26

(2 replies, posted in Starmada)

You are confusing the Anti-Fighter Battery starship option (page 9), with the Anti-Fighter weapon trait.  The first is a system that takes up 5 spaces, and allows you to attack with 1 die at 5+ against any target in an adjacent hex.  The second is an option that can be added to a standard weapon, so that it does not take the -1 penalty when firing at fighters.

So the weapon you cite (Laser Batteries), is a range 6 weapon that does not take a -1 to hit when firing at fighters.

27

(3 replies, posted in Starmada)

cricket wrote:

The rules state that a fighter flight's defensive rating operates in the same manner as a shield rating -- so I would have to say yes, it does.

That was my reasoning also.  I'm glad to know that I was on the right track.  Thanks for the very complete responses.

28

(8 replies, posted in Starmada)

I've been pondering how to do battle riders & tenders, as featured in Traveller.  A battle rider is a full sized fighting ship that lacks a hyperdrive.  Several riders dock to a tender, which has a hyperdrive capable of jumping with the whole ensemble.  The tender may also include some repair and resupply capability.

After some thought, I've come up with the following initial idea.  I'd love to hear any suggestions or criticism.  Also, am I treading ground that somebody else has already done rules for?

== Construction ==

Effective hull size = ((t^1.3) + (n * r^1.3))^.77 (roundup)

t = tender hull size
n = number of riders
r = hull size of rider

(you can also get effective hull size this way: add up the total SUs of your tender plus all its riders, then find the next larger hull size that has at least that many SUs)

Tender must buy engines and hyperdrive using its effective hull size.
Tender must devote 5% of its actual SUs to docking arms, cradles, etc.

The number and hull size of the riders that it is capable of handling should be noted on the tender's data card.

== Docking/Undocking ==

Done during the end phase.

Undock: the rider is placed on the board in the same hex as the tender.  Its initial heading and speed are considered to be the same as that of the tender.

If a rider and a tender capable of handling it are in the same hex, the rider may be moved from the board and marked as docked to the tender.

A docked rider may not perform any game function.  It may not be targeted separately from its tender.  If a tender is destroyed, roll at die for each docked rider.  On a 1, it survives and is placed in the tender's hex as though it had just undocked.  On any other roll, the rider is destroyed.

== Damage ==

If a tender with docked rider(s) takes damage, any damage roll of 3 is not applied to the tender, but is instead rerolled and applied to a random docked rider.  (this seems fiddly, but I like the idea of riders soaking up some damage from the tender)

No idea about adjustments to ORAT or DRAT, if any.

I occurs to me that something like these rules could also be used to do tugs.

29

(3 replies, posted in Starmada)

Well, when we played tonight we counted piercing against fighter defense.  It was pretty essential against defense 3 fighters.  But I'd still like to know what the official ruling is on this!

30

(27 replies, posted in Starmada)

So I was curious what it would cost to buy the "sick gun" as described, and the minimum stuff necessary to get it on the board.  I had to interpolate a little, but here are my figures (please check me):

Sick Gun (Range 30, ROF 2, IMP 3, DMG 3, multi-hit, piercing repeating)

30 * 2 * 3.25 * 3.6 / 3 * 2.3 * 1.5 * 3 = 2422

Hull 22 = 5560

Engine = 575
Weapon + 1 arc (G of course) = 4844

SU Used = 5419

Battery ORAT = (4844 * 31 / 30) * 1.5 = 7508
DRAT = 44

CR = (7508 * 44)**.5 = 575

So that's 575 points to get a hulk with one engine that'll drag this huge gun onto the board.

-------

Hmm, okay, for less points than that, I'll take 8 of these, which just acquitted themselves very well in my battle tonight:

Shiva Class Fast Patrol Ship (CR64)
(Stealth, Countermeasures, Armor)

Hull:    02 01
Engines: 09 05
Shield:  00 00

X: Particle Lance (Piercing)
Range:12 ROF:1 Acc:5 Imp:1 Dmg:2
[CA] [BD] [G] [G]

1:XX 2:XX 3:XX 4:XX 5:XX 6:XX

-----

Game on... Starting at Range 30.  Turn one, the Sick Gun can't even shoot at me because because I shift his long range to out of range with my stealth.  I aim to end the turn 22 hexes away (just in case he moves forward one).  Next turn, I punch it up to 18 and end the turn 4 hexes away (my close range).  The sick gun turns one of my ships into plasma, while I unload ~24 shots into him (assuming I can't centerline him).  On average, 12 hit, for 24 points of damage.  That's half the hull gone, and more importantly, likely 8 weapon hits, so I good chance to hit that magic number on the weapon damage table and kill the sick gun.  So much for the supremacy of range.  And my ships are even paying for stuff that don't help them in this situation like the armor and countermeasure.

That's my take on it smile

31

(28 replies, posted in Starmada)

Ooo, ooo, I know this one smile

On page 16 of the core rules (which is included in the Demo PDF), "P3P" is given as an example of a valid order.  Therefore i must conclude you can turn before moving forward wink

32

(3 replies, posted in Starmada)

1) Area Effect

When fighters are in a hex attacked by an area effect weapon, do you roll an attack once for each FLIGHT or once per each FIGHTER?  My assumption at the moment is FLIGHT.

2) Piercing

When attacking fighters that have a defense value, does piercing help?

2a) I assume that only one die is ever rolled to penetrate fighter defense, even if the attacking weapon has IMP > 1.  Is this correct?

33

(8 replies, posted in Starmada)

Cricket, thanks for the reply.  That confirms my intuition.  Intriguingly, my copy of the SAE PDF, purchased from RPGnow last saturday, does not have these two sentences on page 42:

Specifically, it is necessary to “un-apply” the Weapons Tech Level modifier when computing the offensive rating. This can be done simply by dividing the battery's total SU cost by the appropriate tech level modifier.

It simply ends after the word "hull."  Thus my confusion.

34

(8 replies, posted in Starmada)

So a ship with higher tech weapons (and thus more punch) will have the same CR as a lower tech ship?  That doesn't make sense to me.

35

(8 replies, posted in Starmada)

The Admiralty rules say that Tech Level adjustments have no impact on ORAT calculations, but my assumption is that you should calculate the ORAT of a battery using the space requirements BEFORE tech level adjustments are applied, rather than after.  Is this correct?  If, so the rules don't really make that clear.