326

(3 replies, posted in News)

Iron Giant,
Here is the pdf, You might like to take a look at the shipyard pdf too.
[attachment=0]Starmada AE to VBAM 1st Edition Revision 1.zip[/attachment]
Paul
Edit Updated 16/08/11

327

(8 replies, posted in Starmada)

Nomad wrote:

Alternatively, rather than having the defender choose, make it an evenly-distributed random roll to see which target in the hex is hit (and let Directed Fire re-roll that die rather than attacker choose).  This would promote putting escorts with your capitals, but also wouldn't introduce the "So I put my Shields 0 ship with the single G arc catastrophic extra hull damage area effect weapon in the same hex as my shields 5 armor-plated ship with no guns..."  It does cause the problem of "I don't have a d7", but that could be mitigated with a stacking limit of (say) 3, since 1, 2, & 3 all divide 6, so you could get a uniform distribution off of a single d6.

I think you lost me here, when does the defender choose which target is hit?
Using Area Effect, a separate to-hit roll is made against every target in the seven hexes covered. Very handy if someone tends to keep ships close. smile

Paul

The Shipyard is one of the alternative spreadsheets in the "Files" section.

Paul

329

(8 replies, posted in Starmada)

Two out of Four is not bad. smile

murtalianconfederacy does not say anything about damage requirement. Else I would say a single Seeker using your idea of DEF being used to take hits instead of defence.

The only other alternative I can see (at the moment) is to use a plasma torpedo weapon without the reduction or turn ACC mods and not allowing the weapon to be used as a direct fire (plasma bolt) weapon.

Paul

Just my 2p worth.

1) Create the unit with 3 extra elements for the VPs. Then create the unit with the actual number of elements so that the attack dice calc is correct. Use the stats from the "actual" unit for the couter and add your three "shield" boxes.
2) & 4) Question for Dan I think.
3)Might be easier (I like the Keep It Simple way of doing these) to have a trait that allows the Attack Dice to be used on more than one target.
One method might be: A unit has AD 5 3 2 remaining, take the next level of AD from the highest still available. This gives two attacks, one at 3 AD and one at 2 AD. Alternately just split the Attack dice however you want between two targets.
I myself would not allow for more than two targets.
5) Go with what you have, since only one unit may occupy a hex, Range 1 is close assault.

Brazouck wrote:

I think that "That game from that company you can't nominate", (tgftcycn thereafter), will be a nice adaptation for quantum legions.

If we can cretae a non commercial module vassal with pictures of it, it would even be legal I think?

No reason why you canot make a vassal mod for your own use. You could use the one that I put in the files. Just change the counters.

Paul

331

(8 replies, posted in Starmada)

Sounds just like a plasma torpedo. It does not have to be called a plasma torpedo though.

Paul

Even if you do not use the shipyard for ship construction, the shipyard guide pdf that is with it might help you a little.

Paul

333

(2 replies, posted in Starmada)

[attachment=0]Christmas2010foremail.png[/attachment]
Merry Christmas,
Happy New Year.
And to all a good night. smile

Paul

334

(19 replies, posted in Starmada)

Page 15.
Web caster/Shield cracker mix up (web caster can break strands / shield cracker can create and reinforce)!!! lol

Paul

335

(1 replies, posted in Quantum Legions)

A few mechs added and the mech choice drop down list fixed (Don't cha just love the way data validity updates - Narf!)

Paul

336

(1 replies, posted in Quantum Legions)

Work in progress, I wanted to try a Battletech universe game.
Pick the mechs in each lance (up to 6 mechs in up to 6 lances) Save Force list as a company.
Note only early original mechs entered so far. For suggested traits, enter these if 2/3 of the lance has the trait.
This leads to lances having similar mechs if you want the lance to have the trait. Obviously Aeromechs should be in their own lance. Note also that "Jump" equipment has been ignored, it does not equate to VTOL in QL.
[attachment=0]Mech Legions 1_1.zip[/attachment]

AERO cost x3
6 to hit, must move at least first speed.
Unless starting from a landing field or starport note turn of arrival.
Throw dice for arrival on turn, 3 to 6 required on a D6 (add one to dice throw on each following turns if the flight does not arrive.)

Possible scenario addition: Aeromechs have limited number of attacks and must return to either ground base or ship in orbit for 2 turns. If they are based on a ship dice for their return as above.

