276

(6 replies, posted in Starmada)

diddimus wrote:

I'm after a torpedo battery that has 6 shots but can fire all in one turn. The ammo rules seem to suggest I create it as:
[AB][AB][AB][AB][AB][AB]
Ammo 6
I've done it like this because each weapon can only fire once per game.

That is correct. In effect Six single shot weapons.

diddimus wrote:

However how do you represent a single weapon with ammo that can only fire once per turn?

Since a single weapon can only fire once per turn the battery has only one recordrd ["weapon arc/s"].
The Ammo depends upon how many turns you wish for it to be able to fire. For example:

Battery X: Elephant Gun  2/4/6  2/5+/1/1
[ABCD]
Ammo:12

Paul

277

(23 replies, posted in Starmada)

Might I humbly suggest calculators at twenty paces. smile
Meanwhile, everyone else can carry on playing the GAME as they have been for years.

As for me?
All of these figures and stats are meaningless, none of them take sod's law into account.
Math might indicate that you should throw a number a certain number of times out of a hundred but it cannot figure in the person throwing the dice. Hands up everyone that needs a six and gets a one. :roll:
Starmada is after all a GAME not a simulation based upon facts and should be enjoyed without worrying about the math being 0.0001313% out. If you enjoy the game, great, get on with blasting those enemy ships, which is much more productive than spending hours number crunching.

Just my 2d(old money) worth.

Paul

278

(13 replies, posted in Starmada)

Hardly ever use it unless the setting calls for a "Flying Brick with a seat glued on" (Armour plated) heavy type fighter.
Even then, only one or two points to give the fighters a chance of surviving a hit.

I think Interceptors should have had a +1 on the hit die and defence used only against other fighters and AFBs.
After all a fighter-exclusive weapon is still a "ship sized" weapon and could potentially be quite BIG! :evil:

Erik, you could always ban defence or only allow a maximum of 3 under the Three M system?
(My Universe, My Game, My Rules)

Paul

279

(1 replies, posted in Starmada)

Spent a while going through Attack Boats and Tenders (ok it was the Boltian Szunheg class Attack Boat Tender) with Jay for a possible VBAM B&K universe updated for Starmada AE. Attack Boats became hull 1 ships in their own right and the Tender constructed as a separate ship, (an armed shell) only paying for internal attachment points.

I put Attack Boats in the VBAM/Starmada AE conversion doc and page 24 of the shipyard guide.
(Conversion doc updated with latest fighter chart BTW)
Do they help?

Paul

280

(3 replies, posted in Starmada)

aaronbrown99 wrote:

So...that would be a 'no', then?

wink

Have not seen any in the Starmada threads, sorry.

Paul

281

(3 replies, posted in Starmada)

You may find a few suggestions for scenarios in the Iron Stars threads.
The Iron Stars books (unlike the Starmada AR:Iron Stars) do contain scenarios, which if you wish to give that system a go and use the scenarios for both systems might be worth a look.

Paul

murtalianconfederacy wrote:

Fighter-Optimised: Combines both Anti-Fighter and Fighter-Exclusive, for the cost of having both of them (x.78). Seeing as the majority of the time new designs have weapons with both of these traits, it would make it easier on people designing their ships in spreadsheets (having only one drop-down box to select)
Thoughts?

My thought: A weapon with Anti-Fighter has quicker "target tracking".
I take it you did consider that a weapon with one trait can be used against ships while the other cannot, this does seem to be at odds and they probably should not be used together. One gets to negate the -1 for a ship weapon against fighters, the other a cost reduction.
So it would actually be a third option, A weapon that can only target fighters and gets to negate the -1 against fighters?
I have not done the math but would it be better to have the fighter exclusive weapon with either a higher ROF or better ACC?

Paul

283

(44 replies, posted in Starmada)

unclekulikov wrote:

Sabre-Class

Akira-Class

Those are my favorites.

The licence that ADB has will not allow ships from "Star Trek" so you will not see these ships covered.
You could however design your own version of these ships.

