401

(59 replies, posted in Starmada)

I dusted off some old references and decided to play around with this idea tonight. This is as far as I got:

Type: IMPERIAL-class GALACTIC EMPIRE STAR DESTROYER (788)               
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1                
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1                               
Shields: [TL0] 4 4 4 4 3 3 3 2 2 2 2 1 1 1                               
               
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[VW]               
Battery V: Turbolaser Battery, 3/6/9, 1/3+/1/3,                
               
[AB] [AB] [AB] [AB] [IK] [IK] [IK] [IK] [HJ] [HJ] [HJ] [HJ]                

Battery W: Ion cannon, 2/4/6, 1/4+/1/2, No Hull Damage               
               
[AB] [AB] [AB] [AB] [IK] [IK] [IK] [HJ] [HJ] [HJ] [EF] [EF]                
               
Special: [TL0] Armor Plating; Marines (50); Transport (36); Hyperdrive; Carrier (292); Tractor Beam (2)               

Fighters: [TL0]               
3xTie Fighter, 6/10/0, (Fighter/5+)               
2xAssault Shuttle, 4/4/4, (Breacher/4+/ROF-2)   
Notes:                                               
Launch/Recovery Maximum: 3/2                   
Damage Control Dice: 3                           
Critical Damage Save: 4+                                                       


Type: MC80-class REBEL ALLIANCE CRUISER (945)               
Hull: 12 11 10 9 8 7 6 5 4 3 2 1                
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                                 
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                                 
               
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[V]               
Battery V: Turbolaser Battery, 3/6/9, 1/4+/1/2,                
               
[AB] [AB] [AB] [IK] [IK] [IK] [HJ] [HJ] [HJ] [EF] [EF] [EF]                

Battery W: Ion cannon, 2/4/6, 1/4+/1/2, No Hull Damage               
               
[AB] [AB] [IK] [HJ]                
       
Special: [TL0] Armor Plating; Marines (24); Hyperdrive; Carrier (397); Tractor Beam (1)               
Fighters: [TL0]               
3xX-Wing, 6/8/1, (Fighter/4+/ROF-2)(Striker/5+/DMG-3/Bomber)               
2xAssault Shuttle, 4/4/4, (Breacher/4+/ROF-2)
Notes:                                               
Launch/Recovery Maximum: 3/2                       
Damage Control Dice: 3                           
Critical Damage Save: 4+                                                       

Type: NEBULON-B-class REBEL ALLIANCE FRIGATE (65)               
Hull: 3 2 1                
Engines: [TL0] 4 3 2                                          
Shields: [TL0] 2 2 1                                          
               
Weapons: [TL0] 1:[2V4W] 2:[2V4W] 3:[V4W] 4:[V4W] 5:[V4W] 6:[V4W]               
Battery V: Turbolaser Battery, 3/6/9, 1/4+/1/2,                
               
[AB] [AB] [AB] [AB]                

Battery W: Laser Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter               
               
[AB] [AB] [AB] [AB] [AB] [AB] [IK] [IK] [HJ] [HJ] [EF] [EF]                
               
Special: [TL0] Marines (2); Hyperdrive; Tractor Beam (1)

I know that it's not an Imperial Star Destroyer that requires 4 data cards to play, but everything seems playable to me. Just wondering what others think.
Cheers,
Erik

402

(11 replies, posted in Starmada)

How does this sound:
Special Equipment:
Gravitic Shifters are used to alter the movements of opposing or even friendly starships by warping the space around them. Gravitic shifters are assigned their targets during the orders phase and fire before all other weapon systems. During the orders phase targets of any gravitic shifters are noted. After all ships have moved but before other weapons are assigned targets all gravitic shifters that have valid targets in arc and 6 hexes or less away attack, hitting on a 5 or 6. On a successful hit the player that fired the shifter chooses to alter the heading of the target by 1 hex facing in either direction of his choice. Only one gravitic shifter may affect a single target during a turn and any subsequent hits from gravitic shifter have no effect. After all gravitic shifters have fired for the turn, combat continues as normal.

I was pondering a name change so it would be more generic in nature, but I was at a loss for something that sounded cool, but was somewhat descriptive of function.
Cheers,
Erik

403

(20 replies, posted in Starmada)

madpax wrote:
Blacklancer99 wrote:

Quite right. I was never happy with the "Scout" designation for the tactical side of space combat; I always liked the old B5Wars "ELINT" a bit more.

