226

(34 replies, posted in Starmada X)

Hmmn, I could bring 80 - 90 of these little guys. Boy, would I hate to control all of these in a game.

Gnat Class Raiding Vessel of the Brobdingnagian Vacuum Command    ( 153 )
Mass: 9.4 KmT, Crew: 90, TL:   E:3  W:3  S:3  Q:3
Hull: 1
Engines: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Shields:  5 4 3 2 1
[α] [3/6/9, 3+ 3/1/1, Halves Shields]
AB
Hyperdrive [O], Electronic Countermeasures [O], Armor Plating, Overthrusters [O], Stealth Generator [O]
1[H7ESQ], 2[7E2SQ], 3[H6E2SQ], 4[7E2SQ], 5[H6E2SQ], 6[7ES2Q]

VBAM Stats
Cost: 5, Maint: 1/6, DV: 5, AS: 4, AF: 0, CR: 2, CC: 1, Base: 0, Spd: 20, Warp: Y, Notes: Atmospheric Stealth
Starmada Imperial Stars Edition v1.7

227

(34 replies, posted in Starmada X)

Here is a fast carrier version of the uber-tech Ginormous ship.

Gargantuacidal Class Space Control Ship of the Brobdingnagian Vacuum Command    ( 14,326 )
Mass: 1,169 KmT, Crew: 4,290, TL:   E:3  W:3  S:3  Q:3
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 12 11 10 9 8 7 6 5 4 3 2 1
Shields:  5 4 3 2 1
[α] Slammer Missile [6/12/18, 4+ 2/3/3, No Range Modifiers, Shield-Resonant]
ABC, ABC, ABD, ABD, ACE, BDF
[β] Neutron Radiation Beam [6/12/18, 3+ 2/1/1, Extra Crew Casualties, No Hull Damage, Halves Shields]
AB, AB, ABC, ABD, ACE, BDF
[γ] Not-so-Myopic Defense Cannon [2/4/6, 3+3/1/1, Doubled Range Modifiers, Range-Based ROF]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Armor Plating, Redundant Shielding, Fighter Bay, Hvy, Aslt, Fast  [OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO], Launch Bay [OOOOOOOOOOOOOOOOOOOOOOOOOOOOO]
1[HQβ], 2[EQγ], 3[HQ], 4[SQ], 5[HQ], 6[Qα]

VBAM Stats
Cost: 22, Maint: 26/2, DV: 28, AS: 43, AF: 14, CR: 11, CC: 4, Base: 60, Spd: 12, Warp: Y, Notes: Atmospheric Carrier
60x Hvy Fst Aslt Fighter ( SHF,C:1/3,M:1/12,DV:3,AS:2,AF:2 )
Starmada Imperial Stars Edition v1.7


Not as powerful as the previous two big ships but it has a ton of little helpers.

228

(13 replies, posted in Starmada)

Why not treat Fighters, Drones and Marines (Fighter-like objects) as weapon systems with customizable stats like other weapons? That way you can adjust the stats to reflect your own milieu.

Fighter-like objects are rated for Speed, Hits to-kill (HTK), Range, To-hit, ROF, PEN, and DMG. All Fighter-like objects have the special ability of Halves Shields.

Speed is the number of hexes that the Fighter-like objects can travel each turn, (6, 8, 10, 12, 14)
HTK is the number of damage points each of the Fighter-like objects in the group can take. (1, 2, 3)
    HTK Modifier: 1 = 1.0, 2 = 1.4, 3 = 2.0
Range is the distance from their target that the Fighter-like objects may fire from. (1, 2, 3)
    Range Modifier: 1 = 1.0, 2 = 1.3, 3 = 1.7
    Marines can never have more than Range 1.
To-Hit is the die roll needed to hit the Fighter-like object's target (3+, 4+, 5+)
To-Hit Modifier: 3+ = 0.67, 4+ = 0.5, 5+ =0.33
ROF is the number of times each member of a Fighter-like object group may attempt to hit. (1, 2, 3)
PEN is the number of shield rolls that each hit makes (1, 2, 3)
DMG is the number of damage rolls that each successful PEN roll makes on its target. (1, 2, 3)

The ORat and DRat calculation for a group of Fighter-like objects is:
Base Number x Speed x HTK Mod x Range Mod x To-Hit Mod x (ROF + 1) x PEN x DMG

