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From where did you purchase it?
Marauder wrote:Okay, thanks - pretty good way to avoid them then - just overrun!
True. Then again, the main use of seeking weapons (moreso even than causing damage with them) is dictating your opponent's movement. Overrunning them may be exactly what you're MEANT to do.
Updated download to v1.03, fixing the identified issues, as well as fixing weapon ORATs so they round up, rather than to the nearest integer.
murtalianconfederacy wrote:1) how does a weapon with both Deadly and Incapacitating interact with screens?
The Incapacitating trait affects the "base" damage point(s) from the weapon. The extra point(s) from the Deadly trait are applied normally. Thus, a Dly/Inc weapon with DMG-2 would roll two dice when it hits, checking off one screen for each roll of 3+ PLUS an additional two screens.
2) Can a dual-mode weapon have one mode with the Expendable trait and not the other, or do both modes have to have the trait?
I believe I intended for weapons to require Exp in BOTH modes. But as the rulebook does not explicitly state this, I would say you can have Exp only in one mode. Once fired in the Exp mode, the weapon can only fire in the non-Exp mode.
Rounded up after all multipliers are applied.
Marauder wrote:Nothing? Seeking weapon attacks the ship?
Nothing.
Seeking weapons only attack during the Fighter Phase.
I love this idea.
drneuro wrote:Yes I am looking forward to KA, and is there any word on when RA and all the other Starfleet universe modules for Starmada, especially the new war and peace module, will be ready for purchase?
I hate giving dates, especially because the timing is often not up to me. But it shouldn't be too long now.
if I order the new Unity rule book, will that have rules/gameplay applicable to use in the star fleet universe modules? Will it help me prepare for the new rule set/gameplay in those modules?
Of course, I would love for you to buy the new rulebook, but it would be disingenuous for me not to point out that if you want to prepare for gameplay in the new edition, you can get a demo version of the rules here: http://www.mj12games.com/starmada/mjg0140.pdf
Yes. ADB wants to be able to reuse the covers.
Literally wrote:I did made a mistake on my first question, it should have been 'Sct or Tls' and not 'Bls or Crn,' sorry. I'm still all too new to the terms and abilities.
Ah... I get it.
Weapons with Sct/Tls are assumed to have an IMP of 1.
Also, is it really possible to design >35 hull size ships?
Sure. If you HAVE to.
You are correct. Editing my response accordingly.
I cannot speak for ADB. You will need to ask them about the mechanics/logistics thereof.
I am hoping the new version of Klingon Armada will be available by the end of this month.
Haven't had the chance to listen yet, but thanks for the publicity!
Literally wrote:Hello everyone! First time around this sector.
Welcome!
If a weapon is Crn or Bls, what is the value of ACC + 0.25 when computing base SU?
The weapon traits are applied to the final base SU product. Thus, (IMP+0.25) is always (IMP+0.25). (Assuming you mean IMP and not ACC.)
If a ship has Fire Control and LRS, are SU costs increases added separately to the battery cost and then added, or multiplied? Is the cost increased by 80% or 95%?
80%
Nice to meet you all, and thank you for the great game.
Glad you like it!
That's the part I'm perhaps most happy with.
Thanks for catching those!
Download link updated to v1.02.
Life caught up with me over the weekend and into the first part of this week. But I'm good, thanks.
falstaffe wrote:Looking over the Unity rules, it looks like movement is fairly limited in terms of what you can do in a single turn: generally in one direction, all turns in the same direction. So, no Millennium Falcon-style slaloming though asteroid fields, correct?
Not exactly. Slaloming is possible, but it requires the use of sideslips.
UPDATE: All orders to-date of the Starmada Unity Rulebook have shipped. If you haven't received a shipping notice and/or your actual purchase, please let us know.
All of the above?
I'll type up some formal guidelines and post tomorrow.
Yes, six different designs.
MRCAcct wrote:Total CR is equal or less than 2000? (CR =< 2000).
Oops. Edited to correct.
Fighters should be TL >0?
No, that one is right. You can't offset +1 TL somewhere else by taking a negative fighter TL unless you have significant carrier representation in your fleet.
Okay, so I guess we need to start hashing out the guidelines.
Six ship designs, total CR <=2000.
Net tech level 0; you cannot have fighter TL <0 unless your ships have a Carrier total of at least 20.
No hull size constraints; everything is based on CR.
What else?
Mulling over some ideas for a "fleet design challenge", in which contestants are asked to design a fleet, developing X ship designs using Y parameters. We might then consider a virtual tournament or somesuch.
Would anyone be interested in such a thing?
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