51

(6 replies, posted in Starmada)

I've found that a good way to represent missiles is with a standard weapon battery, using ammo, and giving doubled range mods.  This represents the fact that at long range, there will be more time to lock on to and destroy the missiles, wheras at close range it's very difficult to get a good target lock in time.

52

(1 replies, posted in The Admiralty Edition)

Currrently, I have made three Pinconian ships.  More will follow:

Ships can carry standard fighter, boarding pod, or seeker flights, but never breachers or strikers.
Their weapons are repeating railgun turrets to cover the front and back arcs, forward firing plasma lances (borrowed Arcturan Federation technology), and Port/Starboard Laser Arrays.  The main tactic in fleet battles is to turn all ships to bring the laser arrays to bear and rip the enemy to shreds.

(248) Softwood-class Pincoconian Blockade Runner

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

X: Fore/Aft Railgun Turrets: 3/6/9, 1/3+/1/2
Repeating
[GHI][JKL]

Y: Port/Starboard Laser Arrays: 4/8/12, 1/4+/1/1
Fire-Linked
[AC][AC][BD][BD][HJ][HJ][IK][IK][CE][CE][DF][DF]

Z: Plasma Lance: 4/8/12, 1/4+/3/1
Piercing
[G]

Special: Armor Plating; Hyperdrive; Marines (7); Carrier (16)


(130) Needle-class Pinconian Destroyer

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

X: Aft Railgun Turret: 3/6/9, 1/3+/1/2
Repeating
[JKL]

Y: Port/Starboard Laser Arrays: 4/8/12, 1/4+/1/1
Fire-Linked
[AC][BD][HJ][IK][CE][DF]

Z: Plasma Lance: 4/8/12, 1/4+/3/1
[G]

Special: Armor Plating; Hyperdrive; Marines (6); Carrier (16)

(470) Evergreen-class Pinconian Battleship

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 4 4 4 4 3 3 3 2 2 2 1 1 1           
Shields: 4 4 4 4 3 3 3 2 2 2 1 1 1           
Weapons:
1:XY 2:XY 3:XY 4:2Y 5:YZ 6:Y

X: Railgun Turrets: 3/6/9, 1/3+/1/2
Repeating
[GH][GI][J][K][CDEF]

Y: Port/Starboard Laser Arrays: 4/8/12, 1/3+/1/1
Fire-Linked
[AC][AC][BD][BD][HJ][HJ][IK][IK][CE][CE][CE][DF][DF][DF]

Z: Plasma Lances: 4/8/12, 1/4+/3/1
Piercing
[A][B]

Special: Armor Plating; Hyperdrive; Marines (14); Carrier (32)

53

(1 replies, posted in The Admiralty Edition)

One of the planets under Imperial Control that does not recognize that fact is Pinco.  The Pinconians built up a fleet in exile after being conquered.  They participated in commerce raiding, but made no strategic move.  Then, near the end of Harloss' battles with the Terrans, they negotiated with Harloss, saying that in exchange for her assistance in liberating the planet, they would loan elements of their fleet to her. 

Then, as hostilities started to decay between the Terran Empire and the Arcturan Federation, they knew they had to stike before the war ended.  The initial assault, performed with only half of the available forces, retook the planet.  The Empire, not knowing the true strength of the Pinconian fleet, sent a less than adaquate force to retake the planet.  The Pinconians showed their true strength and beat them off. 

Additional Terran forces began to mass, and the Pinconians knew they could not hold the line without Harloss' support.  But Harloss was bound by a cease fire that was in place between the Terrans and Arcturans.  She sent a squadron as "observers," but they could not participate in the battle. 

The massed Starmada crushed the Pinconian fleet, although not without losses.  The Arcturan forces, perhaps in a moment of guilt, escorted the few surviving Pinconian ships out of the system.  Feeling betrayed, the Pinconian forces destroyed their "escorts" once out of the Imperial grip, and fled to Negali space.  They formed an Alliance with the Negali after assisting them in fighting a rouge Sssk Nesting, and the Negali gave them three colony planets.

The Pinconians claim that they will return to take their planet when the time comes, but as it stands they have less than thrity ships and cannot hope to be any strategic threat to the Empire for some time.  Will they eventually have their vengance?  No matter what, they vow to be a problem for the empire, and constantly attack Imperial freighters to show them that "this isn't over."

54

(4 replies, posted in Starmada)

Okay, thanks.  I can see how a 3+ attack, piercing, double damage, speed 15, defense 5 ect. striker could be difficult to handle.

While we're talking about strikers, when the Imperial Starmada Sourcebook says that carriers of a race can carry fighters (for everyone but the sssk), does that include fighters?  I assume it does, or the carrier rating of the Arcturan Missile Cruiser wouldn't make much sense, but I just wanted to be sure.

55

(4 replies, posted in Starmada)

Hello everyone, I am new to the STARMADA games system and was brought to it through the SFU Starmada conversion products.  I really like the game system, an have been converting some ships from my own universes into Starmada ones.  I have also purchased the Imperial Starmada Sourcebook, and quite like it (The Arcturan Federation is my favorite faction, but I like the others too  big_smile ).

I wanted to ask a question about Strikers/Seekers.  While browsing this fourm, I saw some people complaining that strikers were too hard to counter.  Maybe I'm missing something, but it seems like they are just fighters that die after making an attack.  That shouldn't be overly hard to deal with, I don't think.  Or am I not understanding their rules :? .

Thanks  smile