251

(2 replies, posted in Starmada)

Is the hyperdrive supposed to be modified by tech level?

252

(42 replies, posted in Starmada)

go0gleplex wrote:

I'm running into a discrepency with the weapons math on the Starmada std shipyard.  It's coming in at twice the SUs it should.  Double checked this against hand calc to verify.

Which version? SXCA 2.61? or the Shipyard spreadsheet v7.3?

253

(10 replies, posted in Discussion)

We use VBAM in our local campaign here in Orlando. It is much easier to use than what we were using before (Starfire). Of course we came at Starmada through VBAM not VBAM through Starmada as you seem to have done.

254

(5 replies, posted in Starmada)

In our campaign, we have added Tractor Beams. No tactical use but it is nice to be able to bring a busted up ship home for some repairs. Our Tractors are a set SU cost not a % though.

255

(61 replies, posted in Starmada)

Ironvein wrote:

Hmmm,
    Inverted PEN though? Hmmm. I suppose you can justify that by saying the longer the weapon has to examine its target on approach the better opportunity it has to bypass the targets defenses.
  So all in all it sounds like you are describing a "Penetration aided Fusion Powered Anti-matter Multiple Warhead Armed Missile".
   AKA: A PAF-PAMM-WAM. I could be wrong though. Have to try it out and see how it works.
Roy

I think of it as a missile type weapon that accelerates all the way out to its max range, thus having more PEN power the farther out it gets. Like a RAM jet(?). Then when its fuel (whatever) is gone at its max range, it burns out.

256

(42 replies, posted in Starmada)

japridemor wrote:
Chewy wrote:

If you want to design Starships using the VBAM K/E/B system that splits the defense types out, is there a downloadable spreadsheet that does this?
Chewy

Yes, there is one available on the VBAM yahoo group site.
http://games.groups.yahoo.com/group/VBAM

It is located in the files section in starmada Construction sheets and it is named VBAM.xlt

Thought I should tell you though, some sheets give different values. They all seem to agree on ComRat. I always assume that the vanilla Starmada SXCA is the gospel when I am using someones construction sheet.

257

(42 replies, posted in Starmada)

Chewy wrote:

If you want to design Starships using the VBAM K/E/B system that splits the defense types out, is there a downloadable spreadsheet that does this?
Chewy

Yes, there is one available on the VBAM yahoo group site.
http://games.groups.yahoo.com/group/VBAM

It is located in the files section in starmada Construction sheets and it is named VBAM.xlt

258

(42 replies, posted in Starmada)

murtalianconfederacy wrote:

No, its the spreadsheet.

For some reason, the +1/-1 modifiers are represented on the spreadsheet as something with a square root, while in the book its a simple x.7 or x1.4

I noticed that when double-checking some of my Selorian/Agreatian ships I was designing for a solo VBAM campaign...

The square root thing is only a fraction of the difference. I just took the Concordia class Command Carrier and changed the ^0.5 calculation for TL+1 to a straight 0.7 and the difference went from ComRat 518, SU-28 to ComRat 518, SU -22. That only made up 6 SU.
What I think happened was that Hyperdrive was affected by TL then these ships were designed and in the current spreadsheet it isn't. Just a theory.

259

(25 replies, posted in Starmada)

cricket wrote:

What would you like to see for SX?

A new sourcebook similar to the brigade one with new factions, ship writeups, histories and stats.

More background on the governemnts in the vanilla Starmada book. Such as the Imperial Starmada the Donegal? and the aliens that start with a K (I'm at work and do not have the books with me :? ).

260

(8 replies, posted in Starmada)

VBAM has provisions for experianced officers. Specifically the newer Stars Divided Sourcebook has officers tailored for Starmada.

261

(2 replies, posted in Starmada)

Here is a battle report with less than 100 ComRat of ships. I wanted to evaluate a design that I am thinking of using for a campaign so I took two of them, 43 points each, and tried to find an opponent of similar value to test them against. I settled on the Arcturan Peregrine class Escort from the Starmada rulebook. They come in at 44 points which is as close as you could ask for. Of course, my ships are -2 tech level in all categories while the Arcturans are +1 weapon and equipment but the points were close to even.


