Yeah...
And BTW, its Sagittarius (damn, I never spell it right) Dwarf Galaxy--the galaxy that, in a couple of thousand/million years will be torn apart by the Milky Way...
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mj12games.com/forum → Posts by murtalianconfederacy
Yeah...
And BTW, its Sagittarius (damn, I never spell it right) Dwarf Galaxy--the galaxy that, in a couple of thousand/million years will be torn apart by the Milky Way...
Related to stations:
How do you make them? Do you follow the rules as in the Compendium, or something else? (i.e., a size 20 ship gets 1.5 x normal space)
Well, I've ordered both off of Lulu.com (around £38-39). No going back now...
I think that I'll go and lie down now--I think I will be fed to the local cat population by my family when they've heard I've ordered even more items off the internet...
If you hear of someone being killed in Great Britain, that'll probably be me...:D
So...
How much does it cost? (hopes the price is not over my budget...)
Thanks--just thought I'd ask before making a complete fool of myself (whaddya mean, too late?)
about Stealth generators and various weapon effects (sorry if this has been asked before, but I looked at the FAQ and I couldn't find it...)
Regarding inverted range modifiers and range-based DMG/PEN/ROF, does the stealth generator affect these?
Example: A weapon with inverted range modifiers is being fired at a vessel at medium range with stealth generator. Does the weapon hit the target with a +1 modifier, or as a 0 modifier? (I think it is +1...)
Example: A weapon with range-based ROF is being fired at the same vessel at the same range. Does it get two dice or one? (I think its one, but I want to make sure)
I was sitting at my work area, slack-jawed as usual, and I thought about Babylon 5. The EA had, in the space of 30 years, gone from ships using plasma cannons to ships using heavy particle beams capable, theoretically, of gutting a Sharlin with one shot. Sensors got better as well.
Now, I do know the EA is an extreme example. But I was also in a creative mood, and so I connected the Sacred War idea with this idea and created...
/drumroll...
The Stars of War.
There should be an attachment (files section, Starmada x) which lists the nations of the Stars of War. Personally, I chose this name so I wouldn't have to think up of anything.
What I'd like to do is to create vessels with differing tech levels in a fleet. Similar in form to Sagitarius Dwarf Galaxy, but different. I'd like you to help me.
There are only a few things I'd like to say, regarding the Earth nations:
The North African Democratic Union is reasonably low-tech--they've just had lucky breaks and formed a space-faring navy.
The Anglo-Saxon National Union is the primary nation, but not so that they can roll over everyone. They just had the bulk of the wealth and so were able to get into space quicker. That doesn't mean they will have good tech levels...
Of the aliens...
The Kylor are 'advanced', while the Visralo are not.
Information when available...
Sorry I didn't reply before now--the combination of a bank holiday and my memory made me forget about this project...
The UEA do go for heavy vessels, and usually employ the best equipment they can get their hands on. So they'd more likely get the highest tech level (+1/2)
The UASL, in the SD, went for large numbers of small craft (FFL-CL) with a heavy flagship. The flagship did carry large numbers of fighters...:D
The Israelis, in the SD actually were the leaders in shield development, and even had a piece of tech that allowed them to 'link shields' with other vessels to create an almost impenetrable shield. But I like the idea of stealth tech...
The Russians were carrier-heavy, IIRC. But they were evolving battlecarriers near the end...
The EU went for smaller battlecruisers and the like, for no apparent reason.
However, I would like to see what you propose...:)
The Sacred War: Starmada X
The Solar System was in peril. Over the last 200 years Earth had been shaken by the collapse of America, the loss of the Barnards Star expedition, and the two solar wars that had very nearly ended in catastrophe. Yet worse was to come, for the European Union and Russia would meet again in battle. The Oriental Alliance, the United Anglo-Saxon League, the Union of Banana Republics and Israel all watched, horrified, as the two descended into war. Yet even worse was to come…
Thus begins the Sacred War.
The nations of the conflict:
The United Earth Alliance took over from the UN when it was clear an organisation with a military arm was needed. The UEA utilises the best weapons money can buy, and they try to police the solar system—without much success…
The United Anglo-Saxon League was formed from the amalgamation of the USA, the British Commonwealth and Germany. They are a major player in the system, but are concerned over the EU and Russia
The Union of Banana Republics was formed in Central/South America to present a united front to the UASL. They are primarily mercenaries, lending their support to whoever needs it.
The Oriental Alliance is a marriage of convenience between China, a major military player, and Japan, a major economic player. Neither trusts the other, but who can?