Base Numbers:
Fighter = 7.5
Drones = 3
Marines = 6


Fighters:
A standard fighter is speed 10, HTK 1, Range 1, To-hit 5+, ROF 1, PEN 1, DMG 1, Halves Shields
Or 7.5 x 10 x 1 x 1 x 0.33 x (1 + 1) x 1 x 1 = 50

A fast fighter is speed 12, HTK 1, Range 1, To-hit 5+, ROF 1, PEN 1, DMG 1, Halves Shields
Or 7.5 x 12 x 1 x 1 x 0.33 x (1 + 1) x 1 x 1 = 60
This is in line with the customized fighter rules in Starmada F.2.4

An assault fighter is speed 10, HTK 1, Range 1, To-hit 5+, ROF 2, PEN 1, DMG 1, Halves Shields
Or 7.5 x 10 x 1 x 1 x 0.33 x (2 + 1) x 1 x 1 = 75
This is very close to the customized fighter rules in Starmada F.2.1

So you could customize a flight to be speed 14, HTK 2, Range 1, To-hit 3+, ROF 2, PEN 1, DMG 1, Halves Shields
Or 7.5 x 14 x 1.4 x 1 x 0.67 x (2 + 1) x 1 x 1 = 294
That is one expensive but powerful fighter group.


Drones:
A standard Drone is speed 10, HTK 1, Range 1, To-hit 4+, ROF 1, PEN 1, DMG 1, Halves Shields
Or 3 x 10 x 1 x 1 x 0.5 x (1 + 1) x 1 x 1 = 30

A fast Drone is speed 12, HTK 1, Range 1, To-hit 4+, ROF 1, PEN 1, DMG 1, Halves Shields
Or 3 x 12 x 1 x 1 x 0.5 x (1 + 1) x 1 x 1 = 36

An assault Drone is speed 10, HTK 1, Range 1, To-hit 4+, ROF 2, PEN 1, DMG 1, Halves Shields
Or 3 x 10 x 1 x 1 x 0.5 x (2 + 1) x 1 x 1 = 45

You could customize a flight to be speed 14, HTK 2, Range 1, To-hit 3+, ROF 2, PEN 1, DMG 1, Halves Shields
Or 3 x 14 x 1.4 x 1 x 0.67 x (2 + 1) x 1 x 1 = 117.6
Again, an expensive but powerful Drone group.


Marines:
A standard Marine is speed 10, HTK 1, Range 1, To-hit 5+, ROF 1, PEN 1, DMG 1, Halves Shields
Or 6 x 10 x 1 x 1 x 0.33 x (1 + 1) x 1 x 1 = 40

If you want real fast Marines that hit well, speed 14, HTK 2, Range 1, To-hit 3+, ROF 2, PEN 1, DMG 1, Halves Shields
Or 6 x 14 x 1.4 x 1 x 0.67 x (2 + 1) x 1 x 1 = 235.2

229

(6 replies, posted in Starmada)

Sorry, yet another drone question. If I recall, the rules say that drones operate as fighters with certain exceptions. Do they halve shields as fighters? Do they fire before ships do, like fighters?

Would it be possible to have drones that hit better (or worse) or have increased PEN and DMG?

230

(34 replies, posted in Starmada X)

I just wanted a look at the biggest ship that I could design. conventionaly armed, no fighters. The RNG 33 spinal mount is cool.

Juggernaut Class Leviathan of the Brobdingnagian Vacuum Command   ( 12,596 )
Mass: 1,165 KmT, Crew: 2,193, TL:   E:3  W:3  S:3  Q:3
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  5 4 3 2 1
[α] Singularity Missile [6/12/18, 3+ 1/3/3, Extra Hull Damage, Ignores Shields, Range-Based DMG]
AB, AB, AB
[β] Laser [4/8/12, 4+ 2/1/1, No Range Modifiers]
AB, AB, AB, AB, AB, AB, AB, AB, AB, AB
[γ] Defense Auto-cannon [1/2/3, 3+3/1/1, Doubled Range Modifiers, Range-Based ROF]
ACE, ACE, BDF, BDF, EF
Hyperdrive [O], Armor Plating, Armored Gun Batteries, Electronic Warfare System [O], Decoy [O], Ionic Shielding, Overthrusters [O], Point-Defense System [O], Redundant Shielding, Spinal Mount (11/22/33) [O], Long Range Sensors [O], Security Team [OOOOOOOOOO]
1[Hα], 2[Eβ], 3[Hγ], 4[S], 5[H], 6[Q]

VBAM Stats
Cost: 36, Maint: 11/2, DV: 81, AS: 50, AF: 12, CR: 11, CC: 4, Base: 0, Spd: 6, Warp: Y, Notes: Atmospheric
Starmada Imperial Stars Edition v1.7

231

(0 replies, posted in Starmada X)

I've been looking through the designs in the Bourbaki Basin and I see a lot of people using battlecruiser as a separate size of ship. Not that there is anything wrong with that , but I've always imagined it being like our own history where a BC is just a thinly armored BB with cruiser speed.

