26

(4 replies, posted in The Admiralty Edition)

LOL  big_smile

27

(3 replies, posted in Starmada)

A good idea, although they would have to be short-range weapons (RNG 3 and carronade, hmm...  :mrgreen: ).  You could just max out all the tech levels, 40 SUs is very restricting.

I'm sure a starmada genius like you can figure it out  wink

28

(3 replies, posted in Starmada)

Maybe you could do armies like floatillas, with general tech level +2 and lots of marines/teleporters.  They might need a new movement system, maybe soomething simple like:

every move ahead takes 1 MP
every turn takes 1 MP

are you using reduced tech levels perhaps?  also, some of the new traits are present in the "unofficial" shipbuilders

Blacklancer99 wrote:

I really believe that setting determines the nomenclature that is appropriate for the ship's size. I don't think that in a construction-base game that it is possible to "pin" the size to a classification. For example, I can very easily justify having Flotilla Destroyers in one setting, while in another, destroyers are 4-5 Hull each. How 'bout another example? In modern terms a frigate is typically a small vessel relative to contemporaries, but during the Age of Sail a frigate was a major warship more akin to 20th century cruisers, with some being quite powerful.
Cheers,
Erik

I agree with this.  In Starblazers, as small ships blow up quickly, I made the destroyers 1-3 hull.  One the other hand, in my own imaginary universe, they are always hull 8.

No, I think it is sufficient to make them "normal" weapons as they would not run out of ammo. On the other hand, the wave motion cartridges are seekers.

I have made a couple of modifications to some of the ships which I plan to post soon.  If you, being familiar with the universe, see anything else I shoud change please tell me.

32

(4 replies, posted in The Admiralty Edition)

I like it! due to time limitations, I would never play with ships that are not my own or in "official" supplements, but I love to read your stuff.  Very creative  big_smile

33

(5 replies, posted in Starmada)

I do agree the system needs some revising, I'm not sure that this is the way to go about it.

Coolness!  :mrgreen:  Have you seen the Starblazers Conversion I did?

For my own imaginary universe conversions, I use this formula, which allows for a good number of marines, a hyperdrive, and boarding pods on every ship, as well as good weapons:

Frigate: 6 (Usually Shields 2, Engines 6)
Destroyer: 8 (2/6)
Light Cruiser: 10 (3/5)
Heavy Cruiser: (3/4)
Carrier: 14 (3/4)
Dreadnaught: 15 (4/3)
Space Station: 20 (4/0)

Also, the alliance system works as follows:

Any faction can fight any other faction.

Star Force and Earth Defense Force Ships may be allied.
Comet Empire and Gamilon Empire Ships may be allied.
Star Force and Gamilon Empire Ships may be allied.
Gamilon Empire and Galman Empire Ships may be allied.
Star Force and Bolar Federation Ships may be allied.
Star Force and Galman Empire Ships may be allied.
The Dark Nebula Empire and Denguil Empire (yet to be released) will never ally.

Eventually, I will also add the Dark Nebula Empire and the Denguil Empire, but I have yet to see The New Voyage or Final Yamato.  I may also do the ships from the webcomics (the Bolar Wars: Extended ones are already in there, the Bolar Guraken and Talan's Stealth Ship).  I hope you guys like this supplement, and if there's anything you think I should change then let me know.

Finally, the Bolar Federation.  They have a +1 in general tech, but lack the +1 weapons tech seen on other races.

The Black Hole Generator on the Bolar Space Fortress works like a weapon with a G arc and a range of 12, that simply places a size two black hole in the space it targeted.  Enemy ships may not be in the event horizon when it is fired.  It is fired after movement orders are written down, so if an enemy enters it as a result of movement they are destroyed.  And the Black hole dissapears in the end phase of the turn after it was fired (and shrinks to a siz 1 black hole on it's second turn of existence).

Fighters in Use:

Bolar Fighter Flight (85)
Fighter: 6/10/5+/0 Repeating

Bolar Air Attack Fighter Flight (77)
Fighter: 6/12/5+/0 ROF 2

(107) Bolar Federation Battleship Type A

Hull: 5 4 3 2 1                   
Engines: 5 4 3 2 1                   
Shields: 1 1 1 1 1                   
Weapons:
1:XYZ 2:XY 3:XZ 4:XZ 5:XZ 6:YZ

X: Laser Cannons: 4/8/12, 1/4+/3/2
[AB][AB][AB][AB]

Y: Missile Launchers: 3/6/9, 1/4+/3/2
Doubled Range Mods
[A][B]

Z: Light Missile Launchers: 2/4/6, 1/4+/1/1
Doubled Range Mods
[A][A][B][B]

Special: Hyperdrive; Anti-Fighter Batteries (6)

(101) Bolar Federation Battleship Type B

Hull: 5 4 3 2 1                   
Engines: 5 4 3 2 1                   
Shields: 1 1 1 1 1                   
Weapons:
1:X2Z 2:X2Z 3:XZ 4:YZ 5:YZ 6:YZ

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB]

Y: Missile Launchers: 3/6/9, 1/4+/2/3
Doubled Range Mods
[A][B]

Z: Light Laser Turrets: 2/4/6, 2/4+/1/1
Anti-Fighter
[C][C][C][D][D][D]