The European Union is the remains of the old EU after Germany pulled out, over fears it was turning into a French Empire. The Italians and Polish became junior partners in the EU, an organisation looking with jealousy to the east…
Russia is the old Tsarist regime born again, but with the appearance of a Communist agenda. Their advances towards warmer waters has been stopped by Israel and the EU, which really makes them angry…
Israel, the smallest nation on the block, survives only by playing off the EU, Russia and the Oriental Alliance against each other. That might change soon…
This is a new universe, based upon an SD I was GMing a couple of months ago. I was trying to design the ships for this system myself, but I couldn't. So I decided to present this here, to see if any of you wanted to help.
Reply if you'd like to help, and I'll give more information on Tuesday
I can only answer #2, which is: they can't buy themselves armour. You hit them, they're dead. Ships with huge light batteries (Russian vessels) have a good chance of killing them out of their own range--heck, the "What If" scenario I played out, one FAC died before even getting within range, and the second fell foul probably of the same gunner then next turn...Thats why more FAC designs, I think, are using rockets. I mean, you've got a 12" range there at once...
I didn't get to fight a battle yesterday, unfortunately, but Im planning on designing a couple of vessels with heavy primaries and FACs on-board, getting a couple of destroyers/cruisers as well and fighting it out...:D
Has anyone designed a vessel armed only with primaries which are lightning projectors? I have, and I played a couple of turns against a standard fleet to see how they went. One thing I can tell you is that you do get an increased range advantage over most other vessels...:D
The first one. I thought 24 hulls sounded too much for a heavy cruiser...
Im opposite to you, Ur of Persia, I prefer hardcopies. Mainly because I have access to computers only at the library. You can't do that much gaming at the library, and at home you need a hardcopy. So I think that hardcopies should stay.
Damn! That might be cool! You know, a Russian/British squadron engaging each other...in a ether-tsunami!! Fantastic!!!!!
Sorry, I'll go and take my medication now...:D
...what, exactly, IS The Sovereign Stars? Can you use this without Twilight Imperium?
Yeah, security teams are a must. For 10 space you get five defensive marine teams. Not bad...
I found that, on the whole, poison gas is vastly more effective against smaller ships, for these reasons:
1) In the Merchant War, most of the gas guns are short-ranged. When I played the last scenario, the British Orpington, a whale of an ether-ship, was able to keep its range and blast the poor gas gun-armed ship into smithereens. Smaller ships can't mount the weapons as seen on Orpington, and mainly mount torpedoes which are extremely short-ranged, thus allowing a gas gun-armed ship to give these vessels 4/6 gas guns each and kill the crew.
2) vessels such as the Alpha or Gamma only have 2 hull boxes. One hit from these guns and WHAM! your crews dead or half-dead. They also have weak armour, which both allows the gas guns a chance of penetration and increases the range at which these weapons can engage. Three destroyers were lost this way, as they closed they were outside of torpedo range, but inside gas gun range and they died.
I have no suggestion, however.
thedugan wrote:Could we get a summary of the rules?
1) Boarding parties are "fired" like torpedoes at their target. (Default of d6)
2) Range mod is +1 per 1" beyond the first.
3) Armour does not apply.
4) In order to attack, the line of sight between the attacker and the target must cross opposing broadsides (e.g., the attacker's port and the defender's starboard, or vice versa). In other words, the attacker must move alongside the target.
5) The difference in momentum between the two ships is an additional modifier to the target number:
0-2 = -1
3-4 = 0
5-6 = +1
7-8 = +2
9-10 = +36) A "hit" lands one boarding party on the target. A "miss" means the boarding party never made it to the target... it is gone, if not forever, then at least for the remainder of the game.
7) Once boarders have breached the hull (a "hit" is scored) roll for damage normally, with any "Hull" damage treated as a crew casualty.
Friendly BPs on the target ship may be sacrificed to avoid this normal damage -- e.g., if my BPs cause 5 hits on Matt's ship, Matt can sacrifice up to 5 of his own BPs to avoid the damage rolls.
Dan
Just what I need...
I was planning on designing a couple of races, one of which would be a close-in, capturing ships variety. This should work nicely...
John
Absolutely not. I think almost every major weapon I've designed has three features...
Great idea. It would really help, I think.
But I've got a slight problem with the IS hull victory point talley. As I see it, hull victory points might be partially strategic as well, so that ships with light damage need some time in the slipways, and for that time the others can avoid that ship. And, if Im not mistaken, heavy damage took far longer to repair than light damage. A couple of missing handrails is much easier to replace than, say, a 35x10ft hole in the hull, for example. So should there be two separate values? One for damage up to half damage, and another, probably twice the value, after that? For instance, using Nike (M/2), Nike receives 3 damage in a battle. The other side gains six points. But if seven damage is inflicted, the other side gets 10 plus 8, or 18 victory points.
Just an idea that crossed my mind, and I may even be speaking a load of cow manure. If so, just tell me and I'll shut up.
Over 20000 now...
This forum is much better, I feel, than the group. I hated the look of everything on Saturday when I logged on...
And Dan, thanks for the playtest file...:D
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