76

(25 replies, posted in Starmada)

Makes sense - I hadn't digested the fighter rules yet!

I had another epiphany, however.  It's easy to visualize a PEN of 2 as a twin gun mount (1 aiming process, but two hits), and a ROF of 2 as a section of 2 gun mounts ... and of course a combined ROF/PEN 2 as a section of 2 twin gun mounts.  This will help a lot when rationalizing the large numbers of guns in the Star Wars batteries.

How about multiple ROF 2 Repeaters as anti-fighter batteries?

77

(25 replies, posted in Starmada)

Okay ... replying to myself (bad habit), I'll note that after looking through some of the example ships, I've over-used the Pen and Dmg ratings, resulting in high-cost weapons.

78

(25 replies, posted in Starmada)

I'm new to the rules (just bought them 2 days ago) and new to scifi-naval gaming as well, but I'm currently working on this.  The process in general will be:

1. Organize all the stats from the old WEG Star Wars series, which is the only comprehensive source of game stats that I know of, despite its idiosyncratic format.

2. Try to normalize all that data - WEG was not very systematic about applying similar stats to similar weapon systems, etc.

3. Try to fit this data into a Starmada design.

So far, I have the weapons systems organized, and have worked out generic stats for the primary weapon systems: Turbolasers, Ion Cannons, Laser Cannons, and Concussion Missiles.  Given the extremely high numbers of these weapons on the typical Star Wars ship (even the lowly Nebulon-B Frigate has 12 Turbolasers and 12 Laser Cannons), I'm currently trying to use 10 weapon mounts = 1 Starmada weapon mount, or possibly use the ROF to tweak that ratio.

Here's what I'm working with so far:

Turbolasers: Rng 12, To Hit 4, ROF 1, Pen 3, Dmg 3, Inverted Range Mods (140.40)

Ion Cannons: Rng 6, To Hit 5, ROF 1, Pen 1, Dmg 2, Ignores Shields, No Hull Dmg (14.00)

Laser Cannons: Rng 3, To Hit 4, ROF 1, Pen 2, Dmg 2, No Range Mods, Repeating (34.56)

Concussion Missiles: Rng 3, To Hit 4, ROF 1, Pen 1, Dmg 3, Must Re-roll To Hit, Variable Dmg (7.65)

I don't know how much sense these make in gameplay terms, but the general idea is the Turbolasers are for long distance work versus capital ships and not as good in close, while the Laser Cannons are for close defense work, especially against starfighters.  Ion Cannons ignore shields but don't cause physical damage, while Concussion Missiles are erratic but potentially powerful (I may add Must Re-roll Pen to them as they are ballistic rather than energy weapons).

Another problem is that most of the canon designs don't make a lot of gameplay sense, i.e. the Star Destroyers have immense Turbolaser batteries but no Laser Cannons.

The Tractor Beam can also be used as a weapon in the Star Wars universe, but I have no idea how to model that in Starmada terms.

Feedback welcome!

Cheers,

Christopher

PS - I'm using the Shipyard program - looks great!