I acouldn't agree more. I used the term 'scout' mainly becuse most ELINT ships (or equivalent) are termed scout, as in the SFU.

but I think "Electronic Intelligence" or "Electronic Warfare" vessels could certainly have a place in a fleet as long as the game doesn't become mired in ECM/ECCM/EW nightmare calculations.

If we use existing trait (fire control and countermeasures, mainly), it should be easy. I feel that we could create some more.

Marc

I personally would prefer to differentiate the "Scout/ELINT" capabilities from the standard FC and CM as this would make them different and "special" compared to the equipment on a "regular" ship. Then again, I guess maybe the ability to loan them to another ship would automatically make them special, especially in a setting where the regular warship has neither.
Erik

404

(2 replies, posted in Quantum Legions)

I was going to say something earlier...but I didn't want to be #2  wink
Erik

405

(59 replies, posted in Starmada)

phroggelator wrote:

The problem with doing an effective starwars conversion is the huge range of scale of the ships. Essentially, at the top end you have the Super Star Destroyers (the Executor from the movies, the D6 RPG goes even bigger) which has, as I recall, 1040 weapon batteries across about 5 types of weapon, 9 dice of shields and 10 dice of hull (yes, I played a lot of D6 starwars in the day). Whereas at the bottom end you have the corvettes and frigates that might only have a few batteries (8 or so for Nebulon-B frigates I believe) with 2 or 3 dice of shields and 3 or 4 dice of hull. So you can't simply divide the battery count by 10 and get meaningful numbers at the extremes.

You would, I should think, need some kind of logarithmic scale to keep numbers sane with battery counts. Shields and hull probably convert more directly. Fire control varied per weapon type usually (say 3 dice for turbolasers but only 2 for concussion missiles for example) as well. Ignore things like double/triple/quad/two-point-five-and-a-squiggly-thing turbolaser batteries as that's all just fluff - the only things that matter in a weapon battery description is range, damage, and fire control. The real trick will be balancing the weapon damages against shields and armour and handling the specials like the Mon Calamari heavy cruisers (MC-80's and later on the MC-90's) that have 6 dice of backup shields that come on as initial shield dice are lost. The other thing that comes to mind with weapons is that weapons battery damage on those vessels with ridiculous battery counts is not going to really affect the amount damage it can inflict on other nearly as quickly as it does on smaller vessels. If you use a log(n) scaling on battery counts in the conversion perhaps an inverse on the destroyed battery count might better reflect this. I also suspect that using a log(n) conversion would do strange things to the point value of the conversion.

Anyways that my thoughts for this morning, I hope they help.

I think the trick becomes that you have to do a lot of hand-waving and MK I eyeball conversions when the source material contains some suspect technical information. In the end, if a ship "feels" right relative to another, that is a lot more important than some kind of statistical accuracy. This is especially true when dealing with ships that were originally created without any kind of cohesive technical architecture, or one that was more concerned with aesthetic or background for an RPG than playability. There is no reason to get caught up in 1040 individual batteries. The Star Destroyer you mentioned above has 5 Batteries as far as I can see, with a variety of arcs and different statistical capability than those on the Nebulon-B. That doesn't seem like too much of a problem. MC capital ships may call for the return of Redundant Shields, but I think that is even doable in the context of a specific universe conversion. I'll have to poke around as time permits and see if I can do some conversions that make some sense.
Erik

406

(59 replies, posted in Starmada)

Lone Gunman wrote:

Yeah, tried to do a conversion a while back but after the hugh number of weapons and weapon types I gave up.

Turbo laser, double, quad Turbo Laser, Heavy T-Laser in Batteries of up to eight was a bit much for me. If someone comes up with a playable version I would gladly try it.  smile

So I went to starwars.com and looked up the Imperial Star Destroyer and this was in the description:

The Imperial-class Star Destroyer bristles with 60 turbolaser batteries, 60 ion cannon batteries, and 10 tractor beam projectors. It carries a full stormtrooper division, 20 AT-ATs, 30 AT-STs, eight Lambda-class shuttles, 12 landing barges, and six TIE squadrons.