Special: Hyperdrive

(532) Bolar Federation Modified Type-B Battleship
Legendra

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XZ 2:XZ 3:XZ 4:Y 5:Z 6:Z

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB][AB][EF]

Y: Frontal Cannon: 5/10/15, 1/4+/4/4
Slow-Firing
[G]

Z: Missile Launchers: 3/6/9, 1/4+/2/3
Doubled Range Mods
[A][A][B][B][E][E][F][F]

Special: Hyperdrive; Anti-Fighter Batteries (18)

(100) Bolar B-Type Battleship + Cataclysm Proton Missile

Hull: 5 4 3 2 1                   
Engines: 2 2 2 1 1                   
Shields: 1 1 1 1 1                   
Weapons:
1:XYZ 2:XY 3:XY 4:2Y 5:2Y 6:YZ

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB]

Y: Light Laser Turrets: 2/4/6, 2/4+/1/1
Anti-Fighter
[C][C][C][D][D][D]

Z: Cataclysm Proton Missile: 5/10/15, 1/3+/5/5
Doubled Range Mods; Area Effect
[G]
Ammo: 1

Special: Hyperdrive

(469) Bolar Federation Major Baliski's Flagship

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XYZ 2:X2Z 3:Y2Z 4:YZ 5:YZ 6:YZ

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB]

Y: Laser Turrets: 2/4/6, 2/4+/1/1
[AB][AB][AB][AB][AB][AB][AB][AB]

Z: Missile Launchers: 4/8/12, 1/4+/2/3
Doubled Range Mods
[A][A][A][A][A][A][B][B][B][B][B][B]

Special: Hyperdrive; Anti-Fighter Batteries

(369) Bolar Federation Benlayze's Royal Transport

Hull: 6 5 4 3 2 1                 
Engines: 6 5 4 3 2 1                 
Shields: 5 5 4 3 2 1                 

Special: Armor Plating; Hyperdrive; Countermeasures; Anti-Fighter Batteries (20); Transport (500)

(841) Bolar Federation Spacecraft Carrier

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 1 1 1 1 1 1 1 1 1 1             
Weapons:
1:X 2:X 3: 4: 5: 6:

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB]

Special: Hyperdrive; Anti-Fighter Batteries (16); Carrier (680)

(40) Bolar Federation Missile Destroyer

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:XY 2:XY 3:XY 4:Y 5:Y 6:Y

X: Laser Cannon: 3/6/9, 2/5+/1/4
[AB]

Y: Gatling Missile Launchers: 3/6/9, 5/6+/1/1
Doubled Range Mods; Non-Piercing
[ABCDEF][ABCDEF]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(209) Bolar Federation Guraken

Hull: 6 5 4 3 2 1                 
Engines: 4 4 3 2 2 1                 
Shields: 4 4 3 2 2 1                 
Weapons:
1:2XY 2:2X 3:2X 4:2X 5:2X 6:2X

X: Laser Blasters: 2/4/6, 3/4+/1/1
[A][A][B][B][C][C][D][D][E][E][F][F]

Y: Planet Slicer Beam: 2/4/6, 1/6+/5/5
Repeating
[G]

Special: Hyperdrive; Anti-Fighter Batteries (20)

(597) Bolar Federation Heavy Spacecraft Carrier

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 1 1 1 1 1 1 1 1 1 1             
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Laser Cannons: 4/8/12, 2/4+/2/3
[AB][AB][AB][AB]

Y: Light Missile Launchers: 2/4/6, 1/4+/1/1
Doubled Range Mods
[A][B]

Special: Hyperdrive; Carrier (425); Anti-Fighter Batteries (5)



(3104) Bolar Federation Benlayze's Space Fortress

Hull: 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: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Shields: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Weapons:
1:X 2:X 3: 4: 5: 6:

X: Heavy Cannons: 2/4/6, 1/5+/3/3
[A][B][C][D][E][F]

Special: Hyperdrive; Anti-Fighter Batteries (500); Carrier (340); Armor Plating; Black Hole Generator

Here are the ships of the Galman Empire.  They have a +2 in weapons technology.  Note on the submarine: It uses "the Brian Rule" and has missiles that can be fired while cloaked (a x2.3 modifier).

Fighters in Use:

All Gamilon Fighters except for the Precision Bomber.

Galman Gatling Planes Fighter Flight (74)
Fighter: 6/10/4+/0 Piercing

They also use the following Gamilon Ships:
Gamilon Empire Destroyer
Gamilon Empire Battleship Carrier

(174) Galman Empire Heavy Battleship

Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X 2:X 3:X 4:Y 5:Z 6:Z

X: Rotary Laser Cannons: 4/8/12, 3/4+/2/2
[GHIJK][ACE][BDF]

Y: Frontal Laser Gun: 4/8/12, 2/4+/4/3
[G]

Z: Boomerang Missiles: 3/6/9, 1/4+/2/5
Doubled Range Mods
[ACE][BDF]
Ammo: 2

Special: Hyperdrive; Anti-Fighter Batteries (10)

(138) Galman Empire Mid-Size Space Battleship

Hull: 5 4 3 2 1                   
Engines: 5 4 3 2 1                   
Shields: 1 1 1 1 1                   
Weapons:
1:XY 2:XZ 3:XZ 4:X 5:X 6:Y

