51

(22 replies, posted in Starmada)

The ship builder file also has Increased Damage, I believe it's meant to be Increased Impact.

They have FTL capability, it just can't be used within the course of the game. The eventual plan for these was to use them in a campaign, and we didn't want the ability to zip out of combat like that.

Slow Firing and the rolls optional movement roll would be pretty effective.

We'll have to give those a try. Although, wouldn't it just be easier to count each hex in a cloud as 2 hexes for the purpose of determining range?

So a shot that pass through 3 open hexes and 2 cloud hexes would resolve as range 7? No need to halve that way.

Terrain definitely helps. We usually play with 4 asteroid fields of varying size and a planet or two. It makes for some interesting maneuvers, force splitting and tactics.

As Matt uses his BFG Imperial ships, those Iron Stars shielding rules would help him out a lot as imperial ships are supposed to have great front armor. Will those rules be included in the compilation cricket?

Hey Andy,

I should probably chime in here right?  tongue

The ships in question are the ones I posted here:
http://mj12games.com/forum/viewtopic.php?f=30&t=1729

When I built them I tried to stick closely to the FT stats Z4 gave me. Of course I added my own twists to it but overall the theme of the fleet was one that relied on huge spinal weapons and missiles for their "big guns". I intended them to kill quickly at range. That being said they do that and do it very well.

All and all these ships saw about 20 or so games by the time I played Andy, so not only did I know my fleet pretty well but the designs were pretty pretty lean with not much wasted space. Power gamed, ya probably, but it wasn't intentional. Those 20 are what my regular opponent (Matt) and I refer to as our "Arms Race". I added Marines and teleporters and captured half his fleet... the next time we played he had Marines. He swarmed me with fighters... the next time we played I added anti-fighter weapons to my destroyers.

Having said all that though, Matt and I have definitely implemented a few house rules from our games with the TDC. Capping out multipliers at 3x being one of them. Piercing and Increased Impact can utterly destroy ships with little shields and it got to the point where sometime I'd be rolling 15 DMG dice. We both thought that was a little too good. So now at most the Diplomat's Spinal Laser can roll at most 9 DMG dice in our games.

Another thing that seems to make a big difference in ships designs is weapon arcs. Most of my arcs are forward facing. Matt's are broadsides however. To be as effective as possible Matt needs to have targets on both sides of his ships. In a way, my weapons are more optimized because of their Arcs as the fire isn't spread out over a bigger area. Has this been taken into account in ORAT?

57

(2 replies, posted in Starmada)

Thanks cricket.

58

(2 replies, posted in Starmada)

This questions popped up when I was thinking about a ship design. Say I have a ship with the following Battery:

X: Twin Particle Accelerators – IV: 5/10/15, 1/4+/1/1
Fire-Linked; Range-Based IMP
[AC][AC][BD][BD]

Could I fire the weapons with AC at one target and those with BD at another? Or am I required to target only one target with the battery and if weapons are out of arc too bad for me.

I'd argue for the former because the description reads "all such weapons fired". As long as I state what weapons belong to which to-hit roll everything should be good, right?

59

(25 replies, posted in Starmada)

japridemor wrote:

Why do they need special rules? Just use a real big hull and put no engines or Hyperdrive on 'em. Why should a stationary unit get treated any different than one that moves?

That's what we do. They're sitting ducks though, literally.

60

(8 replies, posted in Starmada)

Keep up posted if those are going to get cast, I like the look of them.

61

(60 replies, posted in Starmada)

I came up with some more ideas after a couple of games over the weekend.

1) A quick reference. Something with the Arcs, movement chart, to hit on 7+, and hit allocation would be nice for introducing new players.

2) Backwards movement. Could this be done by just appending the minus sign in front of numbers and having the speed by the sum of the absolute values of all numbers?

3) Tractor beams

4) Fixed screens. For lack of a better term, screens that are fixed to a certain hex and that can't be configured.  Essentially shields with different values per hex.

5) Advanced hiding/sensor rules. I think these would add a lot of fun to certain scenarios. You'd probably need a GM though for them to provide the best feel.

62

(60 replies, posted in Starmada)

How about a piece of Special Equipment called Damage Control Teams (or System?) that works with Option E1.

You can just use the Directed Damage mechanic and allow the player to re-roll the Damage Control roll if they choose.

63

(60 replies, posted in Starmada)

cricket wrote:

The fighter Defense value is based on the shield rating, where higher IS better (for the attacker, who is making the rolls).

Well that makes more sense. Silly me.

64

(60 replies, posted in Starmada)

The Fighter Defense roll always struck me as going against the game's trends. Rolling lower for this is better, where with other rolls rolling higher is better. Assigning a Defense Divisor to various saves (like with the Attack Divisor) would be an easy fix:

Save :: Defense Divisor
- :: 6
6+ :: 5
5+ :: 4
4+ :: 3
3+ :: 2
2+ :: 1

Also, any reason for no Attack 2+ Fighters? Too powerful?

65

(60 replies, posted in Starmada)

Maybe not Grappling hooks for the Trek universe, but for those of us with Noble Armada ships that would be cool.

66

(60 replies, posted in Starmada)

Most of things I'd like to see have been related to the questions I've asked:

Armored Gun Batteries
Redundant Shielding
Interceptor
Bomber
Ranges 21 and 27

The first two I think would work fine using the Armor Plating mechanic from AE. The fighter options you said would be in the new compilation because they were in dreadnoughts. As to the Ranges, I'd only like them for completeness.

