401

(9 replies, posted in Starmada)

"Bomber: A fighter flight with the bomber trait is specifically designed to attack opposing starships. Because of this, it is unable to make attacks on enemy fighters."

What if the bomber flight is itself attacked by fighters?
Even in WW1 bombers had some machine guns (The very same guns as installed in the fighters) so do the bombers get a shot back?
A fair way would be:-
If attacked by enemy fighters bombers only hit on a 6.
Fighters attacking bombers add 1 to hit die.

Thoughts?
Paul

402

(2 replies, posted in Starmada)

Poliorcetes wrote:

I am stumped with the ship builders.  I tried the first 2 in the download section.  The first was just overwhelming with VBAM, nations, etc. 

Can someone give a Noob some tips.  Can I just use the prebuilt ships found in the file section?  I'm not dying to make an entire fleet on my own.

Poliorcetes

Hello, if you have any problems with the shipbuilders just ask, I am sure we all do not mind.
That would be the shipyard that you found overwhelming, one reason that I put the guide with it.
I have tried to keep the guide as simple as possible for anyone new to Starmada.
The idea is to keep one sheet for each "Nation".
The sections for Victory By Any Means can be ignored, they have no impact when making ships just for Starmada.

Paul

403

(0 replies, posted in Starmada)

I have updated some of the "Bits" choices on the Starmada sheet for making your oun ship record.

The VBAM 2E section on the Template sheet has been re-written and I have included a brief notes pdf with the shipyard.

Enjoy, any problems please let me know.

Paul

404

(10 replies, posted in Starmada)

Oops, Sorry.
I see what you mean, those combined traits get soooo much use smile forgot they were there.
I had not thought of it before, since Double Range modifiers changed should the combined range traits be modified?

Paul

405

(10 replies, posted in Starmada)

Dan,
Re: Probes.
If you maintain that they have a DRAT of 0.8 (Not in the Klingon Armada book)(at least not mine).
Why not re-write it along the lines of:
Probe (Equipment)(May be used as a 360° "One-shot" weapon).
Each Probe takes up 5SU, ORAT as per Divisor below and DRAT of 0.8.

When used as a weapon, use the following game stats: RNG 6. ROF 1, ACC 4+............
----------------
BTW.
Pages 28 & 29. No Multiplier for Double-Ranged Modifiers, ok it is x1.0 but some may wonder.
No Multiplier for Slow-Firing.

Dual-Mode Weapons example, you have used 0.8 for Carronade instead of 0.7. (there is that 0.8 again!) smile
Overload should therefore have a base of 11.03, Photon torpedo a final Base SU requirement of 23.

Could you please share your calculation for the Tractor Beam having an ORAT of 22? the 0.78 that bekosh mentions would have been applied to the weapon base calculations before rounding up, therefore resulting in 2 either way.
Thanks.
Paul

406

(10 replies, posted in Starmada)

This is a little strange.
Tractor Beam calculated as a weapon (with Anti-Fighter and Fighter Exclusive) comes to 1.56su, which with six arcs comes to 10.92 (and would give the lower ORAT) 21.84.
However, if the base SU is rounded up as per the core rules page 29 (not including TL adjustment) to 2su, then the ORAT comes to 28.

Probes (in this case with Engines 6).
Calculated as a weapon, gives an ORAT of 12.5. Using the calculation in klingon Armada page 32, 12.
Weapons do not get a DRAT. Using the ammo rules would give an 0.8 mod to the ORAT.
There is no mention of a DRAT in the book for probes.

Paul

407

(4 replies, posted in Discussion)

I thought it had all ended :shock:

Going to mj12games.com I just get a white page, nothing else!

Paul

408

(42 replies, posted in Starmada)

Ok, thanks dan (pruffreading for newbies).
Damn fluff gets everywhere! lol

Paul

409

(42 replies, posted in Starmada)

Dan,
Tractor Beams on page 33.
[Tractor beams may be used as "weapons" to deflect and/or disable fighter flights]
Does not elaborate on how. Is it a whole flight that is disabled? For how long?
Is a flight "hit" by a tractor beam deflected by one hex?

It goes on to say that the tractor beam is treated as a weapon, traits include Fighter Exclusive but in the next paragraph states that it can be used against starships!
So, not fighter exclusive?

Paul

410

(42 replies, posted in Starmada)

Awaiting my copy in the post, looks like it should be a good laugh.

