51

(4 replies, posted in Iron Stars)

Just bumping this, hipefuly someone might be able to update the ISSB, with merchant war and southern front bits.

52

(67 replies, posted in Starmada)

That is becoming my feelings as well, but I have heared good things about Federation Commander, so I might grab that.

Looking at the rules it would seem that ignoring the Hellbore/ESG effect, maybe just a ranged version of the Shockwave might fit best.

Only proble is that the shockwave works of shield strength, BUT... That could simpley be used to show that certian ships have more power to chuck in to the ESG.

53

(67 replies, posted in Starmada)

Yeah it does defend the ship nut only against a few weapons drones, and plasma torps I think.

But for ease your Idea is pretty neat actually I like simple where possible.

54

(67 replies, posted in Starmada)

*Begin useless bit*

Well since its mostly on topic this seems as good as place as any.
I am a fan of the SFB universe, but the game is kinda useless for large battles so hopeful I can bounce some ideas off people here and do some big battles using starmarda.

*End useless bit*

So Saedor has done the work for Feddies, Klinks, gorns, Romulans and Tholians.

Don't need any extras for the Kzinti.

Lyrans any thoughts by peeps for ESG? I was thinking a moded shockwave generator might be best. only works at the range you select 0,1,2,3

55

(67 replies, posted in Starmada)

They look really good, out of intrest where did you get the pictures of the ships from?

56

(67 replies, posted in Starmada)

They look quite nice, but plasma's and Photons are fairly short ranged weapons in SFB.

57

(67 replies, posted in Starmada)

Looks good, Will you post some of the ships when you are done?

For the Romulan Plasma Torps, how are you going to handle them?

My own thoughts would be to use a 1/2 Rate of fire, there was a thread on the Yahoo groups where the Idea was brought up.

58

(67 replies, posted in Starmada)

I think there a fairly nice.

I did play around a little with the idea once.

I like the idea for the Web generators, Should there be a note that the web needs an anchor point to be laid? (Proably a bit diffcult to do but..)
should it not also hinder weapons fire?

What where your thoughts on Lyran ESG?

59

(4 replies, posted in Iron Stars)

Does anyone have an excel ship creater with the bits from merchant war in?

60

(17 replies, posted in Game Design)

Ohh! pretty me like.

I am guessing that the data line is

Min. speed (stall?)
Climbing speed (in one turn?)
Level speed (max)
Dice speed (Max)
Turn min distance straight before turn?
Alt. (Max Alt)

61

(9 replies, posted in Starmada)

Sorry Oldngrey,

The KEB does not work on the Template sheet.
It does not bring up the 3 slots for KEB.

62

(5 replies, posted in Starmada)

Okay some I am plying around with a B5Ws conversion for my gaming group, I decided to start with EA as the baseline and work from there.

First of I decided to use KEB defense as it sorts the armour problem nicely.

So most of the weapons are not a problem, I have hit a bit of a wall concerning the infamous LPA's.

These are basicly two weapon systems in one ( in this case a medium laser and a medium pulse cannon.)

some I am wondering how to work it.
An idea I have had is to make a weapon with stats:
4+ 12 1/2/1 Ver Pen/Ver RoF/Dual weapon

Duel weapon means you can only use ONE of the other enhancments on the weapon. Thoughts? better ideas?

Thanks in advance.

P.S I'll try get a ship up later today (Hyperion Heavy crusier) for those that want a peak

63

(9 replies, posted in Starmada)

Thanks
OldnGrey

Looks great!

64

(123 replies, posted in Starmada)

Weired I could have sworn it was not in the V1.1 or the other one... 

Oh well thanks for the help
:oops:

65

(123 replies, posted in Starmada)

Sorry to say its not I just re-checked its not there:
These are the entries in order....

Continuing Dmg
Dbl Range Mods
Extra Crew Casualties
Extra Hull Dmg
Halves Shields
Ignores Shields
Increased DMG
Increased PEN
Inverted Range Mods
Must Re-Roll PEN Dice
Must Re-Roll To-Hit Dice
No Hull Dmg
No Range Mods
Range-Based DMG
Range-Based PEN
Range-Based ROF
Repeating
Re-Rolls PEN Dice
Re-Rolls To-Hit Dice
Shield-Resonant
Variable DMG
Variable PEN
Variable ROF

66

(123 replies, posted in Starmada)

Okay I must have gone blind, but I can't find how to make weapons expendenble.

Con someone help me please? :oops:

67

(18 replies, posted in Starmada)

I kinda of see them as two different ideas.

One the intreaction effect, (I think it was suggested that this is covered by shield resonant.) which was my origanal idea.

Then we have the backfire/feedback idea, which I like it would be intresting for the super-beam anime cannons or experimental weapon systems.

