1,026

(5 replies, posted in Starmada)

My advice would be either:

a) look at jerryxxv's conversion on the Yahoo! group--you might get an idea or two there

or b) Create the two weapons seperately. Then, add half of the smaller weapon onto the larger weapon, and give them a variable fire mode--either they fire in laser mode or in pulse mode. Might make work easier...

1,027

(9 replies, posted in Starmada)

Its from the VBAM: Starmada Edition. KEB is a form of defence used in the Kuissan/Boltian universe.

1,028

(5 replies, posted in Starmada)

jimbeau wrote:

I picked one already...

Did I not mention that I AM the tiebreaker smile

Hey! Not fair! My Jenoians, Hradusians and Ashkriel are crying because you picked the Vritook! And the Intakro, well, they're crying because no-one voted for them! How cruel are you?

big_smile big_smile big_smile

1,029

(8 replies, posted in Starmada)

Well, I've thought of the Greek Firebomb as a continuing damage as well. Rocket also would have Damage 2.

1,030

(8 replies, posted in Starmada)

A couple of times I've tried, but some weapons are just too difficult to translate (for instance, the hyperspace torpedo).

However, I can always try to gin something up if you want.

1,031

(13 replies, posted in Starmada)

Scarran Dreadnought?

/ears prick up

Mmmm...:D

I only started designing hull 30 ships because of Go0gleplex. Blame him! If it wasn't for his ships in the Bourbaki Basin, I'd have stuck to 20 hulls!

big_smile

1,032

(13 replies, posted in Starmada)

I designed a hull 30 ship once. As I've lost my enchantment with spinal mounts (and boosted the range of normal weapons up to 30) this monster had five examples of this weapon...

War Lance:

R: 30, TH: 3+, 1/3/1, Shield-Resonant, Extra Hull Damage

Yes, five of them. Sure it took up a third of the ship (with weapons +2) but was I satisfied? Like heck I was. So I added ten examples of the heavy rail cannon. If all weapons were to hit at full strength, it could produce 135 hull hits--without the other damage dice...:D

Yes, it is cheesy. Do I care? No big_smile

1,033

(44 replies, posted in Starmada)

Well, I did ask a similar question to this with my Anti-Fighter Fire Control...

The way I see it, there are three ways to resolve any potential fighter 'scourge':

1) Reduce the fighter's effectiveness

2) Re-introduce the Fighter Defence Network from the Compendium

3) Add an anti-fighter weapon enhancement or AFFC that allows vessels the ability to target fighters effectively.

1) I don't think would be a good idea. I don't like fighters, but I acknowledge that quite a few players love 'em, and also that fighters might be a potent force on the battlefield

2) This might be a good idea. However, maybe re-name it to AEGIS, or something similar.

3) As Im the one who came up with this idea on my own, Im leaning more towards this point big_smile I think that both 2) and 3) could be very good--it allows you the opportunity to combat large swarms, but you've got to decide whether to equip your lighter weapons with the ability, or install an AEGIS platform/AFFC or not. (as to space requirements, I refer you to the AFFC thread. As to a weapon enhancement, I suggest a x2 modifier)

1,034

(15 replies, posted in Starmada)

What is the cost of an Interdictor field, anyway?

1,035

(1 replies, posted in Starmada X)

Hradar-class dreadnought (1768)
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 5 4 3 2 1
Weapons:
[a] Heavy Battle Lance [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage] [15, 3+, 1/3/1, Shield-Resonant, Extra Hull Damage]
AB AB AB AB
[b ] Heavy Ion Blaster [9, 3+, 1/1/2, Ignores Shields, Increased Damage]  [9, 3+, 1/1/3, Ignores Shields, Increased Damage] 
AC AC AC AC BD BD BD BD
c] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN] 
AC AC AC BD BD BD
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[Ha], 2[Eb], 3[Hc], 4[S], 5[H], 6[Q]

Hrinur-class battlecarrier (2261)
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 5 4 3 2 1
Weapons:
[a] Light Battle Lance [15, 3+, 1/1/1, Shield-Resonant, Extra Hull Damage]  [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage]
AB AB AB AB
[b ] Light Ion Blaster [9, 3+, 1/1/2, Ignores Shields, Increased Damage]  [9, 3+, 1/1/3, Ignores Shields, Increased Damage] 
ABCD ABCD ABCD ABCD ABCD ABCD ABCD ABCD CDEF CDEF CDEF CDEF
c] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN] 
ABCD ABCD ABCD ABCD ABCD ABCD ABCD ABCD CDEF CDEF CDEF CDEF
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Fighter Bays [OOOOO OOOOO OO]
1[HQ], 2[Ea], 3[Hb], 4[Sb], 5[Hc], 6[Qc]

