questions about ToS: WS
Posted: Sat Nov 08, 2008 12:20 pm
In the old Amiga computer game Steel Empire (also known as Cyber Empires), the biggest and deadliest 'Mech in that game was called the "Titan". Was 'Titans of Steel: Warring Suns' named after that 'Mech in that game?
What do you think is the best number of Jocks to have in a Squad?
If opposing Titans occupy the same hex at ground level, does the direction that these Titans are facing and/or moving out of that hex have any effect on the locations of the enemy Titan that they are most likely to hit, or do they have the same chance to hit frontal locations of the enemy Titan as normal? What chance do these Titans have to hit the enemy Titan's CBT (Centre Back Torso) instead of the CT (Centre Torso)?
Does a Neutron Blaster have just as much chance of triggering its special effect with a hit to ANY part of a Titan? It would be logical for Neutron Blaster hits to the head or cockpit to have a much higher chance (or any chance at all) of triggering their special effect.
Considering that a Jock's salary increases with his/her/its number of kills and battles, do experienced Jocks eventually become too expensive for you to be able to afford to keep them in your Squad?
On average, which Jock race survives battles more often out of androids and cyborgs?
In the WS Tables.pdf file, in reference to Battle Computers, what is TLC an acronym for?
The WS Guide states that "The shield's protection against energy weapons (including the Flame Thrower) is modified by (Defensive/10), except for the Neutron Blaster and the E.M. Pulser.". Exactly how is this modifier applied to the shield's protection? Is it added to the shield's "Mod %" value to make it more likely that ToHit rolls will hit the shield?
What is the base chance that a weapon that does more than 4 points of damage (except the Flame Thrower) has to cause instability to the target Titan (before the weapon's modifier is applied)? What is the modifier for piloting skill checks due to instability for each Titan location that is hit? Exactly what modifiers apply to a Piloting skill check due to the speed that the target Titan was moving at?
The WS Guide states that "Combat XPs for succeeding in hitting the target with a weapon are dividied by 7/10/14 depending on weapon class (heavy/medium/light) - weapon class is determined by weight/slots.". Exactly which weapons are heavy, medium, and light?
What do you think is the best number of Jocks to have in a Squad?
If opposing Titans occupy the same hex at ground level, does the direction that these Titans are facing and/or moving out of that hex have any effect on the locations of the enemy Titan that they are most likely to hit, or do they have the same chance to hit frontal locations of the enemy Titan as normal? What chance do these Titans have to hit the enemy Titan's CBT (Centre Back Torso) instead of the CT (Centre Torso)?
Does a Neutron Blaster have just as much chance of triggering its special effect with a hit to ANY part of a Titan? It would be logical for Neutron Blaster hits to the head or cockpit to have a much higher chance (or any chance at all) of triggering their special effect.
Considering that a Jock's salary increases with his/her/its number of kills and battles, do experienced Jocks eventually become too expensive for you to be able to afford to keep them in your Squad?
On average, which Jock race survives battles more often out of androids and cyborgs?
In the WS Tables.pdf file, in reference to Battle Computers, what is TLC an acronym for?
The WS Guide states that "The shield's protection against energy weapons (including the Flame Thrower) is modified by (Defensive/10), except for the Neutron Blaster and the E.M. Pulser.". Exactly how is this modifier applied to the shield's protection? Is it added to the shield's "Mod %" value to make it more likely that ToHit rolls will hit the shield?
What is the base chance that a weapon that does more than 4 points of damage (except the Flame Thrower) has to cause instability to the target Titan (before the weapon's modifier is applied)? What is the modifier for piloting skill checks due to instability for each Titan location that is hit? Exactly what modifiers apply to a Piloting skill check due to the speed that the target Titan was moving at?
The WS Guide states that "Combat XPs for succeeding in hitting the target with a weapon are dividied by 7/10/14 depending on weapon class (heavy/medium/light) - weapon class is determined by weight/slots.". Exactly which weapons are heavy, medium, and light?