Paul

284

(1 replies, posted in Starmada)

I just noticed "Space station" being listed in the Special boxes of stations in Alien Armada.

Should it have been put on the Mobile Base data cards in RA?

I also notice that Space station is not listed in A.2 Combat modifiers to show (Re-Roll miss once), Nor in A.3 Construction Modifiers.
So, 20% extra SU and the change to the ACC are the only "modifiers", No separate ORAT or DRAT modiers?

Paul

285

(2 replies, posted in Starmada)

There is no Tractor beams "cost X" in the book.
Page 35 has the cost in the form of "weapon" stats (It comes out at 14SU).

Paul

TriOpticon wrote:

The confusing part is here.  Before I roll, I assume I look at the Shield Facets and determine which of those I am hitting?  What happens if you are hitting them straight on the port side?  Does the attacker or defender determine the facet (either AP or FP in this case)?

RA page 27, Lower of the two facet ratings.

TriOpticon wrote:

I then roll a die for damage as the DMG for Phaser-1 is 1.  I roll a 1 which means Engine and Hull are hit?  Nothing happens to their shields, even if an IMP gets through?  Their shield would only take a hit if I rolled a 3 or a 4, correct?

Correct

TriOpticon wrote:

Did I do the combat for that 1 shot correctly?

Yes

TriOpticon wrote:

Now, a question about the Federation's Photon torpedo.  There is a line for Photon Torpedo-Overload*.  The * refers to Carronade and Slow-firing.  Does this mean they only apply when you use the Photon Torpedo in Overload mode?  What about Doubled Range Modifiers?  I guess it might be easier to show what it looks like:

Photon Torpedo  (then its weapon stats as usual)
Photon Torpedo-Overload* (weapon stats just no entry for RNG)
Doubled Range Modifiers; *Carronade; *Slow-Firing
[firing arcs here]

Hopefully that is not too confusing.  I looked up what those (Carronade, etc) mean but want to make sure Doubled-Range Modifiers applies to both Photon Torpedoes while Carronade and Slow-Firing only applies to when Overload is used)?

Yes, the traits marked * only apply to the (second mode) Overload.
Doubled Range Modifiers apply to both modes, RA page 36.
Unfortunately, this is not made clear on the data cards

Hope that helps.

Paul

287

(9 replies, posted in Starmada)

Starmada printed books (including RA) are available in the UK from:

(Example being RA.)
www.gameslore.com (£10.99 + P&P)
www.iguk.co.uk (£12.99 inc P&P) - Don't seem to carry a lot of stock.

I use both. iguk can have bargains but it is a matter of buying when you see an item is in stock.
OK we have to wait until the books arrive in the UK (when first released) but it saves a lot on postage.

Paul

288

(1 replies, posted in News)

Just bought the "Rules" pdf from e23 (no ship cards listed yet) and notice that the Expanding Sphere Generators paragraph 3 and the example have not been amended on page 13.

Have the books you recieved been amended?

Paul

289

(3 replies, posted in Starmada)

When a Plasma Torpedo is launched it is treated as a seeker flight (a subset of fighters).

In your example, If the Plasma S reaches it's target in the first fighter phase after launch you roll 5 dice (size = 5 seekers)
and you score one hit per each dice on 4+. IMP value is one, DMG value is one (fighter attacks on starships, page 20).

Paul

290

(10 replies, posted in Starmada)

madpax wrote:

- I recomputed the Hydran Ranger CA and I found a CR of 478, about 30 points less than what say the book. I used the shipyard latest for that. IMarc

It is possible that the shipyard will be "Out of date" until at least the 18th (if ADB release Distant Armada as a pdf on that date).
Not knowing what is in the book, I cannot say for sure why you have a wrong figure but from what you mention there must be at least one trait missing (fighters trait).
I only put "Hellbore" in the weapon traits because ADB posted it on their forum.
Sorry for the delay, comes from being on the other side of the pond, I just have to wait patiently.