Chuikov Class Destroyer of the Terran Imperial Navy   ( 43 )
Mass: 51 KmT, Crew: 213, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 4 3 2 1
Engines: 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] Uc3b Laser Emitter [3/6/9, 4+ 2/1/1, Energy, Doubled Range Modifiers]
AB, ACE, BDF
[β] ER-2 Proximity Missile [6/12/18, 3+ 1/1/1, Ballistic, Must Re-Roll Penetration Dice]
AB, AB, AB
Warp Drive [O], Armor Plating, Vehicle Bay
1[Hα], 2[Eα], 3[Hβ], 4[Eβ], 5[H], 6[Q]

VBAM Stats
Cost: 6, Maint: 1/2, DV: 3, AS: 3, AF: 1, CR: 4, CC: 2, Base: 0, Spd: 4, Warp: Y, Notes:


Peregrine Class Escort of the Arcturan Federation   ( 44 )
Mass: 22.1 KmT, Crew: 123, TL:   E:0  W:1  D:0  Q:1
Hull: 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[α] Laser Cannon [4/8/12, 4+ 1/1/1, Energy]
ACE, ACE, BDF, BDF
Warp Drive [O], Armor Plating, Long Range Sensors [O]
1[HEDα], 2[2EQ], 3[HEQ], 4[2Eα], 5[HEα], 6[EDα]

VBAM Stats
Cost: 4, Maint: 1/3, DV: 3, AS: 4, AF: 0, CR: 3, CC: 2, Base: 0, Spd: 8, Warp: Y, Notes: Atmospheric Fast


My ships looked sturdier and better armed but are pretty light on defense. Due to my -2 TL defenses are just way too massive so I was hoping the Armor Plating would help protect me. We have decided to not use the repair rules during combat in our campaign so the battles will go quicker.

Set-up: Opening distance was 21 hexes. Both forces started with their ships adjacent to each other, tucked in tight and straight down a line of hexes towards the other side.

Turn 1: I knew the Peregrines were fast and I wanted to keep them in range of my Proximity Missiles but out of their range as long as possible so both of my ships backed up two hexes. My opponent charged forward and slit up, one ship going a little left and the other going a little right. No shooting, we were both out of range.

Turn 2: Again, I backed up two hexes and the Arcturans flew eight hexes straight towards me. It worked out well as I was just out of range of their Laser Cannons but within range of my Proximity Missiles. Both of my ships fired at Arcturan-2.
Terran-1 fired at range 13 and scored two hits, neither of which penetrated. Terran-2 fired at range 14 but only hit once. This hit also failed to penetrate. It looked like the Must Re-Roll Penetration Dice weapon ability was a bad idea. I assumed that I would be fighting other low tech races who couldn't afford the SUs for defenses like me. However, the Arcturans were packing level two defenses.

Turn 3: Once again I backed up two hexes. I knew my opponent would close into range but seeing how poorly my Proximity Missiles performed last turn, I was now thinking I was about to get reamed. The speedy little Arcturan buggers again poured on the speed and moved eight hexes straight ahead. The Arcturans split their fire, each ship firing at a different one of mine while both of my ships fired at the slightly closer Arcturan-2.
Arcturan-1 fired two Laser Cannons at Terran-1 at range 8, hitting once, and penetrated (of course, since I had no defenses). Terran-1 lost a Hull and a Proximity Missile. Arcturan-2 fired two Laser Cannons at Terran-2, hitting once, and penetrating. Terran-2 lost an Engine and a Proximity Missile. In return, Terran-1 fired three Proximity Missiles and two laser Emitters at Arturan-2, missing with the lasers but hitting with all three Missiles. One of the missiles actually penetrated and took out two Engines and the Long-Range Sensors of Arcturan-2. Terran-2 got into the act and also fired three Proximity Missiles and two Laser Emitters. Again all three missiles hit and this time one laser also hit. Two of the missiles penetrated and both destroyed a Hull, Engine, Defense and Laser Cannon each. Deprived of Hull, despite the Armor Plating, the flimsy Arcturan-2 blew up before the laser hit could register.
Now the tables had turned. Both of my ships had piddling damage but the lone Arcturan was out massed and out gunned.