Comments or clean suggestions welcomed.
Paul

337

(13 replies, posted in News)

I am getting "Board attachment quota has been reached"

New restrictions?
Paul

338

(0 replies, posted in Quantum Legions)

How about a defended urban hex?
Wanted to put one in the vassal mod, so how about:
Urban Hex (Town etc.) is treated as a counter Except:
1) Has Barrage + Rapid fire, Just double the number of Attack Dice available and don't worry about re-rolls.
2) Can split the Attack Dice between targets
3) Can only be entered when the last level is reached and it has no Attack Dice left available (it is not removed with the last "unit loss" but has one last Un-armed level). (In vassal I would have each level plus one showing weapons destroyrd.)
In this example the town if fortified to level 6, has a defence 4+, weapon range of 8 and AP of +2 Max Attack Dice 8.
Thoughts anyone?
Paul
[attachment=1]QL Urban 4 Fortified 6.png[/attachment]
[attachment=0]QL Urban 4 Un-Fortified.png[/attachment]

339

(4 replies, posted in Quantum Legions)

Added space for two more afv and two more infantry units in the force list.
In files section.
Paul

340

(7 replies, posted in Quantum Legions)

Vassal mod put in files, I added my Arcnonoi and included a pdf sheet with the keys used, forces list and scenario suggestion.
It should be easy for anyone to replace the counters with the ones from the rules.
Paul
[attachment=0]AracnoStar LegionsMap.png[/attachment]

341

(7 replies, posted in Quantum Legions)

Thanks Dan I'll go with 1.3 for now.

I just about have a QL vassal mod finished (just finished drawing Hoth counters from scratch), any objections to my posting it in the files?
I have not put any of the unit counters from the book in it, but I have put the orders and supression markers.

Paul

342

(7 replies, posted in Quantum Legions)

On reflection, x2 is a bit high.
Perhaps Dan could comment? And maybe give a figure for APC? smile

Paul

343

(7 replies, posted in Quantum Legions)

Hover, cost x2

For vehicles having Hover, Repulsor lift or anti-grav engines.
Ignores Water(Ice) and swamp hex restriction.
[attachment=0]QL Hover.png[/attachment]

Paul

344

(8 replies, posted in Quantum Legions)

APC for back of order marker? Also for counter, How it looks.
[attachment=2]QL APC Board.png[/attachment]
[attachment=1]APC Example.png[/attachment]

VTOL Icon? Example.
[attachment=0]VTOL Example.png[/attachment]
I must admit I am not so sure about adding these, more than one would be crowded, The Thunderer with Three :shock:

Paul

345

(4 replies, posted in Quantum Legions)

If you use this spreadsheet could you please let me know if the AFV and Infantry list output need more unit spaces.

Thanks.
Paul

346

(16 replies, posted in Quantum Legions)

A question, Is the Lzr turret the Atgar 1.4 FDE P-Tower or the Golan Arms DF.9 Anti-Infantry Battery?

How about an expanded list, please?
I have re-drawn the AT-AT (again), AT-ST and the DF-9 AIB and then realised I did not know if this is the Lzr Battery in your list. :roll:
I intend to draw some ( yeah I know I could just copy some but I am fussy) more and convert the counters for Vassal.
Also some objectives like the Hoth Generator and planetary ion cannon.
Edit: From what I have found.
Atgar P-Tower light anti-vehicle laser cannon: Virtually no armour and slow between shots.
Golan Arms DF.9 anti-infantry battery: "B" model (fixed installation) has better armour than "A" model. Rapid fire and has a longer range than the Atgar.
Q.Give the Atgar higher AP than Golan, which is designed for targets with low armour (infantry)?
Paul

347

(2 replies, posted in Starmada)

Paragraph right under the tractor Beam stats on Page 33.

Using as a tractor beam to lock onto another ship - "adjacent hex", range is one.

Paul

348

(4 replies, posted in Quantum Legions)

Thanks dan.
Your right about the mods, even though it screams that having them applied to the larger (ORAT) should make the result larger. I think I just blew a logic chip :shock:  Ah, that's better.
[attachment=0]Quantum Legions.zip[/attachment]
Paul

349

(16 replies, posted in Quantum Legions)

ctaylor wrote:

Here's a set:

http://www.zeroradiusgames.com/BGG_files/ql_battle_for_hoth-v1.1.pdf

Cor, Two lawsuits! Lucas and Lego! smile

Paul

350

(16 replies, posted in Quantum Legions)

Blacklancer99 wrote:

Why do I have the feeling that George Lucas has somehow sensed a disturbance in his copyright material and contacted his lawyers even if he hasn't seen this yet?  wink
It really is a nice counter.
Cheers,
Erik
PS I'm still wondering how much it took them to pay him off to use Droid for the new phones!

Perhaps you are right, some can be party poopers.
Now, if this thread had been called The Battle of Sloth.......
Not wishing to create any problems, I will delete the counter.
Paul