101

(13 replies, posted in Starmada)

I see a lot of work being done on other MJ12 products but, I haven't seen anything new for Stamada in a while. Anything in the pipes? No new source books like the Brigade X book? No new updated rules additions? I just talked my wife into upping my gaming allowance and I am burning to spend it. lol

102

(40 replies, posted in Starmada)

Tachyon Detection and Ranging ( X )

The tachyon detection & ranging (TDAR) system uses faster-than-light particles to fix a target's position far more accurately than traditional starship sensors. During the End Phase of each turn, a ship equipped with TDAR ( X ) can make a single roll against one enemy starship to which the acting ship has line of sight (TDAR cannot be used on fighters); on a roll of 7 - X or higher, a lock has been achieved.

TDAR ( X )    Lock-on    SU Cost    ORat    DRat
1        6+    2%    -    x1.2
2        5+    5%    -    x1.5
3        4+    10%    -    x2.0
4        3+    20%    -    x3.0
5        2+    50%    -    x6.0

SU Cost: + (10 x ( 6 / ( 6 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 6 – X ))
Hit?: Yes

Note: The current Tachyon Detection and Ranging system is equivalent to Tachyon Detection and Ranging (2) which gives:

SU Cost: + (10 x ( 6 / ( 6 – 2 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 2)) or x1.5
Hit?: Yes

This is consistent with the current rules.

103

(9 replies, posted in Starmada)

Thanks for posting them. Would you mind if I used your firing arc picture with my version of the SXCA? I really like that it shows the ABCDEF and the 123456 arcs.

104

(9 replies, posted in Starmada)

OldnGrey wrote:

Emailed Shipyard 9.5 to you on 23rd, did you get them (ordinary and KEB version .zip files)?

Nope, unless I deleted them without realizing what they were. Can you resend? I would really appreciate it. japridemor@aol.com

105

(34 replies, posted in Starmada X)

John Kotzé Class Minelayer of the Conjectural Space Navy   ( 533 )
Mass: 69.1 KmT, Crew: 360, TL:   E:0  W:0  S:0  Q:0
Hull: 5 4 3 2 1
Engines: 4 3 2 1
Shields:  3 2 1
Ablative Armor:  0
[α] Laser Cannon [3/6/9, 4+ 1/1/1]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Electronic Countermeasures [O], Mine [OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO]   

1[HSα], 2[EQα], 3[HQα], 4[EQ], 5[HQ], 6[SQ]

A generic Minelayer. It would be interesting to actually use this design in a tactical battle.

106

(34 replies, posted in Starmada X)

Jan Smuts Class Destroyer of the Conjectural Space Navy   ( 154 )
Mass: 69.9 KmT, Crew: 270, TL:   E:0  W:0  S:0  Q:0
Hull: 5 4 3 2 1
Engines: 7 6 5 4 3 2 1
Shields:  2 1
Ablative Armor:  0
[α] Mass Driver [4/8/12, 3+ 1/1/1, Extra Hull Damage]
AB, AB
[β] Laser Cannon [3/6/9, 4+ 1/1/1]
AB, AC, BD, CE, DF
Hyperdrive [O], Anti-Fighter Batteries [O], Drone [OOOOO], Electronic Countermeasures [O]   

1[HS], 2[EQ], 3[HQ], 4[Eα], 5[Hβ], 6[Eβ]

A general purpose, fleet destroyer.

107

(34 replies, posted in Starmada X)

Gnat Class Missile Boat of the Conjectural Space Navy   ( 126 )
Mass: 10 KmT, Crew: 75, TL:   E:0  W:0  S:0  Q:0
Hull: 1
Engines: 10 9 8 7 6 5 4 3 2 1
Shields:  0   
Ablative Armor:  0
Drone [OOOOOOOOOO OOOOOOOOOO]

1[H3E2Q], 2[4EQ], 3[H3EQ], 4[4EQ], 5[H3EQ], 6[3E2Q]

Blazingly fast, this small austere design is intended solely for system defense. No Hyperdrive is mounted. Swarms of these ships can overwhelm even the largest battleship.

108

(9 replies, posted in Starmada)

So how do we get it, where is it posted?

109

(4 replies, posted in Starmada)

I think it would be cool to add to the rules as well. I would use it to simulate plasma torpedoes from SFB. Currently we are using slow drones with increased PEN/DMG in our campaign to simulate such. We are modifying the ORat approriately but leaving the DRat the same. It would be awesome to be able to design Fighters, Drones, Battlesats, Marine Boarding Pods, Mines, etc. with as much detail as you can design ships.