Turn 4: As this was basically a simulator test and not “real” ships from a campaign, my opponent bored in to get a little payback rather than using his superior speed to try and break off. His lone ship swung wide left (to my starboard), turned and faced back in. My ships turned to the right and closed on where I thought he would be. The damaged engines of Terran-2 meant that my ships ended up in the same hex, with my Arcturan opponent almost straight ahead 5 hexes away. The Arcturan fired at Terran-2 and obviously, both of my ships fired at Arcturan-1.
The Arcturan fired two Laser Cannons and both hit and penetrated. Terran-2 took a Hull hit through her Armor Plating and then a hit that killed another Engine and another Proximity Missile. Terran-1 fired two Laser Emitters and only two Proximity Missiles at the Arcturan. With the worst rolls ever, everything missed! Terran-2 also fired two Laser Emitters and two Proximity Missiles. Only one Proximity Missile hit. At least it managed to penetrate and destroyed two Engines and a Laser Cannon aboard the Arcturan.
If only I could get some hits, this battle would be over!

Turn 5: I thought the Arcturan would fly by my ships so, keeping my ships together, I turned to the right to keep him in arc and crept forward one but he fooled me. Taking a page from my book, he backed up three hexes. Now we were straight down a hex line from him 6 hexes apart and in his A and B arcs while he sat in my A and C arcs. He fired at Terran-2 again while both of my ships tried to nail him.
Arcturan-1 fired three Laser Cannons this time but only hit (and penetrated) with one. Terran-2 lost her Warp Drive.Terran-1 returned fire with two Proximity Missiles and two Laser Emitters. Both missiles hit and the lasers scored two hits as well. The missiles failed to penetrated (of course) but both laser hits went through. The first hit took out two more Engines and a Laser Cannon while the second destroyed yet another two Engines and her Warp Drive. Still no hull hits however. Terran-2 fired only one Proximity Missile and two Laser Emitters at the retreating Arcturan, scoring a hit with the missile and two laser hits.  The missile hit penetrated the still full strength Arcturan defense and destroyed another Engine and the Long-Range Sensor but the Armor Plating stopped any Hull damage. Both laser hits penetrated. The first destroyed a Hull (finally) and the last Engine while the last hit looked as if it would destroy the ship but it was also stopped by the dense Armor Plating. The lamed Arcturan was now dead in space but still retained half of her armament.

Turn 6: Wanting to end this bloody encounter, I turned to port and closed on the enemy who sat and drifted. Terran-2 with her maimed engines was 5 hexes from the enemy while Terran-1 closed to the point-blank range of 3 hexes. The Arcturan fired at Terran-1 this time as both of my ships fired at the lone enemy.
The Arcturan fired two Laser Cannons, both of which hit and did identical damage. Terran-1 lost two Engines and two Laser Emitters. Returning fire, Terran-1 fired three Laser Emitters and two Proximity Missiles. Everything hit! One missile and one laser hit failed to penetrate but the other one missile and five laser hits smashed home. Three rolls into the damage and the Arcturan Armor Plating failed and the tiny ship exploded.

Both of my ships had taken a beating but I was proud of how the design had fared against a higher tech opponent. In retrospect the Arcturan should have approached me straight down a hex rather than splitting to either side. They could have then massed their fire and perhaps won. Maybe we'll have a rematch?</t>

262

(42 replies, posted in Starmada)

cricket wrote:

(I assume I set it up that way for a reason...)

...42 of course big_smile

263

(61 replies, posted in Starmada)

I have found it to be powerful as well. However, my opponent chopped me off at the knees last night by putting Stealth Generators on his ships and range 18 weapons. He had a high enough speed to stay at long range and had a sort of "Immunity zone" from which he pounded me severely. A couple of my ships got away only because he didn't have too much SU into weapons to make up for all his cool special equipment.