Hruvak-class gunship (1711)
Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 3 2 1
Shields: 5 4 3 2 1
Weapons:
[a] Long-Range Battle Lance [18, 3+, 1/3/2, Shield-Resonant, Extra Hull Damage]  [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage]
AB AB AB
[b ] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN]
ABCD ABCD ABCD ABCD CDEF CDEF
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[Ha], 2[Eb], 3[H], 4[S], 5[H], 6[Q]

Hrukri-class heavy cruiser (855)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 5 4 3 2 1
Weapons:
[a] Battle Lance [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage]
AB AB
[b ] Ion Blaster [9, 3+, 1/1/2, Ignores Shields, Increased Damage] 
AC AC BD BD
c] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN] 
ABCD ABCD CDEF
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[Ha], 2[Eb], 3[Hc], 4[S], 5[H], 6[Q]

Hrivra-class light cruiser (450)
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 5 4 3 2 1
Weapons:
[a] Light Battle Lance [15, 3+, 1/1/1, Shield-Resonant, Extra Hull Damage]  [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage]
AB AB
[b ] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN] 
ABCD ABCD CDEF
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[HS], 2[EQ], 3[Ha], 4[Eb], 5[H], 6[S]

Hranuk-class destroyer (119)
Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 4 3 2 1
Weapons:
[a] Fusion Cannon [6, 3+, 1/1/1, Re-Rolls PEN, Extra Hull Damage]
AB A B
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[HEa], 2[ES], 3[HS], 4[EQ], 5[HQ], 6[Ea]

Hridak-class escort destroyer (163)
Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 3 2 1
Weapons:
[a] Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN]
ABCD ABCD ABCD CDEF CDEF
Special Equipment:
Hyperdrive [O], Anti-Fighter Batteries [O], Stutterdrive [O]
1[HEa], 2[ESa], 3[HS], 4[EQ], 5[HQ], 6[Ea]

1,036

(1 replies, posted in Starmada X)

The Hradusians are a race of vaguely human-like aliens. They like speed, they like weapons, and they like shields. The only thing they don't like, however, is special equipment, only using a couple of pieces of equipment considered absolutely necessary for survival.

Technology levels:

E: +1
S: 0
SE: -2
W: +2

Weaponry:

Heavy Battle Lance [15, 3+, 1/3/1, Shield-Resonant, Extra Hull Damage]
Battle Lance [15, 3+, 1/2/1, Shield-Resonant, Extra Hull Damage]
Light Battle Lance [15, 3+, 1/1/1, Shield-Resonant, Extra Hull Damage]
Long-Range Battle Lance [18, 3+, 1/3/2, Shield-Resonant, Extra Hull Damage]
Heavy Ion Blaster [9, 3+, 1/1/3, Ignores Shields, Increased Damage]
Ion Blaster [9, 3+, 1/1/2, Ignores Shields, Increased Damage]
Light Ion Blaster [9, 3+, 1/1/3, Ignores Shields, Increased Damage]
Fusion Repeater [3, 3+, 3/1/1, Re-Rolls TH, Re-Rolls PEN]
Fusion Cannon [6, 3+, 1/1/1, Re-Rolls PEN, Extra Hull Damage]

1,037

(0 replies, posted in Starmada X)

The Intakro loves speed. The faster the better.

The Intakro, however, doesn't like shielding--their early attempts with developing electronic shielding caused several deaths from radiation poisoning. Another factor of their disdain for shields is that their weaponry can bypass shielding relatively easily, unless the shields are designed correctly.

1,038

(0 replies, posted in Starmada X)

The Vritook are not a nice species. They have a right to be though--their once-masters wanted them to be a super soldier, and so genetically engineered them for that purpose. But when programming, the masters forgot one thing--the Vritook were also honourable, and they didn't like being told that they were just killing machines. Their masters died very quickly after that...

Vritook ships are slow. No, I mean slow. But they are manoeuvrable, and they have developed one of the best weapons in existence: the multibarrel ion blaster (or MIB for short). The precursor, the multibarrel ion cannon, is still used today by the Vritook. A MIB can, with luck, destroy a dreadnought with a single shot.

Which is just as well, for the Vritook only carry one MIB on each vessel. MICs are more numerous on ships that carry them, but their damage potential is reduced. There are six classes of vessel--two dreadnoughts, two heavy cruisers and two destroyers. Of these, only one destroyer is reasonably fast, and they are used as escorts.

