Hello everyone,
I have an idea that I was pondering before SNE came out; we could call it S:A&NE
I used to play Full-Thrust until I found a copy of Starmada-Compendium nearly a decade ago.  This is why I often refer to the reductions in firepower and rolling for weapons, engines, etc. as making Threshold Checks.
I was wondering if a combination of SAE & SNE could be made.  The Weapons would be designed with mounts, etc as in SAE.  For shields, there would be the numbers as in the Drake  notation.  Shields of strength five would be written like this:  5 4 3 2 1.  Thrust four would be done in the same way, 4 3 2 1 with Drake Notation.  The hull & armor would be done as in SNE. 
When the ship losses its first 1/3 of it hit points a threshold/damage check would be made.  A roll of 5 or 6 destroys A weapo- mount; for a ship's engines & shields, roll a # of dice equal to the level/strength.  Each 5 or 6 lowers the level by one.  For each piece of equipment, use the same procedure. 
Here is one of my SAE designs converted to SA&NE

(601) USS New Mexico
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: 4 3 2 1
X: "14 Inch Plasma Cannon" 6/12/18, 1/3+/1/4
Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]
Y: "5 Inch Laser Cannon" 3/6/9, 1/3+/1/1
[ABCD][HIJK][HIJK][HIJK][HIJK][HIJK][HIJK][CDEF]
Special: Hyperdrive; Armor Plating; Fire Control; Marines (4); Teleporters (4); Cargo (84) 8-)

I would obviously triple the hull and add lotsa armor.  The (601) is the SAE cost, with SAE hull, etc.
But lets look at as it is now.  After losing 1/3 of the hull points, six points of damage, we make a threshold check and a 5 or 6 destroys an engine or shield.   
I would roll four dice for engines, & four for shields. (0ne roll of 5 or 6 for shields would reduce the shields to 3 while three bad engine rolls would reduce engines/thrust to 1...)
There are four "X" weapons, roll four dice.  There are eight "Y" weapons, roll eight dice.  The ship-owner determines exactly which [mount] is destroyed in a battery. 
Roll one dice each for hyperdrive, then FC, then four dice for Marines & teleporters.
The same idea for the second 1/3 of hull lost would be done, but a roll of 4,5, or 6 would mean the loss of the item.  Use the repair rules for SAE, and movement rules for SNE.  One minor change for weapons is to move the to-hit number to first place.  The NM's 14 Inch Plasma Cannon would become 3+/1/1/4.

I think that this blend would give us the best of both systems.
What does everyone else think?
Cheers,
Steven

127

(7 replies, posted in Starmada Nova)

Interesting ships.  I look forward to seeing more.  8-)
Does the massive amounts of QF batteries  indicate that the Celandians have to face enemies who use lots of fighters/drones/seekers?

Hello everyone,
We are playing Starmada Sunday 9/8 @ Borderlands gaming store in eastern Jacksonville on Atlantic Blvd. 
We will be playing from 2pm thru the afternoon; all r welcome.   8-)

129

(36 replies, posted in Starmada Nova)

<LOL> 100% Blonde here.  These DNs have a thrust=6.  Edited & added it in.
Thanks

130

(36 replies, posted in Starmada Nova)

Here are the Four Turret DNs as I refined them in June.  They are working
They can be any of the USA BBs from the Arizona class thru the Colorado class, the British Q.E. & Revenge classes, the Japanese Nagatos and even the WW1 German Bayren class.  Gives me a lot of minis to use...

10 August 2013  FOUR-TURRET-DNs CR=505
Hull=40
Armor=40
Thrust=6
Shields=0
ECM=0
They have Fragile Systems, Hyperdrive, Overthrusters, and 11 Probes.
WEAPONS  ARCS Rng  Atk Dice         
2× Plasma Guns (Acr/Dfs/Dx3) [FX2][FX2] 6-12-18;      2 1 1 1 0 0 0 0 0 0 0 0
2× Plasma Guns (Acr/Dfs/Dx3) [AX2][AX2] 6-12-18;      2 1 1 1 0 0 0 0 0 0 0 0
11× Chain Guns (Acr/Dfs)         [TT]          1-2-3;    11 8 6 4 3 2 1 1 1 0 0 0
1× Mass Driver (Acr/Cts/Dx2)    [CD] 5-10-15;       1 1 0 0 0 0 0 0 0 0 0 0
1× Mass Driver (Acr/Cts/Dx2)    [CD] 5-10-15;       1 1 0 0 0 0 0 0 0 0 0 0
1× Mass Driver (Acr/Cts/Dx2)    [CD] 5-10-15;       1 1 0 0 0 0 0 0 0 0 0 0
1× Mass Driver (Acr/Cts/Dx2)    [CD] 5-10-15;       1 1 0 0 0 0 0 0 0 0 0 0