X: Laser Cannons: 4/8/12, 2/4+/2/2
[ABCD][ABCD][CDEF][AB]

Y: Rotary Laser Cannon: 3/6/9, 3/4+/2/2
[GHIJK]

Z: Proton Cannon: 2/4/6, 1/4+/3/3
Slow-Firing; Carronade
[G]

Special: Hyperdrive; Anti-Fighter Batteries

(81) Spearhead-class Galman Empire Destroyer

Hull: 3 2 1                     
Engines: 5 4 2                     
Shields: 1 1 1                     
Weapons:
1:XY 2:XY 3:X 4:X 5:X 6:X

X: Rotary Laser Cannons: 3/6/9, 3/4+/2/1
[GHIJK][GHIJK][HIJKL]

Y: Frontal Laser Gun: 4/8/12, 1/5+/2/1
[G]

Special: Hyperdrive

(535) Galman Empire Dagon's Dual-Deck Flagship

Hull: 8 7 6 5 4 3 2 1               
Engines: 6 6 5 4 3 3 2 1               
Shields: 5 5 4 4 3 2 2 1               
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Missile Cannons: 3/6/9, 4/4+/1/1
Doubled Range Mods
[A][A][B][B]

Y: Tractor Beam Lasers: 4/8/12, 1/2+/2/2
Repeating; Continuing Damage; Fire-Linked
[EF][EF]

Special: Hyperdrive; Anti-Fighter Batteries; Fire Control; Overthrusters

(1286) Galman Empire Desslok's Flagship

Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Shields: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Weapons:
1:X 2:X 3:Y 4: 5: 6:

X: Heavy Rotary Laser Cannons: 4/8/12, 3/4+/3/3
[HIJK][HIJK][HIJK][ACE][BDF][HIJKL]

Y: “Excelsior Gun”: 5/10/15, 1/2+/5/5
Area Effect; Slow-Firing; Double Damage
[G]

Special: Hyperdrive; Anti-Fighter Batteries (7)

(1994) Gamilon Triple-Deck Carrier

Hull: 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1       
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1       
Shields: 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1       

Special: Carrier (1680); Hyperdrive; Anti-Fighter Batteries (10); Launch Tubes

(52) Desslok-class Galman Empire Gunship

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:X2Y 2:X2Y 3:X2Y 4:2Y 5:2Y 6:2Y

X: “Excelsior Gun”: 5/10/15, 1/4+/5/5
Slow-Firing
[G]

Y: Rotary Laser Turrets: 2/4/6, 3/5+/1/1
[ACE][BDF][GHIJK][HIJKL]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(507) Galman Empire Gustav's Flagship

Hull: 7 6 5 4 3 2 1                 
Engines: 5 5 4 3 3 2 1                 
Shields: 5 5 4 3 3 2 1                 
Weapons:
1:X 2:Y 3:Y 4:Z 5: 6:

X: Laser Cannons: 4/8/12, 2/4+/3/4
[ABCD]

Y: Rotary Laser Cannons: 3/6/9, 3/4+/2/3
[HIJK][HIJK]

Z: Proton Missile: 10/20/30, 1/2+/5/5
Area Effect
[G]
Ammo: 1

Special: Hyperdrive; Anti-Fighter Batteries (6)

(160) Galman Empire Science Vessel

Hull: 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 6 6 5 5 4 4 3 3 2 2 1 1           
Shields: 1 1 1 1 1 1 1 1 1 1 1 1           
Weapons:
1:X 2: 3: 4: 5: 6:

X: Anti-Proton Missile: 5/10/15, 1/3+/5/5
Doubled Range Mods; Area Effect
[G]
Ammo: 1

Special: Hyperdrive; Anti-Fighter Batteries (10); Mines (4); Science (900)

(1588) Galman Empire Smeardom's/Keeling's Space Fortress

Hull: 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: 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1
Shields: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Weapons:
1:XY 2:XY 3:XZ 4:X 5:X 6:Y

X: Turrets: 2/4/6, 3/4+/1/1
Anti-Fighter
[AB][AB][AB][AB][AB][AB][CE][CE][CE][CE][CE][CE][DF][DF][DF][DF][DF][DF]

Y: Main Cannons: 4/8/12, 2/4+/3/3
[AB][AB][AB][AB][CE][CE][CE][DF][DF][DF]

Z: Heavy Cannon: 6/12/18, 1/4+/5/4
[AB]

Special: Anti-Fighter Batteries (20); Hyperdrive; Armor Plating; Carrier

(164) Galman Empire Talan's Stealth Ship

Hull: 2 1                     
Engines: 7 4                     
Shields: 5 3                     
Weapons:
1:X3Y 2:X3Y 3:X3Y 4:3Y 5:3Y 6:3Y

X: Laser Cannon: 2/4/6, 2/4+/1/1
[ABEF]

Y: Frontal Cannons: 2/4/6, 1/4+/2/2
[G][G][G][G][G][G]

Special: Hyperdrive; Stealth; Anti-Fighter Batteries

(45) Gamilon Empire Destroyer

Hull: 2 1                     
Engines: 6 3                     
Shields: 1 1                     
Weapons:
1:2XYZ 2:2XYZ 3:2XYZ 4:XYZ 5:XYZ 6:XYZ