264

(42 replies, posted in Starmada)

I am having trouble duplicating the Seraphin class Battle Carrier from the Starmada X rulebook using the SXCA v2.61. Under the Seraphin description the Weapon and Equipment TLs are 1 while the Engine and Shield Techs are 0. I get a ComRat of 1,734, which is very close to the book value but I cannot get the SU used to match up.
As I look into the spreadsheet, I see that Security teams are affected by TL. I am very confused as to what is and isn't affected by TL mods. Help.

265

(9 replies, posted in Starmada)

cricket wrote:
japridemor wrote:

Okay, so does anyone know which special equipment items are/are not affected by TL?

Cargo Bays
Construction Bays
Fighter Bays
Launch Bays
Marine Squads
Medical Bays
Organic Hull
Passengers
Repair Bays
Science Labs
Security Teams
Troops
Vehicle Bays

That's my recollection-- any others people remember, or think should be included?

If I am intrepreting the SXCA v2.61 correctly, the following are also unaffected by TL:

Armor Plating
Armored Gun Batteries
Ionic Shielding
Redundant Shielding
Stutterdrive

266

(3 replies, posted in Starmada)

I think that you are correct about Troops not being able to defend ships. I have gone back through my copies of Starmada X and Brigade X and cannot find the reference to Troops being able to help defend against boarding attacks that I remembered reading. See what happens when you get old? big_smile

As for the Security Teams having an ORat modifier, I still do not see the reason for that. They cannot attack another ship, only defend their own. Yes, a DRat modifier is appropriate but I do not feel an ORat mod is. Of course, I am frequently wrong (or so my wife says).

267

(3 replies, posted in Starmada)

Why do Security Teams have a modifier to the ship's ORat? It seems they only serve a defensive function. Shouldn't Troops also have a DRat modifier as they can help defend a ship as well?

268

(61 replies, posted in Starmada)

Dan, Any further thoughts on the SU modifier for this weapon ability? In the first port of the "Other Stuff I would like to see Added to Starmada X" thread you said that your first thought would to be a SU mod of 2.1 so thats where I got the number. It looks like a pretty straight forward product of the Range-Base DMG/PEN/ROF and the Inverted Range Modifier weapon abilities.
I am designing a fleet around this ability and want to get the SU mod at least semi-official.

269

(1 replies, posted in Starmada)

Can the Tachyon Detection and Ranging special equipment lock onto fighter squadrons? I assume no since the rules only refer to ships but one of the players in our campaign is designing what he thinks will be an awesome fighter killer and thinks he can use TDAR to generate hits at long-range.

270

(13 replies, posted in Starmada)

So does this mean that you would support a reduction/increase in the abilities of other equipment that functions like fighters? i.e. Marines and Drones. It could get real hard at lower tech levels to insert a marine boarding party or shoot someone with a very slow drone.
Wouldn't a tech based modifier to the Fighter Bay, like the other special equipment, impose enough penalty/bonus on fighters by limiting/increasing the number that you could bring?
Can't you just mandate that lower tech fighters take the slow and or small special abilities?
I would rather see customized drones added to the rules than all of this fighter complexity.

271

(1 replies, posted in Starmada)

