April 03, 2025, 10:43:04 PM

Author Topic: Adeptus Mechanicus Alternate Refit Rules  (Read 18175 times)

Offline Sigoroth

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Re: Adeptus Mechanicus Alternate Refit Rules
« Reply #30 on: November 27, 2010, 03:11:04 AM »
Refits Points

1. Gyro-stabilized Targeting Matrix- 5
2. Fleet Defense Turrets- 10
3. Advanced Engines- 15
4. Emergency energy reserves- 20
5. Repulsor Shielding- 20
6. Augmented Weapon Relays- 30

7+.  ???- ?

Light Cruisers deduct 10 points to a minimum of 5.
Battleships increase by 10 points.

GTM - 5
FDT - 5
AE - 10
EER - 10
RS - 15
AWR - 20

Offline horizon

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Re: Adeptus Mechanicus Alternate Refit Rules
« Reply #31 on: November 27, 2010, 06:04:54 PM »
Problem with AWR: it isn't the same "value" for all vessels. Even battery/lance ships are still different and on some it worth a lot more.

Offline lastspartacus

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Re: Adeptus Mechanicus Alternate Refit Rules
« Reply #32 on: November 27, 2010, 07:55:52 PM »
I'm aware of that, Horizon.  But it needs to be costed right for the heaviest thing.  Maybe it can be adjusted. 
Some benefit for ordnance ships as well, such as resilient attack craft or some such.  Oh, heres a unique idea.
Resilient torpedoes? :)  I feel free to suggest such things because ordnance is SO expensive in admech fleets, its practically impractical.
Some refits will be more desirable for some ships, like auto-loaders for instance.

Sig, as an admech fan, I like those prices of yours.  But I feel its too powerful for the points you pay.  Do you realize at your current pricing, ships with AWR, the best upgrade by far, are exactly the same price as when they had to roll randomly?  There needs to be incentive to play a normal IN fleet too :)


Offline atension

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Re: Adeptus Mechanicus Alternate Refit Rules
« Reply #33 on: September 04, 2015, 04:02:47 AM »
This is a fantastic Idea! looks like it hasn't been touched in forever....