Up at the Redoubt!
For my Millennium Con game:
http://doodlebot.net/redoubt/
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mj12games.com/forum → Posts by Only Warlock
Up at the Redoubt!
For my Millennium Con game:
http://doodlebot.net/redoubt/
Thanks CPTCole!
I just use "Evergreen" brand Styrene plastic and cut with X-acto and scissors, using Superglue to build them. Pretty straightforward stuff.
Well, in that Spirit, I am going to start posting SFB/Starmada stats for my game this weekend.
Starting with the Diminutive Klingon E4 Escort:
(75) E4-class Klingon Empire Escort
Hull: 4 3 2 1
Engines: 7 6 4 2
Shields: 3 3 2 1
Weapons:
1:X 2:X 3:Y 4:Y 5:Y 6:
X: Disruptor: 4/8/12, 1/3+/2/2
[AB]
Y: Phaser II: 2/4/6, 1/3+/1/1
Range-Based ROF
[GHI][JKL]
Special: Hyperdrive; Marines (2); Teleporters; Cargo (3)
I am using the "Fleet Scale" template for the E4 Light Frigate, which mounts 1 Forward Disruptor, 1 Forward PH-II and 1 Aft PH-II. Seems to fit all needs appropriatrely.
After hemming and hawing back and forth I have decided to use "Normal" Starmada Shields for the purposes of this dry run.
In order to model the variable amount of Phaser Damage at range, I am trying Range-based ROF as well. I was thinking about how Phaser Fire has been shown throughout the ST Universe history (Coherent Beams and short bursts both) and have decided that maybe sustained beams are necessary at long range where it is important to maintain more Beam Coherence than at Short range (Using More Energy) whereas at Short Range you get the "Rapid-Fire" Phaser pulses because not as much energy is lost from Beam Spreading.
Your best (And Cheapest) alternative is to go on Ebay and Purchase "Micro Machine" sets for TNG sets.
Far Future Enterprises also makes some ships (As does Ravenstar Studios)
I see, so in the original rules they effected the Initiative rolls of the ships and/or fleet.
You're right, with pre-plotted movement that's no longer an option in AE.
<sigh> lol I didn't mean my earlier response to sound snippy. Grr.
I think the notion of legendary crew/captains are an important idea tactically because a) most people do not play at the strategic level and b) it's a way to humanize a game about blowing up big metal (Or ceramic or organic) spaceships.
Looking at the Homeworld series of games by Relic as an example, the reason you actually care about what happens to the Hiigarans in the game was their humanization through non-visual means. You heard the commanders of the ships giving orders and there were cutscenes with wonderful humanizing narration.
Tabletop games lack that luxury in storytelling. One way to bring it "on table" is to have a simple dynamic system that encourages risk and calculation. If it just makes the ship shoot or maneuver better it does not add any real "humanity" to it. By forcing the player to make judicious USE of his legendary commander, you inject Human decision-making at a tactical level and add another level of "Characterization" to the ship.
My 2 cents worth anyway.
non-sequitor your game changing MECHANIC is flawed.
By removing the simultaneous fire system you encourage Munchkinism by making SURE the players put a legendary captain on a Sniper ship with Uber weapons to make sure he destroys the greatest threat prior to the ability to respond.
Simply forcing a few Rerolls keeps the necessity of engaging the enemy while potentially in his threat envelope. We should not be designing a system that fundamentally changes the nature of the Starmada flow, but one which complements it imho.
The Reason I like re-rolls is that it represents the captain (Or Crew) pulling off the daring and unexpected. It also has the attractiveness of not substantially bogging down the gameplay.
If we were modelling "Real Life" I might agree with your thinking, but what we are largely doing is playing out sci-fi TV show and Movie-Style space conflicts. Forcing an attacker to reroll the nasty Impact:5 Damage:5 Hits on 2+ weapon might be the difference between victory and death.
It creates much more Drama than simply improving attacker's "to Hit" rolls or their defenses or their Maneuverability..
