226

(22 replies, posted in Starmada)

(Posted over on Facebook yesterday...)

Starships inbound!

We are thrilled to announce that, in partnership with Brigade Models, Majestic Twelve Games will be publishing a series of books incorporating their excellent line of starship miniatures into the Unity game system.

Volume One, due out in January 2019, will include 60 ships from the British Royal Navy, the European Federation, the Indonesian Commonwealth, the Pacific Federation, the Neo-Soviets, and the alien Yenpalo.

(Cover art subject to change.)

227

(5 replies, posted in Starmada)

I just realized the backwards compatibility rules are not in Appendix Z. Here they are:

228

(4 replies, posted in Starmada)

Since it doesn't impact Combat Ratings, you don't *have* to incorporate the change. Space requirements are, after all, entirely malleable, as evidenced by the tech level rules.

OTOH, this isn't something anyone has asked for -- it's something that bugs me so I thought I'd see how easy it would be to fix.

229

(5 replies, posted in Starmada)

There are guidelines for using both Admiralty and Nova ships in Appendix Z.

http://www.mj12games.com/starmada/appendixZ.pdf

230

(2 replies, posted in Starmada)

First draft of Starmada Chapter 6, which will be part of the free "quick-start" book to be released in January.

What do you think?

231

(4 replies, posted in Starmada)

Considering a tweak to shield generator space requirements.

Currently, the space requirement is linear in relation to the shield rating: i.e. a shield rating of 5 requires five times as much space as a shield rating of 1. However, this makes higher shield ratings a much more efficient use of space than other forms of defense.

For example, if you put a shield rating of 4 on a ship of hull size 10, it requires 440 SUs; however, putting a shield rating of 3 and an Ionized Hull on that ship would require 506 SUs.

What I propose is to impose a surcharge of 25% on the SU cost of shields 4, and a 60% surcharge on the SU cost of shields 5.

Note this only applies to space; it has no effect on the DRAT/Combat Rating.

232

(3 replies, posted in Starmada)

I actually had no idea VLOOKUP would work on a non-sorted list until your post, so that's something. smile

233

(3 replies, posted in Starmada)

Couple things:

1) Are you using v1.04a of the Drydock?

2) Did you sort the entries on the WEAPONS tab alphabetically?

234

(2 replies, posted in Starmada)

Welcome! Let's see what we can do for you.

Space units first:

Hull 11 = 2288 SUs (11 x (11+15) x 8)

Engines 5 = 825 SUs (5 x 11 x (11+4))
Shields 3 = 363 SUs (3 x 11 x 11)

Lightning Cannons = 292 SUs (18.2 x (4+12))
Fusion Torpedoes = 264 SUs (32.9 x (4+4))
Close Defense = 126 SUs (7.0 x (6+12))

Countermeasures = 121 SUs (1 x 11 x 11)
Fire Control = 205 SUs (682 x 30%)
Hyperdrive = 99 SUs (0.6 x 11 x (11+4))

-7 SUs remaining (yeah, it's a slight cheat. If it bothers you, take off one Close Defense mount smile )

Now for the Combat Rating:

ORAT =
-Lightning Cannons = 390 (292 x (15+5) / 15)
-Fusion Torpedoes = 374 (264 x (12+5) / 12)
-Close Defense = 231 (126 x (6+5) / 6)
-Fire Control = 299 (995 x 30%)
= 1294

DRAT = 80 (11 x 12 / (6-3) x 1.5 x 1.2)

CRAT = 322 ((1294x80)^.5)

235

(4 replies, posted in Starmada)

Proposed new Starmada weapon trait:

Semi-Modulating (MdS): These weapons utilize various means to bypass low-level shielding, but are not powerful enough to completely overcome higher levels.

A semi-modulating weapon treats targets with a shield rating of 3 or less to be completely unshielded. However, higher shield ratings are reduced by 1 (i.e. from 4 to 3, or from 5 to 4).

Multiplier: ×1.6

236

(1 replies, posted in Starmada)

I've come to accept that Seeking weapons are criminally under-priced as presented in the Starmada Unity Rulebook. Game-mechanics-wise, they work fine, and on ships that don't rely on seekers as their sole means of combat, they aren't particularly unbalancing. However, the point cost issues are a magnet for min-maxing, so much so that some players have banned them entirely.

Thus, I've been giving some thought to how they might be fixed.