So if you down-scaled everything you could have a Star Destroyer with 6 Turbolaser Batteries, 6 Ion Cannon Batteries, 1 Tractor beam and 6 flights of Tie Fighters. If you wanted to have boarding parties you could add Marines (Stormtroopers) and embark 2 flights of boarding pods (shuttles). Give is excellent shields and armor and you've probably still got a decent main-line cruiser for the Galactic Empire.
Cheers,
Erik

407

(59 replies, posted in Starmada)

bekosh wrote:

If anyone would like to give it a try, I did stats for the fighters to try and do a Silent Death style game using Starmada.
I never got around to trying it out so I don't know how it will work.

Type: A-WING-class - STARFIGHTER (50)               
Hull: 3 2 1                
Engines: [TL0] 12 8 4                                          
Screens: [TL0] 5 4 2
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6
Special: [TL0] Hyperdrive; Countermeasures               

Type: B-WING-class - STARFIGHTER (225)               
Hull: 7 6 5 4 3 2 1                
Engines: [TL0] 5 5 4 3 3 2 1                                      
Screens: [TL0] 16 14 12 10 7 5 3
Weapons: [TL0] 1:[VY] 2:[W] 3:[X] 4:[X] 5:[X] 6:[Y]               
Battery V: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g]                
Battery W: Laser Cannon, 4/8/12, 1/4+/1/2
[g]                
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[g] [g] [g]
Battery Y: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 10
Special: [TL0] Armor Plating; Countermeasures; Fire Control; Hyperdrive               

Type: X-WING-class - STARFIGHTER (88)               
Hull: 5 4 3 2 1                
Engines: [TL0] 8 7 5 4 2                                        
Screens: [TL0] 12 10 8 5 3
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[V] 6:[W]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g] [g] [g]                
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic   
[g] [g] Ammo: 6   
Special: [TL0] Countermeasures; Hyperdrive               

Type: Y-WING-class - STARFIGHTER (188)               
Hull: 7 6 5 4 3 2 1                
Engines: [TL0] 6 6 5 4 3 2 1                                      
Screens: [TL0] 14 12 10 8 6 4 2
Weapons: [TL0] 1:[V] 2:[V] 3:[W] 4:[W] 5:[X] 6:[]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8               
Battery X: Ion Cannon, 3/6/9, 2/4+/1/1, Increased Impact
[abcdef]                
Special: [TL0] Armor Plating; Countermeasures; Hyperdrive               

Type: Z-95 HEADHUNTER-class - STARFIGHTER (53)               
Hull: 3 2 1                
Engines: [TL0] 8 6 3                                          
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[V] 5:[W] 6:[W]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6   
Special: [TL0] Armor Plating; Hyperdrive               

Type: TIE-class - STARFIGHTER (21)               
Hull: 2 1               
Engines: [TL0] 14 7                                           
Screens: [TL0] 6 3
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[V] 6:[V]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                

Type: TIE ADVANCED-class - STARFIGHTER (51)               
Hull: 3 2 1                
Engines: [TL1] 14 10 5                                          
Screens: [TL0] 10 7 4
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[V] 5:[] 6:[]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Special: [TL1] Armor Plating; Countermeasures; Fire Control               

Type: TIE INTERCEPTOR-class - STARFIGHTER (29)               
Hull: 3 2 1                
Engines: [TL0] 14 10 5                                          
Screens: [TL0] 6 4 2
Weapons: [TL0] 1:[2V] 2:[2V] 3:[V] 4:[V] 5:[V] 6:[V]               
Battery V: Light Laser Cannon, 4/8/12, 1/4+/1/1
[g] [g] [g] [g]                

Type: TIE BOMBER-class - STARFIGHTER (68)               
Hull: 3 2 1                
Engines: [TL0] 8 6 3                                          
Screens: [TL0] 11 8 4
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VX] 4:[VX] 5:[WX] 6:[WX]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Battery W: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 6               
Battery X: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 6   
Special: [TL0] Armor Plating               