Shouldn't "To Hit" be the weapon's Accuracy? It falls apart with the Weapon if accuracy is already 2+ and you also lose the benefit if you are at close range and a 3+ accuracy of the weapon. Seems like the Shipyard.xls could handle it just like any other piece of kit, with the Crew or commander rating acting as either an overall Ship Price modifier or, perhaps a set cost.
For instance, a Commander/2 would get 2 re-rolls per turn and act as, say, a 1.2 multiplier for overall ship cost.
I've got em and I agree.
Was thinking about folks who do not have that worthy volume and want a system internal to Starmada. I'm working on a setting with written content and want to introduce mechanics like this.
I've been thinking about crew quality and the effect of training and leadership in Space Battles.
If you look at Adama in Galactica or Kirk in Trek those are easy examples of Legendary Commanders.
What about Commanders allowing a certain number of Re-Rolls each round? Could be used to either re-roll his own die or to force an enemy re-roll.
Crews could have a certain amount of "points" to spend in a battle. Each point may be used to alter a Die roll from their own ship.
Thoughts?
Here is the New Series Battlestar:
(975) Type II-class Colonial Battlestar
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Shields: 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:Z
X: Flak Batteries: 1/2/3, 1/4+/1/1
Anti-Fighter; Area Effect
[ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]
Y: Missile Batteries: 6/12/18, 1/2+/1/1
[ABCD][ABCD][ABCD][ABCD]
Z: Bow Railguns: 3/6/9, 1/4+/1/4
Extra Hull Damage
[G][G]
Special: Hyperdrive; Carrier (388); Anti-Fighter Batteries (6)
New Cylon Basestar:
(797) Type II-class Cylon Basestar
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 5 5 4 4 3 3 3 2 2 1 1
Shields: 4 4 4 3 3 3 2 2 2 1 1 1
Weapons:
1:X 2:X 3:Y 4: 5: 6:
X: Missile Batteries: 6/12/18, 1/2+/1/1
Minimum Range
[ABCDEF][ABCDEF][ABCDEF][ABCDEF]
Y: Nuclear Missile Battery: 6/12/18, 1/2+/1/4
Minimum Range; Slow-Firing; Area Effect
[ABCDEF]
Special: Hyperdrive; Carrier (500); Anti-Fighter Batteries (6); Cargo (5)
Ok, Starting to Stat out ships:
I hate to admit it, but I am basing ship scaling on my miniature collection! But here goes:
Cylon Base Ship (Old dual Sand-Dollar Design)
(520) Type I-class Cylon Baseship
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 5 4 4 3 3 2 2 1 1
Shields: 4 4 4 3 3 2 2 2 1 1
Weapons:
1:X 2:X 3: 4: 5: 6:
X: Megapulsar Turret: 4/8/12, 1/3+/1/4
[ABCDEF][ABCDEF]
Special: Hyperdrive; Carrier (300); Anti-Fighter Batteries (3)
Ok, I have a bunch of Studio Bergstrom Minis en route and need to start statting them up. Here are a few thoughts:
Armor (from Dreadnaughts) instead of shields.
I had no real firm idea of the Nu uGalactica size vs the size of nu Basestars until I reviewed the "Death Ride of the Pegasus" video.. Nu Pegasus Masses roughly double the Nu Base Star in my opinion. Since galactic was about 25% smaller than Pegasus, That puts the Nu Galactica roughly 25% more mass than a Nu Basestar.
While Basestars carry MUCH larger fighter groups, the fighters deploy more slowly than Galactica (Due to Galactica's Launch tubes. They actually leave the nu Basestar in larger numbers, but they are more slowly deployed.
Old Colonial Battlestars and Cylon Basestars should be about 20% lighter than their equivalent.
Cylons get +1 tech to their Engines
Colonials get +1 tech to their Guns
Battlestars have two types of anti-fighter batteries. Close in Antifighter batteries and "Barrier" Flak Turrets.
