376

(10 replies, posted in Starmada)

This topic is meant to collect any typographical or other errors/mistakes in the first printing of the Unity Rulebook. This is NOT meant as a discussion on why certain things are the way they are, or whether or not a certain weapon trait or starship system is under/overpowered. In short, these are things I didn't mean for the book to say.

As items are added to this list, I will delete the post from this thread to keep things organized.

p.20: To-Hit Modifers: remove "Dfn weapon, firing defensively (-1)".

p.43: Proximity, second sentence: "A separate attack roll is made against each element (friend or foe) in the target hex."
(h/t KDLadage)

p.77: To-Hit Modifers: remove "Dfn weapon, firing defensively (-1)".

p.86: Starship Display Sheet Index:
Cromwell-class Heavy Cruiser ... 91 (renamed from Tetsukabe)
Peregrine-class Escort ... 92 (renamed from Hayabusa)
Thunderbolt-class Advanced Cruiser ... 90 (renamed from Raikou)
(h/t mikeaxe)

377

(15 replies, posted in News)

Welcome!

FWIW, I moved your topic from "Game Design" to "Starmada". The Game Design board is more about designing NEW games, not discussion of tactics in existing games.

378

(60 replies, posted in Starmada)

The SFU conversions are all based upon Federation Commander, not Star Fleet Battles. FC does not have Scouts, so there are no immediate plans to replicate them in Starmada.

(That's not a "no", just a "not yet".)

379

(51 replies, posted in Starmada)

All of this is true. While I haven't gone to the extent of 1000 missiles, this design is simple enough:

Munchkin MIGHTY MITE-class Uber-Frigate (278)
 
Hull: 10-9-8-7-6-5-4-3-2-1
Engines: 5-4-3-2-1
Weapons: 323-259-194-130-65
Shields: 3-3-2-2-1
 
Mini Missile (MA 6) 1×6+/1/1 (Exp)
323x ABCDEF // (162)

This may seem impressive, but consider:

On average...

323 will be fired, but only 54 of those will hit (not counting defensive fire).
Of those, 27 will be blocked by an average shield rating (3).
Of those, only 14 will cause hull damage.

So, this design can be reasonably confident of eliminating one CA-sized target in a single volley; after which, it is useless.

Broken? Maybe. But given a game or two, I'm sure any competent opponent can find a way of countering it.

Fun to play? Not really. And that, frankly, is the ultimate answer to any attempt to min-max the game; "Is it fun to play and/or play against?"

380

(1 replies, posted in Starmada)

ARGLE BARGLE. >:(

The names on the ship displays are correct.

(That's what happens when you make a last-minute decision...)

381

(1 replies, posted in Starmada)

Welcome back!

382

(1 replies, posted in Miniatures)

Always on the lookout for alternative sources for Starmada ships. Not sure how I never got into this game, but apparently STAW is a big deal with the kids these days.

Looking at the ships available, however, I am perplexed -- why, in the name of all that is holy, is the Enterprise so dinky? yikes

383

(15 replies, posted in News)

Well, you asked what you were missing, and I told you. If it's not enough to sway you, so be it. smile

In the end, you don't have to move away from Admiralty. The Starmada police aren't going to kick in your door for playing an "outdated" edition (I believe there are still some Compendium advocates out there somwhere). That's the reason I included the Backwards Compatibility rules; those who absolutely love Admiralty (or Nova) can meet up with Unity players and play with little to no problem.

As far as ELINT/mutual support go, I think that should be a separate discussion topic.

384

(63 replies, posted in Starmada)

MRCAcct wrote:

Question: Why does Drydock round to the nearest multiple of 5? I ask because it doesn't state that in the rules.

Because I wanted to round to the nearest multiple of 5 for all the published ships, and forgot to put it back in the public release. smile

If you want to round to the nearest integer, unprotect the "Display" tab, select cell Q2, and alter the formula to read:

=MROUND(INDIRECT(T1&"!M5"),1)

Don't forget to protect the tab again when you're finished.

385

(15 replies, posted in News)

(Idle curiosity... Are you the same Weirdo from the ADB/FedCom Forum?)

You should buy it because it is 99.44% perfect, which is more than 98%.

...

Oh, you want more detail?

Unity builds more upon Admiralty than upon Nova, it is true, but there are some Nova refinements involved. It's not strictly an update to Admiralty. That being said, I suppose the rules modifications COULD have been presented in Rules Annex II, but for a couple things:

1) That still would have required you to buy another book.

2) Presenting it as "(Admiralty) Rules Annex II" would have implicitly maintained the Admiralty/Nova split, which was the primary problem this edition is meant to address in the first place. It is called UNITY, after all.

What can't you live without?

A) A finely-crafted rules set taking what was best from each prior iteration of the game and building something even better. A comprehensive sequence of play is provided, and the rules are fully cross-referenced.

B) Our most streamlined and balanced construction/point-costing system to date.

C) Dedicated seeking weapons.

D) Six brand-new scenario templates, adding to the six from previous editions.

E) 48 sample ship displays from 14 different fleets across five separate universes.

If that isn't worth $13, I don't know what else to tell you. smile

386

(5 replies, posted in Iron Stars)

I mean both content and physical materials.