A shuttle at 4! Good grief! Must be one of those shuttle pods that hang around construction yards and goes about yards. Standing room only. I'm sorry cap'n, I canna find the engines.
Half the SU of  a standard fighter, has to be made by Ferengi lol

411

(3 replies, posted in Starmada)

VBAM:Starmada was written before Starmada AE and used Starmada X.
Construction Bays were never part of Starmada AE but the X to AE equipment conversion is in the core rules page 71.
The Admiralty option being Repair, 200SU per Bay. Minimum requirement being 2 Bays (400SU of Repair required).

I am updating the shipyard guide, so I will change the entry to clarify this requirement.

Paul

412

(3 replies, posted in Starmada)

When the first edition of VBAM and VBAM the Starmada Edition came out there was no provision for changing the Tech Range. The range was 2. (although the sxca at the time also had Tech Level -3 at a mod of 2.8, I have no idea as to why).

If you are playing the campaign in VBAM:TSA, the default available starting weapon enhancements would be:-
Doubled Range Modifiers
Non-Penetrating -1
No Hull Damage
(Must Re-Roll To-Hit Dice has been discarded under Starmada AE)

Note when converting Starmada X weapons to Starmada AE using core rules page 70 some things have changed under later sourcebooks.

Damage Control is in Appendix E and therefore does not come under critical damage.

Can anyone cope with a VBAM campaign? Check out the forum on the VBAM site, vbamgames.com


Hope that helps. Only other thing I would say is that if it is your campaign, set the limits to suit and do not over complicate it to start.

Paul

413

(4 replies, posted in Starmada)

The shipyard guide is with the latest shipyard in the files.
It is just a quick simple how to get started with the shipyard. Although I must admit that I did not single out Fire Control in it.
I know it has been a help to some, take a look and let me know what you think.

I put shuttles on the small craft sheet a long while ago since they are in the VBAM Campaign book. Unarmed, armed and assault types (pale orange section indicating VBAM). Of course, with the new Klingon Armada (Google that and you get an electronic game!) there are now official stats.

Paul

414

(4 replies, posted in Starmada)

Thanks for the comments.

Boneless wrote:

Well, I just finished entering all of the ISS book ships in to it so that I could convert them to facet shields and print them in my awesome new output sheet.  There were two annoying ease-of-use things.  Ship equipment isn't all together; I had the hardest time finding Fire Control.

Only Fire Control was extracted from the equipment used in ship combat. I think there was a thread saying that it could only be chosen once. I may be wrong.
Anyone else had trouble with Fire Control? (it could be put in the equipment list, although spreadsheet size would increase a bit more.)

Boneless wrote:

And secondly, Tech Levels are all over the place.  The normal and ISS rules have Engine, Shield, Equipment, Fighter and Weapons as solid categories.  Leaving per-weapon TL is cool if some setting needs them, but they could be in one place for normal cases.  Oh, and it would be nice to have TL on Template and not Nation since in a campaign it is a per-ship thing.

It is usual for ships in a fleet at the start of a campaign to have the same tech levels (VBAM The starmada Edition, page 8). Tech level improvements Reasearched/Bought then being based on new prototype ships.
Using Copy and Paste it is possible to change all weapon or equipment tech levels in a few seconds.
The individual tech level entry cells are intended for just this improvement as a campaign goes along.
Making it even possible to improve individual weapons (if you wish to go to that level).
This and a few other things were very much with Victory By Any Means in mind.
Where the official shipbuilder (ATM) is for an individual ship, the shipyard is intended more as a species/planet/fleet construction record.
Have you had a chance to look through the "How To" pdf?
Paul

415

(10 replies, posted in Starmada)

No mention of Klingon Armada at Esdevium Games, so maybe that is why no UK shops appear to have it listed (not even as pre-order or coming soon).

Paul

416

(4 replies, posted in Starmada)

Possible changes for next version:
Increase weapon records from 26 to 95 (could not get all those F*S* phasers & photons in)
Cut out the VBAM 2E work in progress (wonder if anyone played withit?) May well all change, no idea at the moment - all quiet.

If anyone has any ideas (before the next official shipbuilder makes the shpyard redundant) of how to improve the shipyard please let me know.

Paul

417

(4 replies, posted in Starmada)

At last, the flight size and shuttlecraft (ok they were for VBAM and FASA T**k conversions) in the shipyard are legit?

Paul

418

(22 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:

I may be a bit out of line here but buying ADB product to get "Starmada" weapon traits??????(anti-fighter exclusive)
Crossovers are fine, as far as converting one system to another goes, if you are interested in the "other" system.
Starmada ship systems or weapon traits availability should not depend on everyone buying other company products.
Just my 2p worth, but mj12 books being available the minute they are released for downloading from the likes of RPGnow makes all the difference to me.

