126

(10 replies, posted in Starmada)

Hey Dan, could you put the latest version of the SXCA up on mj12games.com?  I'd rather not walk around Yahoo!Groups alone at this time of night.

Peter Drake

127

(13 replies, posted in Starmada)

I've updated the rules and there are now three ship sheets:

http://www.lclark.edu/~drake/starmada/hullbreach/

128

(13 replies, posted in Starmada)

spencercl wrote:

Hey Peter,

Did you know your Guardians are weaponless on the rightside, according to your ship sheet?

Spencer

Yeah, the c bank should be BDF.  It's been fixed in my copy.

129

(13 replies, posted in Starmada)

cricket wrote:
mundungus wrote:

I've started making up some ship sheets.  Here's a taste:

http://www.lclark.edu/~drake/starmada/guardian.pdf

Hey-- these are nifty.

Maybe we should 'steal' the format for official Starmada sheets? smile

Dan

Feel free.  The bad news is that this is hand-crafted, not automatically generated.

130

(13 replies, posted in Starmada)

I've started making up some ship sheets.  Here's a taste:

http://www.lclark.edu/~drake/starmada/guardian.pdf

131

(26 replies, posted in Starmada)

cricket wrote:
mundungus wrote:

I should clarify that these weapons are repeaters AND they re-roll misses.

One wonders if this is a combo that should be outlawed?

Perhaps there's a more elegant solution?  Possibilities include (a) forbidding more than two special features per weapon, or (b) altering the formula so the expense increases as more features are added.

I also think expendability should be in the same section as the other weapon modifiers, even though its cost is computed in an unusual way.

132

(26 replies, posted in Starmada)

Dan:

I should clarify that these weapons are repeaters AND they re-roll misses.

133

(13 replies, posted in Starmada)

Grab a fresh copy of the file.  Do these diagrams make vector movement easier to understand?

OmniGraffle is the tool of the gods, by the way.

134

(13 replies, posted in Starmada)

I've thrown together the start of a new campaign:

http://www.lclark.edu/~drake/starmada/hullbreach.pdf

Reasons for this include:

* Exploring the "very few optional rules" end of the spectrum.

* Gathering all of our corrections and optional rules in a single printable document, which we can easily leaf through at the table.  Not surprisingly, there's a lot less to cover when there are fewer optional rules used.

* To produce a collection of well-tested scenarios in a consistent universe that new Starmada players can use.

I intend to add more fluff, ships, scenarios, diagrams of our vector movement system, and so on later.  Thoughts, comments, and munchinesque metagaming are appreciated.  Specifically, how would you handle the one scenario described?

135

(26 replies, posted in Starmada)

Incidentally, why the rule that fresh ship explosions aren't reduced?  I suspect the answer was so that size-1 explosions still cause terrain.  It seems slightly unwieldy, though, to have to keep track of which explosions are fresh.  Better to reduce all of them, and accept the consequence that an exploding gunboat can damage other ships in its hex, but doesn't leave terrain.

But maybe that's just me.

BTW, I like the new forum.  No &^%$# advertisements!

136

(26 replies, posted in Starmada)

spencercl wrote:

Thanks for the table, it helps greatly and is another item Peter can put on his "quick" referance sheet.

For the record, that's the table from the Compendium.  For example, the X rules don't list anything called an energy leech.

137

(26 replies, posted in Starmada)

spencercl wrote:

The explosion rule states that the explosion strength downgrades during the end phase of the following turn it was created. 

What is not clear is when the exactly the explosion damages ships/fighters in that hex the first time.  During the first end phase it was created in?  During the end phase during the end phase following the turn it was created (when it degrades)?  Is it immediate, when it is created and as with fighters when a ship passes through that hex?

Thanks for the help.

Spencer

Although it's not consistent with the rules as written, I'd like to propose the following simplification of the explosion rules:

During the end phase, ALL explosions (even fresh ones) do damage.  Then ALL Explosions are degraded.  Launching of fighters and then sunbursts happens after this.

Consequences of this rule:

* There's no need to remember which explosions are new.

* It becomes a bad idea to stack your ships in the same hex.  This is a good thing, because it makes maneuvering more interesting and makes life easier for players using miniatures.

* Sunbursts and big explosions are terrain for the next round.  Size-1 ship explosions damage others in the same hex, but do not stay around long enough to be terrain.

* You can't launch fighters if something big exploded in your hex this turn (they would be annihilated upon leaving the carrier).  A size-1 explosion would be gone by fighter-launching time.

* Sunbursts cannot be used to keep carriers from launching, because the fighters have time to move before damage is done in the following end phase.  (This depends on a very precise interpretation of the rule that fighters are eliminated upon entering an explosion hex.  They didn't enter the sunburst hex, it entered their hex.  Without this interpretation, dropping a sunburst onto a pile of freshly-launched fighters is probably too powerful.)