76

(13 replies, posted in The Admiralty Edition)

Nomad wrote:

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?

77

(13 replies, posted in The Admiralty Edition)

Interesting conversion. I had a few differences from the way you did things when I converted mine. I think I might go back and revise it.

1.) I had lances as piercing +1, rather than ignores shields and were RoF 2 rather than 1. (Reason being, there are two "guns" on most Imperial Lance Turrets.)

2.) Weapon Batteries had their strength divided by 4 (or 8) to determine the DMG rating per gun and four guns (or eight) per broadside. (Again, this was just to match the look of the IMP ships.)

3.) I had my Nova Cannon as 30/1/5+/2/1, Minimum Range, Area Effect, Variable DMG. That way it more closely resembled the original.

4.) I used the default strikers and seekers rather than customizing mine. (That's acuz I was lazy and standard shipbuilder doesn't do different fighters...)

5.) I used faceted shields to represent the variable armor on the Imperial ships, and went with a lower armor since the weapons now had to roll to hit. (4/3/3/3/3/3 instead of 5/4/4/4/4/4.)

6.) All guns had a worse ACC rating. (5+ rather than 4+)

7.) All arcs were based on the GHIJKL rather than ABCDEF as I felt the HJ and IK arcs resembled the BFG arcs better than C and D arcs respectively. Though you will end either being too sharp or too narrow I think.

8.) All of my ships had launch tubes... but if the seeker flights are set according to the torpedo rating of the ship, only carriers really need the tubes.

Other than that, I think I might synthesize part of your ideas with mine. I am curious what made you decide on some of the things you did. Especially in giving all Imperial ships Fire Control and the Ignores Shields of the Lances. How did the vessels "feel" in play? Did they feel like their BFG counterpart? Or did they feel... 'off'?

78

(54 replies, posted in The Sovereign Stars)

cricket wrote:

Question: if two players' units are already in a hex, what happens when a third enters? Do both "defenders" have the option of accepting/declining battle?

Why not? And if one of the defenders accepts battle, then perhaps the other would have the option to join battle on either side? And if both accept battle, guess they've already decided on assisting each other?

79

(24 replies, posted in Starmada)

Really, I don't think that Starmada can really trim anything and still remain Starmada. The game doesn't require you to play with every option. I guess I'm with everyone else when I ask, where's the fat? What is too much?

80

(54 replies, posted in The Sovereign Stars)

Awesome.
What would I compare it to?
Will it be compatable with Starmada and Wardogs or Defiance?

81

(10 replies, posted in Game Design)

Any good Zombie rule set has to have rules for the notorious head shot. Just so you can roll and be all like, BOOM! HEADSHOT!

'Course, been working on a simple set of rules where the very, *VERY* basic rule is: Roll dice, if the range in inches is equal to over over the distance to your target then the target is dropped. Boom. Headshot.

82

(11 replies, posted in Starmada)

murtalianconfederacy wrote:

You have to roll one dice for to hit for all Fire-Linked weapons in a single battery that are targetting the same ship. In that case, the cruiser is gutted completely, I'm guessing (haven't looked at the ISS ships for a while)

Okay, so once Fire-linked is selected as a trait for a weapon system, it's an all or nothing shot. Got it.

So yeah, given that, over two turns, the damage from the Arcturans stays the same and the Negali has six dice impacting, four through. Sixteen dice for damage, rounding up, three are absorbed by armored hull, 13 through... The ship might survive (Odds are against scoring enough hull hits with only 2/5 striking hull...) but chances are the weapon systems are gutted, the shields are gone and possibly the engines are too. Next turn. Baboom!

Now, I do know that dice are the ultimate equalizer in this case. The Negali might miss every single 4+ to hit... or when he rolls damage, finds himself rolling an inordinate number of 1's... Or the poor Arcturan might see everything hit and roll 3's and 5's for damage.

That said, I'll have to try this out again - this time with the sides having more balanced point values. (The cruiser on the Negali side was more than half the point value of the game.)

83

(11 replies, posted in Starmada)

Well, looking at the game I ran:

We had three ships per side -
Arcturans - 2 x Hayabusa Destroyers, 1 x Kyouwa Cruiser. A total of 476 points.
Negali - 2 x Yrithar Frigates, 1 x Tabercji Cruiser. A total of 444 points.

The only reason the Arcturans won was that the Negali Cruiser didn't cancel hyperdrive. I think I forgot to tell him that he could cancel it. My bad. Had he not, the situation of the Arcturans:
1 Destroyer gone, 1 stripped of all waepons and shields with just three points of hull left. The cruiser stripped of all heavy weapons, shields and only one point of hull left. The Negali ship? Missing one hull and that was from a forced hyperjump that failed. Of the two Frigates, one jump away safely, the other got kaboomed by a Particle Cannon alpha-strike.