Just a quick recap of last Saturday's Starmada tournament at Hurricon '06. I ended up being a Klingon commanding three D-7s. The game was modeled on TOS Star Trek, not SFB Star Trek so the weapons were a little different than what I expected. Each of my ships had three Disruptors RNG:1-5/6-10/11-15, To-Hit:4+, ROF:2, PEN:1, DMG:2 arced AB, ABC, ABD and one AB arc Klingon Photon RNG:1-4/5-8/9-12, To-Hit:4+, ROF:1, PEN:1, DMG:2. My cruiser were Hull:8, Engines:9 and Shield:3 with Hyperdrive as their only special equipment. I forget my point values and never did look at the Fed values.
  The scenario was two concurrent games. There were two Fed players against two Klingons in each. During the game, any ship could warp to the other battle but you had to drop your shields and spend a turn warping to do so. Before the battles began each side had the option of moving ships from one battle to the other. The four Klingons, myself included, decided to keep two players per battle. In my battle we had six D-7s versus two Constitution class Fed CAs and four Saladin class Fed DDs. The other battle had both side's heavy hitters: one Klingon C-8 and four D-7s against one Fed DN, one CA and three DDs. The nominal objective was to win control of a planet on our map and tow away a freighter full of diplomats on the other map. As it turned out, our actual objective was to smash some Earthers!
  The guy partnered with me “Steve” was a novice gamer and so asked me every turn what we were going to do. So his three D-7s in true Klingon style acted as a screen for my three D-7s. I think I would have made a good Klingon Commodore. We kept very tightly grouped while the Feds spread out. The Saladins were very fast (over speed 12!) and the Constitutions a tad slower (Speed 7) than us. We had longer ranged weapons so I figured we would keep the range up and plink at them. We used the planet to shield most of their ships so they couldn't fire and we opened up on a Saladin and a Constitution at range 15. The -1 to hit at long range meant we got like 2 hits and it turned out that the Feds shields, even on their DDs, was 4, stopping all of our damage.
  We turned in to close the range and got another surprise. The Constitution class CAs had Long-Range sensors! We got pounded by photons and the Constitution's VERY heavy phaser batteries as we closed. Two of Steve's D-7s were crippled but we pummeled a Saladin at medium range. We quickly turned away from the powerful Fed CA and swung the other direction around the planet and pounced on the other Fed DDs. One of my D-7s was crippled and Steve's undamaged D-7 was shot up but we smashed the other three DDs. Then the Fed CAs ripped into us and ships began to die. Steve quickly lost all three of his crippled D-7s and two of mine quickly followed. In return and at point blank range we finished off three of the DDs and satisfyingly killed the U.S.S. Yorktown. As the two remaining Fed ships, a CA and a DD closed in to kill my flagship, the solitary D-7 was rescued by a DN and two D-7s from the other map. It seems the Klingons over there had totally smashed the Earthers and were coming to my succor. The Feds turned and ran! I would have at least blown my ship up but I guess the namby-pamby Earthers were too gutless to mix it up with my veteran D-7, crippled though she was. All in all, a satisfying and bloody battle that lasted from 2000 to 2240 over two hours.

In our local campaign, we are going to trial the use of Inverted Range-Based DMG/PEN/ROF. As an extension of the Inverted Range Modifier weapon ability and the Range-Based DMG/PEN/ROF weapon special abilities, we are going to price the new Inverted Range-Based DMG/PEN/ROF at 1.3 x 1.6 or 2.1 total. Comments?

273

(3 replies, posted in Starmada X)

Long Haul II Class Freighter of the Terran Imperial Merchant Marine   ( 12 )
Mass: 67.2 KmT, Crew: 188, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 0 | E: 0 | B: 0
Warp Drive [O], Cargo Bays, 50%, Vehicle Bay x4
1[2H], 2[E], 3[2H], 4[Q], 5[2H], 6[2H]

VBAM Stats
Cost: 3, Maint: 1/3, DV: 3, AS: 0, AF: 0, CR: 0, CC: 2, Base: 0, Spd: 2, Warp: Y, Notes: Civilian Freighter

This class is representative of the typical civilian freighter design in the Terran Imperium. Of course, designs vary widely. Most civilian designs are unarmed. Convoys are typically comprised of seven ships similar to this class and three armed ships similar to the Transporter class below.