X: Laser Cannons: 3/6/9, 2/5+/1/1
[ABCD][ABCD][CDEF]

Y: Frontal Cannons: 3/6/9, 1/4+/3/2
[G][G]

Z: Short-Ranged Guns: 2/4/6, 1/5+/1/1
[ACE][BDF]

Special: Hyperdrive

(139) Galman Empire Subspace Submarine

Hull: 4 3 2 1                   
Engines: 4 3 2 1                   
Shields: 1 1 1 1                   
Weapons:
1:2X 2:2X 3:2X 4:X 5:X 6:X

X: Missile Launchers: 3/6/9, 1/5+/3/2
Doubled Range Mods; Fires While Cloaked
[AB][AB][AB][AB][AB][AB]

Special: Hyperdrive; Cloaking Device; Fire Control; Anti-Fighter Batteries (4); Uses Naval Movement

Here are the ships of the Comet Empire.  Their ships have a +1 in weapons and fighter technology.

Fighters in Use:

Antimatter Missile Seeker Flight (22)
Seeker: 2/10/3+/0 IMP 3; DMG 3; Piercing

Scorpion Fighter/Striker Flight (84)
Fighter: 6/11/5+/0
Striker: 6/11/3+/0 DMG 3, Extra Hull Damage

Superiority Fighter Flight (86)
Fighter: 6/10/4+/0 ROF 2

(149) Comet Empire Battleship

Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:Y

X: Rotary Phaser Cannons: 3/6/9, 3/4+/1/2
[GHIJK][GHIJK][HIJKL]

Y: Shock Cannons: 3/6/9, 1/4+/3/2
Area Effect
[AB][AB][AB]

Special: Anti-Fighter Batteries (4); Hyperdrive

(1036) Comet Empire Carrier

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 4 4 4 3 3 2 2 2 1 1             
Shields: 1 1 1 1 1 1 1 1 1 1             
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X

X: Defensive Laser Cannons: 3/6/9, 3/4+/1/1
Anti-Fighter
[ABCEF][ABCEF][ABCEF][ABDEF][ABDEF][C][C][D][D]

Special: Hyperdrive; Carrier (840); Anti-Fighter Batteries (10)

(42) Comet Empire Destroyer

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:3X 2:3X 3:3X 4:2X 5:2X 6:2X

X: Rotary Laser Cannons: 3/6/9, 3/5+/1/1
[GHI][GHI][GHI][ACE][BDF]

Special: Hyperdrive

(87) Comet Empire Missile Destroyer

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:2XY 2:2XY 3:2XY 4:2X 5:2X 6:2X

X: Missile Cannons: 4/8/12, 1/4+/3/2
Doubled Range Mods
[AC][BD][ACE][BDF]
Ammo: 12

Y: Small Antimatter Missile: 3/6/9, 1/4+/3/3
Doubled Range Mods
[G]
Ammo: 1

Special: Hyperdrive; Anti-Fighter Batteries (3); Carrier (22)

(1356) Comet Empire Zordar's Dreadnaught

Hull: 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 
Engines: 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 
Shields: 5 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 1 1 1 
Weapons:
1:X 2:X 3:X 4:X 5:X 6:Y

X: Laser Cannons: 4/8/12, 2/4+/3/2
[AC][AC][BD][BD][HIJK][HIJK][HIJK][HIJK][HIJK][HIJK][HIJK][HIJK][CE][CE][DF][DF]

Y: Heavy Cannon: 4/8/12, 2/4+/5/5
[G]

Special: Hyperdrive; Anti-Fighter Batteries (40)

(2019) Comet Empire Twin-Deck Carrier

Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1         
Engines: 4 4 4 4 3 3 3 2 2 2 2 1 1 1         
Shields: 1 1 1 1 1 1 1 1 1 1 1 1 1 1         
Weapons:
1:X 2:X 3:X 4: 5: 6:

X: Defensive Laser Cannons : 2/4/6, 3/4+/1/1
Anti-Fighter
[ABCEF][ABCEF][ABDEF][C][C][D][D]

Special: Hyperdrive; Carrier (1680); Launch Tubes; Anti-Fighter Batteries (8)

(430) Comet Empire Bleak's Flagship
Medulza

Hull: 8 7 6 5 4 3 2 1               
Engines: 6 6 5 4 3 3 2 1               
Shields: 5 5 4 4 3 2 2 1               
Weapons:
1:X 2:Y 3: 4: 5: 6:

X: Magna-Flame Gun: 8/16/24, 2/3+/5/4
[G]

Y: Guns: 4/8/12, 1/6+/3/3
[AB]

Special: Hyperdrive; Anti-Fighter Batteries (2); SMITE

(1911) Comet Empire Space Fortress
Galantis

Hull: 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: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Shields: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1
Weapons:
1:XZ 2:XZ 3:XZ 4:Y 5:Y 6:Y

X: Belt Missiles: 6/12/18, 1/4+/3/3
Doubled Range Mods
[A][A][B][B][C][C][D][D][E][E][F][F]
Ammo: 12

Y: Belt Cannons: 4/8/12, 1/4+/2/2
[A][A][B][B][C][C][D][D][E][E][F][F]

Z: Gatling Cannons: 2/4/6, 4/4+/1/1
Anti-Fighter
[A][A][B][B][C][C][D][D][E][E][F][F]

Special: Armor Plating; Carrier (860); Marines (5)

(122) Comet Empire Space Submarine

Hull: 4 3 2 1                   
Engines: 5 4 3 2                   
Shields: 1 1 1 1                   
Weapons:
1:2X 2:2X 3:2X 4:X 5:X 6:X

X: Missile Launchers: 5/10/15, 1/4+/3/2
Doubled Range Mods
[A][A][A][B][B][B]

Special: Hyperdrive; Stealth

And I will have the Comet Empire, Galman Empire, and Bolar Federation up soon.  I hope you enjoy them!