Going with a comparison of capabilities:
Looking at it, balanced. We have the Tabercji vs a Kyouwa and a Hayabusa. The points are slightly in favor of the Arcturans.
We'll assume both ships centerline at range 7.

The Arcturans fire all Particle Cannons. That'll be a total of six. On average, half of them will hit, roughly. That gives six dice for impacts. Against a shield value of five, one impact will make it in, for a rough total of four damage to the Negali Cruiser, with a delay before they can fire those guns again.

Looking at the other side of the fence, the Negali ship: Can risk an all or nothing shot on a 4+. But for sake of math, we'll assume fired separately (Can fire-linked fire independently at the same ship?) Again, one hit, one miss. Here we have three dice for impact, with all dice needing a 3 or better to bump shields thanks to piercing. That's two dice that the odds say will bump through. Now we have eight dice for damage. Granted, dealing with Arcturans, one out of every six shots will be dropped, thanks to Armor Plating. So roughly about seven damage and the Negali can fire again next turn with the same weapon. Now, let's throw in their second set of heavy weapons. (I consider any weapon that can deal more than two damage in a single volley, whether based on ROF, IMP, DMG or traits as a heavy weapon.) Four more shots, half of which will hit, for two chances to bump shields. Half those will make it in, adding another two damage onto the Arcturan vessel.

The Negali ship is hurt, but the Arcturan vessel is nearly crippled. And that was assuming that the Negali ship would have fired upon the Arcturans cruiser. Firing at the destroyer is even worse, as five out of six shots would pierced shields rather than four. On top of that, the Negali vessel will be capable of firing again the following turn, whereas the Arcturan will only have their short ranged weaponry to fire.

Oh and any thoughts of, well the Negali ship has a narrow fire arc with the big guns, I'll remind you that they have overthrusters.

84

(11 replies, posted in Starmada)

Well, okay. I wasn't playing directly. I was simply moderating the game for the others in the group.
Had a small game using the ISS book, one side had Arcturans the other Negali. The Negali had a Cruiser and two frigates, the Arcturans had a Cruiser and two destroyers. Around 450 points or so.
Both sides pretty much flew directly at each other, with a little bit of manuever. After a few turns combat ensued. One of the Arcturan destroyers had its weapons stripped by the Negali and one of the Negali frigates was stripped of all goods as well. There was a surprising lack of hull damage. The other Negali frigate was removed from existance from a good solid shot from the Arcturan cruiser. All remaining Negali ships declared a hyperjump, despite the fact that the Cruiser was still in tip top shape. The following three turns saw the Negali frigate accelerate away at top speed (His speed was 16, and the following turn, if the hyperjump wasn't active yet, would have been 24...) while the other Negali ship remembered he could pivot around and proceeded to open fire on the remaining Arcturan ships. However, he was unable to destroy either of the two remaining ships, despite hitting with both of his Shock Beams on two of the turns, before his drive engaged. The game ended with a Pyrric Arcturan victory. All Negalise ships retreated, leaving the field to the Arcturans. However, the Arcturan ships were left with no weapons, no shields, little engines and one or two boxes of hull. Had the Negali cruiser cancelled his hyperjump, it would have won.

Lessons learned:
1- Booking around at top speed not always the best option. High speed to engage, and then slow down for manuevers seem to be best at this point.
2- People were a little thrown of by P+S or S+P manuevering, rather than just a single turn. "Why is it that I can do that and it only requires a thrust of three, but just a single turn requires a thrust of 7?" It was a constant reminder of, "It's because you aren't changing your direction of travel with that maneuver."
3- The Negalise cruiser was a bit much. Shields 5 with the Shock Beams of doom meant that the poor Arcturan slow firing and lower ACC guns were outmatched and unable to do much in the way of damage. Piercing weapons with more than 1 IMP that deal multiple dice of damage are fairly sick. One successful shot pretty much stripped both ships of equipment. Had the game continued, I have no doubt in my mind that the Negalise ship would have destroyed the other two without sustaining any serious damage itself.

Still everyone seemed to enjoy the game. I think next time I might introduce carriers to them.

85

(75 replies, posted in Miniatures)

Working in 1/72 scale, there's a box called Space Battles from a company called Dark Dream Studio. It has two walker-types and 17 "Space Rangers"

While not their official website (I don't think there *is* one...) here's a link to what they look like: http://www.plasticrush.com/DARKDREAMSTUDIO72001.htm

They seem to be made of a softer plastic but are fairly inexpensive. (The distributor says that the retail is about $13.95 USD)

86

(1 replies, posted in Starmada)

I can't think of any weapon trait that would do that, considering the wide range of speeds available. I'd just give the weapon a high IMP value to represent the fact that it's supposed to tear through shields.