So given the following two designs, one for a BB, one for a CA, I present my vision of a BC (see design three). It is just as fast as the cruiser but has the size and armament of the BB, protected as a CA. Again, as in history, I doubt the politicians and Admirals would be able to resist throwing it up against enemy BBs. They see a 250KmT ship (Hull size 12) and say “hey they must be equal.”

Ponderous Class Battleship of the Surmised Space Service   ( 442 )
Mass: 237.5 KmT, Crew: 708, TL:   E:0  W:0  S:0  Q:0
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields:  5 4 3 2 1
[α] Blaster [5/10/15, 4+ 2/1/1]
ABC, ABC, ABC, ABD, ABD, ABD
[β] Laser Cannon [3/6/9, 3+ 1/1/1]
AB, AC, BD, CE, DF, EF
[γ] Defensive Laser [2/4/6, 3+1/1/1]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Spinal Mount (9/18/27) [O]
1[Hα], 2[Eβ], 3[Hγ], 4[S], 5[H], 6[Q]

VBAM Stats
Cost: 13, Maint: 5/2, DV: 12, AS: 8, AF: 5, CR: 7, CC: 3, Base: 0, Spd: 4, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.7


Dependable Class Cruiser of the Surmised Space Service   ( 176 )
Mass: 135.9 KmT, Crew: 444, TL:   E:0  W:0  S:0  Q:0
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  3 2 1
[α] Blaster [5/10/15, 4+ 2/1/1]
AB, AB, ABC, ABD
[β] Laser Cannon [3/6/9, 3+ 1/1/1]
AB, AB, CE, DF
[γ] Defensive Laser [2/4/6, 3+1/1/1]
AB, AB, CE, DF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Spinal Mount (8/16/24) [O]
1[HQ], 2[Eα], 3[Hβ], 4[Eγ], 5[H], 6[S]

VBAM Stats
Cost: 9, Maint: 3/2, DV: 7, AS: 7, AF: 4, CR: 6, CC: 3, Base: 0, Spd: 6, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.7


Hood Class Battlecruiser of the Surmised Space Service   ( 270 )
Mass: 251.1 KmT, Crew: 693, TL:   E:0  W:0  S:0  Q:0
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  3 2 1
[α] Blaster [5/10/15, 4+ 2/1/1]
ABC, ABC, ABC, ABD, ABD, ABD
[β] Laser Cannon [3/6/9, 3+ 1/1/1]
AB, AC, BD, CE, DF, EF
[γ] Defensive Laser [2/4/6, 3+1/1/1]
AC, BD, CE, DF, EF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Spinal Mount (9/18/27) [O]
1[Hα], 2[Eβ], 3[Hγ], 4[S], 5[H], 6[Q]

VBAM Stats
Cost: 11, Maint: 5/2, DV: 9, AS: 9, AF: 5, CR: 7, CC: 3, Base: 0, Spd: 6, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.7

232

(6 replies, posted in Starmada)

Thanks for the speedy clarification Dan. Any thoughs on including customized drones, similar to the customized fighters, into the next iteration of Starmada? I could see all of the special equipment that is treated like fighters benifiting from those types of rules. It would be cool to board an opponent with my fast marine boarding parties that were armored against enemy interception. big_smile

233

(61 replies, posted in Starmada)

murtalianconfederacy wrote:

As to the whole Inverted range-based ROF/PEN/DMG issue, I agree that weapons such as that should be allowed...but maybe make them into a piece of special equipment, like a spinal mount.

Ugg, That would make things even more complex. Why treat them any different than any other weapon ability? I would rather see them with an SU mod of 2.9999 than treated as special equipment. smile

murtalianconfederacy wrote:

I've never really heard or read of any weapon in SF that has a weapon getting more powerful as it goes along.

Well using the Inverted Range Modifier weapon ability in Starmada does just that. It creates a weapon that gets better as the range opens.

