Ah. I noticed that Starmada shields operated almost analogously to BFG Armor, and since lances ignore armor saves in BFG, it seemed reasonable to make give the Ignores Shields. As for the double-turrets, I never bought/built the minis, just read the rules and played them a bit with some proxies. Since the art in the books is kinda small, I had not noticed the doubling.
Well, not so much ignore armor saves, but Lances always hit on a 4+ regardless of the ship's armor value. That's why I went with piercing. While it makes them a *little* more effective against Eldar in Starmada instead of less, (since it would make their weaker 'shields' even weaker.) I felt it balanced out.
As for making them RoF 2, it was really just a conceit of the models and not necessarily a *fluff* thing. I'd probably leave it at 1/ACC/1/1 so that it functioned closer to the source material.
That would be a reasonable interpretation, yeah. I matched its range to the minimum and the long (the whole '3d6 scatter beyond 60cm' thing), rather than the maximum. I also went with Ignores Shields over Variable Damage since it ignored armor and was already variable enough in its effect for my tastes (ie, with some lucky to-hit rolls, could decimate a group of ships, but with poor rolls, totally ineffective).
That's right. Nova Cannons did ignore shields and dealt damage regardless of the armor value of the ship. Hrm. We need one more weapon trait slot. ::grins::
The strikers were just something I wanted to experiment with. I considered Faceted, but decided that Shields 5 and Armor Plating was sufficient (and less complex). I had noticed in games where I played fleets with mainly 5+ accuracy against fleets with mainly 4+ accuracy to be frustrating, so I decided to try 4+ and quite liked it. Plus, there was room enough for all the batteries on 4+. Perhaps because I had put them in fewer arcs; while it is possible to get a 90-degree arc by overlapping, say, C and H, I don't think you can get a 90-degree arc right out to the side.
I think I might consider the 4+ instead of the 5+. While it may be occasionally more effective than BFG batteries, you have about a .54 chance of that firepower converting to a die of damage against armour. Since the enemy's bearing doesn't matter in Starmada, I think that is a relatively decent approximation. And close too. Given that, I can see that ACC on the Batteries represents the Gunnery Chart from BFG and the IMP represents the attack versus Armor. Whereas the ACC on the Lance represents the fact that it always hits on a 4+ and Ignore Shields just means I ignore the original 'armor value'. Hrm.
Honestly, I think I screwed up the torpedoes, but haven't found a better fix yet. Basically, the Launch limits are high enough for each ship to launch all of its torps in the first end phase... and then the torpedoes go wherever they please. I'm kind of considering turning torpedoes into a G-arc slow-firing piercing no-range-mods weapon (maybe with ammo), but haven't done it yet.
I mostly like the idea of weapon system based torpedos. I'd probably make them range 18 (Which is 90 cm, three turns of distance...), slow firing, double range mods (I'll explain in a moment) and fire-linked. Probably go with 1/4+/1/1. Reasoning for the double range mods instead of no range mods: Within 30 cm, torpedos are a guarantee hit. Once you fire it, your opponent has no chance to maneuver to avoid it. At the second band, they have a chance to maneuver around it, but it's not *that* easy if fired correctly. At the third band, your opponent has had a chance to avoid them, shoot them and intercept them with fighters. We've usually found that once fired, if the torps haven't hit in two turns, they aren't going to, but there's always that off chance. Thus double range modifiers: 2+ at close range, representing that turrets could still shoot them down. 4+ at medium range, representing maneuver and turrets. 6+ at long range. Representing that off chance they can't manuever out of the way. Additionally, they are fire-linked as torps have to be fired in a complete salvo, rather than individually. This allows you to have variable strength torpedos by adding and subtracting arcs and number of weapons.
Also, while I don't have the Rules Annex or Dreadnoughts, I wonder if the flotilla rules will fix escorts...
Type: TYRANT-class IMPERIAL CRUISER (226)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VWX] 2:[2VWX] 3:[2VW] 4:[VWX] 5:[VWX] 6:[VWX]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Weapon Batteries 45 cm, 3/6/9, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery X: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters
Type: DOMINATOR-class IMPERIAL CRUISER (254)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[3VW] 2:[3V] 3:[3V] 4:[3V] 5:[3V] 6:[3V]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Nova Cannon, 6/12/18, 1/5+/2/3
Minimum Range; Ignores Shields; Area Effect
[G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters
Type: GOTHIC-class IMPERIAL CRUISER (228)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[V]
Battery V: Lances 30 cm, 2/4/6, 1/4+/1/1
Ignores Shields; No Range Mods
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters
Type: DICTATOR-class IMPERIAL CRUISER (471)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VW] 2:[2VW] 3:[2V] 4:[VW] 5:[VW] 6:[VW]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (3); Marines (8); Teleporters; Carrier (200); Launch Tubes
This was my synthesis of your ideas and a few of mine. I finished all the Imperial ships from the Big Blue Book, but only posted these. Thoughts?