Type: MILLENIUM FALCON-class - YT-1300 LIGHT FREIGHTER (344)               
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1               
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1                           
Screens: [TL0] 16 16 15 14 13 12 11 10 9 8 8 7 6 5 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]               
Battery V: Quad Laser Cannon, 2/4/6, 4/4+/1/1
[abcdef] [abcdef]                
Battery W: Concussion Missile, 4/8/12, 1/5+/1/2, Area Effect
[g] [g] Ammo: 8   
Special: [TL0] Armor Plating; Cargo (150); Countermeasures; Fire Control; Transport (75)               

Type: SLAVE 1-class - PATROL CRAFT (352)               
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1               
Engines: [TL0] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1                           
Screens: [TL0] 14 14 13 12 11 11 10 9 8 7 7 6 5 4 4 3 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[X] 4:[] 5:[] 6:[]               
Battery V: Laser Cannon, 4/8/12, 1/4+/1/2
[g] [g]                
Battery W: Auto Blaster, 3/6/9, 1/5+/1/1, Increased Hits
[g] [g]                
Battery X: Proton Torpedo, 2/4/6, 1/5+/2/1, Catastrophic
[g] [g] Ammo: 8
Special: [TL0] Armor Plating; Cargo (200); Countermeasures; Fire Control; Mines (25); Transport (100)               

Type: TANTIVE IV-class - CORVETTE (1059)               
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1               
Engines: [TL0] 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1               
Screens: [TL0] 20 20 19 18 18 17 16 16 15 14 14 13 12 12 11 10 10 9 8 8 7 6 6 5 4 4 3 2 2 1
Weapons: [TL0] 1:[V] 2:[W] 3:[] 4:[] 5:[] 6:[]               
Battery V: Turbo Laser, 6/12/18, 1/5+/1/3, Piercing +1
[ace] [ace] [bdf] [bdf]                
Battery W: Twin Turbo Laser, 6/12/18, 2/5+/1/3, Piercing +1
[abcd] [abcd]
Special: [TL0] Armor Plating; Cargo (750); Countermeasures; Fire Control; Hyperdrive; Marines (20); Transport (750)

Cool! Macro scale fighters!  smile
E

408

(20 replies, posted in Starmada)

cricket wrote:
Blacklancer99 wrote:

After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently.

That's because in wet-navy terms (the traditional analogy for space combat), "scouts" are a strategic asset, not a tactical one. They help you find and engage the enemy on your terms, but once you've engaged him, the scouts don't help much. IMHO, the source materials treat scouts differently because they are trying to define a role for them that doesn't have a clear analogue in naval combat.

Quite right. I was never happy with the "Scout" designation for the tactical side of space combat; I always liked the old B5Wars "ELINT" a bit more. It seemed more descriptive and decidedly more sci-fi sounding. There are strategic scout-like functions that are outside of Starmada's theater, but I think "Electronic Intelligence" or "Electronic Warfare" vessels could certainly have a place in a fleet as long as the game doesn't become mired in ECM/ECCM/EW nightmare calculations.

     In modern navies just about every blue water vessel is large and sophisticated enough to be its own EW platform to some degree (and this is much as games like Starfire seem to present their EW, with "Scouts" being a strategic asset). While "navies in space" is certainly the most approach to space combat, there are settings that have specialized combat scouts. These settings tend to have more specialized warships in general, like B5Wars and SFU, with more "niche-y" design types (witness the myriad of Earthforce Hyperions!).
Wait, did I have any point at all here?

     Oh yeah, I think that it all comes down to the setting you want to represent or possibly convert as to whether such a ship/function makes any sense. If you are doing a straight up conversion of an established source which features Scout-ELINT-EW whatever you want to call, it would seem to be appropriate. If you are creating your own universe (my isn't that a bit pretentious!) than there is absolutely nothing to say that it must be included, just like any other rule or mechanic.

409

(20 replies, posted in Starmada)

madpax wrote:

Very interesting!

According to the above, here is my synthesis :



There are many scout abilities, each a distinct ship trait:

-          Loan Fire control: The scout ship (the ship with that trait) is giving Fire Control to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship fire control (ie, it can still use its own)

-          Loan Countermeasures: The scout ship is giving Countermeasures to any friendly ship within X hexes. This doesn't (shouldn't…) affect the scout ship countermeasures (ie, it can still use its own)

-          Detect Cloaked ship: The scout ship add a -1 to any detection DR against a cloaked ship within X hexes.