Faster-playing would (presumably) be a function of the no record-keeping, but I don't know for sure until I get stuff on the table and roll some dice.

Yes, construction would still be a thing.

387

(5 replies, posted in Iron Stars)

I have an idea for a revised edition of Iron Stars that would use largely the same mechanics, but be faster-playing, require little to no record-keeping, and include all of the necessary game components.

Would this be of interest to anyone?

388

(78 replies, posted in Starmada)

1) You should have received an "order received" notice from PayPal. Once the book is shipped, you will receive a second notice.

2) Yes; the total page count is 140; the TOC stops at 86 because that's where the ship displays begin. 48 of those, and then 5 pages of blank ship records and a sheet of B&W markers.

389

(10 replies, posted in Starmada Unity)

Very nice!

390

(63 replies, posted in Starmada)

Yes, please re-download the current version and try again.

Also, remember the weapons list must be alphabetized to work properly.

Also also, when creating a dual-mode weapon, do NOT put a space before the ">"; e.g. "Weapon >Secondary Mode" is not valid.

391

(25 replies, posted in Starmada)

Marauder wrote:

I'd like to see faction design rules/guidelines, either as a standalone thing or as part of as some campaign system.

Honestly, I wouldn't even know where to begin...

392

(8 replies, posted in Grand Fleets)

Ruckdog wrote:

For example, my generator reruns a -8 modifier for the IJN Myoko, while the official stats peg her modifier at a -3 IIRC.

The value on the "official" ship card is derived from 8x 127mm DP guns, 8x 25mm AA guns, and 4x 13mm MGs. If your source material gives more anti-aircraft guns, your modifier will be higher.

393

(25 replies, posted in Starmada)

The Unity Rulebook is out, the first two Star Fleet Armada updates are nearing completion...

What do you want to see next?

394

(8 replies, posted in Grand Fleets)

Wow... this is quite impressive!

I'll put it through some paces when I get the chance. smile

395

(78 replies, posted in Starmada)

KDLadage wrote:

Great Job, Dan.

Thanks, KDL!

396

(78 replies, posted in Starmada)

I have split the ZIP download into four separate files: one for the cover (front/back), one for the rules, one for the ship designs, and one with the blank ship displays and B&W countersheet.

Also, corrected a couple of typos.

397

(7 replies, posted in Starmada)

Obviously, you're free to house-rule anything you want. However, allowing fire-linked to auto-hit all weapons in a multi-weapon mount would unbalance the point costs.

398

(78 replies, posted in Starmada)

I could break the document into two separate PDFs, which should help. However, you'll still need to download it as a single ZIP file, which will be close to 50MB.

399

(7 replies, posted in Starmada)

MRCAcct wrote:

So, the one thing I noticed in Unity was that there wasn't a straight up set of conversion notes/rules as there have been in previous editions.

I didn't think it was strictly necessary, what with the backwards compatibility rules.

Halves Shields - this is tricky; right now I'm inclined to look at the setting as a whole, then apply Pr1 or Pr2 as seems appropriate (ie a setting where Shield ratings are typically high would warrant a Pr2, or if the Halves Shields weapons are on larger ships, they'd get Pr2, smaller ships would get a Pr1

The reason "Halves Shields" didn't make the cut is that there is no difference between it and Piercing +2 except at a shield rating of 3. I'd default to Pr2 when converting.

Increased Hits - Use the C.3 Multi-Weapon Mount rule based on the original ACC value; 6+ = 1 mount, 5+ = 2 mounts, 4+ = 3 mounts, 3+ =4 mounts, 2+ = 5 mounts

Not a bad idea. Another option is to multiply ROF by a value based on ACC:

6+ = x1; 5+ = x1.5; 4+ = x2.0; 3+ = x2.5; 2+ = x3

Or, just double the ROF.

Increased Impact - as a fudge, using same process as Increased Hits

This is more difficult, since the effectiveness of Increased Impact depends upon the target's shield rating.

I'd just double the IMP.

Cloaking Device - This I've found does not convert well at all, on a math basis. AE cloak was a flat 10% of space units, while in Unity it doesn't hit 10% until around Hull Size 18, below that it's more than 10%, and after that it decreases. So a small ship with a cloak (like some of the Boer ships from Hammer and Claw) loses a disproportional amount of space in a straight conversion. My solution would be to give either: 2 levels of Stealth or 1 level of Stealth and 1 level of Countermeasures to simulate the cloaking instead. (not the best, but all my other attempts to keep a cloak on a small ship pretty much resulted in gutting the ship until it didn't resemble the original anymore.)

All of the equipment space costs are based on the median Engine/Shield Factors, which are 8.33% and 4.17% of total space, respectively. Thus, a cloaking device requires 2.4x the shield factor, or a median of 10%.

I felt small ships previously had too easy of a time accessing advanced tech. If you want a more accurate conversion, I would suggest using TLs.

Screens - I'm still experimenting with right now. My first attempt is to turn them into Unity Directional Screens.

You mean Admiralty screens? Why would you not convert them as directional shields?

400

(78 replies, posted in Starmada)

Nope. Moved them to a new "Archived" section, under General.

The old Starmada stuff was getting too cluttered.