126

(21 replies, posted in Starmada)

Umm... that shouldn't have happened. Yet.

smile

127

(3 replies, posted in Starmada)

Playing the other way wouldn't be "wrong," per se. But it would be potentially unbalancing against a fighter-heavy fleet.

128

(3 replies, posted in Starmada)

The intent is to roll once per FLIGHT, not per FIGHTER.

I understand your reasoning in thinking otherwise, and we considered it until we realized that would mean Proximity would become a must-have trait for all anti-fighter weapons.

129

(13 replies, posted in Starmada)

Chibsters post_id=41870 time=1588266235 user_id=14051 wrote:

pg 4, Combined Range Trait modifiers table: The modifier for Fcs + Tls is now x1.8 (down from x3.3 in the previous version of the Unity rulebook).

This is not correct. It should be ×2.8.

130

(27 replies, posted in Starmada)

The Unity Rulebook has (finally) been updated to version 2.0! If you purchased an electronic copy, you can re-download to get the updated file; otherwise, click on the link below to get a document with all the changes.

http://forum.mj12games.com/download/file.php?id=1941

131

(6 replies, posted in Starmada)

You can download the counters here:

https://www.dropbox.com/s/bo8se86u3e8elpa/SFOstuff.zip?dl=0

132

(27 replies, posted in Starmada)

Good, because that's how I intended it. smile

Ironically, tho... the lockdown has somehow provided me with LESS time to work on things. Apologies for the delay.

133

(12 replies, posted in Starmada)

I have it on my desk right now. I hope to get it to ADB within a couple of weeks.

1 - A strict reading of the rules would imply Defensive fire is allowed against Stingers, even at a range of 2-3 hexes.

2 - Yes, Stingers may HET once per game turn.

135

(1 replies, posted in Starmada)

The intent is to follow the standard Starmada launch limits.

136

(1 replies, posted in Starmada)

I approve of this.

137

(27 replies, posted in Starmada)

Blacklancer99 wrote:

Is there a timetable for this or a part of the process I am missing?

SOON.

138

(46 replies, posted in News)

Have you tried printing from the new spreadsheet? I've noticed that the display is sometimes garbled on the screen, but sorts itself out once printed.

139

(27 replies, posted in Starmada)

I plan to give it a month (i.e. one more week) for people to find any and all errata. I will then make a separate post for it all.

140

(4 replies, posted in Starmada)

Yes it keeps its saving throw.

141

(4 replies, posted in Starmada)

cnuzzi wrote:

Does a suicide shuttle still get its saving throw when hit by an ESG defensive burst or a Tholian web snare, or is it just toast?

Yes.

Also - merely a matter of curiosity - why was ESG Anti-Hellbore mode not included? Too fiddly?

Pretty much. But it is easy to implement for those who would like to. The targeted ship may expend 1PP from its ESG to cancel one point of damage inflicted by a Hellbore.

142

(13 replies, posted in Starmada)

Updated the Starship Systems Table (p.33).

143

(13 replies, posted in Starmada)

DerekW wrote:

The updates for weapon traits say the Proximity weapons have been modified, but for the life of me I can't find a difference between the original text and the annex.

The changes in the Annex represent everything altered since the very first printing of the Unity Rulebook. Some of the updates had been made previously, so depending upon which revision you own, some of the changes are irrelevant to you.

144

(15 replies, posted in Starmada)

cnuzzi wrote:

Plus, the weapon info is only next to the one on top,

The intent is to reserve that entire section for weapon data. For ships with lots of different types, there wouldn't be enough room to list them twice.

145

(2 replies, posted in Starmada)

cnuzzi wrote:

1 - I can find no mention of a speed for Stingers, which leads me to believe that they should move at speed 4, since they are considered shuttles. However, in FC, shuttles move at speed 8 and Stingers move at speed 16, which makes me think they should move at speed 8 in Starmada. Which is correct?

So... went back and forth on this one. You are correct that Stingers "should" move 8 when compared to shuttles; however, such a speed would allow them to outrun drones and keep pace with plasma torpedoes. That didn't seem right, so I stuck with 4-- which just happens to be the same 1:4 ratio used for ships.

You could probably split the difference and allow them to move 6 and it wouldn't break the game balance enough to really notice.