234

(6 replies, posted in Starmada)

I have a quick question on drones also. I am at work and unable to reference my rulebook but, do drones continue to fly around the board until they hit their target or are they limited by some kind of endurance?

235

(34 replies, posted in Starmada X)

Here is a quick take on a ship similar to one that everyone may have seen on television lately (and in the ‘80s). I am very sure that the systems on this ship could be subject to a very lively debate. It would be interesting to see other people's vision of what the Galactica would look like in Starmada.

Picon Class Fightingstar of the Colonial Guard   ( 943 )
Mass: 189.7 KmT, Crew: 780, TL:   E:0  W:0  S:0  Q:0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  0
[α] Laser [4/8/12, 3+ 1/1/1]
AC, BD, CE, DF
Anti-Fighter Batteries [O], Armor Plating, Armored Gun Batteries, Electronic Countermeasures [O], Fighter Bay, Bmbr  [OOOOOO], Fighter Bay, Intc  [OOOOOO], Hyperdrive [O], Drone [OOOOOOOOOO]
1[HQ], 2[EQ], 3[HQ], 4[Eα], 5[H], 6[Q]

VBAM Stats
Cost: 11, Maint: 7/2, DV: 7, AS: 5, AF: 1, CR: 6, CC: 3, Base: 12, Spd: 6, Warp: Y, Notes: Carrier
6x Bmbr ( LF,C:1/3,M:1/18,DV:2,AS:2,AF:0 ), 6x Intc ( LF,C:1/3,M:1/18,DV:2,AS:0,AF:2 )
Starmada Imperial Stars Edition v1.7

236

(34 replies, posted in Starmada X)

Here is an uber-low tech design. No hyperdrive even, this is just a system defense boat.

"Best we can do" Class Patrol Ship of the Fledgling Start-up Navy   ( 23 )
Mass: 21.7 KmT, Crew: 93, TL:   E:-3  W:-3  S:-3  Q:-3
Hull: 2 1
Engines: 4 3 2 1
Shields:  0
[α] Primitive Laser [2/4/6, 3+ 2/1/1, Doubled Range Modifiers, Must Re-Roll To-Hit Dice]
ABCD, ABCD, ACE, BDF
Armor Plating
1[HE], 2[Eα], 3[Hα], 4[Eα], 5[Hα], 6[E]

VBAM Stats
Cost: 3, Maint: 1/3, DV: 2, AS: 3, AF: 1, CR: 3, CC: 2, Base: 0, Spd: 4, Warp: N, Notes: Atmospheric Gunship
Starmada Imperial Stars Edition v1.7

237

(34 replies, posted in Starmada X)

I randomly chose a couple of weapon abilities and/or special equipment items and then designed a ship to take advantage of the traits. I ended up with Overthrusters, Point-Defense, Re-Roll PEN and Increased DMG. The two weapon abilities make a nice combo, a good to-hit value for the main guns means lots of re-rolls to insure good rolls for the increased damage. I included the “Myopic Railgun” to keep any pesky fighters away.

Ferret Class Cruiser of the Hypothetical Space Fleet   ( 294 )
Mass: 135.2 KmT, Crew: 354, TL:   E:0  W:0  S:0  Q:0
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  3 2 1
[α] Fusion Bore [4/8/12, 3+ 1/1/1, Re-Rolls Penetration Dice, Increased DMG]
ABC, ABD
[β] Myopic Railgun [1/2/3, 3+ 3/1/1, Doubled Range Modifiers]
ACE, BDF, EF
Hyperdrive [O], Armor Plating, Overthrusters [O], Point-Defense System [O], Security Team [OOOOO]
1[HQ], 2[Eα], 3[Hβ], 4[E], 5[H], 6[S]

VBAM Stats
Cost: 11, Maint: 3/2, DV: 8, AS: 7, AF: 2, CR: 6, CC: 3, Base: 0, Spd: 6, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.7

238

(34 replies, posted in Starmada X)

And here is a quick, run away design. Obviously, this ship doesn't want to fight, let alone take any damage.