Here are the Star Force's ships.  All of them are +2 in every tech level category.

Fighters in Use:

Black Tiger Fighter Flight (147)
Fighter: 6/10/4+/3 ROF 3

Black Cosmo Tiger Fighter/Striker Flight (130)
Fighter: 6/10/5+/4 ROF 2
Striker: 6/10/3+/4 IMP 2

Derek Wildstar's Superstar Fighter (71)
Fighter: 1/12/3+/5 ROF 3

Wave Motion Charges Seeker Flight (62)
Seeker: 4/15/3+/0 IMP 3; DMG 3; Area Effect

(3450) Yamato-class Star Force Early Battleship
Argo
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Shields: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:Z

X: Shock Cannons: 4/8/12, 2/3+/2/2
Piercing
[ABCD][ABCD][ABCD][CDEF][CDEF]

Y: Missiles: 3/6/9, 1/4+/2/2
Doubled Range Mods
[AB][AB][EF][EF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Z: WVM Gun: 6/12/18, 1/2+/5/5
Area Effect; Slow-Firing
[G]

Special: Anti-Fighter Batteries (26); Armor Plating; Countermeasures; Hyperdrive; Carrier (1247) (8 Black Tiger Flights and Derek's Superstar); Point Defense

(3907) Yamato-class Star Force Battleship
Argo

Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Shields: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:Z

X: Shock Cannons: 5/10/15, 2/3+/2/2
Piercing
[ABCD][ABCD][ABCD][CDEF][CDEF]

Y: Missiles: 3/6/9, 1/4+/3/2
Doubled Range Mods
[AB][AB][EF][EF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Z: WVM Gun: 6/12/18, 1/2+/5/5
Area Effect; Slow-Firing
[G]

Special: Anti-Fighter Batteries (26); Armor Plating; Countermeasures; Hyperdrive; Carrier (1371) (10 Black Cosmo Tiger Flights and Derek's Superstar); Mines (30); Marines (30); Point Defense

(4110) Yamato-class Star Force Improved Battleship
  Argo

Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Shields: 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:Z

X: Shock Cannons: 5/10/15, 2/3+/2/2
Piercing
[ABCD][ABCD][ABCD][CDEF][CDEF]

Y: Missiles: 3/6/9, 1/4+/3/2
Doubled Range Mods
[AB][AB][EF][EF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Z: WVM Gun: 6/12/18, 1/2+/5/5
Area Effect; Slow-Firing
[G]

Special: Anti-Fighter Batteries (26); Armor Plating; Countermeasures; Hyperdrive; Carrier (1557) ((10 Black Cosmo Tiger Flights, 3 Wave Motion Charges Seeker flights, and Derek's Superstar); ; Mines (30); Marines (30); Point Defense

(161) Gamilon Empire Battleship

Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:XY 2:XY 3:XY 4:X 5:X 6:Y

X: Laser Cannons: 3/6/9, 2/4+/2/2
[ABCD][ABCD][ABCD][CDEF][CDEF]

Y: Frontal Cannons: 3/6/9, 1/4+/3/3
[G][G][G][G]

Special: Hyperdrive; Anti-Fighter Batteries (4)

(161) Gamilon Empire Garrison Battleship

Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X2Z 2:X2Z 3:Y2Z 4:Y2Z 5:Y2Z 6:Y2Z

X: Laser Batteries: 3/6/9, 2/4+/3/2
[ABCD][ABCD]

Y: Laser Turrets: 2/4/6, 3/4+/1/1
[EF][EF][EF][EF]

Z: Laser Cannons: 3/6/9, 2/5+/2/1
Fire-Linked
[AB][AB][AB][AB][AB][AB][AB][AB][EF][EF][EF][EF]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(387) Gamilon Empire Battleship Carrier

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 1 1 1 1 1 1 1 1               
Weapons:
1:XY 2:XY 3:Y 4:Y 5:Y 6:Y

X: Laser Cannons: 3/6/9, 2/3+/2/2
[ABCD][ABCD]

Y: Missile Cannons: 4/8/12, 2/5+/2/2
Doubled Range Mods
[AB][AB][AB][AB][AB][AB][AB][AB]

Special: Carrier (192); Hyperdrive; Anti-Fighter Batteries (4)

(74) Gamilon Empire High-Speed Cruiser

Hull: 3 2 1                     
Engines: 7 5 3                     
Shields: 1 1 1                     
Weapons:
1:X2Y 2:X2Y 3:X2Y 4:X2Y 5:2Y 6:2Y

X: Laser Cannons: 3/6/9, 2/5+/1/1
[ABCD][CDEF]

Y: Frontal Cannons: 3/6/9, 1/4+/3/2
[G][G][G][G][A][B]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(983) Gamilon Empire Triple-Deck Carrier