Transporter Class Armed Freighter of the Terran Imperial Merchant Marine   ( 18 )
Mass: 69.6 KmT, Crew: 218, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 0 | E: 0 | B: 0
[α] Tb2 Laser Emitter [2/4/6, 5+ 1/1/1, Energy]
CE, DF
Warp Drive [O], Cargo Bays, 50%, Vehicle Bay x4
1[2H], 2[E], 3[2H], 4[Q], 5[2H], 6[α]

VBAM Stats
Cost: 3, Maint: 1/3, DV: 3, AS: 1, AF: 0, CR: 0, CC: 2, Base: 0, Spd: 2, Warp: Y, Notes: Civilian Freighter

Similar to the above Long Haul II class of freighter above, this class is representative of the armed civilian freighter designs in the Imperium. As mentioned above, thirty percent of the freighters in the Terran Imperium are armed. Arcs of fire for the installed weaponry varies greatly, depending on the outlook and fierceness of the captain and crew, but most cover the rear arcs as freighter captains nearly always choose flight over fight.


Cunard Class Troop Transport of the Terran Imperial Merchant Marine   ( 77 )
Mass: 189.8 KmT, Crew: 998, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] Tb4 Laser Emitter [2/4/6, 3+ 1/1/1, Energy]
ABCD, ABCE, ABDF
Warp Drive [O], Cargo Bays, 100SU x5, Troops (250) x10, Vehicle Bay x2, Security Team [OOOOO]
1[2H], 2[E], 3[2H], 4[Q], 5[2H], 6[α]

VBAM Stats
Cost: 8, Maint: 2/2, DV: 6, AS: 3, AF: 0, CR: 0, CC: 3, Base: 0, Spd: 3, Warp: Y, Notes: Civilian Troop Transport

Again, civilian designs can vary widely but this class is fairly representative of the standard troop transport leased from the civilian economy by the Imperial government when large numbers of troops are required to be moved between planets. In standard civilian service, the troop compartments are replaced by passenger areas or bulk cargo holds. Five ships similar to this class can transport one Imperial Army or Imperial Marine division, each comprised of some 25,000 men.


Conestoga Class Colony Ship of the Terran Imperial Merchant Marine   ( 15 )
Mass: 89.8 KmT, Crew: 293, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 6 5 4 3 2 1
Engines: 2 1
Shields: K: 0 | E: 0 | B: 0
Warp Drive [O], Cargo Bays, 50%, Passengers (100) x10, Vehicle Bay x2
1[2H], 2[E], 3[2H], 4[Q], 5[2H], 6[2H]

VBAM Stats
Cost: 5, Maint: 1/2, DV: 4, AS: 0, AF: 0, CR: 0, CC: 3, Base: 0, Spd: 2, Warp: Y, Notes: Civilian Colony

Typical of the civilian ships that comprise the colonization fleets, ten ship similar to this class can carry all of the colonists and supplies needed to establish a new outpost on any world. These ships are very rarely armed.

274

(3 replies, posted in Starmada X)

Ares Class Frigate (45)

Mass: 51.1 Kmt, Crew: 228, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 3 2 1 | B: 0
[α] Uc3b Laser Emitter [3/6/9, 4+ 2/1/1, Energy]
AB
[β] CID 1c "Phalanx" Coilgun [1/2/3, 4+ 3/1/1, Kinetic, Doubled Range Modifiers]
AB, AC, BD, CE, DF, EF
Warp Drive [O], Armor Plating, Vehicle Bay
1[HQ], 2[Eα], 3[Hβ], 4[Eβ], 5[Hβ], 6[D]

VBAM Stats
Cost: 7, Maint: 1/2, DV: 3, AS: 3, AF: 4, CR: 4, CC: 2, Base: 0, Spd: 3, Warp: Y, Notes:

Tasked with the defense against hostile fighters, the Ares class frigate is an indispensable component of the Imperial Navy's carrier divisions. Armed mainly with the myopic but powerful “Phalanx” coilgun, these ships are lethal when confronting fighters. Typical deployment is for one Ares to escort two Intrepid class carriers in a carrier division (CarDiv).