-          Jamming: Any ship within X hexes of the scout ship treats a target as being twice the range. Shooting ships outside that radius of X hexes of the scout ship are not affected.



Personally, I prefer having only one scout trait, this trait enabling the scout ship to do as it pleases (one turn loaning countermeasures, the next trying to detect a cloaked ship, etc.). It would avoid having to multiply ship trait for the same ship, and whatever, only one function could be used per turn. Also, We could make it a non-redundancy trait, that is, only one such trait may be used on the same ship.

Jamming, whilst interesting on a theoretical basis, makes me uneasy. I'm not convinced of its usefulness (or, allowing modifications, could become too powerful). Ships within that radius will surely be within short range of the scout ship, making it short work, making the scout ship very vulnerable, and those outside that radius are not affected. Also, currently there exist missiles able to lock on jammers, rendering them not only ineffective, but helping the missiles greatly.



Marc

After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently. Maybe in the end it is easiest to create a setting specific set of scout abilities and require some special equipment to operate them. I was also thinking of what was mentioned earlier that 1 special equipment equals 1 game effect (something like that) and I thought maybe the answer is to make several pieces Special Equipment that can do different things that can be built in to simulate Scout abilites. In other words, an "Offensive" scout equipment for increasing fire control, a "defensive" for loaning protection, a "Jamming" for increasing range, an "Advanced Sensors" for increasing detection abilities (anti-cloak, etc). This more "modular" approach would also leave room for some "scouts" that are more or less capable in absolute terms of electronic warfare. Anyway, just thinking out loud as it were.
Erik

410

(59 replies, posted in Starmada)

Never tried to do any SW conversions, but from the look of things I would say that there could easily be some scaling used to make the ships playable. As long as all of the conversions maintain the same scale, it doesn't matter if a Super Star Destroyer has 8,000 or 8 weapons. It would make "crossover" games difficult if not impossible, but there is always a difficulty merging incompatible source material (ie B5 vs ST) while maintaining the correct feel of the originals. So I would say that if you can scale SW ships down to a point where they are playable against each other without requiring the rolling of an entire 5 gallon pail of dice, you should be good to go.
Cheers,
Erik

411

(35 replies, posted in Starmada)

Ok, so our campaign test ground to a shuddering halt due to real life. Recently though I have been working through some conversions which brought me back to some ideas for the campaign system. I intend to do another draft/edit of the overall system in the next week or so changing a couple of things and darkening some of the grey areas but I figured I would post up the first draft of these ideas (be kind...it is a rough draft thank you) to see if others thought I was on a useful path. Thanks in advance for the input. Erik

Simple Nodal Map Generation

    To start, the players must decided whether they will used fixed starting locations for Home-worlds or random. If using fixed Home-worlds, they may be placed at the players' discretion, usually on opposing sides of the map, a few hexes in from the edge. The procedure for random placement of home-worlds is as follows: First, determine and mark the center (or a close approximation) of the hex map to be used, and mark the six facing sides with the numbers one through six. Next, roll 1D6 for each Empire in the campaign, re-rolling any duplicate numbers. The result is the “bearing” from the central hex to the Home-world of each Empire corresponding to the matching numbered hex-side. Then each Empire rolls an additional 1D6, and consults the following chart:
Die result      Distance
     1              2 Hexes
    2-3           4 Hexes
    4-5           6 Hexes
     6             10 Hexes
This is the distance from the central hex of the map to the hex containing an Empire's Home-world (placed in the nth hex).

    Once Home-world placement is determined Jump Routes can be placed, if it is to be a “fixed map” campaign. If pre-generating Jump Routes, create only one Route for a single Empire and then go to the next to create a Route. Continue in this fashion one Empire at a time until the available map is suitably filled, or until all Empires are in contact with at least one opponent. It should be more interesting, though more time consuming, for Empires to explore a map by scouting Jump Routes (covered later).
    To create Jump Routes choose a Home-world and roll 1D6; this number is the base number of Jump Routes possible from this system. Next roll 1D6 for the “bearing” of each possible route, numbering the system's hex as you did the map's central hex earlier. If multiples of a single number occur, drop the additional rolls completely.  Now that number of routes is know, the “length” of each route must be determined. This may refer to physical or hyperspace distance, or even time debt for campaigns where such systems are in use. In settings with instantaneous interstellar travel, the “length” of a route can be ignored for game-play, but should still be generated to help fill out the map. To determine the length of a Jump Route, roll 1D6 and consult the following table:
Die Roll         Route Length
    1                   1 Hex
  2-5                  2 Hexes
    6                   3 Hexes
While different campaign settings could use different movement rules, the default is that all ships move 1/2 of their Starmada Engine Rating (rounded DOWN, minimum of 1) in strategic hexes during 1 Strategic Movement Phase.