Paul

291

(9 replies, posted in Starmada)

murtalianconfederacy wrote:

and got Romulan Armada and Starmada: Fleet Operations. However, Klingon Armada was out of stock. Are the rules in KA to be found also in RA, or do I need to try and get KA as well? I think they are, but just want to make sure...:)

KA has rule B4 Countermeasures from the "Starmada AE core rules" book (For Orion ships).

Paul

292

(4 replies, posted in Starmada)

One of the reasons that I have stuck with Starmada is that you can make it your own game. Conversions from other settings will never be "like for like" to other rule sets and I don't think they should be. If a setting feels right and is enjoyable I'm happy. Do I care if a ship is missing something that is used in another set of rules? If it is not used in Starmada, no.

Every group/club seems to have agreed on what to include or exclude from their games and that can only be a good thing.
A lot of Starmada comes as a choice, much better than rafts of rules set in stone. No "According to rule 32098, as amended by rule 33465.277 cross referenced with rule 4,566,002.224343 I CAN DO THAT!" lol

As I have grown older I find that simpler rules are more appealing but maybe that is just me.

Paul

293

(10 replies, posted in The Admiralty Edition)

Conical Drake Notation?
I guess that would be the one in the Rules Annex but that has not been officially updated (in print) to include dual weapon modes as far as I know.
If you only use the shipbuilder, go with that for now.

I can only speak for the shipyard, which has small differences due to it having a little more choice.

What sort of program are you writing? (just curious)

Paul

294

(4 replies, posted in Starmada)

A request from someone getting a headache.

Please stop trying to turn Starmada into FC.
I have been following the threads here, on the ADB forum and elsewhere. The impression I get is that some FC players really want to play FC rather than play Starmada in a SFU setting.

The only thing that I would agree with is that SFU ships seem go bang quicker, especially at close range. Probably due to the number of weapons vs shield facets. A small tweak would make the game more enjoyable ( halve weapons, increase facets by 1 or add 2 to all hull sizes.) It is just my opinion but that is as far as any change should go.

There, that's put the cat amongst the pigeons, let the arguments begin. smile

Paul

295

(4 replies, posted in Starmada)

Thanks Marc.

Paul

296

(4 replies, posted in Starmada)

madpax wrote:

You could find them by looking at the original ships SSDs here: http://www.starfleetgames.com/federatio … e/sc.shtml

Marc

Thank you, that sorts most of the regular ships.
Any idea where the Planetary defense Monitors, Base stations and Q-Ships transporter details can be found?

Question, should the Kzinti Police Cutter have been given probe (5)?

Paul

297

(4 replies, posted in Starmada)

Having bought the book when it came out, these are missing.

Does anyone have a list of how many should be on each ship?

Paul

298

(23 replies, posted in Starmada)

My thought was that replacing Range-Based ROF with Range-Based IMP removes the "All phasers becoming Gatlings"(except phaser-3 n/a).
I could be wrong but I believed the whole ROF thing was to represent an increased possibility of damage at shorter ranges, which the Range-based IMP would do.
No re-calculating the ship's points as they would not change.

One thing I have wondered about. When did a phaser "bank" (with a single targeting system) become able to fire at more than a single target?

Paul

299

(23 replies, posted in Starmada)

Has anyone tried Range-Based IMP or DMG instead of ROF.

Just my 2p worth, I would have gone for Range-Based IMP to show increased power at shorter ranges.

Paul

300

(10 replies, posted in The Admiralty Edition)

Not quite sure if you meant Dual mode weapons.

Example:
Battery V:   Proton Torpedo  TL0,  1-4/5-8/9-12,  1/4+/1/2     //       Proton Torpedo [Overcharged}  TL0    1/5+/1/3
No Range Modifiers  // D.Mode: No Range Modifiers, Carronade
[AB] [AB] [AB] [AB] [AB]

This is a dual mode weapon battery with five weapons (all AB arc).
If you use the shipyard this is all done for you on the text sheet. You can copy and paste the resulting Drake notation into any text prog. Also check out the other shipbuilders.

Paul