1,551

(4 replies, posted in Iron Stars)

Not currently... but that is a good idea.

1,552

(2 replies, posted in Discussion)

Welcome!

1,553

(40 replies, posted in Game Design)

I'm not looking for anything in particular... just asking the question: what comes to mind when you think "MJ12" and "RPG"?

1,554

(40 replies, posted in Game Design)

So, if MJ12 did decide to publish a role-playing game, what would people want to see?

1,555

(4 replies, posted in Starmada)

Your "to-hit" values are incorrect. They should be "3+" and "4+" instead of 3 and 4. The sheet isn't calculating properly because it can't find "3" and "4" in cells V14:W18.

1,556

(2 replies, posted in Starmada)

Whoa...

1,557

(60 replies, posted in Starmada)

Bobcat11 wrote:

Why are Bases listed as being incompatible with Flotillas? I've read through it a few times, and can't see any reason for this.

Note that "incompatible" means that you can't have a flotilla of starbases, not that you can't use starbases and flotillas in the same game.

I guess there's no specific reason why the combination is disallowed... I just felt the concept seemed silly. smile

1,558

(6 replies, posted in Starmada)

I would have to check on our existing stock to be sure, but I don't think so.

1,559

(1 replies, posted in Starmada)

The two traits are separate from each other. It may seem odd, but in Starmada each trait or special ability only does one thing; i.e. restrict fire to fighters only, or counteract the -1 penalty to attack fighters, but not both.

1,560

(1 replies, posted in Discussion)

I am back from London, England, with many stories and photos to share... but for now, I'm trying to readjust to GMT -0700. sad

I know some of you were trying to reach me over the past 9-10 days -- sorry about that, but the time I had to spend on the internet was understandably reduced. I will be in touch in the next day or two.

1,561

(3 replies, posted in Starmada)

1) The intent was to replicate the capabilities of the ships in the Star Fleet Universe without respect to space unit limitations.

2) Please refer to the Klingon Armada errata thread for a discussion of the combat rating.

1,562

(11 replies, posted in Starmada)

I'd be interested to see some numbers on VP totals for games involving the Negali... and to hear some opinions on why they seem "unbalanced". This is news to me.

1,563

(12 replies, posted in Starmada)

PSYCO829 wrote:

I'm tempted to try having the repair teams work like Regeneration, where you roll your damaged hull (or in this case, maximum hull), and assign repair teams like that. With weapons, once you assign crew to weapons you roll based on the number of crew you assign.
Hmmm....

And thus the modular nature of Starmada -- if you want to substitute your own damage control rules, you can do so without changing anything else in the game.

Brilliant, no? smile

1,564

(2 replies, posted in Starmada)

Jeff wrote:

Fighter Attacks (5.4)
Is the effect if fighter damage applied after each fighter in the fight fires or after the entire flight fires?  For example, if the first fighter in the flight hits and caused shield damage, does this reduce the interception value for other fighters in that flight?

All fighters in a flight attack simultaneously.

Asteroid Fields (G.1)
Similarly, if a ship moves through an hex containing and asteroid field is the effect of asteroid field damage applied after each To Hit/Impact roll or after all damage from that hex is determined?  For example, if the a ship moved through a hex contain two asteroid fields and the first of two "attacks" caused shield damage, does this reduce the interception value for the next asteroid field roll?

All damage from a single hex is applied simultaneously.

Explosions (E.3)
Another question similar to the above questions. When damage is caused by ship explosions, does the effect of damage get applied A) immediately after each To Hit/Impact roll, B)after all rolls from a single ship explosion are resolved, or C) after all explosions are resolved (prior to resolving any "chain reactions").

The initial explosion should be resolved completely. Any secondary explosions are then resolved simultaneously.

If a ship explodes in the same hex as another ship I assume that the direction of fire for purposes of faceted shielding (B.15) is determined randomly. If this correct?

Sounds as good a resolution as any.

1,565

(12 replies, posted in Starmada)

RockyMountainNavy wrote:

E.1 states "roll a number of repair dice depending on its hull size."

Yup. And rule 1.0 states: "Note that a starship's hull size is not reduced by hull hits—e.g. a hull size 6 ship is always considered hull size 6, regardless of the number of hull hits taken."

So, PSYCO829 is correct.

1,566

(3 replies, posted in Starmada)

Really frickin' cool!

1,567

(3 replies, posted in Starmada)

vejlin wrote:

- optional rules relevant to the star trek universe (are all of these in other Starmada AE books or are there new previously unpublished ones?)

It would be disingenuous for me to claim that there's much truly "new" in Klingon Armada -- what is unique is the manner in which the options are combined to simulate the Star Fleet Universe. Initial feedback is that it does so very well. smile

(This also speaks to the comprehensive nature of Starmada; we really didn't have to come up with much "new" material in order to recreate the SFU.)

- mini campaign (previously unpublished)
- ship stats (previously unpublished)
- fluff text

did I miss anything?

You've got it covered.

1,568

(60 replies, posted in Starmada)

Anyone willing and/or able to do a couple hundred word writeup on their experience so far with Klingon Armada? The turnaround time on this will have to be fairly quick...

1,569

(2 replies, posted in News)

While I would never want to appear to minimize the sacrifices that continue to be made on my behalf by the men and women in the armed forces, I do think we tend to forget the history behind what has become Veterans Day here in the US.

In addition to thanking all who have served, I would like to take a minute to remember why it is that most of the Western world comes to a halt at 11:00 AM on the eleventh day of the eleventh month...

"It was during that minute in nineteen hundred and eighteen, that millions upon millions of human beings stopped butchering one another. I have talked to old men who were on battlefields during that minute. They have told me in one way or another that the sudden silence was the Voice of God. So we still have among us some men who can remember when God spoke clearly to mankind." (Kurt Vonnegut)

1,570

(10 replies, posted in Game Design)

MadSeason wrote:

Edit: Wait. Is this a serious question?

Sorta...

1,571

(10 replies, posted in Game Design)

Why doesn't MJ12 have a zombie game?

1,572

(8 replies, posted in Discussion)

Welcome, and nice stuff in your gallery!

1,573

(2 replies, posted in Starmada)

We are back in stock, actually.

1,574

(10 replies, posted in Starmada)

PSYCO829 wrote:

Would this be illegal, just frowned upon, or simply considered smart thinking? (I'm leaning more towards the first two, but I thought I'd check).

It's a bit power-weasely (weaselish?) but there's nothing inherently wrong with it.

1,575

(10 replies, posted in Starmada)

MadSeason wrote:

So, let's ask -- if I am captaining a Klingon D7, can I choose to have half my disruptors set to Overload and half not? They are all in the Z battery.

No.

"All weapons in a battery must use the same mode in a given game turn."