The Barrier Flak would be Arc: ABCDEF Range:3 Anti-Fighter Hit 3+ Imp:1 Dmg:1 Area Effect
Rather than use Strikers for Nukes I would say have them as Slow Firing; Minimum Range; Imp:1 Dmg: 5 Area of Effect weapons to speed play.
Nu Basestars would be armed with Long Range Missile launchers and nukes with minimal Point defense (Relying on Fighters for CAP)
Battlestars have fewer, better fighters, are larger, Have better defenses and HEAVY Arc: G Bow Guns.
Essentially, The Battlestars deploy the fighters to tie up the Cylon Fighter screen, then turn their nose to the Basestar and close, shredding it with heavy guns.
Cylons want to keep the range and overwhelm the battlestars with Long Range Missiles and nukes and Waves of Raiders.
Posted in the Basin!
Here is the Gunslinger-Class Fire Support Cruiser, Image at same location above:
(379) Gunslinger-class Terran Republic Armored Cruiser (Fire Support)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 4 4 4 3 3 2 2 2 1 1
Shields: 5 5 4 4 3 3 2 2 1 1
Weapons:
1:X 2:X 3:Y 4:Y 5: 6:
X: 3 meter Plasma Lance: 8/16/24, 1/2+/1/5
Slow-Firing; Continuing Damage; Piercing
[AB][AB]
Y: Light Pulse Batteries: 3/6/9, 1/4+/1/1
[ABCD][ABCD]
Special: Hyperdrive; Anti-Fighter Batteries (2); Cargo (2)
Here is the Midway Class Attack Carrier:
http://doodlebot.net/redoubt/?p=205
(673) Midway-class Terran Republic Strike Carrier
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 5 5 4 4 3 3 3 2 2 1 1
Shields: 4 4 4 3 3 3 2 2 2 1 1 1
Weapons:
1:X 2:Y 3: 4: 5: 6:
X: 10cm Beam Lasers: 6/12/18, 2/2+/1/1
[ABC][BCD]
Y: 100cm Torpedoes: 8/16/24, 1/4+/1/4
Minimum Range; Slow-Firing; Area Effect
[G][G]
Special: Hyperdrive; Carrier (400); Anti-Fighter Batteries (8); Cargo (9)
Will do, Dave!
All made out of hand-cut sheet styrene plastic and Styrene "C" struts and "L" Struts
Working on my Starmada Fleets! Here is some new stuff:
http://doodlebot.net/redoubt/?p=205
We need Stellar Tug rules covering both Tactical and strategic use of tugs.
I like the idea of buying tugs that carry 4-6 Non-FTL gunboats into a system either as a "Raider-carrier" or to deliver defense boats to allied systems.
I think those are all good points and a perfectly valid way to look at it.
Personally I LIKE looking froward to the next supplement to find out what new tidbits have been added.
Also, from a business point of view, MJXII rule sets are quite reasonably priced and Dan isn't out there just trying to move miniatures at the expense of the rules.
I don't mind buying a few Starmada supplements spread out over a few months and keeping MJXII in business. they make good product and I really like the supplements. To be honest, if they DIDN'T have extra rules I might be LESS likely to purchase them, as they become "Flavor guides" rather than interesting tool sets.
hmm Aesthetically I like the first one better.
I imagine the AMAT cannons firing from Armored pits in the hull (After all, the last thing anyone wants when your Antimatter is floating in the Magnetic Vacuum bubble is to take a stray kinetic penetrator in the projection coil).
I'm a big fan of the Continuing damage property with the low DMG rating. Makes it a non-god weapon, but really pretty nasty.
You know, I struggle with myself from time to time about combat efficiency in the design process.
I know it's better to have wider Arcs with fewer weapons if you have a slower ship. That gives you the maximum fire on target for the most time. However, aesthetically, sometimes I want a hull to have disadvantages. I think it "humanizes" it.
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