26

(3 replies, posted in Starmada)

You will not find "Drones" in the core rulebook. In the regular Admiralty game they would be seekers and a standard seeker flight is Six. In the Armada (SFU) universe they are called Drones and have a flight of Four (each capable of doing One point of damage each, so a max of Four points of damage per Drone flight).
It has been noted on this forum before that the "Capacity of 12" can cause some confusion. This refers to the carrier space on the ship that a Drone Rack takes up (12SU).

Paul

27

(2 replies, posted in Starmada)

Which version of the rules?
Under Nova the suicide shuttle (p.21) attacks as if a fighter flight (p.19) with a +2 modifier.
Under AE a suicide shuttle attacks as a standard fighter flight (6 fighters).
In either case a shuttle can do up to 6 points of damage.
Each hit causes 1 point of damage.

Paul

Ships do not block line of sight in Admiralty nor Nova, only terrain such as asteroids.
In Nova the exception is a ship designated as an escort which blocks line of sight for attacks.

Paul

29

(7 replies, posted in Starmada)

warrenss2 wrote:

I see the Bolts are "Slow Firing"... Are the launching of the Seeker Plasma Torps also ""Slow Firing"?

Yes, when a plasma torpedo is launched the tube may not be used in the following turn (reloading).

Paul

30

(3 replies, posted in Wardogs)

See the link in this thread.
http://www.mj12games.com/forum/viewtopic.php?f=26&t=2089

I think that there is enough information to get you started. I had the feeling that there are more conversions about, just can not remember where.

Paul

31

(19 replies, posted in Starmada)

No this is a shameless plug!  :shock:
[attachment=0]Shameless Plug.png[/attachment]
lol  lol

Paul

32

(19 replies, posted in Starmada)

I have a question, or two.
Since each hit on a Flotilla destroys 83SU (Hull3 / 3) how would you represent the loss of ships?
Each hit destroys 13 Ultralights? (and a bit)
How do you calculate the firepower at each point of loss?
Do you have a mock up of how to display a Flotilla?

Just to be getting on with.

Paul

33

(10 replies, posted in Iron Stars)

The Italian Destroyer Spada Lunga had the picture changed in the AE version with part of the lower hull and torpedoes taken away. In MY universe this version is an earlier design which becomes the Spada Lunga, The Daga class.
Paul
[attachment=0]Iron Stars Data Italian Daga.png[/attachment]

34

(10 replies, posted in Iron Stars)

Italian Guitto d'Arezzo has four machine guns in the picture. Points however were correct.
Paul
[attachment=0]Iron Stars Data Italian Guittone dArezzo.png[/attachment]

35

(10 replies, posted in Iron Stars)

Italian Tomaso Albinoni, picture shows four light guns not 6 and with six guns points come out at 86 not 88.
So here are Mark 1 and Mark 2.
Paul
[attachment=1]Iron Stars Data Italian Tomaso Albinoni.png[/attachment]
[attachment=0]Iron Stars Data Italian Tomaso Albinoni II.png[/attachment]

36

(8 replies, posted in News)

georgeofjungle3 wrote:

Any chance that combined admiralty edition book will have the handful of rules from the SFU armada books?

I would think "None", the Rules Annex does not contain the SFU rules and it would dent ADB's sales.

Paul

37

(8 replies, posted in News)

Happy Birthday  big_smile , Three more books to buy  sad
Glad to see Fleet Ops get an official "upgrade".
Hope they will be available in pdf form at some time in the future, that way we can get updated versions for any later corrections.

Paul

38

(10 replies, posted in Iron Stars)

Italian Claudio Monteverdi secondary weapons correction.
[attachment=0]Iron Stars Data Italian Claudio Monteverdi.png[/attachment]

39

(13 replies, posted in Starmada)

You could give any ship carrying a mauler the simple damage chart that I posted a few months back* with 50% of the blank squares marked as hull. Make three rolls to determine any shock damage taken. I would think of Hull hits being to the integrity of the structure rarther than bits flying off but marked off just the same.

* thread - http://www.mj12games.com/forum/viewtopic.php?f=2&t=7444
Change any specials to reflect the carrying ship.

Paul

40

(3 replies, posted in Starmada)

BeowulfJB wrote:

If these are actual drones, the cruise missiles of SNE, then there is a launch rate, based on the hull size of the ship...
But if these are expendible-seekers, then they can all fire at one time.