With the orginal idea.

how about simply jimbeau' idea.

1: Firer takes target shield value hits on DMG track (minimum 1)
2-3: Target takes target shield value hits on DMG track (minimum 1)
4-6: Both take target shield value hits on DMG track (minimum 1 each)

68

(18 replies, posted in Starmada)

cricket wrote:
jimbeau wrote:

1: Roll one to-hit die against the firing ship
2-3: Roll one to-hit die against the firing ship, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.

More of a wording change than anything else

Except that how do you define the to-hit die against the firing ship? Does it retain the same chance as against other targets? Is the firing ship at short range?

My feeling would be that, the damage to the firing ship should be that, a point of damage rolled as normal to represent the feedback/volitale nature of the weapon.

69

(18 replies, posted in Starmada)

cricket wrote:

I like this... except... smile

There are really two different effects here; one is the Shield-Resonant effect, the other is what we're calling "Volatile". So, I would propose this:

A volatile weapon is dangerous -- not only for the intended target, but for the firing ship as well!

When such a weapon is used, roll one die per point of ROF on the following chart:

1: The firing ship takes one hit against its shields.
2-3: The firing ship takes one hit against its shields, AND roll one to-hit die against the target.
4-6: Roll one to-hit die against the target.



I like the idea, what would happen if the firing ship has already lost all its shields? also any idea on the cost?

70

(18 replies, posted in Starmada)

Heya all,

Brainstorming a mad idea here and I am looking for some kind of input.

I have recently read the Dune novels again and was thinking about the Lasgun/Shield interaction. For those poor few that haven't read them (If you like Sci-fi you really should tongue )

The most powerful weapon within the setting is normally considered the Lasgun (laser weapon). The best defence is a shield which stops objects based on penetrating the shield based on speed, slow gets through.

The interesting bit however is the interaction of the two weapons, which is a thermonuclear explosion; however the centre of the explosion is rather random it could be the firer, the target or both!

This struck me as an interesting idea for an enhancement for a weapon. My thoughts where something along the line of, if a weapon with this enhancement hits a shield roll a D6:

1-2 Target takes x shield, and x hull hits
3-4 Firer takes x shield, and x hull hits
5-6 both Firer and Target takes x shield, and x hull hits

For example a light corvette targets a shielded frigate with 3 shields and fires a Lasgun which hits, the player rolls a d6 and gets a 5. Both ships then take 3 shield hits and 3 hull hits.

Thoughts?? (su costs would help I have no idea)

71

(7 replies, posted in Wardogs)

For number 2 my mistake on how it was written.

I was meaning wardog rules for fighting in space.

Since spacebattles are a fairly big part of several mecha stories.

Althrough I enjoy starmada, my own feelings is it is on the wrong scale it focus on the ships, where as in mecha stories the mecha are the stars and the ships are the back drop.

Thinking abit more it might be an idea to use the Flight mods, to represent engines in space. So its a bit more math intensive to move, that way there is not much that needs to be added.

72

(7 replies, posted in Wardogs)

Since its so quite around here I decided to throw a few ideas around, maybe get a bit of disscusion going.

1) As it stands there is just one set of movment costs, is it worth having a movemen cost for differnet units? (i.e Walker, track, wheel, hover). If it was would it be worth having the option of mutilple movement sytems for the mecha ala Heavy gear?

2) Moving into space. smile This is a big area of mecha stories, it would'nt feel right if we cant =P. Althrough the inclusion of starmade link in is good should space rules at the wardogs level be considered or maybe as a addon?

3) I have been thing about the shield rules would it be worth making a flaw/enhanment that would stop shields working against a certain type of attack ie. (Energy only shields ala Metal Fatigue which is a great game btw.)

Think thats it for now.

73

(3 replies, posted in Starmada)

Just a few questions for some projects I am working on.

1) How much would a Volatile weapon (de)enhancement cost? The idea is
to model something like the Dune Lasgun/Shield interaction.

2) Has anyone ever made some transporter rules? or could someone point
me towards some?

3) How about a variation of Expendable that works like ammunition?
That is a weapon that gets a limited number of shots?

Thanks for any help

74

(150 replies, posted in Wardogs)

Whoops found a few more questions...

1) Are Ballistic weapons ment to be limited to as 9 minimum range?
    (seems kinda harsh)

2) If you don't mind what was the idea behind the limitation of only 2 enhancments on Melee weapons Balance?

Should get a game in the next few days (honest this time.) I hope...

75

(150 replies, posted in Wardogs)

Well glad I gave you Paws for thought. (sorry had to say that)

hehehe which reminded of another question I forgot
:oops:

When using the percing ability for Melee weapons is the AR value consider 0 for the damge roll?

:twisted: I am hopeing so cause that makes a real nasty weapon.