at0milich 10 Posted June 16, 2014 Can one reduce components space requirements to zero by installing better quality verrion. This might actually make Viper sloop slightly more livable... just thinking... too much. ./At0miclich Quote Share this post Link to post Share on other sites
Marwynn 317 Posted June 16, 2014 (edited) Note that a modifier cannot take any original value to zero; should this occur the modified value becomes 1.-Battlefleet Koronus, p.17 You can't make a Poor Component suddenly require Space or Power if it had a value of 0 either. Edited June 16, 2014 by Marwynn 2 Fgdsfg and Erathia reacted to this Quote Share this post Link to post Share on other sites
at0milich 10 Posted June 16, 2014 Ok. Thanks ! Got that, back to trying to make that **** sloop livable. Quote Share this post Link to post Share on other sites
Lady Kataline Jianwei 50 Posted June 16, 2014 (edited) Which sloop? Is it the Viper? Cause we had a nice thread on that recently. http://community.fantasyflightgames.com/index.php?/topic/107314-making-the-viper-scout-sloop-viable/ Enjoy. Though basic consensus was it is a lousy starter ship but can make a great scout/courier/covert ship. Edit: IF you could make things count 0 power and 0 space you could end up with some very silly ships that basically have everything. Even as it is if you take a Universe and use BQ parts to par down the space and power requirements you can still get just about every, and I mean every, supplemental component onto that ship. Edited June 16, 2014 by Lady Kataline Jianwei Quote Share this post Link to post Share on other sites
Erathia 648 Posted June 17, 2014 Edit: IF you could make things count 0 power and 0 space you could end up with some very silly ships that basically have everything. Even as it is if you take a Universe and use BQ parts to par down the space and power requirements you can still get just about every, and I mean every, supplemental component onto that ship. There would be no need to have a ship with everything. You would take as many Best Quality Auto-Temples as you could acquire, and then all planetary landings/assaults/visits would be conducted by dropping INFINITE TEMPLES on the surface. Also your armour would logically be impenetrable because your ship would be nestled inside of thousands of Imperial temples. Which impose no penalty to your tests obviously. Quote Share this post Link to post Share on other sites
Errant 185 Posted June 17, 2014 Instant Shrine World, Engage! 2 Nameless2all and Lady Kataline Jianwei reacted to this Quote Share this post Link to post Share on other sites
Erathia 648 Posted June 17, 2014 Here we see the noble Shrine Cruiser in its natural habitat. Make sure to approach it on Silent Running, for if startled this majestic Void Ship will jettison its holy Shrines in all directions, and quickly flee during the confusion. 3 Lady Kataline Jianwei, Nameless2all and Errant reacted to this Quote Share this post Link to post Share on other sites
Kasatka 157 Posted June 17, 2014 Clearly the Universe class was designed to have its port and starboard slots filled with hangar decks, one of its cargo bays turned into a hangar deck, and fill the rest of the space with a small craft repair bay, pilots quarters and as many cargo holds to hold spare strike craft as possible... Quote Share this post Link to post Share on other sites
Alex Cube 5 Posted June 18, 2014 Clearly the Universe class was designed to have its port and starboard slots filled with hangar decks, one of its cargo bays turned into a hangar deck, and fill the rest of the space with a small craft repair bay, pilots quarters and as many cargo holds to hold spare strike craft as possible... How do you handle additional strike craft in cargo bays? I'd like to hear your homerule on that Quote Share this post Link to post Share on other sites
venkelos 568 Posted June 18, 2014 Edit: IF you could make things count 0 power and 0 space you could end up with some very silly ships that basically have everything. Even as it is if you take a Universe and use BQ parts to par down the space and power requirements you can still get just about every, and I mean every, supplemental component onto that ship. There would be no need to have a ship with everything. You would take as many Best Quality Auto-Temples as you could acquire, and then all planetary landings/assaults/visits would be conducted by dropping INFINITE TEMPLES on the surface. Also your armour would logically be impenetrable because your ship would be nestled inside of thousands of Imperial temples. Which impose no penalty to your tests obviously. This is one way Necrons invade a new world. Oh, wait you said INFINITE TEMPLES...uh, not MONOLITHS, then? Sorry, my mistake. Hmm, do Necrons see monoliths like Temples? I wonder... Quote Share this post Link to post Share on other sites
Kasatka 157 Posted June 20, 2014 Clearly the Universe class was designed to have its port and starboard slots filled with hangar decks, one of its cargo bays turned into a hangar deck, and fill the rest of the space with a small craft repair bay, pilots quarters and as many cargo holds to hold spare strike craft as possible... How do you handle additional strike craft in cargo bays? I'd like to hear your homerule on that Firstly there's a component in BFK that modifies a cargo hold into a hangar bay but it unbalances the ship so you lose maneuverability. I don't have the exact stats to hand. As to the other cargo bays well they haul cargo, and strike craft that aren't in active use are arguably cargo so i see no issue with the players making enough acquisition rolls to purchase far more strike craft than their hangars can hold, but ruling that they can't access these spare strike craft in the time span of starship combat as they are essentially 'boxed up' and require hauling out of the cargo bays and into the hangar decks externally before being opened up and prepped for use. Quote Share this post Link to post Share on other sites