Onion Class Cruiser of the Paranoid Spacegoing Fleet   ( 405 )
Mass: 134 KmT, Crew: 270, TL:   E:0  W:0  S:0  Q:0
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  5 4 3 2 1
[a] Over the Shoulder Bolder Thrower [6/12/18, 3+ 1/1/1, No Range Modifiers, Halves Shields]
EF, EF
Armor Plating, Point-Defense System [O], Decoy [OO], Electronic Countermeasures [O]
1[HS], 2[EQ], 3[Ha], 4[E], 5[H], 6[S]
Starmada Imperial Stars Edition v1.65

239

(61 replies, posted in Starmada)

hundvig wrote:

Interesting.  What were the tactics employed by the two fleets?  I assume the Vanillas were trying to close while the Inverts were backing away at two hexes/turn?  Have you tried the obvious variation where the Invert ship design mounts the gun to the rear 120 arc rather than frontally?  It's all about closing rates in this fight.
Rich

In the examples above, I ran the vanilla ships five times and my opponent ran the inverted ships. Then we switched for another five games. Eight of the games the inverted ships tried to back up to keep the vanilla ships at long range. As the ships all had 5 engines, the inverted ships could only back up 2 hexes a turn (maybe we should try speed 6?, that will drop the closure rate to 2 hexes per turn), so the vanilla ships closed by 3 hexes each turn. Maneuver to range 19, close to 16 the next turn then 13 and then you are at medium the next turn, taking only two turns of his nasty x3 shooting at long range. Don't forget that with a SU mod of x3, you are doing just as much damage to him.

If we get the time (it took us two weeks to play ten games) we'll try it with the inverted ships firing through arcs EF so they can fly straight away and keep the vanilla ships in arc. I can still see a way to force medium range though. Using pre-plotted movement, your opponent never knows if you are going to follow him or just sit there. If he plots to back up and get you in range, he doesn't know if that's when you plotted to close. Or, you can split your forces and maneuver to either side, while staying out of range (the stern chase is a long chase). Normally, your opponent would then turn to try and crush you in detail, one ship at a time, but with EF arc weapons he loses the ability to close and kill anyone. I think it would be a long battle but again, it shouldn't be too hard to close into medium range.

240

(61 replies, posted in Starmada)

I completed my tenth game last night between two fleets, one equipped with Inverted Range-Based DMG/PEN/ROF weapons and one equipped with plain vanilla weapons. Other than the weapons SU mods, the ships were identical. Each fleet had three ships.

The two designs were as follows:

Inverted Weapon Class Cruiser of the Conjectural Navy   ( ? )
Mass: 90.7 KmT, Crew: 315, TL:   E:0  W:0  D:0  Q:0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Defenses: K: 1 | E: 1 | B: 1
[α] Inverted Laser [6/12/18, 3+ 1/1/1, Energy, Inverted Range-Based DMG]
AB
Warp Drive [O]
1[Hα], 2[E], 3[H], 4[D], 5[H], 6[Q]

VBAM Stats
Cost: 7, Maint: 4/2, DV: 6, AS: 4, AF: 0, CR: 6, CC: 3, Base: 0, Spd: 5, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.065

Vanilla Bean Class Cruiser of the Conjectural Navy   ( 69 )
Mass: 90.7 KmT, Crew: 345, TL:   E:0  W:0  D:0  Q:0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Defenses: K: 1 | E: 1 | B: 1
[α] Vanilla Laser [6/12/18, 3+ 1/1/1, Energy]
AB, AB, AB
Warp Drive [O]
1[Hα], 2[E], 3[H], 4[D], 5[H], 6[Q]

VBAM Stats
Cost: 7, Maint: 4/2, DV: 6, AS: 4, AF: 0, CR: 6, CC: 3, Base: 0, Spd: 5, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.065

The Vanilla Bean cruisers won eight of the ten battles. During one battle, the Vanilla Bean cruisers were afflicted by horrible die rolling and in one battle they were just plain out maneuvered (congrats to Rob). They had equivalent firepower at long range, 50% more firepower at medium and three times the firepower at short range. To top it off they were marginally more survivable, needing more hits to kill due to their multiple weapons. This leads me to believe that an SU Mod of 3.0 is too high for the Inverted Range-Based DMG/PEN/ROF weapons. I agree that 2.1 is too low but I haven't played enough with that SU mod to tell for sure. After these battles, my gut is saying the appropriate mod is around 2.4 ish.

241

(34 replies, posted in Starmada X)

I thought I would start a thread for some one-off ship design. Maybe ships that do not belong to any race or series of designs, just unique, interesting ships.

I'll start it off with a low-tech number I just came up with.