Hull: 8 7 6 5 4 3 2 1               
Engines: 4 4 3 3 2 2 1 1               
Shields: 1 1 1 1 1 1 1 1               
Weapons:
1:X 2: 3: 4: 5: 6:

X: Laser Blaster: 3/6/9, 1/5+/1/1
Carronade
[BDF]

Special: Carrier (840); Hyperdrive; Launch Tubes

(358) Gamilon Empire Fast Attack Carrier

Hull: 6 5 4 3 2 1                 
Engines: 6 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X 2:X 3:X 4:X 5:X 6:

X: Missile Cannons: 3/6/9, 1/4+/4/2
Doubled Range Mods; Slow-Firing
[ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

Special: Hyperdrive; Carrier (228)

(45) Gamilon Empire Destroyer

Hull: 2 1                     
Engines: 6 3                     
Shields: 1 1                     
Weapons:
1:2XYZ 2:2XYZ 3:2XYZ 4:XYZ 5:XYZ 6:XYZ

X: Laser Cannons: 3/6/9, 2/5+/1/1
[ABCD][ABCD][CDEF]

Y: Frontal Cannons: 3/6/9, 1/4+/3/2
[G][G]

Z: Short-Ranged Guns: 2/4/6, 1/5+/1/1
[ACE][BDF]

Special: Hyperdrive

(46) Gamilon Empire Guided Missile Destroyer

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:2XY 2:2XY 3:2XY 4:2X 5:2X 6:2X

X: Frontal Missile Launchers: 3/6/9, 1/4+/2/2
Doubled Range Mods
[G][G][G][G]

Y: Rear Defense Cannon: 3/6/9, 2/4+/2/1
[CDEF]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(45) Gamilon Empire High-Speed Destroyer

Hull: 2 1                     
Engines: 7 4                     
Shields: 1 1                     
Weapons:
1:2X 2:2X 3:2X 4:2X 5:2X 6:2X

X: Laser Cannons: 3/6/9, 4/5+/1/1
[AB][AB][AB][AB]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(616) Gamilon Empire Desslok's Flagship
Imperial

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 8 8 7 6 5 4 4 3 2 1             
Shields: 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XY 2:X 3:X 4:X 5:X 6:X

X: Laser Cannons: 4/8/12, 2/5+/2/2
[G][G][G][G][G][G][G][G][G][G]

Y: Desslok Gun: 6/12/18, 1/3+/5/5
Slow-Firing; Double Damage
[G]

Special: Hyperdrive; Anti-Fighter Batteries (20); Marines (20)

(740) Gamilon Empire Desslok's Smite Flagship
Imperial

Hull: 11 10 9 8 7 6 5 4 3 2 1             
Engines: 8 8 7 6 6 5 4 3 3 2 1             
Shields: 5 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XZ 2:X 3:X 4:X 5:Y 6:Y

X: Laser Cannons: 4/8/12, 2/5+/2/2
[G][G][G][G][G][G]

Y: Laser Batteries: 4/8/12, 2/4+/1/1
[ABCD][ABCD][CDEF]

Z: Desslok Gun: 6/12/18, 1/3+/5/5
Slow-Firing; Double Damage
[G]

Special: Hyperdrive; Anti-Fighter Batteries (16); Marines (20); Mines (14); SMITE

(22) Gamilon Empire High Speed Transport

Hull: 2 1                     
Engines: 7 4                     
Shields: 1 1                     
Weapons:
1:X 2:X 3:X 4: 5: 6:

X: Laser Cannons: 3/6/9, 2/4+/1/1
[ABCD]

Special: Hyperdrive; Transport (100)

(27) Gamilon Empire Escort

Hull: 1                       
Engines: 6                       
Shields: 1                       
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X

X: Laser Cannons: 2/4/6, 2/4+/1/1
Anti-Fighter
[ABCD]

Special: Hyperdrive; Anti-Fighter Batteries (4); Fire Control

(605) Gamilon Empire Lysis'/Iroze's Flagship

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 5 5 4 4 3 3 2 2 1 1             
Weapons:
1:XY 2:XY 3:XY 4:XY 5:XY 6:XY

X: Laser Batteries: 4/8/12, 2/4+/2/1
[ABCD][ABCD][ABCD][CDEF][CDEF][CDEF][AB][AB][AB][AB]

Y: Missile Cannons: 4/8/12, 1/4+/3/2
Doubled Range Mods
[AC][AC][AC][AC][BD][BD][BD][BD][EF][EF]

Special: Hyperdrive; Anti-Fighter Batteries (4)

(341) Gamilon Empire Lysis' SMITE Flagship

Hull: 4 3 2 1                   
Engines: 6 5 3 2                   
Shields: 5 4 3 2                   
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Space Charges: 1/2/3, 4/5+/3/3
Non-Piercing
[ABCDEF][ABCDEF]

Y: Bomb: 1/2/3, 1/2+/5/5
Area Effect; Carronade
[ABCDEF]
Ammo: 1

Special: Hyperdrive; Anti-Fighter Batteries; Fire Control; Overthrusters; SMITE

(112) Gamilon Empire/Bee People Tanker

Hull: 6 5 4 3 2 1                 
Engines: 3 3 2 2 1 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X

X: Frontal Guns: 4/8/12, 2/4+/2/2
[G][G][G][G][G][G]

Special: Hyperdrive; Anti-Fighter Batteries (10); Cargo (400)

Here are the Gamilon Empire Ships, which have a +1 weapons and +1 engines modifier.