110

(39 replies, posted in Starmada)

New question. I have seen a couple of ship designs where the intent was to have Launch Bays facilitate the launching of additional Drones, Marines, Battlesats, etc. per turn. The Starmada Cheat Sheet on the Yahoo! forum plainly states as much also. However, in the rules, I only see Fighters specifically mentioned. Is is a legal function of the Launch Bay to increase the rate of launch for all fighter-type objects or is this a hold over from a previous edition? If so do they have to be specifically allocated to that. I.e a ship with tons of Fighter Bays and lots of Drones, does it have to decide each turn what type of system to facilitate with its Launch Bays, assuming it only has one or two?

111

(40 replies, posted in Starmada)

Similar to the generational equipment mentioned previously, I can see the same principles applied to a range of other special equipment, were there interest.

Anti-Fighter Batteries
Armored Gun Batteries
Decoy
Redundant Engines*
Redundant Shielding

It would be nice to blow away attacking fighters on a 1-3 but it would be a pretty big system and jack up your DRat by a significant amount. Or have your weapons shrug off tons of damage.

112

(12 replies, posted in Starmada)

Directional Shields ( Deflectors )

Using the discussions on Ablative Armor, it seems relatively straight forward  to adapt them to modeling Directional Shields ( ala SFB ) in a Starmada context. So far to date, Ablative Armor has been valued at:

SU Cost:    ( Armor Value / HS ) ^ 2 x Original SU
Base DRat:    (( 2 / 3 x Armor Value ) + HS ) x 2 x Shield Factor

Given that, a HS 6 ship with an Ablative Armor value of 3 and no shields would use 225 SU for the Armor and have a base DRat of 16.0.

This Ablative Armor stops all damage from 360 degrees. After it is destroyed, damage proceeds on to the Damage Track as normal. So the above ship would take the first three points of damage it received on its Ablative Armor before rolling any additional damage as normal.

Now, couldn't we simply multiply this Ablative Armor by six and assign it to one of the six hex faces surrounding the ship and have it simulate Directional Shields? So the above 3 Ablative Armor could actually represent 18 Shield boxes that would need to be permanently assigned to one of the six facings, say 4/4/2/2 which would represent 4 boxes on the forward (#1) shield, 4 boxes on the #2 and #6, 3 boxes on the #3 and #5, and finally 3 boxes on the rear (#4) shield. Thus any damage that comes in through that facing would first have to destroy those boxes before proceeding onto the Damage Track but the other shield facings would be unaffected and later the ship could maneuver to interpose these undamaged shields.

The shield assignment should take place during the design process and be permanent for that class. Obviously, small ships will have paper thin shields, while HS 20 behemoths will have tons. As there are no conventional Starmada shields to penetrate (or maybe you did equip them?) PEN values become straight multiples to damage, like DMG is. So a 3+ 3/2/2 weapon would have three shots each causing 4 points of damage if/when they hit.

I think that a TL modifier could also be applied so that a race with low tech will have minimal shields while a high tech race would have oodles.

So the final Shield calculations would be:

SU Cost:    (( Total Shield Boxes / 6) / HS ) ^ 2 x Original SU
Base DRat:    ((( 2 / 3 x ( Total Shield Boxes / 6 )) + HS ) x 2 x original Starmada Shield Factor

This will add an element of maneuver to the game as you try to keep an opponent away from a weakened or down shield. Also to avoid confusion with the existing Starmada Shields, perhaps we should call this type "Deflectors" although the reverse seems more appropriate. Maybe the next version of Starmada will switch the names?

113

(18 replies, posted in Starmada)

jygro wrote:

It's just depressing to be in battle and have a fleet without any weapons in just 3 turns of combat. -Bren

Yea, I've had that happen to me several times. Hopefully your Hyperdrive is working and you can leave. either that or you are looking at utilizing the  E5-Ramming rules. lol

114

(18 replies, posted in Starmada)

jygro wrote:

The starmada system is designed for a ship to lose one half of its systems before it explodes.  Under that rules, if you design a starship with 1/2 Hull +1 weapons, the ship 'should' have at least a weapon remaining when it explodes (fate willing).  With that thought, a hull 8 ship, should have about 5 weapons in order to keep it from being 'de-clawed' prior to destruction.  At least in theory...

I think that this could be dangerous. If you equip a ship with HS / 2 weapons per battery, the weapons are hit on a one in six chance. So if you have a size 12 ship it can take around 24 internals before it loses all of its hull and blows up. It should also lose around 24 / 6 or 4 weapons ( assuming HS / 2 weapons ) leaving two weapons when it dies. If you bump up the weapons in a battery to HS / 2 + 1 the there will be two hits on the damage track for that battery and your weapons will disappear twice as fast. So, the same size 12 ship with 7 weapons in its A battery will blow up after around 24 internals. Now it will take 24 x 2 / 6 weapon hits or 8, which is more weapons than it has. This means your ship will be "de-clawed" before destruction.
I think you should design ships with weapon batteries that are multiples of HS / 2, not HS / 2 + 1.

