At what point should we be concerned that we have not received our rulebook, assuming we pre-ordered?
Please PM me and we'll figure out what's going on.
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At what point should we be concerned that we have not received our rulebook, assuming we pre-ordered?
Please PM me and we'll figure out what's going on.
If someone is willing to glance over the ship displays for the Nova versions of Klingon and Romulan Armada, please send me an email. I need to make sure the number of weapons, drones, marines, etc. are all correct.
If a ship with the trait Escort is destroyed, does its effect linger for the rest of the turn; is any fire thru the hex that the escort was in b4 it was destroyed still blocked for the rest of the turn?
No. Once the escort is destroyed, its effect dissipates.
Having a trait more than once is NOT allowed.
Combining Dx2 and Dx3 is marginally acceptable.
I don't have the time to look through my FC ship cards at the moment -- which ships from KA/RA are considered nimble?
For the Nova conversions of SFU ships, I've gone with a set thrust rating equivalency, depending upon the ship's classification:
Battleships = 3
Dreadnoughts = 4
Heavy Cruisers, Battlecruisers = 5
Fast Cruisers, Light Cruisers = 6
Destroyers, Frigates = 7
Most ships will fall easily into one of these categories. However, I'm curious if experienced players have thoughts on other ships that should have thrust ratings higher or lower than this chart might indicate?
Still thinking that the updated Klingon/Romulan Armada books will be out this month, with Distant/Alien Armadas in July.
I have provided my explanation for the cost of fighters, and compared them to how fighters performed in previous editions. If you still think they are over-priced, there is no reason you can't house-rule some additional advantages or reduce their cost accordingly.
Frankly, you might be better off using "reinforced systems" rather than "fragile systems". Since all of the ships in the flotilla have the same systems, there's a lot of redundancy.
You should have received a download link when you placed your order.
When building a ship on the Drydock, enter the number of weapons after the arc. When you print the ship display, it will convert to firing arc modifiers automatically.
This is going to be the one thing that is going to be hard to wrap my brain around. Especially since I have a bunch of tiny fighters on bases for the old edition. Any chance that the fighter options are going to make their way back in the nova edition. I need fighters to behave differently!
In what way(s)?
On the other hand I can also see how rounding might give you an extra dice of damage at times.
Yes, this does happen. But taking advantage of this means knowing what modifiers will be applied ahead of time -- and rounding sometimes COSTS you attack dice, as well.
Is this a mistake, should it be five hexes following on from this:
Yes. That is an error. :oops:
After one last unfortunate delay, the Starmada Nova Rulebooks are on their way! They will arrive here in Wisconsin tomorrow, and ship to pre-order customers starting Thursday.
Thanks for your patience!
The targeted D7 fires at the seekers at short range and others fire using the range to marker. Finally, at the end of the turn the remaining seekers attack the targeted D7. (Will any be left?)
Is this how these seeker weapons work?
Almost... other ships use the range to the TARGETED ship when attacking a face up seeker counter.
If you wanted, you could leave the size factor as a non-integer value to pass along for defense and thrust factors. I like the idea as it would encourage more...thoughtful designs at the upper level without the "let's add 100 science to the ship."
I suspect players would still gravitate towards the natural breakpoints. Instead of having discrete hull sizes, you'd end up with lots of ships designed with, for example, 4903 Space Units -- which is the most space you would be able pack into a ship with 11 hull boxes.
I don't see this as ridiculous at all. In fact, I see it as the current process, just more finely tuned.
Expanding on this a little, the way I interpret a weapon with ballistic is that it couldn't shoot at a face up seeker, due to face up seekers being considered at short range (and ballistic weapons not being able to fire at short range).
This is correct.
The reason the ballistic restriction applies, while the proximity trait doesn't, is because face-up seekers are attacked "at short range" and not "in an adjacent hex". Although for a range-3 weapon, the two are identical, I am erring on the side of the simplest application of the rules (i.e. with the fewest number of exceptions).
The combat rating has a very specific purpose -- to quantify a ship's effectiveness in the limited confines of a tabletop battle. Thus, I have never been terribly comfortable using it as a "campaign" or "build" cost -- at least, not on its own.
Anyway, at least we defeated the Danes in battle, unlike you hubwards-widdershins Mercians...
You guys are weird.
<shrug>
I have NO IDEA what that is...
(final plug) ...and piercing as a fighter trait for fighters... :geek:
If you absolutely, HAVE to have piercing as a fighter trait, you could do worse than using a x1.36 multiplier...
Not sure I understand the question... Wasserstahl is not listed as special equipment on any of the ships (that I'm aware of). In fact, it's only mentioned once in the rulebook: "Late in 1901, Graf Ferdinand von Zeppelin unveiled his latest rigid airship design, encased not in cloth or aluminum, but Wasserstahl. The manufacturing process of 'hydro-steel', as it came to be known in the English speaking world, was a jealously guarded secret, one which the other Powers had great difficulty in penetrating."
In essence, by not having any penalty, it seems like you're allowing the proximity trait on range 1/2/3/ weapons at a slight discount.
There's no penalty, but there's also no advantage.
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