Fighters in Use:

Fast Attack Fighter/Striker Flight (57)
Fighter: 8/10/6+/0
Striker: 8/10/3+/0 Bomber; IMP 3

Superiority Fighter Flight (84)
Fighter: 6/10/4+/0 Repeating; Interceptor

Precision Bomber Fighter/Striker Flight (48)
Fighter: 6/7/6+/0
Striker: 6/7/3+/0 ROF 2; IMP 3; Bomber

Torpedo Plane Striker Flight (68)
Striker: 6/7/3+/0 Piercing; IMP 3; DMG 3

Here are the Earth Defense Force ships.  The Early Ones have -1 in all tech levels wexcept weapons, while the others have +1 in shields and weapons tech.

Fighters in Use:

Cosmo Tiger Fighter/Striker Flight (55)
Fighter: 6/10/6+/0 ROF 2
Striker: 6/10/4+/0 IMP 2

Torpeado Planes Striker Flight (67)
Striker: 6/10/3+/ ROF 2; IMP 2; DMG 2

(10) Earth Defense Force Early Destroyer

Hull: 1                       
Engines: 5                       
Shields: 1                       
Weapons:
1:3X 2:3X 3:3X 4:3X 5:3X 6:3X

X: Laser Cannons: 2/4/6, 1/4+/1/1
Non-Piercing; Slow-Firing; Fire-Linked
[AB][ABCDEF][ABCDEF]

Special: Anti-Fighter Batteries

(44) Earth Defense Force Early Missile Ship

Hull: 3 2 1                     
Engines: 5 4 2                     
Shields: 1 1 1                     
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X

X: Missiles: 3/6/9, 1/5+/2/1
Doubled Range Mods; Slow-Firing; Extra Hull Damage
[AB][ABCDEF][ABCDEF]

Special: Anti-Fighter Batteries

(75) Earth Defense Force Early Battleship

Hull: 6 5 4 3 2 1                 
Engines: 5 5 4 3 2 1                 
Shields: 1 1 1 1 1 1                 
Weapons:
1:X 2:X 3:X 4:Y 5: 6:

X: Laser Cannons: 3/6/9, 1/4+/2/2
Non-Piercing; Slow-Firing; Fire-Linked
[ABCDEF][ABCDEF][ABCDEF]

Y: Frontal Cannon: 4/8/12, 1/4+/4/4
Slow-Firing
[G]

Special: Anti-Fighter Batteries (3); Cargo (150)

(48) Earth Defense Force Destroyer

Hull: 2 1                     
Engines: 5 3                     
Shields: 1 1                     
Weapons:
1:3X 2:3X 3:3X 4:3X 5:3X 6:3X

X: Laser Cannons: 2/4/6, 2/4+/1/2
Fire-Linked
[ABCD][ABCD][CE][CE][DF][DF]

Special: Hyperdrive

(95) Earth Defense Force Patrol/Recon Cruiser

Hull: 4 3 2 1                   
Engines: 5 4 3 2                   
Shields: 1 1 1 1                   
Weapons:
1:XZ 2:X 3:X 4:X 5:X 6:Z

X: Shock Cannons: 3/6/9, 2/4+/2/1
[ABCD][ABCD][CDEF]

Z: Narrow WVM Gun: 4/8/12, 1/3+/5/5
Slow-Firing
[G]

Special: Hyperdrive; Fire Control; Science (50); Anti-Fighter Batteries

(95) Earth Defense Force Cruiser

Hull: 4 3 2 1                   
Engines: 5 4 3 2                   
Shields: 1 1 1 1                   
Weapons:
1:XY 2:XY 3:XZ 4:XZ 5:X 6:Y

X: Shock Cannons: 3/6/9, 2/4+/3/1
[ABCD][ABCD][CDEF]

Y: Light Missile Cannons: 3/6/9, 1/4+/1/1
Non-Piercing; Doubled Range Mods
[G][L]

Z: Narrow WVM Gun: 4/8/12, 1/3+/5/5
Slow-Firing
[G]

Special: Hyperdrive

(195) Texas-class Earth Defense Force Battleship

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 1 1 1 1 1 1 1 1               
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:Z

X: Shock Cannons: 4/8/12, 2/4+/3/2
[ABCD][ABCD][CDEF]

Y: Missile Cannons: 2/4/6, 1/4+/1/2
Doubled Range Mods
[A][B]

Z: Dispersal WVM Gun: 5/10/15, 5/3+/3/3
Slow-Firing
[G]

Special: Hyperdrive; Anti-Fighter Batteries (2)

(818) Arizona-class Earth Defense Force Carrier

Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 5 5 4 4 3 3 2 2 1 1             
Shields: 1 1 1 1 1 1 1 1 1 1             
Weapons:
1:X 2:X 3:Z 4: 5: 6:

X: Laser Turrets: 3/6/9, 2/4+/1/1
[ABCD][ABCD][CDEF]

Z: Dispersal WVM Gun: 5/10/15, 5/3+/3/3
Slow-Firing
[G]