115

(34 replies, posted in Starmada X)

Megaladon Class Super-Dooper Dreadnought of the Conjectural Space Fleet   ( 4,421 )
Mass: 1,166 KmT, Crew: 1,950, TL:   E:0  W:0  S:0  Q:0
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 2 1
Shields:  5 4 3 2 1
Ablative Armor:  12 11 10 9 8 7 6 5 4 3 2 1
α] Shock Torpedo [6/12/18, 4+ 1/1/2, No Range Modifiers, Ignores Shields, Extra Hull Damage]
AB, AB, AC, BD
[β] Heavy Laser [3/6/9, 4+ 2/1/1]
ABC, ABD, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Armored Gun Batteries, Electronic Countermeasures [O], Overthrusters [O], Redundant Shielding
1[H], 2[E], 3[S], 4[Q], 5[α], 6[β]

A convoy carrying vital medical supplies for the colony of Cestus IV is under attack. The outgunned escort must insure that the valuable cargo makes it through.

Your Forces:
10 Long-Haul II class freighters
1 Warship up to 250 ComRat

Enemy Forces:
One or more ship of up to 500 ComRat total.

Set-Up:
This scenario uses one, non-floating map. Place the freighters in the center of the map. No two freighters may be in the same hex and each freighter must be within two hexes of at least one other freighter. All freighters have the same facing. Your warship sets up within two hexes of any freighter. The enemy forces set up last and can be on any map edge hex of their choice but must be on the same map edge.

Victory Conditions:
Standard victory points. In addition you score victory points for each freighter that succesfully exits the map as if you destroyed the freighter.

Ship Designs:

Long Haul II Class Freighter of the Imperial Merchant Marine   ( 32 )
Mass: 183 KmT, Crew: 405, TL:   E:0  W:0  S:0  Q:0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 2 1
Shields:  0
Ablative Armor:  0
[α] Laser Cannon [2/4/6, 4+ 1/1/1]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Cargo Bays, 100SU x14, Vehicle Bay x4
1[HE], 2[HQ], 3[Hα], 4[Hα], 5[Hα], 6[H]

117

(1 replies, posted in Starmada X)

Cutter Class Frigate of the Imperial Starmada   ( 171 )
Mass: 50.6 KmT, Crew: 228, TL:   E:0  W:0  S:0  Q:0
Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields:  2 1
Ablative Armor:  0
[α] Laser Cannon [3/6/9, 4+ 1/1/1]
ABC, ABD, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Drone [OOOOOOOOOO OOOOO], Electronic Countermeasures [O]
1[HEα], 2[ES], 3[HQ], 4[EQ], 5[HQ], 6[Eα]

This small ship is employed mainly within the empire, policing member systems. Its main duties include safety of navigation and suppression of piracy. Fast and nimble, this ship is best when sparring from long range, smothering opponents with drones and then closing for slashing attacks with its powerful ( for its size ) laser battery.

118

(1 replies, posted in Starmada X)

Avenger Class Cruiser of the Imperial Starmada   ( 190 )
Mass: 135.3 KmT, Crew: 399, TL:   E:0  W:0  S:0  Q:0
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  3 2 1
Ablative Armor:  0
[α] Cluster Missile [6/12/18, 3+ 1/1/1, Variable ROF]
ABC, ABC, ABD, ABD
[β] Laser Cannon [3/6/9, 4+ 1/1/1]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O]
1[HQ], 2[Eα], 3[Hβ], 4[Eβ], 5[H], 6[S]

Employing a heavy battery of the improved cluster missiles first fielded on the Triumphant class cruisers, the avenger class cruiser is fast and well armed.

119

(12 replies, posted in Starmada)

Nahuris wrote:

Anyone else want to jump in?

Well with the Ablative armor semi-defined you could use it to simulate shields. Just have no Shields per say and add in a lot of Ablative Armor. All attacks would hit the Ablative Armor and must destroy all of it before penetrating into the ship and forcing rolls on the Damage Track. It would make sense to me that to duplicate SFB style shields simply divide the Ablative Armor value to cover each of the 6 arcs and divide the cost by 6 as well so if you have:

Shields
AB 9
CD 7
EF 5

That is 42 shield boxes which would equal 7 Ablative Armor boxes as far as cost and DRat value. In this way you couldn't move them to cover downed shields though. I think it would add a lot of maneuver to battles as ships turned to keep opponents facing stronger shields.

