126

(5 replies, posted in Starmada)

According to C.5, the "Slw" weapons trait restricts weapons to firing once every other turn. The rules state: "This restriction applies to the bank as a whole; even if only one weapon is fired, the entire bank is unable to attack during the following Combat Phase". But then, in the Klingon Armada ship descriptions, it states that the Federation New Jersey-class Battlecruiser can only fire four of its six photons at once. When would the remaining two get to be used if you need to wait two turns to use the bank again?

Also, for Fed ships in general, a common tactic in Fed Com/SFB is to fire half of your photons each turn, thereby having some heavy weapons to use each turn. I guess that tactic is not usable in Starmada?

127

(63 replies, posted in Starmada)

Is there a version of Drydock Unity that works with LibreOffice?
(I'm not sure if there are different versions of Drydock - if there are, I'm looking for the SFU version.)

128

(60 replies, posted in Starmada)

I just picked up Klingon Armada and Romulan Armada Unity and, as a long-time SFU player (both SFB and FC), I really love how things like movement, power allocation, and firing arcs have been "SFU-ized" in this version. I think SFU fans will love Unity!

My question is about PPs. In another post it was stated that PP costs are "per individual weapons mount." Now, what is that exactly? Is that each individual box, or each firing arc group? For example, on the Klingon D5, it costs 2 PP to overload disruptors. There are 4 disruptors in 2 groups: 2 FAL and 2 FAR. How much would it cost to overload ALL of them? 4 PP? Or 8 PP?

129

(1 replies, posted in Discussion)

Hi,

I've been an SFB/Fed Com player for many years, and I am considering buying Klingon and Romulan Armada, since I have always found those older games to be too detailed for anything more than a one-on-one duel (for my taste, anyway). I've looked at the Unity rules available for download and the one thing that troubles me is the movement. I really wish the movement was more SFB-style, where you "pay" for how many hexes you want to move this turn, and there is a turn mode based on speed, or ship size, or some combo of both. I've read that the movement rules can be altered w/o any ill effects on the rest of the game. Has anyone tried porting over SFB/Fed Com-style movement to Starmada? Note that I'm not referring to the impulse-based system, just the lack of inertia.

I also understand that there used to be a "basic" movement system (which may be what I'm talking about) included in the rules, but that it was moved to the appendices. Is it included in Klingon/Romulan Armada? I'm sorry, but I'm not going to buy another book just for that - there's nothing else in the Core Rulebook that I want or need (I have no desire to design my own ships, for example, and the SFU is my only gaming interest). Is it described anywhere on the site?

Thank you for any help anyone can offer. smile