Special: Hyperdrive; Carrier (670); Anti-Fighter Batteries (2)

(930) Andromeda-class Earth Defense Force Battleship
Andromeda

Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1       
Engines: 5 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1       
Shields: 5 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1       
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:Z

X: Shock Cannons: 5/10/15, 2/4+/3/2
[ABCD][ABCD][CDEF][CDEF]

Y: Missile Cannons: 2/4/6, 1/4+/1/2
Doubled Range Mods
[ABCD][A][A][A][B][B][B]

Z: Dispersal WVM Guns: 6/12/18, 5/3+/3/3
Slow-Firing
[G][G]

Special: Hyperdrive; Anti-Fighter Batteries (12); Carrier (55)

I've been a longtime fan of Star Blazers, and when I found Starmada I knew it would be a perfect setting to play Starmdad in.  First off, the represent how easily ships (Other than "Hero Ships") tend to blow up in the series, all ships have an inherent +1 weapons modifier (with the exception of the Early Earth Defense Force and the Bolar), and non-hero ships (with a few exceptions) have only a 1 in their shields rating. 

And a note on Hero Ships, they are within SU confines while assuming a shield rating of 1, but leap beyond them when their shields are increased to 5.

Also, there is a new ability: SMITE.  It gives the ships which have it a boost in SUs and points which is equal to a hyperdrive (on top of any hyperdrive the ship might already have).  It works like this: an arc of G and a a range of 1.  When used, it can target as many or as few ships as the SMITEing player desires.  The SMITEer rolls two dice, and the total becomes his "SMITE point total."  Then he can allocte his SMITE points amoung any targets he chose as follows: 1 SMITE point will transport 3 fighters, 1 size of a minefield (4 SMITE points to move a size 4 minefield, note that the "target" must be the center of the minefield.), 2 gunboats, or 1 hull of a ship (6 SMITE points to move a hull 6 ship).  To move a target it must be completely moved, not partially, but all of the SMITE points do not have to be allocated at the same time (while SMITEing or being SMITEd ships cannot move).  A SMITE buildup may be stopped at any time.  Once there are sufficient SMITE points to move something, it is transported up to 20 hexes (retaining the same facing) in any direction during the end phase of the turn if the ship SMITEing it is not destroyed by then.

Finally, the ramming rules I developed are in play, as are all other options: When two opposing ships end up in the same hex, they are not automatically seperated. Instead, both players must decide whether they want to attempt to ram the enemy ship. If both players agree, than ramming happens instantly. If one player does not want to ram, but the other one does, the one who wants to ram must roll a 4 or higher for the attempt to suceed. Also, two ships in adjacent hexes could try to ram, but both players would have to agree and a die roll would have to be made for this to happen.

There are two types of ramming: Suicide and Partial. In Suicide Ramming, twice the current hull rating of each ship is subtracted from the hull rating of the other, likely resulting in the destruction of both vessels. In Partial Ramming, one half (rounded up) of the current hull rating of each ship is subtracted from the hull rating of the other, and both ships may transfer as many marines as they want to the other ship.

If two players disagree as to which type of ramming they want to attempt, a coin flip is required to determine which happens. Note that if a player tried to avoid ramming, but failed, they have no say in what type of ramming occurs.

47

(6 replies, posted in Starmada)

Blacklancer99 wrote:
Pinecone wrote:

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

Desslok would approve of your tactics. I would vote for just one type of ramming attack. No idea what would work best, but maybe something as simple as if two ships end up in 1 hex, don't separate them, and one or both ships can declare they are attempting to ram.
Now, for radioactive gas...
Erik

Activate the Cosmo DNA, LOL.  big_smile

If there was to be only one type of ramming, partial would probably be the way to go.  It would also be less of a balance issue as ships would not neccesarily annihilate each other upon impact.  And you'd need marines (which cost points) to make it worth the effort.

48

(6 replies, posted in Starmada)

Not neccesarily, as you have to be right next to a ship to ram it, and the ram-ee could likely avoid that with his manuvering.  Plus, it would'nt be hard to shoot down a no-cost ship before it gets you  wink

49

(6 replies, posted in Starmada)

Does anyone have an opinion on this?

50

(6 replies, posted in Starmada)

I have been developing this rule for use in the Star Blazers Universe, but it would work with some other settings as well.  Here it is:

When two opposing ships end up in the same hex, they are not automatically seperated.  Instead, both players must decide whether they want to attempt to ram the enemy ship.  If both players agree, than ramming happens instantly.  If one player does not want to ram, but the other one does, the one who wants to ram must roll a 4 or higher for the attempt to suceed.  Also, two ships in adjacent hexes could try to ram, but both players would have to agree and a die roll would have to be made for this to happen.

There are two types of ramming: Suicide and Partial.  In Suicide Ramming, twice the current hull rating of each ship is subtracted from the hull rating of the other, likely resulting in the destruction of both vessels.  In Partial Ramming, one half (rounded up) of the current hull rating of each ship is subtracted from the hull rating of the other, and both ships may transfer as many marines as they want to the other ship.

If two players disagree as to which type of ramming they want to attempt, a coin flip is required to determine which happens.  Note that if a player tried to avoid ramming, but failed, they have no say in what type of ramming occurs.

What do you guys think?