT an actual PSL ship design.
On Sat, Oct 12, 2013 at 12:25 PM, Geth Neural Network <gethneur...@gmail.com> wrote:
Understood.

Further question.

This nomenclature obfuscates the size and therefore cost of a ship, meaning we have to either note it down somewhere, taking unnecessary space on the turn packet, or we have to figure it out every time we do builds. (Remembering it for each build type isn't going to be an option for me.)
On Sat, Oct 12, 2013 at 12:01 PM, ME Brines <s...@cox.net> wrote:


On 10/11/2013 2:30 PM, Joey Browning wrote:
I think there's an inconsistency in the rules as regards to armor

Under Defensive systems, you say Armor has a value of "1"

Under ships design it says "A ship’s damage capacity is equal to its total size, plus twice its armor rating."
Armor has a value of 1 for defensive systems. When you list armor you list the number of space assigned for it, unlike (say) chemical guns that are listed as .2 times the space used for them.

When figuring damage capacity "A ship’s damage capacity is equal to its total size, plus twice its armor rating."

Armor has a rating of 1, and damage capacity is size plus two times that. I'm not sure what the confusion is unless you insist that any formula involving armor has to use the set value and can't modify it at all.

So take a small gunboat designed a M1-A1. It is size 2, obviously. But does it have 3 or 4 damage points?
"A ship’s damage capacity is equal to its total size, plus twice its armor rating." So size 2 plus 2x armor rating of one is 4.
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