1,039

(11 replies, posted in Starmada X)

Heres my own system of ship type nomenclature:

1-2 hulls: Gunboat (GB), Patrol Boat (PB), Corvette (FFL)
3-4 hulls: Destroyer (DD), Frigate (FF), Escort Carrier (CVE)
5-6 hulls: Destroyer (DD), Escort Carrier (CVE)
7-8 hulls: Light Cruiser (CL), Light Carrier (CV), Strike Cruiser (CL)
9-10 hulls: Light/Heavy Cruiser (CL/CA), Light Fleet Carrier (CVL), Assault Cruiser (CAA)
11-12 hulls: Heavy Cruiser (CA), Light Fleet Carrier (CVL), Scout Cruiser (ECA)
13-16 hulls: Battlecruiser (BC), Fleet Carrier (CVA), Assault Battlecruiser (BCA)
17-20 hulls: Dreadnought (DN), Supercarrier (CVS), Superdreadnought (SD)

However, sometimes I'll increase or lower the sizes to fit a particular idea. Sometimes I might class a 6 huller as a light cruiser, or a 12 huller as a battlecruiser. Other times, I might class a corvette as a 4 huller. Its all relative.

1,040

(0 replies, posted in Starmada X)

The Jenoian Federation love dreadnoughts. And supercarriers. They ain't that keen on speed, but when you have extremely powerful defences, and extremely powerful weapons, does it really matter?

There are six vessels in all, three of which are 20 hull points, and 1 of which is 12 hull points.

Class notes:

Vrentaki: Vrentakis are dangerous, especially when you're in front. A Vrentaki carries the Longbow Cannon and the Trebuchet Plasma Launcher, and defensively it is superb--advanced shielding technology and electronic warfare systems makes the Vrentaki able to trade blows with any enemy.

Vrenlaiko: Vrenlaikos are supercarriers. Emphasis on super. Its anti-ship complement is 'weak' (according to Jenoians, at least), but it does carry 240 fighters that can cause serious problems. Its anti-fighter defence is very good.

Vrenmafi: Vrenmafis are weaker than the Vrentaki, and carry less fighters than the Vrenlaiko. But for those occasions when you need both missions, the Vrenmafi is best. 96 fighters can interdict a wide swathe of space, while the Lance Cannons can cause an enemy serious trouble.

Srentaki: Srentakis are the primary patrol unit. Strangely enough, most captains find the sight of a vessel comparable to some nations' battlecruisers...unsettling, to say the least. With a couple of Longbow Cannons with supporting Bolt Cannons and Arrow Cannons, a Srentaki is a very dangerous enemy.

Laimafi: What happens when you strap a pair of engines, life support, electronic warfare systems and a Trebuchet Plasma Launcher? You get a Laimafi. Laimafis are designed to cruise along, and slam an enemy with a couple of well-placed plasma blasts. The Arrow Cannons gives it some anti-fighter capability.

Laitaki: Laitakis are more standard destroyers. Defensively the same as a Laimafi, Laitakis are designed to escort larger vessels or Laimafis and provide their Arrow and Bolt Cannons to anti-fighter work. Sometimes you'll also find these on patrol--pirate captains tend not to come back after a stretch of raiding in Jenoian-controlled space...

1,041

(7 replies, posted in Starmada)

My designs topped out with the Ashkriel designs I posted yesterday--4.5K points...:D

Before that, I think some supercarriers and dreadnoughts for Davids' SDG campaign.

1,042

(3 replies, posted in Starmada X)

This is the file where you can access the Ashkriel Bases

There are no class notes as of yet, but a later post might contain some.

EDIT: Same problem as before.

1,043

(3 replies, posted in Starmada X)

This is the file where you can access the Ashkriel capital ships

Class Notes:

The Gogmagog is designed to attack enemy installations quickly and powerfully. It carries a couple of fighter squadrons to aid in that task.

The Fenris Wolf is designed to stand in the line of battle and fight it out. For this purpose she carries two battle lances and supplementary bolters to help her. She is also used to keep small Ashkriel colonies calm.

The Kraken is a battleship, despite its nomenclature. It has four battle lances plus a couple of bolters for extra armament. If any fighter squadron attacks her, she is also equipped to deal quickly with the problem...

The Midgard Serpent is slightly larger, and carries less weapons, because she is a battlecarrier. Unlike the Charbydis, however, she carries a formidable armament of battle lances, and her anti-fighter defence is comparable to the Kraken.

The Yggdrasil is the smallest vessel to carry the heaviest battle lance, and multiple heavy bolters as well. Typically of an Ashkriel battleship, she carries a formidable armament of anti-fighter weaponry.