Edinburgh Class Cruiser (88 )

Mass: 136 Kmt, Crew: 324, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 3 2 1 | B: 0
[α] Ue3b Laser Emitter [5/10/15, 4+ 2/1/1, Energy]
AB, AB, AC, BD
[β] CID 1c "Phalanx" Coilgun [1/2/3, 4+ 3/1/1, Kinetic, Doubled Range Modifiers]
CE, DF
Warp Drive [O], Armor Plating, Long Range Sensors [O]
1[Hα], 2[Eβ], 3[H], 4[D], 5[H], 6[Q]

VBAM Stats
Cost: 10, Maint: 3/2, DV: 5, AS: 4, AF: 2, CR: 6, CC: 3, Base: 0, Spd: 3, Warp: Y, Notes:

Forming the backbone of the conventional Imperial Battlefleet, the Edinburgh class cruisers are few in number, due to their cost, but are a welcome addition to any Imperial fleet. Armed with a long ranged version of the Imperial Navy's standard laser emitter covering generous arc-of-fire, these ships have impressive stand-off ability. Usual deployment is for three of these ships to form a cruiser squadron (CruRon) commanded by a Rear Admiral.


Intrepid Class Carrier (340)

Mass: 189.3 Kmt, Crew: 600, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 0 | B: 0
Warp Drive [O], Fighter Bay, Atm (K)  [OOOOOO], Launch Bay [OO], Command, Medical Bay, Vehicle Bay
1[H], 2[E], 3[H], 4[Q], 5[H], 6[Q]

VBAM Stats
Cost: 10, Maint: 6/2, DV: 6, AS: 0, AF: 0, CR: 8, CC: 3, Base: 6, Spd: 3, Warp: Y, Notes: Carrier Command

These massive ships serve as the flagships of the Imperial Battlefleet. Intrepid class carriers are equipped with modern command and control facilities, expansive smallcraft boat bays and state-of-the-art medical facilities. While lacking any conventional armament or defensive weaponry, the space saved has allowed an unprecedented number of fighter squadrons to be embarked. All six fighter squadrons can be launched in just two waves, quickly placing impressive firepower into space. Typically the fighter squadrons are composed of the advanced F-1 “Talon” atmospheric capable fighter, allowing the carriers to project sub-orbital power into any atmosphere as well as their traditional space combat roles. Normal deployment for these ships is for two carriers and an Ares class frigate to form a carrier division (CarDiv) under the command of a Rear Admiral.

275

(3 replies, posted in Starmada X)

Smutts Class Destroyer (43)

Mass: 50.2 Kmt, Crew: 168, TL:   E:-2  W:-2  D:-2  Q:-2
Hull: 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 3 2 1 | B: 0
[α] Uc3b Laser Emitter [3/6/9, 4+ 2/1/1, Energy]
AB, AB, AB
[β] CID 1c "Phalanx" Coilgun [1/2/3, 4+ 3/1/1, Kinetic, Doubled Range Modifiers]
CE, DF
Warp Drive [O], Armor Plating
1[HQ], 2[Eα], 3[Hα], 4[Eβ], 5[H], 6[D]

VBAM Stats
Cost: 6, Maint: 1/2, DV: 3, AS: 3, AF: 2, CR: 4, CC: 2, Base: 0, Spd: 3, Warp: Y, Notes:


Galileo Class Explorer (71)
           
Mass: 136 Kmt, Crew: 489, TL:   E:-2  W:-2  D:-2  Q:-2       
Hull: 8 7 6 5 4 3 2 1               
Engines: 3 2 1                   
Shields: K: 0 | E: 3 2 1 | B: 0               
[α] Ue3b Laser Emitter [5/10/15, 4+ 2/1/1, Energy]       
AB, AB                       
[β] CID 1c "Phalanx" Coilgun [1/2/3, 4+ 3/1/1, Kinetic, Doubled Range Modifiers]
CE, DF                       
Warp Drive [O], Armor Plating, Long Range Sensors [O], Medical Bay, Science Lab x10, Vehicle Bay               
1[Hα], 2[Eβ], 3[H], 4[D], 5[H], 6[Q]           
                   
VBAM Stats                   
Cost: 9, Maint: 4/2, DV: 5, AS: 3, AF: 2, CR: 6, CC: 3, Base: 0, Spd: 3, Warp: Y, Notes: Explorer(1)