The core assumption is that a seeking weapon should not cost less than the same direct-fire weapon with an equivalent range value. In other words, if you build a range-9 weapon, its ORAT should not drop if you make it a seeker with an MA of 9. This is because, due to the sequence of play, a seeking flight will be able to move at least that many hexes before anyone has a chance to shoot them down (discounting the existence of enemy fighter flights and defensive weapons).

My first thought was to simply make "seeking" a flat multiplier (say, x1.5). However, once the enemy does have an opportunity to start shooting, more powerful seekers are at a disadvantage, since every successful hit eliminates more potential firepower (this is the reasoning behind the admittedly clunky saving throw rule).

Therefore, I'm proposing the following:

Compute the BSUR of a Seeking weapon normally, using the base MA as the Range value (not twice the MA as stated in the rulebook). Then, increase this initial BSUR by an amount computed as follows:

(BSUR x MA x ROF x 0.2)^.5

For example, a weapon with MA 6, ROF 2, ACC 4+, IMP 1, DMG 2 would have an initial BSUR of 9.8 (6 x 2 x 0.25 x 1.25 x 2.6). The added value is 4.8 ((9.8 x 6 x 2 x 0.2)^.5), for a final BSUR of 14.6, or an increase of about 50%.

Thoughts?

237

(6 replies, posted in Starmada)

And, finally, in the trait drop down there are 3 #REF! showing.  Not sure what is causing that.  I am using v1.04a in the latest Excel.  This happens without my changes.  After my changes I do sort the appropriate columns on the TABLES and WEAPONS tabs.

This happens when traits are deleted from the list on the TABLES tab. It can be fixed by doing the following:

1) Unprotect the WEAPONS tab.

2) Unhide columns M through BE.

3) Select cells BE2:BE101.

6) Press Ctrl-D (fill down).

This should remove the #REF! errors. To finish, hide columns M through BE and protect the sheet again.

238

(4 replies, posted in Starmada)

500?!

yikes

239

(6 replies, posted in Starmada)

Thanks for the suggestion. I think you may be pleasantly surprised with the next Drydock iteration. smile

240

(4 replies, posted in Starmada)

Sorry. :'(

241

(4 replies, posted in Starmada)

One thing changed in the latest Drydock update (v1.04a) is the multiplier for Carronade, along with the multipliers for combining Crn with other range-based traits. These are now:

Carronade = x0.8
Bls+Crn = x0.7
Crn+Dfs = x1.0
Crn+Fcs = x0.5
Crn+Gid = x0.7
Crn+Sct = x1.2
Crn+Tls = x0.6

For most ships, this should make a negligible difference in final CRAT, but it does discourage loading up on Carronade weapons as a way of getting cheaper accuracy.

242

(63 replies, posted in Starmada)

Drydock updated to v1.04. Download at www.mj12games.com/starmada

243

(6 replies, posted in Starmada)

Can't wait to see them. Also, where's the picture of the counters? big_smile

Glad to hear it!

I will look into it.

246

(6 replies, posted in Starmada)

Yaay!

247

(3 replies, posted in Starmada)

bekosh wrote:

I would say the ship should move through the hex with the drone without impact since drones activate and attack during the fighter phase.

This is the correct, "official" answer, although you could play differently if you and your opponent see fit.

248

(1 replies, posted in Game Design)

As part of an upcoming project, I'm working with friends over at Ad Astra Games to co-publish an inexpensive set of double-sided hex mats. Final proofs are shown below.

Just thought I'd share. smile

249

(14 replies, posted in Starmada)

Two pieces of errata were found in the PDF release of Alien Armada:

On page 14, insert the following at the top of the second column: "During the End Phase, each web strand has its strength reduced by 1, to a minimum of zero. This reduction occurs before reinforcement."

On page 15, the rules for Orion Engine Doubling are missing: "An Orion ship can double the output of its engines during any Movement Phase simply by recording this intent in its movement orders. For example, an Orion ship with a current engine rating of 4 could increase this to 8 by writing “engine doubled” in its movement orders.

"This comes at a cost, however. During the End Phase of any game turn in which the ship doubles its engines, roll one die: if the result is odd, check off one box on the ship's engine track.

"(Compare with option D.1: Emergency Thrust, p.U41.)"

Updated files are being provided to ADB, and hopefully printed copies will become available shortly thereafter.

250

(2 replies, posted in Starmada)

You could bump the rear shield to 5, if you wanted. I personally would choose to bump the forward shield to be consistent with the rest of the SFU conversions, but there's no reason you couldn't do it a different way.