I'm not sure I fully understand the concern...

Perhaps buying a product you're not interested in just to get one or two new options is not feasible for most players -- but why does it matter who published it? The thing was written by me, and is an officially-approved Starmada supplement.

Besides, the options in it will eventually make their way into an Annex, just like those from the first four supplements.

mj12 Loyalty?
It looks (to me) like ADB have what they want (Another reason to buy our Miniatures!) plus complete control of how it is sold.
Sorry, just a bit "down in the dumps" I guess.
Paul

419

(22 replies, posted in Starmada)

cricket wrote:
OldnGrey wrote:
cricket wrote:

Yes.

I take it that this will be put into the next sourcebook?

Paul

As it is a clarification to an existing rule, I'm not sure where it should go. Probably an erratum to the Core Rulebook.

The simplest method to handle mines is to state that each mine counter is considered separate fighter flight.

I do not know what you use to make the core rulebook pdf but would it be possible to re-write the entries, extract the amended pages and have them as a mini pdf on this site? That way, those of us with the pdf version could just print up the new page and replace the old one. Looks like there is plenty of room on the mines page. The pdf core rulebook on sale would also benefit from this.

I may be a bit out of line here but buying ADB product to get "Starmada" weapon traits??????(anti-fighter exclusive)
Crossovers are fine, as far as converting one system to another goes, if you are interested in the "other" system.
Starmada ship systems or weapon traits availability should not depend on everyone buying other company products.
Just my 2p worth, but mj12 books being available the minute they are released for downloading from the likes of RPGnow makes all the difference to me.
Paul

420

(22 replies, posted in Starmada)

cricket wrote:
Blacklancer99 wrote:

Reading the description of mine clearing in the core rulebook it says (paraphrase) that weapons firing at mines get a -1 penalty like weapons firing at fighters. Do weapon traits (namely no hull dmg and non-piercing) that cause a negative to hit against fighters  also increase the penalty for shooting at mine patterns?

Yes.

I take it that this will be put into the next sourcebook?

Paul

421

(22 replies, posted in Starmada)

A.2 Combat Modifiers on page 8 of Starmada AE: iron stars gives Minesweeping a separate entry.
Neither No Hull Damage nor Non-Piercing mention Minesweeping so i would say no, there would not be a to hit penalty for these. Unlike fighter flights, minefields are not a moving target, have no shields and are not armored.

Minesweeping reads that the minefield is reduced by "hits", so any traits that change the IMP or DMG may reduce the cost of the weapon but not effectiveness against minefields.

Paul

422

(38 replies, posted in Starmada)

Carronade can be found in Imperial Starmada Sourcebook, page 10.

Paul

423

(29 replies, posted in Starmada)

My vote would be for no engines but a maximum of two overthrusters allowing the station to rotate up to 120 degrees per turn.

Paul

424

(15 replies, posted in Discussion)

cricket wrote:
Blackronin wrote:

Some questions weren't answered.
Some games beg continuity and it isn't done.

What questions weren't answered?

One question I keep seeing asked is "When is the official shipbuilder going to be updated?".
I do not recall seeing an answer. Not that I mind smile
Paul

425

(24 replies, posted in News)

I checked the example this way:

3.4"/45 Guns: RNG 3, ROF 1, ACC 3+, IMP 1, DMG 1, [ABCD][CDEF]
SU= Roundup (3 x 1 x 1.25 x 1.6 /3) x 0.7(ship-exclusive) = 2 (1.4)
Total SU= 2 x 10 (Weapons + Arcs) x 6 (ships in Flotilla) = 120

20" Torpedoes: RNG 3, ROF 1, ACC 6+, IMP 4, DMG 1, Halves Shields. [C][C][D][D], Ammo:4
SU= Roundup (3 x 1 x 4.25 x 1.6 /12)  x 1.8 (Halves Shields) x 0.7(Ship-exclusive) = 3 (2.142)
Total SU= 3 x 8 (Weapons + Arcs)  = 24 x ((4 + 4) / (10 x 4))(Ammo rule) = 5 (Roundup 4.8) x 6 (ships in Flotilla) = 30

ORAT
3.4"/45 Guns: 120 x (3 + 6) / 3 = 360
20" torpedoes: (30 x (3 + 6) / 3) = 90 / 0.6 (Ammo Mod for 6 ships/ hull6) = 150
Total ORAT:510

DRAT
6 x 12 / (6-0) = 12 x 0.5(Flotilla Mod) = 6

Combat Rating
Round(510 x 6)^0.5 = 55 (55.31)

Paul