2 - Since Stingers are shuttles, and shuttles are considered single-fighter flights, a Ranger CA with hull size 11 can launch 3 Stingers per turn. Can these 3 Stingers be represented by a single counter, or should they each get their own counter?

You could group them in a single counter, but you are not required to.

There was a third question asked earlier about combat values and endurance.

a) I made the decision not to require Stingers to return to their carrier to rearm/recharge because in FedCom they get four Fusion Beam shots before running out of "ammo"... and that's just too fiddly to track for individual fighters.

b) The ORAT and DRAT of each Stinger is based on that of a shuttlecraft, which have ORAT 50 and DRAT 2. Because Stingers have six (!) times the combat punch of a shuttlecraft, they should have an ORAT of 300 -- and that doesn't count the three-hex range. However, doing a literal point-cost was pricing Hydran ships well outside the range of those from other Empires in relation to their FedCom point values. So, I cut that in half because Reasons.

146

(46 replies, posted in News)

netWilk wrote:

I was playing around with the weapon designer, and noticed that Slw2 & Slw3 weapon modifiers, while adding adjustment to the weapon's BSUR, will only generate a single Slw on the Display & Drake tabs.

Well, poo. The "slow" icons aren't being added. I'll add it to the list of fixes.

147

(15 replies, posted in Starmada)

Yes.

148

(15 replies, posted in Starmada)

cmdr kevin wrote:

Looks great, but why the format change on the ship displays?

First of all, because I think they look better (and you don't have to turn your head sideways to see them).

Secondly, the shift was required to allow for customized range bands on build-your-own ships. Not necessarily relevant to the SFU, but for consistency's sake I changed these as well.

149

(15 replies, posted in Starmada)

MRCAcct wrote:

I realized that there are some questions for those of us wanting to convert our own ships. Namely the ORAT/DRAT values for the Expanding Sphere Generators and Stingers. And thinking of Stingers, some of the Hydrans don't have as many stingers as their Star Fleet Battles counterparts do. (ie. The Paladin DN has 12 Stingers, you only listed 8.) Is that a FedCom vs SFB issue, or was there a reasoning to reducing some of the Stingers?

All of the values (weapons, marines, shuttles, Stingers, etc.) are based off of the FedCom SSDs. I do not have access to the SFB ones, soi I can't comment on differences.

As a note, I find Stingers themselves to be rather overpowered, especially given that they could only fire one Fusion/Hellbore shot before having to return and rearm. (I'm looking at my own take on them.)

To be addressed in a separate post.

150

(13 replies, posted in Starmada)

mort2018confed wrote:

Q1: Are Bulkheads and Damage Control Parties included in the Hull value when applying the Ionized Hull multiplier? Screens aren't, so I'd guess they wouldn't be either, but...

Q2: Are Screens included in the hull value when applying the Regenerative multiplier? Normally I'd say no, but the table at the back of the book has Note [9] following the Regenerative DRat multiplier, which is causing confusion...

I can see where the confusion lies. The answer is no: Screens, Bulkheads, and DCPs are considered "hull" when determining the base DRAT. However, they are NOT affected by the Ionized Hull and/or Regenerating multiplier. It appears Note [7] needs to be adjusted to make that clear.

Q3: What, if any, tech modifiers apply to Bulkheads and Damage Control Parties? The field for them is blank, whereas all others have either one of the four tech modifiers or N/A.

They should be "Shields".

The customized range band example divides the total of Column G by just the range, not range+2 (giving a result of 5.7 instead of 5.0 [4.975 rounded to one d.p.])

Solar Sails, in the main equipment table at the back, is listed as being affected by Engine TL (when in the updated table it's correctly listed as N/A)

Correct, and noted for errata.

Now, on to my main issue. Seeing as I have no internet access at home, how can I (if I can at all) modify version 1.04 of the Drydock to work with all the Rules Annex options? At present, I'm tempted on making a simplified Drake notation generator so I can design the ships and then input the data into the generator, but that means no double-checking (which, as attested by my Blast From The Past supplements when I used the Shipyard, is a Doubleplusungood Thing...).

My recommendation would be to download the Drydock 2 and use the "Tables" tab as a guide on what to add to the Starship Systems section.