These ships do not always win, but they do well.  Any thoughts from anyone?  Always open to comments, critisms, etc.
Cheers
Cheers

Hello everyone,
We are playing Starmada;NE this Sunday August 11th @ 2pm.  We will be playing at Borderlands on Atlantic Blvd, just west of the East-Beltway = I-295.  All are welcome. 8-)

Some of this is probably my fault.  The CR=500 point ships I build are powerful.  They have 40 hull & 40 armor, and fragile systems.  My orignal SNE ship designs had normal systems.  But I rolled too many 1s & 2s when checking Thrust and Weapons after a ship was threshholded.  So I decided to make the systems fragile, counting on two hits, and used all of the points saved for hull and armor.
Another advantage I may have over my gaming friends in South Florida is that I play SNE weekly here.  I have gotten skilled in the use of my ships because the have been played often.  Also, My DN designs have gotten refined.
If you go onto the Drydock, I have placed the design for my Standard Four-Turret-DNs.  They are the ones labled 10 August 2013.  I use 1/2400 WW2 naval minis to represent them. They can be any of the USA BBs from the Arizona class thru the Colorado class, the British Q.E. & Revenge classes, the Japanese Nagatos and even the WW1 German Bayren class.  Gives me a lot of minis to use... 8-)
I will post them in tbe B Basin too.
Cheers

133

(3 replies, posted in Starmada)

My gaming friends & I here in Florida have been doing this a little differently, probably due to our having played SAE before.  We roll the dice for a weapon or weapons to hit, then the defender makes shield saves vs any that hit.  Any weapons that are not intercepted/blocked by this shield-roll get thru, then hit the target, "explode".  They do the number of points of damage based on any weapon traits Dx2, Dx3, Cts, etc. 
Statisticly, the damage is the same, but it saves a Lot Of Time doing it this way. 

My largest DN has a CR of 710, and one battery that has {Acr,Dx2.Dx3} and another with {Acr,Dx3,Cts}.  (It also has 58 hull & 58 Armor).  The way we do weapons-fire & damage goes much faster; fewer die rolls.
I believe that statisticly, the results are the same.
Cheers 8-)

Hello again everyone!
I am visiting S.Fla again soon and we are playing Starmada S:NE Tuesday July 30th at 1pm.
We will be playing at Gaming Glenns excellent store on Stirling Road in Davie, near Fort Lauderdale.
All are welcome!
Bring your ships or use designs that I have made of the Minbari, Federation, Klingons, etc. 8-)
Cheers

135

(6 replies, posted in Starmada)

In Star Fleet Battles, Star Bases & Battlestations had mine fields surrounding them.  It made them even more difficut to destroy.  It would be something to have in Starmada, especially since we now have S:NE versions of the SFB ships.
This is an excellent idea...

Hello again everyone!
We are playing Starmada S:NE again on Friday July 5th at 1pm at Gaming Glenns gaming-store on Stirling Road in Davie, SE of Fort Lauderdale.  8-)
All are welcome!
Bring your own ships or you may use Minbari, Federation, & Klingon designs that I have made and miniatures that I have.
Cheers
Steven

Hello again everyone!
I am visiting S.Fla again and we are playing Starmada S:NE Tuesday July 2nd at 1pm at Gaming Glenns gaming-store on Stirling Road in Davie, SE of Fort Lauderdale.
All are welcome!
Bring your own ships or you may use Minbari, Federation, & Klingon designs that I have made and miniatures that I have.
Cheers
Steven

138

(4 replies, posted in Starmada)

I have "Fragile Systems" on all of my ships.  I realize that it means the loss of two thrust & two weapon boxes when my ships are thres-holded (damaged, and then crippled), but the extra hull and armor I put on my ships delays that from happening.  I have bad luck when I had regular systems and rolled too many 6s...
(I never use ECM or shields, so that is not a problem)

139

(13 replies, posted in Starmada)