Lancer Class Destroyer of the Conjectural Space Arm   ( 55 )   

Mass: 51.9 KmT, Crew: 243, TL:   E:-1  W:-2  D:-3  Q:-2   
Hull: 4 3 2 1
Engines: 7 6 5 4 3 2 1   
Defenses: K: 0 | E: 0 | B: 0
[α] Proximity Missile Mk2a [6/12/18, 3+ 1/1/1, Ballistic, Must Re-Roll Penetration Dice]
AB, AB
[β] U3-Da Particle Cannon [3/6/9, 3+ 1/1/1, Energy, Must Re-Roll To-Hit Dice]
ABC, ABD, ACE, BDF   
[γ] CID "Phalanx" Cannon Mk1c [1/2/3, 3+3/1/1, Kinetic, Doubled Range Modifiers]
AC, BD, EF   
Warp Drive [O], Armor Plating, Science Lab
1[HEγ], 2[EQ], 3[Hα], 4[Eβ], 5[Hβ], 6[Eγ]

VBAM Stats
Cost: 7, Maint: 1/2, DV: 3, AS: 5, AF: 3, CR: 4, CC: 2, Base: 0, Spd: 7, Warp: Y, Notes: Atmospheric
Starmada Imperial Stars Edition v1.065

242

(61 replies, posted in Starmada)

hundvig wrote:

Am I misreading the math?  At 3.0, three vanilla guns should be equivalent in terms of firepower at optimal range (for the inverted weapon), and they'll cost more in terms of CR (because they're three weapon hits instead of one).  To keep the CR the same, you have to accept lower firepower...right?

Rich

But CR is based on the mass of the weapons as derived in the ORat. So 3 x Vanilla weapons is equal in ORat (and CR) to 1 x Inverted Range-Based DMG/PEN/ROF weapon when the SU mod is 3.0. The vanilla weapons will be equal at the long range band and then totally more powerful as the range drops so why would anyone ever mount the Inverted Range-Based DMG/PEN/ROF weapons?

The big concern with the Inverted Range-Based DMG/PEN/ROF is if they have the ability to keep the range open. This would require a high speed and favorable arcs, both of which will quickly drive up the SU needed and the CR of the mounting vessel.

243

(61 replies, posted in Starmada)

hundvig wrote:

It's also worth considering the fact that, all other things being equal, it is not easy to close the range on a target that's actively trying to avoid you.  If the enemy is backing away, you can expect to close at only half your movement speed, barring use of Emergency Thrust.  And if his guns are pointed out the rear of his ship (leaving him to back into combat) you'll never catch him.

With many ships that will leave you taking at least two turns of long range fire, and if that damage scores engine hits, you may not be closing at all.

Inverted Range-Based weapons stand an excellent chance of holding an opponent at their favored range, and they need to be paying for that.  A 3.0 mod may seem high compared to vanilla weapons, but don't forget that you can effectively save some mass by skimping on firing arcs.  You want/need to stay at long range anyway, where narrow arcs hurt you the least.

Rich

But, at 3.0 and higher for the SU modifier, three vanilla weapons will be better at EVERY range band so why would I every use this weapon ability?

244

(40 replies, posted in Starmada)

murtalianconfederacy wrote:

Eh? No they don't. ECM isn't in the rules to create a scout. ECM can make a Jammer unit, but Scout requires just the LRS, EWS and science labs.

Opps, you are correct. Scratch the ECM part. See what happens when you post too late at night.

245

(40 replies, posted in Starmada)

Vitruvian Man wrote:

What about an item to allow "scout functions" ala SFB, such as lending ECM or ECCM to other ships?  I imagine it would be very large and/or expensive... so you would have smaller ships as pure scouts (nothing more than scout equipment and a few defensive weapons), or larger flagships to support the fleet.

VBAM; the Starmada Edition already has a way to portray Scouts. Equip a ship with 1x EWS, 1x ECM, 1x LR Sensors and 10x Science Labs. It can be quite an SU hog. More powerful scouts have additional 10x Science Labs, 1x ECM and 1x LR Sensor per channel. So a Scout(3) would have 1xEWS, 3xECM, 3x LR Sensor and 30x Science Lab. I think during combat they can loan out their EM to other ships.

246

(40 replies, posted in Starmada)

How about rules for differentiating between civilian and military hulled ships? I've played a couple of scenarios where a big lumbering 10 Hull freighter with decent shields and basically a pop-gun holds off a small fast raider because the raider has only a few hull. Even a massive 20 Hull freighter should fear a true warship, no matter what its size.