120

(39 replies, posted in Starmada)

cricket wrote:

I think I understand the question -- but I'm not sure I understand the need... :?:

Well, in our campaign construction time is based on ship size as measured by SU. A ship designed to specific SU sizes can be more efficient ( and cram in a little more stuff ) than one designed to an arbitrary size based off of HS and then left empty to fit the SU requirement. For instance say a race can build a 1,000 SU ship in a certain amount of time but a 1,001 SU ship will take another month to finish. The race really wants a 1,000 SU ship. Currently they take a size 7 ship ( 1,120 SU ) and only fill in as close to 1,000 SU as possible without going over. Unfortunately, all of the equipment that is based off of a percentage of the ship's size is based off of the 1,120 SU and therefore eats a little more than would be so if the ship could base it off of the desired 1,000 SU. So take this design:

Test Bed Class Cruiser of the Rectally Exacting Navy   ( 115 )
Mass: 99.6 KmT, Crew: 258, TL:   E:0  W:0  S:0  Q:0
Hull: 7 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields:  2 1
Ablative Armor:  0
[α] Missile [4/8/12, 3+ 1/1/2, Increased DMG]
AB
[β] Laser [3/6/9, 4+ 2/1/1]
ABC, ABD
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O]
1[HS], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[E]

As you can see, this design has used 996 SU out of the 1,120 available for a HS 7 ship. Each engine required 69 SU, each shield 84 SU, the AFB 56 SU and the ECM another 56 SU. If the ship were designed from the get-go as a 1,000 SU ship, each engine would have required only 60 SU, each shield 79 SU, ECM and AFB 50 SU each for a total savings of around 94 SU. For 94 SU the design could double its laser armament or possibly shoe in another missile launcher. Yes its point value would be higher ( and that is as it should be ) but the race in question is more concerned with maximizing ComRat / SU.

121

(80 replies, posted in Starmada)

How much of a fighter squadrons ORat and DRat are in the fighters themselves. We have a campaign battle involving an attack on three carriers with hardly any of their fighters left aboard and need to know the value of empty fighter bays. In a previous battle the fighters were drawn off and eliminated and now the carriers are running but they have been intercepted by some smaller, faster ships. We figure the ORat is all in the fighters but some of the DRat must remain as the bays can absorb some damage. Help. We calculate victory off of victory points and need to know the carriers ComRat ( ORat and DRat ) without all of its fighters.

122

(39 replies, posted in Starmada)

I didn't want to start a new thread and this one looked general enough so.. Would it be possible to design a ship with the SU as the starting point as opposed to the number of hull? In other words, if I want a 1,000 SU ship, why cannot I design it as such from the keel up rather than use a HS 7 (1,120 SU) and design down? I mean all of the formulas will easily support the design of a 1,000 SU ship, the only sticking point is how many hull boxes will it have? Round up or down?

123

(3 replies, posted in Starmada)

Well I for one am a relatively recent convert from Starfire to Starmada. As late as mid-2005 we ran a 4th Generation starfire campaign but finally grew disenchanted with the direction Starfire was taking. We needed a simpiler strategic system and opted for VBAM. We wanted a different tactical system and are now playing Starmada. The All or nothing approach of Starfire wouldn't translate well to Starmada (in my opinion).
In Starfire, once you comit to battle, you win or lose 100%. If you are in a bad spot it is almost impossible to disengage. Plus in a campaign all of the battles were variations on a warp point assault/defense and it just became a game of throwing resources down one or two warp lines. Very little tactical maneuvers could alter that. In Starmada I can engage the Hyperdrive and I'm gone. Now it is more like naval combat in that to get the enemy to fight, I have to threaten something he doesn't want to lose. So far I prefer Statmada.
While I miss the detailed back story that came with Starfire, there is quite a bit of background to run very diverse campaigns using the VBAM/Starmada combo.

124

(40 replies, posted in Starmada)

cricket wrote:

More people should take my word as Gospel. It would save a lot of time.

Notice, however, that I said STARMADA gospel. Not "I have some nice land in South Florida to sell you" gospel or "the check is in the mail" gospel. :wink:

125

(40 replies, posted in Starmada)

cricket wrote:

Uh... yeah. I knew that. I was just seeing if YOU knew why it was coming up wrong.
Yeah, that's it.
big_smile

:oops: Argh. Don't say wrong!  I am taking your quotes as Starmada gospel so if you say wrong them I'll scratch this whole idea.  big_smile