That is the difference, Starmada Nova Drones are launched like fighters (Ship size dictates launch rate) and are used like fighters in that they do not need to have a target when launched (with a single attack which destroys the drones). The SFU "Drones" are launched at a specific target as seekers which I think is the reason for their being shown as an expendable weapons battery instead and as you say, can be fired all at once. Of course if you do that you have no reserve to use as anti-drones.
Actually I can see the anti-drones rule used in Nova as a missile CIWS for use against fighters and drones attacking the ship that has them.

Paul

41

(13 replies, posted in Starmada)

ericphillips wrote:

I just wish there was a way to simulate shock in this game.

:shock:

42

(2 replies, posted in Starmada)

Klingon forces in Alien Armada are:-
Base Station
E7 Blood Oath Heavy Cruiser
Large & Small Q ships
Planetary Defense Monitor

Paul

43

(3 replies, posted in Starmada)

Perhaps smile  although I get 322 if I use the original book version which had the photon torpedo overload range as 6 instead of 9 (the notes in the book give 320 P.44 :? ). 328 with the range correction.
For SFU ships you have to put Yes to both SFU ship? (Ship.J8) and to directional defenses which bring in two calculation changes. Although directional defenses are not shown on the cards (being universal) they are included for calculating SFU ship points.
Note also that Hyperdrives (Warp) are not included.

I did spot a couple of references on the web to there being a second version of the Nova Klingon Armada, maybe someone has checked the data cards?
A couple of the ships in Nova Romulan Armada had point issues with minor weapon errors for which I sent Dan my findings.

Let me know how it goes?

Paul

44

(3 replies, posted in Starmada)

Thanks Marc, It may go a little way to show the ship that has all the "old duffers" on board big_smile and as you say, add a little flavour. In the Armada books I could not help thinking that there was nothing "special" about the command ships. Maybe this could change that?

I have added a little to it and a page of counters.
The only thing I am unsure of is the CR costs.

Paul

45

(3 replies, posted in Starmada)

My take on a simple system for crew quality.

Thoughts welcome but I wanted to keep things as simple as possible.

Engineer delivering more power to the engines, Science officer scanning to counter ECM, Eagle-eyed weapons officer, "I can fix it" McGuyver and a know it all - can do it all captain.

[attachment=0]Experienced crews.zip[/attachment]

Paul

46

(25 replies, posted in Starmada)

More added - Hovercraft (Infantry Transport, Gun and Missile). Supply unit and Submersable unit.
[attachment=0]New Font Icons 12.png[/attachment]

With regards experienced crews, thoughts:
Green untried ships - No experience token allowed
Trained and tried ships - 0 or 1  experience token
Ships with Experienced crew - 0 - 2 experience tokens
Old Hands / Veteran crew - 0 - 3 experience tokens
Command ships get +1 experience token (still max 4 tokens.)
Command token CR of 30
All others CR of 20
Thoughts/comments? Start a thread for this?

Paul

47

(25 replies, posted in Starmada)

What the hell, might as well add Sensors.

Paul
[attachment=0]New Font Icon 11.png[/attachment]
Experienced Sensors.

48

(25 replies, posted in Starmada)

Whilst posting on the Shipyard Nove thread I had some  :idea: 's.
Experienced departments:
Experienced Command - Can be used for any one of the other three but costs more.
Experienced Engineer - Ship can move at up to double speed for one turn.
Experienced Repair - Ship can make repair rolls for one turn at +1 without refraining from fighting.
Experienced Tactical - Add 1 to attack dice rolls at a single target that turn.
A ship may have no more than four of these icons in total but in any combination. They are only good for one turn, declared at beginning of turn, then marked off.
Handy for "Command" ships.
Downside is I am unsure of CR cost (Nil SU cost), perhaps Dan could comment.

Also, should I also add Experienced Sensor, reduces ECM by 1 for a turn?

Paul
[attachment=0]New Font Icons 10.png[/attachment]
Repair Yard, Experienced Command, Engineer, Repair and Tactical.

49

(127 replies, posted in Starmada)

I just tried the drydock (v 1.1) and it does not appear to do anything (IE9).
Maybe Dan has been "Tinkerin" again?
I am not the best judge when it comes to the drydock since I use my shipyard.

This forum seems to be having a few hiccups too.

Paul

50

(5 replies, posted in Starmada)

The background to mine was that humans had been taken and deposited on planets with other aliens as a sort of training ground for a big fight against evil intruders which were coming.
The beings getting these different species together took a shine to the Napoleonic era of Earth history.
That way I get nice colourful uniforms on my counters!
Also get the odd Napoleonic game out of the same counters.

Be interested to see how you develop your forces.

Paul