The Mjollnir is literally a hammer. Mjollnir commanders pick a vector, and a target, and if you're in the way, bad luck. All Mjollnirs are painted black, which adds to their psychological value

EDIT: I noticed that the Mjollnir and the Yggdrasil both were more expensive, because I accidentally kept 20 fighter bays on-board. The ships are now the real price.

1,044

(3 replies, posted in Starmada X)

This is the file where you can access the Ashkriel light ships.

Class Notes:

The Sprite is the smallest hyperspace-capable unit of the fleet. It is lightly armed compared to most ships, but it uses a large electronic warfare suite, comparable to few other vessels.

The Banshee is designed to deal out some heavy punishment for its size. Its speed and its electronic defences, such as the vaunted stealth generator, are its primary defence.

The Siren is the lightest carrier unit in the fleet. However, it is little more than a hull with fighter bays, lacking comprehensive firepower. It is usually teamed up with light units to provide a fast attack team.

The Vampyre is the standard fleet destroyer. Its the smallest ship to carry the feared battle lance, a weapon capable of carving larger ships in pieces...if its lucky.

The Scylla is a fairly powerful light cruiser. Shields replace point defence on these vessels, giving it excellent protection, and the armament is fairly good for an Ashkriel line unit.

The Charbydis is a battlecarrier, designed to stand and fight as well as deliver fighters. It doesn't carry more fighters than the Siren, but its weaponry is good enough to knock any fighters that come too close out of the sky.

1,045

(3 replies, posted in Starmada X)

"This is the Valaxon Gorgon-class light cruiser Darak'Ha to any ships that can hear us. Please help! Our hyperdrive spat us out here, and there are bogeys attacking us. They're boarding us! Hel--"

Last transmission from Valaxon light cruiser Darak'Ha

The Ashkriel, for ages, had experimented with FTL travel. But their minds, while excellent at creating weapons and how to advance every other aspect of their technology, couldn't work out the finer aspects of hyperspace.

Until they had a working model...

The Grand Hegemony rushed out, attacking everyone. They attack warships without a second thought, and anything that has weapons is attacked. Ships without weapons, however, aren't attacked. Possibly it is because that they feel that the universe is out to get them.

In the last few years, the Ashkriel have stopped attacking everyone. However, that isn't always a good thing...

1,046

(4 replies, posted in Starmada)

So, what do you think...? Good idea, bad idea, couldn't-be-bothered idea?

1,047

(4 replies, posted in Starmada)

...or maybe not. You decide...

Okay, now as we all know, I ain't that keen on fighters. Especially a great swarm of death heading towards my lonely lonely dreadnought...

Thus, I present to you...

/drumroll

The Anti-Fighter Fire Control (or AFFC for short).

The AFFC is an enhanced fire control allowing gun turrets, lasers etc to be taken under its control, allowing vastly improved firing times than vessels without it. However, the AFFC isn't very good at targetting large vessels--its programming just blots out the weapons from its 'mind'.

In game terms, any ship with an AFFC may fire any or all weapons during the Fighter phase of combat. Any weapons which fire during this period may not fire during the Combat phase. Additionally, because of the AFFC's rather limited scope, it can only target fighters, drones, marine boarding pods and battle satellites--it can't target ships.

Thoughts for space/cost are either:

5% of the ships hull, x1.5 DR

OR

20% of the weapon space, x1.5 weapon space when determining weapons' OR.

What do you think?

1,048

(7 replies, posted in Starmada)

They are.

Fighter bays in Starmada X are legitimate targets for Q hits. If you are still worried, design a quick ship with the SXCA or the Shipyard with dozens of fighter bays. You should have multiple Qs, indicating all fighter bays are legitimate targets.

1,049

(12 replies, posted in Starmada)

Taltos wrote:

I hadn't thought of 'may re-roll to hit' as anti-fighter either. nice. I tend to use range based ROF, or just a ROF 3 on a really short ranged weapon (3 or 6) to keep the price down.

Same here. I tend to have Range 9, though, so if the enemy has slow fighters, I can try to have two shots before they attack...:D

Im going to have to test that out. Thanks, I think some races will do very nicely with this now...:D

1,050

(6 replies, posted in Starmada)

Uncle_Joe wrote:

However, a Thunderbolt? Do you not like the Imperials or something?

Heheh...who knew? I was just trying to throw some ships out there quickly that added up to reasonably even point cost (CR).

I'm already guessing that the CR value makes a nice rough guideline, but in a game this diverse, its certainly not going to be a guarantee of balance....to bastardize a popular quote..."Some equal CR ships are MORE equal than others...." :wink:

Anyways, it was a fun introduction (of somewhat one-sided). And yep, I definately enjoyed the experience!

Yeah, I know. Got this game, haven't looked back since. Having the VBAM: SX around as well also helps...:D