I do the same for the Naval-style Starships I design & use.  A
in fact, all of these BBs & DNs have the same three weapons, with the larger ones having more of them & more hull/armor, the smaller ones having less.  All of these weapons have Acr.
Everyone of these Naval-type starships have:
  some range 18 Plasma Guns that have Dfs&Dx2,
  some range 15 Mass Drivers with Cts&Dx2,
  some range  3 Chain-guns with Dfs.
The DNs that represent the USS Arizona, HMS Warspite, IJN Nagato, etc are CR=650.  They have 49 Hull, 49Armor, &:
   4 FX Plasma Guns,
   4 AX Plasma Guns,
   5 CD Mass Drivers,
15 TT Chain-guns.
These ships have a thrust=6, no shields, & no ECM. 
I have one larger type of DN representing the unbuilt SouthDakota class, and many smaller ships representing the South Carolina, Florida, Arkansas, & Texas classes.  They are a lot of fun to play and work well in the games I play.  I also have CG designs, DDs, & CVs.
Cheers

140

(21 replies, posted in Starmada)

Will you be posting the BFG to SNE conversions here on the forum?

141

(21 replies, posted in Starmada)

:idea: Perhaps making the change from BFG could involve tripling, or quadrupling, etc. the # of Hull points that the ship will have in S:NE.   This gives you the option to use Dx3 or Dx2 for more powerful weapons.

142

(21 replies, posted in Starmada)

Whoops
"25 hull would be a large ship, frigates are 5-8 hull"  :!:
My smallest BB has a CR of 450 and 37 Hull + 37 Armor.  My Largest ship has 60 Hull + 60 Armor and a CR of 850...
My friends & I played a 3200 point game last Saturday.  My Big 850 DN fired only once, and was destroyed the same turn it first fired.  The game took about 90 minutes to play.

143

(21 replies, posted in Starmada)

Sounds interesting.  It seems that it is just as easy to score an engine or weapon hit on a huge 60 hull ship as on a 20 hull ship.  Just an observation.  Perhaps the larger the ship, the more 6s have to berolled to do the critical weapon or engine hit. 
:idea: This process could also be used to try to score an ECM or shield hit if the target has either of these.

144

(21 replies, posted in Starmada)

Interesting,
How would these work?

Hello everyone!
There will be a gaming Convention here in Jacksonville Florida Friday,Saturday & Sunday; June 14,15,16  This convention is called Rapier2013.  I will be running two Starmada  games at 2pm on Friday & Saturday. The con is at the airport hotel where we have had it successfully for the last ten years.  It will be lots of fun.  Prepare to activate your hyperdrives and set course for NE Fla   
Here is the website for Rapier 2012   http://www.rapiercon.com/   
Cheers,
Steven Gilchrist; Jacksonville, Fla, USA

146

(3 replies, posted in Starmada)

I believe that the rules say short range for ship AA fire at seekers.  Thus if a shipboard weapon has a range of six & short range of 2, weapons with the proximity weapon trait could fire these without hitting the firing ship. 
This would be the difference between short range & point-blank-range.
Cheers 8-)

147

(21 replies, posted in Starmada)

None of my S;NE ships have shields so I guess that from my perspective, the No Shields weapon trait would be fine. 
I imagine that those folks whose ships have shields as their primary protection will be a bit annoyed if it became a wepon trait tho...
How would the proposed weapon trait "No Hull Damage" work?

148

(4 replies, posted in Starmada)

My friends & I here in Florida have dealt with this in several ways. 
We only allow a weapon to have only two weapons traits.  The Acr trait does not count against this limit.  The Seekers you made would have to give up either volitile or catastrophic weapon trait.  But that does not really solve ur problem.
What I have done is to have the ship that is targeted with a cloud of seekers charge into the enemy formation.  I overload the engines and charge in recklessly.  If the enemy forces fire at it/destroy it, then they wasted their seekers from the turn before. 
I have also made 3-hull ships with a CR=50 that I call AA PGs.  They have Fire Control and their AA weapons have range=3, Acr, Tls, Rpt.  On the turn after the Seekers are fired, I have these PG-AAs move to three hexes from the ship targed by Seekers and they help protect the targeted ship.
Seekers with Acr & Dx3 or Cts are -4 to hit.  Short range +FC will reduce this to -2.  If you shoot down just half of the seekers, and add the fact that they don't cause harm until the next turn, they become not-so-formitable.
Cheers

149

(4 replies, posted in Starmada)

I like the way the ESG is handled and think it is translated into Starmada fairly well. 
I wonder what the CR of these ESGs is.  I would add one to each of my ships... 8-)

<LOL>  You are absolutely right on this. lol   
All my ships have their range three Chain Guns, which are for AA-fire, in TT mounts. 
So it does not matter if fighters  move last.  Drones & seekers being weapons that home onto a ship are also not a problem.
Cheers