The same procedure is used in every system beyond the Home-world to create jump routes. If, when rolling for bearings, the number of the facing which leads to a previous system is rolled it is discarded as the prior route has precedence. This can lead to “dead-end” or “cul-de-sac” systems. Similarly, if an exploring/expanding Empire connects a jump route to a system previously explored by another Empire, the route becomes “fixed” along with the route that brought the opposing Empire to the hex in dispute. A route that is generated is not considered "opened" until units move along it to another system, until the route is explored it is just theoretical. Full rules for scouting jump routes are found in the Optional Rules for Auxiliary Services (Science).
NOTE: one of the things I will do in the rules edit is flesh out the mechanics a bit as far as "scouting" goes with options for using both "Science" type scouts and Small/Fast type scouts.


Optional Random System Habitability:

   
     In the basic campaign rules it is possible to place a colony in any controlled hex, and the maximum possible Level for any Colony is five(5). If the players decided to use Random System Habitability, the odds are that most star systems will not be perfect for colonization, and there may even be some totally unable to support a colony at all. When this option is in play each Empire's home-world is automatically considered "Ideal" as it begins the game at Level 5. Whenever a new system hex is entered for the first time roll 1D6 and consult the following chart:
Die Roll         Habitability
      1              Uninhabitable
    2-3             Marginal
    4-5             Acceptable
      6              Ideal
Uninhabitable systems cannot support a Colony of any type for some, or various reasons.
Marginal systems lack many of the essentials to build and sustain a thriving colony, are generally relegated to being small outposts or way stations. Colonies built in Marginal Systems may not exceed Level 2.
Acceptable systems have many more advantages than Marginal ones and will form the backbone of most Empires though they may present some challenges to colonists. Acceptable systems have a maximum Colony Level of 4.
Ideal systems are as the name suggests, perfect for settlement and expansion, reminding colonists of their home-world and providing everything that is needed for settlement.
Optional Habitability Cost Increase: Players may also choose to apply a surcharge to the building and expansion of colonies based on habitability. Using this option, building a colony in a Marginal system costs an additional 25% to the base cost (fully explained in the section on system improvements), colonizing an Acceptable system costs 10% more, with no additional charge for an Ideal system.

412

(2 replies, posted in Discussion)

cricket wrote:

So, two recent games (Quantum Legions, Grand Admiral) have been released as purely "print-n-play" products. This was done for a couple reasons, not least of which is the prohibitive cost of putting together truly professional hard copies (i.e. die-cut counters, mounted gameboards, etc.)

However, I am aware that some (many?) players dislike the idea of having to print out their game components... so I'm wondering if there isn't room for a compromise of sorts.

I could probably have some professional-quality copies of Quantum Legions (as an example) printed and made available for around $20 or so. The catch is that players would still have to assemble the counters/markers, and mount the game board sections on cardboard/foamcore if something more substantial than heavy paper stock is desired.

Would that be something y'all would be interested in? Or does "some assembly required" defeat the purpose of a hard copy?

For me I would think that some assembly required would definitely defeat the purpose. I'm not against a little arts and crafts time, but I don't need to pay more for the rules to do it. Besides, I'm a big fan of PDF rules and like that I can have my gaming books all available at a moments notice and my wife can't complain that they are all over the coffee table.  But, I have almost totally converted to the electronic medium for my gaming using things like Vassal and Cyberboard. I've never been overly fond of most die cut counters anyway as my fat fingers are more likely to scatter them across the board than actually lift and move them as I intended. Unless the hard-copy version would include some nifty if inexpensive minis instead of paper counter sheets I wouldn't be tempted. I know there are still some people that like to hold the book in their hands, but this is just my opinion...becuz youz ask'd.
Erik

413

(6 replies, posted in News)

well, it's probably not a record for first errata , but still it's gotta be in the top ten!  wink
I'm interested to see what others think of QL, but I'm afraid I already have too little time to spend with the games I know and love already.
Still, keep 'em coming Cricket...lord knows I'll probably end up buying it anyway just to add to my collection  :geek:
Cheers,
Erik

414

(20 replies, posted in Starmada)

Problem is, I don't remember much about B5 Wars rules (but I have them at hand, currently and should give them a look). I was thinking more about SFU scout ships.