87

(60 replies, posted in Starmada)

zarathud wrote:

Does anyone else have some printing issues on a few of the starship data cards?  I am not sure if this is just my book or a general print run issue.

On both Federation Heavy Cruisers, the Battery X arcs are listed as [AC] [AC] [BD] [BD] [GHI] [GHI] and then there are some unreadable characters printed after the second [GHI].  Are there additional weapon arcs that were garbled in printing?

On both Klingon D5 War Cruisers, both D5W New Cruisers, and both the Kzinti Battlecruisers, the Battery Z arcs are not fully readable.  It looks like the arcs are [C] [C] [D] [D] but there are extra unreadable characters printed over these arcs.  What are the correct arcs?

Yes, the one we have here in our store has the same printing error. The Fed CA additional arcs should be two [JKL] arcs. As for the D5, D5W and Kzinti BC, I am not sure because I don't have my Fed Com cards with me and I don't know those arcs off hand.

88

(12 replies, posted in News)

cricket wrote:

Yup.

"Each mode may have different ROF, ACC, IMP, and DMG values, and/or different traits. However, a weapon must retain the same RNG value between modes."

Oh, look... pg 29. Heh. Bueno. I don't know if I'd use dual-mode weapons anytime soon, outside of SFU stuff, but cool.

Sci-fi/gaming convention outside St. Louis, Oct. 2-4. Come join us!

Hrm... trip to MO is not in my budget. That's a shame. I'll keep on keeping on up here in MI.

89

(12 replies, posted in News)

cricket wrote:

Weapon ORATs are determined by their space costs. (p.30 of the Core Rulebook)

Hey, lookie that. RTF and pay attention to it and it will actually tell you. Heh.  :oops:
Now the question is, what range do I use? Or did I miss something in dual-mode weapon that says they must be same range?

Maybe in the future, when we introduce Orion cloaking devices.

Sweet. ::begins ponderings on modular ships::

That was a miscommunication between me and ADB; I had one set of "included" ships in mind, and they had another... :oops:

When I get back from Archon, I will be statting up the "extra" ships, and they will be available for download from ADB.

Woo hoo! What is Archon?

Honestly, I don't know if it's "supposed" to be labeled as the Kirov subtype or not. The ship card for this class in Federation Commander is simply labeled "Federation Battlecruiser", and that's what I went with.

I think that there isn't on the Kirov-class because it's the 'standard' Battlecruiser, whereas the New Jersey and Bismarck are both 'specifics'. I might be wrong, however.

90

(12 replies, posted in News)

Well the FLHS just got in their shipment with both KA and SAE books, (I expected they would... I wrote the order myself. Sometimes it's good to be the one vaguely in charge.  big_smile) and I have to say. Awesome.

Coupla' sentiments here:
1.) I see the rules for how many SU Dual-Mode weapons take up, but I can't seem to find where you determine ORAT off of them.
2.) While not *wholly* necessary, it would have been nice/ interesting to have some rudimentary rules for the option mounts on the Orion ships. Like perhaps a limited ship creation set just for the Option Mounts. That's just a minor suggestion, really not *totally* needed.
3.) Where's my Planet Killer, Prime Trader and Juggernaut the back of the book say I get?  wink

Otherwise, very nice. I hope to be reordering this one several times. Same with the core Starmada book. I might have to run an event to increase awareness. Especially now since I can stock the core book.

91

(8 replies, posted in Starmada)

I'm curious, if you plot a turn in advance, how did you run turn 1? Did the players have to plot two turns before turn 1 was run? Other than that question, I'd have to say it looks very nice, and sounds like it was great fun.

92

(2 replies, posted in Starmada)

While I wasn't the author of said books, I think I know what the author did there. If you look, most of the ships with shorter range turrets are smaller ships either frigates, destroyers or light cruisers. The lighter ships probably have shorter range due to power concerns. (Though I'd also suspect that it's also a balancing act because they are faster...)