As to what else I'd like to see? Maybe rules for planetary assault and defense, more terrain options, and customizable marines with variable attack and defense values.

Oh, and boarding pods that aren't destroyed when they fail to penetrate the shields.

67

(10 replies, posted in Starmada)

Thanks for those cricket. I have to ask though, are you a stats professor?  tongue

I'm off to see if I can work these into the shipbuilder.

These are the stats I've worked up for Z4 Miniatures TDC:

http://z4miniatures.blogspot.com/

For the most part the stats are modeled after the miniatures with further direction from their creator. The only exception to this are the two destroyers, where I added some additional armaments to make them more playable. These stats have seen about 20 games now and I think I've gotten them to a point where they are both fun to play and competitive. I'll be working on stats for the Assault Carrier next to add to these.

(226) Emissary-class Terran Diplomatic Corps Assault Cruiser

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 4 4 3 3 2 2 1 1               
Weapons:
1:XZ 2:X 3:Y 4:Y 5:Z 6:Z

X: Twin Particle Accelerators - II: 3/6/9, 1/4+/1/1
Fire-Linked; Range-Based IMP
[AB][AB]

Y: Particle Accelerators - IV: 5/10/15, 1/4+/1/1
Range-Based IMP
[AC][BD]

Z: Particle Accelerators - II: 3/6/9, 1/4+/1/1
Range-Based IMP
[AB][AC][BD]

Special: Armor Plating; Marines (32); Teleporters (16)

(202) Edict-class Terran Diplomatic Corps Beam Cruiser

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 4 4 3 3 2 2 1 1               
Weapons:
1:X 2:X 3:Y 4:Y 5: 6:

X: Twin Spinal Laser - III: 6/12/18, 1/3+/1/3
Fire-Linked; Increased Impact; Inv. Range Mods
[G][G]

Y: Particle Accelerators - II: 3/6/9, 1/4+/1/1
Range-Based IMP
[AC][BD]

Special: Fire Control; Marines (8); Teleporters (4)

(282) Diplomat-class Terran Diplomatic Corps Heavy Cruiser

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:WZ 2:XZ 3:XZ 4:Y 5:Y 6:Z

W: Heavy Spinal Laser - III: 8/16/24, 1/3+/1/3
Increased Impact; Inv. Range Mods, Piercing
[G]

X: Particle Accelerators - I: 2/4/6, 1/4+/1/1
Range-Based IMP
[AC][BD]

Y: Particle Accelerators - III: 4/8/12, 1/4+/1/1
Range-Based IMP
[AC][BD]

Z: Anti-Ship Missiles: 6/12/18, 1/4+/1/2
No Range Mods; Slow-Firing; Variable DMG
[AB][AB][AB][AB][AB][AB]
Ammo: 18

Special: Fire Control; Marines (8); Teleporters (4)

(102) Negotiator-class Terran Diplomatic Corps Heavy Destroyer

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

X: Particle Accelerators - I: 2/4/6, 1/4+/1/1
Range-Based IMP
[AC][BD]

Y: ER Particle Accelerators - I: 3/6/9, 1/4+/1/1
Range-Based IMP
[A][B ]

Z: Anti-Fighter Lasers: 1/2/3, 3/4+/1/1
Anti-Fighter; No Range Mods; Non-Piercing
[AB][AC][BD]

Special: Fire Control; Marines (4); Teleporters (2)

(95) Contractor-class Terran Diplomatic Corps Missile Destroyer

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

X: Anti-Ship Missiles: 6/12/18, 1/4+/1/2
No Range Mods; Slow-Firing; Variable DMG
[AB][AB][AB][AB][AB][AB][AB][AB][AB][AB]
Ammo: 20

Y: Particle Accelerators - II: 3/6/9, 1/4+/1/1
Range-Based IMP
[AC][BD]

Special: Marines (4); Teleporters (2)

69

(10 replies, posted in Starmada)

Why was range 21 left out from the Expanded Ranges option? Was it on purpose or just an oversight?

Thanks guys. I look forward to the compilation, AE is a great game.

These used to be in X. Would their modifiers work for AE as well or would the factors need to be upped or downed a bit?

Any idea why they were dropped? I thought they added some good flavor to flights.

72

(0 replies, posted in Starmada)

Just spit balling/seeing if anyone has done anything similar.

I like the 1-to-1 basic marine rules, they're simple and clean, and the alternative rules in H&C are a step away from abstract while still remaining simple.

Has anyone used marines with an attack or defense value for more customization though?  In short, rules for capturing remain as in H&C but Marines are given attack values (to-hit opposing forces: 2+ - 6+) and defense values (to-save vs opposing forces' hits: 2+ - none).

Granted it adds extra paperwork and dice rolling but it'll allow you to simulate power armor marines, heavy weapon marines and so forth.

If anyone's done something like this what SU/DRAT/ORAT forumulas did you use?

73

(1 replies, posted in Starmada)

Is there a reference sheet for AE around? I checked over on the yahoo group and didn't see anything. I'm looking for a quick summary (important tables and diagrams) on 1-2 pieces of paper.

Ah, thanks. Personally, I would just rename shields to ablative armor before I implemented something like this.  That being said, if you like it do it up.

Where were the rules for Ablative Armor?