In our local campaign, we have ruled that civilian ships are cheaper to build but if you take a hull hit, you lose two hull boxes. This is to reflect not only the fact that they're not designed for battle, shouldn't be there and have less redundancy etc.. I would have no idea how to figure a point value for that one though.

247

(40 replies, posted in Starmada)

I've seen a few people post ideas for new and/or modified Special Equipment in a couple of places. I thought it would be nice if they were all under one heading, so I started a new thread. I also have a couple of ideas (how convenient hunh?).

1) Variable levels of ECM/ECCM. You could add an ECM II or even ECM III to the game or an EWS II, etc. I'm sure they would be expensive but could be useful.

2) Additional fighter strengths. Currently you get heavy, which takes extra damage to kill, and plain, which is....plain. Maybe light could be added to reflect more primitive fighters. Similarly more speed options would be useful. Slow, Real Slow, Real Fast, etc. While on the subject of fighters, add on some options for increased PEN as well. Or again, more primitive fighters that do not halve Shields?

3) I've seen someone else propose a system similar to aArmor Plating or Redundant Shields but designed to protect Engines. I like that. I can Armor my gun batteries even but not my engines?

Any way, just a few ideas.

248

(61 replies, posted in Starmada)

go0gleplex wrote:

The effect I'm seeing is that you get a DMG 3 weapon at long range for less than you would pay for it with a normal build with anything less than a x3 modifier. 
So with the cheaper weapons, you pack roughly 30% more weapons in...effectively increasing your chance to wipe out the enemy ship while it is at long range.  Adding a couple pieces of equipment in such as LRS, ECM, EWS, and/or Stealth system...and you get an even higher return for the mod.

With an SU mod of 3.0, this weapon ability would suck. It would do the same damage at Long range and a lot less at Medium and Short AND have fewer hits to kill because of its mass.


go0gleplex wrote:

Most ships will likely suffer significant damage before being able to reply (if at all)...making it game even more powerful than it might seem.
With the Range Based ROF/PEN/DMG...there is attrition from incoming fire that reduces the number of weapons with which to hammer the enemy providing some mitigation to damage output.

You can make this case with any weapon ability. If you are lucky enough to select a weapon combo your opponent hasen't prepared for of course you are going to beat him.

go0gleplex wrote:

While the statistics are nice, they don't always tell the whole story...and I'm not saying anyone is wrong or right...just that it needs a wider perspective when looking at the effects and consequences. :roll:

What I can do is game this out several times with equal sized ships with equivalent defenses and speeds. I'll try SU mods of 2.0 2.5 and 3.0 to see which is closest. Ohh, an excuse to play lots of Starmada!

249

(61 replies, posted in Starmada)

go0gleplex wrote:

..I'm inclined to think this should be a x3.1 or better cost IMO.

Okay look at it this way, if the Inverted Range-Based DMG (for example) has an SU modifier of 2.1 and you are firing at an opponent with a Shield value of 3, then would you rather have:

21 x Laser [ 6/12/18, 3+ 1/1/1]

or

10 x Wide-Focus Beam [ 6/12/18, 3+ 1/1/1, Inverted Range-Based DMG ]

With the former option, you get the following:

Range Band    Shots    Hits    PEN    DMG
Short        21    17.5    8.75    8.75
Medium        21    14    7    7
Long        21    10.5    5.25    5.25

With the latter option, you get:

Range Band    Shots    Hits    PEN    DMG
Short        10    8.33    4.16    4.16
Medium        10    6.66    3.33    6.66
Long        10    5    2.5    7.5

The Inverted Range-Based version is superior at the farthest range band (which also contains more target hexes) than the vanilla version but get progressively weaker at the closer range bands. If the SU modifier were 3.1 as was suggested, I wouldn't touch this weapon ability with a 10 foot pole. It all depends on your opponent's speed. Can he close through the long-range band into medium or short where he would have the advantage?

250

(42 replies, posted in Starmada)

cricket wrote:

So the official sheet is as "definitive" as it can get. As for the other variants floating around, I cannot say... smile

I have to say, as someone who has built my own SXCA for a Starmada variant, that it is very important to verify that your SXCA matches the output of the official SXCA. Especially if you are sharing your SXCA with the community. So far, considering how many hands touch some of these sheets, they are all really good. It says a lot for the adaptability of the Starmada system that so many of us want to make our own variants.

Also it would help if you say what version of what SXCA you are using when you share ship designs.

My $0.02 worth.