93

(4 replies, posted in The Admiralty Edition)

I'm pretty sure that there are weapon modifiers or ship attributes from Starmada Annex that would have represented some of those weapons better, but since I haven't acquired that yet - will have to see how the finances look later - I am making due with this.
The only things I'm pretty sure I need are the alternate movement rules from either Iron Stars (I assume...) and Dreadnoughts and the dual-mode fighters from Dreadnoughts. (While the Remora-class fighter airships are standard fighters, the Valefarre have two forms, one quite similar to the Remora and the other is a more manuverable mode, that sacrifices a bit of punch.
And I know the Hellfire cannon looks strange with a max range of *two* and area of effect, that's the closest I can come to represent a gout of flame erupting from the hull, similar to an SFB Mauler weapon. I *could* have put a minimum range on it so it could *only* fire at two hexes... but the shipbuilder only handles up to three modifiers and I think a fourth might be a bit excessive...

94

(4 replies, posted in The Admiralty Edition)

Second ship is the Shiva Class Light Cruiser Airship. The Shiva trades off armor and firepower for more speed and maneuverability. That isn't to say that it is without bite. Aside from the same Magicite Cannons found on the Ifrit, it also carries it's own Diamond Dust cannon. The Diamond Dust fires out a cloud of Magicite empowered ice shards, capable of flaying the armor off of enemy vessels. As with the Ifrit, it carries a squadron of Remora-class fighter-type airships.

(136) Shiva-class Archades Light Cruiser Airship

Hull: 6 5 4 3 2 1                 
Engines: 9 8 6 5 3 2                 
Shields: 2 2 2 1 1 1                 
Weapons:
1:X 2:Y 3:Y 4:Y 5: 6:

X: Diamond Dust: 3/6/9, 4/5+/1/1
Extra Hull Damage
[AB]

Y: Magicite Cannons: 4/8/12, 2/4+/1/1
[AB][C][D]

Special: Carrier (50); Cargo (20); Marines (2)

95

(4 replies, posted in The Admiralty Edition)

First up is the Ifrit-Class Airship. Primarily a cruiser sized airship, it can be found in almost all Archadian fleets. The main armament is the forward-mounted Hellfire cannons. While extremely short-ranged, they are designed to overload the enemy's palling (Shields in AE terms.) through huge gouts of Magicite-induced flames. Most of the damage inflicted by the Hellfire cannons tends to be from sections that continue to burn after they've been hit. Secondary armaments are standard Magicite Cannons. In addition, most Ifrits carry a squadron of the standard Remora-class fighter-type airships or a smaller number of the Valfarre-class advanced fighter-type airships.

(245) Ifrit-class Archades Cruiser Airship

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

X: Hellfire: 1/2/3, 1/3+/5/1
Carronade; Area Effect; Continuing Damage
[A][B]

Y: Magicite Cannons: 4/8/12, 2/4+/1/1
[AB][AB][AC][AC][BD][BD][C][D]

Special: Armor Plating; Cargo (30); Carrier (50); Marines (10)

(Whoops... had Carrier too small. That's what happens when you try to do this stuff at work when the book is at home...)

96

(5 replies, posted in Starmada)

Thank you both! Sounds like I'll have to pick up Starmada Annex perhaps after next payday.

Reason I ask is that I'm considering Final Fantasy-style Airship combat, and Starmada looks to be a very good system for that.

97

(5 replies, posted in Starmada)

Hrm... that does not help me much as I do not have a copy of Starmada X. :-\
However, I do appreciate the response. Thanks/

98

(5 replies, posted in Starmada)

Have not picked up Dreadnoughts, but I have a curious question. The movement rules in Starmada assumes space movement. Forward momentum is not lost to resistance. Do the movement rules change in Dreadnoughts to account for air and water resistance, or is that not taken into account?

99

(38 replies, posted in Starmada)

Marcus Smythe wrote:

Actually, destroyed heavy weapons are facing-independent, while destroyed phasers in SFB must have been in arc of the firing ship (maybe arc of shield fire came through?  I think the first is correct, but not 100% certain)

That said, its probably a rule at too great a level of resolution to be worth copying in Starmada.  And I cannot speak to whether the 'facing phaser rule' applied in FC or not, never played that.

The facing rule on phasers does not apply in Fed Com. While not as 'realistic' as SFB's is, it does make damage allocation much quicker.

100

(21 replies, posted in Starmada)

mundungus wrote:

Oh, there's the problem: I have the wrong formula. In my (early?) PDF version of ISS, it says:

In starship construction, a battery with limited ammunition has its total space unit cost multiplied by the number of "shots" and divided by five times the number of weapons, rounded up.

Is the erratum posted somewhere? (I add my voice to the chorus noting that there is no link to errata on the official Starmada page http://www.mj12games.com/starmada/.)

That would explain a lot. I picked up a dead-tree copy of the ISS book and while the formula it gives is correct, the example it gives uses the formula you have there. I kept scratching my head to see if the example they gave simplified the math somewhere or something. Now I see why.

Shipbuilder also gives a different SU size for the weapon than the example.