Either way, it is more about flavor: a tangible representation of powerful, specialized sensors, and should work the same, more or less.

Who said I was alive? :mrgreen:

My bad,  :oops: , I didn't mean to assume...
wink
Erik

415

(11 replies, posted in Starmada)

madpax wrote:

Not a bad idea (simple things are rarely bad ideas).  I should give it some thought.
Thanks!

Marc

I don't know about that, I have had plenty of simply bad ideas!  :roll:

Erik

416

(20 replies, posted in Starmada)

So, all ships within 10 hexes of the scout ship in jamming mode treat their target as being twice as far as they are actually

Yeah, I see this as one of those things someone might throw out to try and get away from an enemy or to use when you have a great range advantage to keep your foe from getting to shoot back.

Why not, but, as I see how scout ship are (small ship with low weaponry), not very useful.
Why not another mode 'heavy scan' (or simply 'scan'): A friendly ship disregards the stealth trait of an enemy ship.

See, I was thinking more of B5Wars ELINT Ships, most of which tend to be bigger. How about if in offensive mode (rather than inventing a new mode) an option would allow a friendly ship to ignore stealth instead of adding a bonus to ACC?

And maybe I should try drinking coffee... big_smile

How can you survive without the elixer of life????  lol
Erik

417

(11 replies, posted in Starmada)

You might be better off modeling the Gravitic Shifter on a tractor beam from the trek-crossover stuff. In other words make it a piece of equipment with weapon-like qualities rather than a weapon with a special gimmick trait. Just a thought.
Erik

418

(20 replies, posted in Starmada)

madpax wrote:

I have separated both topics (sorry for the inconvenience  :oops: ).

About the scout, to avoid complication, I would make it a ship trait, once only per ship (no levels, no addition of levels).
This trait can be used during the ship firing phase, just before the first ship is able to fire.
A ship using its scout function is able to do the following (numbers given can be adjusted):
- Allow a friendly ship (including it self) to add a +1 to all its weapon fire against one enemy ship only.
- Negate an countermeasure trait from an enemy ship .
- Negate a stealth trait from an enemy ship.
- Add a -1 to the DR for detecting a cloaked ship
- Allow all friendly ships (including itself) within 10 hexes (a 'modified' Dust cloud  wink )to benefit from a -1 against all enemy fires.

I'd like to enable all those abilities (except detecting a cloaked ship) via a DR. For example, you need a 4+ to active a function, with a modifier depending on the difficulty of the action. For example, negating a stealth should a -1 DRM.

Marc

Ok, after having thought about it for a bit more (and having consumed a great
deal more coffee) I came up with this for scouts:

Special Equipment: Electronic Warfare:
Electronic Warfare equipment is employed by combat scout ships to improve the
combat capabilities or survivability of themselves or other vessels. During the
orders phase the controlling player selects one mode for the Electronic Warfare
Equipment; Offensive, Defensive, or Jamming. During the Combat Phase a scout vessel with
Electronic Warfare Equipment in Offensive mode may increase the reduce the ACC
numbers of a vessel's weapons by 1 (so a weapon which normally have a 4+ to hit
now hits on a 3+) against a single target. Alternately, a scout vessel employing its Electronic Warfare
Equipment in Defensive mode selects an enemy vessel which has all of its weapons
ACC numbers raised by 1 (so a weapon which normally has an ACC of 4+ now hits on
a 5+) due to the scout's electronic interference. In Jamming Mode the area surrounding the scout vessel is treated as a Dust Cloud (see terrain) to a distance of 10 hexes from the scout. This affects all ships within that area, friend or foe (though the ship initiating the Jamming is not affected).
Vessels with Electronic Warfare special equipment ignore the penalties of
Stealth equipped ships.
Additional Electronic Warfare special equipment on a vessel has no additional effect other than redundancy.

As you can see I was thinking along the same lines of making it a single piece of equipment, but with a different twist. I have no idea what the best way to point or SU this would be!
Cheers,
Erik
Edit: fixed a grey area

419

(20 replies, posted in Starmada)

How about something like this,
For each Scout level a vessel may perform one of the following actions each turn: Add +2 to the attack rolls of one vessel, subtract -2 from all of the attack rolls from one ship.
For 2 Scout levels a vessel may Negate Stealth Special Ability of one vessel.
For 3 Scout Levels a vessel may perform one of the following actions each turn: Negate the Cloaking Special Ability of one vessel, Add +1 to the attack rolls of all friendly ships, Subtract -1 from the attack rolls of all enemy ships.
For 4 Scout Levels a vessel may create the effect of Dust Cloud Terrain within 10 Hexes of its current location.

If you normally allow both opponents to see each others ship data during the game you could make that a Scout function instead, using one Scout level to reveal a sheet or one Scout level to block an opponent from seeing one.

How you determine Scout levels would be somewhat tricky (and probably specific to your campaign or games), but I would suggest a scout would have to have Countermeasures, Fire Control and Science(500) for level 1, then increase the level of Science by 500 for each level.

Of course this was all typed before I finished my first cup of coffee, so be kind  wink
Cheers,
Erik

420

(10 replies, posted in Game Design)

Cool. I'm looking forward to this, especially being able to "make" players. I have wanted to try and play a season based on the players projected season stats (which are up on places like Fan Graphs) to see how a season would play out. Problem has always been getting a system that has a system for making player cards that doesn't require rocket science level spreadsheet construction to get coherent results.
Cheers,
Erik

421

(10 replies, posted in Game Design)

Hey Dan, with the end of the current season fast approaching (and therefore having complete stats!) I was wondering how this project was looking. Thanks.
Erik

422

(2 replies, posted in Discussion)

OldnGrey wrote:

That "news" was posted a little while ago along with possible new weapon trait "Extra Shield Damage".
See: http://www.starfleetgames.com/federation/phpbb2/viewtopic.php?t=3047

I think it was also noted in the latest Captains Log (not worth getting for Starmada / Armada, only 3 pages out of 120).

Looks like we have to dredge ADB forum for "news" now wink

Paul

Looks like Alien Armada has been pushed back until November some time?
Erik

423

(4 replies, posted in Starmada)

go0gleplex wrote:

If your opponent is taking level 5 shields, then designing weapons to ignore shields or halve them, coupled with to hit 3+ paired with fire control is the next logical step if you're doing the one-up game. Honestly, the best answer is to set some design criteria/limits before hand to ensure that the lopsided build is reduced to more managable levels for enjoyable encounters. It's not all that fun getting your hat handed to you by a maxed fleet...  wink

I'll second all of that. Some people like the challenge of "One-Up" games where design takes precedence to some degree. I have found that it is far more enjoyable to put restrictions in place, which seem to bring tactics more to the forefront. This is particularly true if you limit ranges...a max range of the entire table pretty much leads to a game where both sides just sit there and blast the crap out of each other.
The best thing to do is try and convince your group/players to try several different variations, or play a lot of the pre-made designs from the sourcebooks until the system becomes more second nature.
Erik

424

(7 replies, posted in The Admiralty Edition)

Hey Warlock...The shield numbers are a bit high for my taste (except for the Yamato!  lol ) as in the show pretty much everything besides the "hero ships" blow up rather easily in any of the big fights depicted. I would say that I like the armament, but the defenses and specials (Armor, FC, and high # of AFBs) seem a bit out of whack with the "screen evidence". Of course, this is just my opinion.
Erik

425

(11 replies, posted in Starmada)

It would be cool indeed to see the return of the Anime spinal mount! It would allow us geeks the pleasure of firing wave motion guns and reflex cannons, tearing huge swaths of destruction through the ranks of the invaders again, officially  wink
Of course, there really should be a new piece of special equipment which allows the Yamato/Argo to be pounded mercilessly for half an hour, to emerge from a massive fireball trailing some wafting smoke and firing point blank into the enemy flagship destroying it and the squeeky voiced enemy commander (bad dub).
How would you point that?
lol
Erik