Skip to forum content
mj12games.com/forum
Majestic Twelve Games Discussion Forum
You are not logged in. Please login or register.
Active topics Unanswered topics
Welcome to the new Majestic Twelve Games Forum!
Play nice. (This means you.)
Logins from the previous forum have been carried over; if you have difficulty logging in, please try resetting your password before contacting us. Attachments did not survive the migration--many apologies, but we're lucky we kept what we could!
Search options (Page 7 of 146)
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.
Yeah... I have no idea what that was supposed to say. 
Thanks for highlighting that... it's something that should be clarified.
The half-hits option can be applied to some ships in a scenario but not others.
MRCAcct wrote:Errata? - Pg 12, 3B.2 Engine Points; 2nd Para, first example: should it be 4EPs? 2 for acceleration + 2 for turn to port.
That is correct.
Question - pg 18, B.29 Immobile Trait; "This option requires the use of E.8: System Half-Hits": Why does Immobile require using the Half-Hits rule?
Because an Immobile unit by definition has no Engine Track.
Drydock - Lancing and Semi-Lancing weapon traits missing. Pr+ is in weapon traits list.
Noted. Update soon.
Yes. The Unity Rulebook should be updated shortly.
It is currently available on DriveThru. I get to keep more money when you buy here. 
Headline says it all: the 2020 Rules Annex can be yours as of today!
The Starmada: 2020 Rules Annex is a supplement for the Universal Game of Starship Combat. It provides clarifications and revisions to the existing rules that collectively update the Unity Rulebook to version 2.0.
In addition, the book contains a number of new rules, including three alternative movement systems; over a dozen new starship systems and weapon traits; and the introduction of customized range bands, allowing players to more accurately simulate the weapons from their favorite sci-fi settings.
Finally, the Rules Annex includes thirteen additional scenarios and an updated Appendix Z that consolidates all of the tables and charts required for play.
The Starmada: 2020 Rules Annex is not a stand-alone product; ownership of the Starmada Unity Rulebook is required.
Buy yours here: http://www.mj12games.com/starmada/mjg0141.html
That's odd. I'll look into it.
Dan
Nope, no substantive changes. Just going through and standardizing the files/descriptions on One Bookshelf. I didn't realize it was notifying folks of the updates...
"Stealth has no effect on attacks by fighters." (Klingon Armada, p.25)
"Once launched, seeker flights operate in the same manner as fighter flights (p.19), except as noted below:" (Klingon Armada, p.26)
So, Orion stealth has no effect on plasma torps/drones.
Because the stealth roll is made after attacks are declared, any PP spent on those attacks are gone if the roll fails.
In theory, yes. Simply use zero as the ROF value.
The spreadsheet does not allow this at the moment, however.
Stingers are a modification of shuttlecraft, which are carried individually, not fighters, which are grouped into flights of six.
So when the card says "2 Stingers" that means two individual craft, not two flights of 6.
We've generally been tracking the FedCom products, and in this case, the Hydrans are the only ones with fighters (Stingers).
However, once we get past Rumors of War, which will introduce the Andros, ISC, and Vudar, my understanding is that the next product will involve carriers for the various races.
Just completed a redesign of the web site. Look around and let us know what you think!
That is correct. The customized range bands weapon will cost slightly more (I think I averaged it out to around 5%) but that's a small price to pay for the flexibility.
That is because some damn fool put a capital "D" in there. I'm going to have to fire someone.
The proper link is http://www.mj12games.com/starmada/drydock2.zip.
To use a computer programming term, Range-Based traits are now deprecated, but they are still valid. The Drydock v2.0 allows you to build weapons either with the RB traits or the customized range bands.
Yes, the IMP value is related to the Hellbore's special rules.
Let's see...
The Hydran Iroquios NCF (sitting on my desktop because I recently completed the Unity edition of Distant Armada) must lose two weapons when it first takes a weapon hit (the number on the track drops from 15 to 13). You could choose two Phaser-1s, because their loss limit is (2). Likewise, you could choose two Phaser-2s. However, you could not choose two Phaser-Gs, as this would exceed the loss limit. You could choose one Phaser-G, but a second could not be chosen until all other batteries have met their loss limits (i.e. two Phaser-1s, two Phaser-2s, one Hellbore Cannon, and two tractor beams).
The point is to ensure players don't lose all of their weaker weapons before losing any of the more powerful ones.
Distant Armada has been delivered to ADB. Battleships should follow in a week or so.
MRCAcct wrote:The only thing I couldn't figure out how to add was the AEGIS system. But we don't have any rules for the new traits anyways (and I have a feeling several of them are specific to Full Thrust anyways).
Designed to work with Full Thrust, yes. Specific to? Not really. The traits are easily integrated with the rest of the Starmada stuff.
So is the SFU material going to be updated (namely the point values), or will it run under the old calculations?
I'll have to see, but I'm fairly confident the point values won't change significantly.
Not sure why you would do that... Drydock v2.0 includes everything you see here.
http://www.mj12games.com/starmada/drydock2.zip
As a holiday treat for you, I am posting the Starmada Rules Update which is included in the upcoming 2020 Rules Annex.
At a player's suggestion, we've put together a reference for the Star Fleet Universe-specific firing arcs. Enjoy!
Posts found: 151 to 175 of 3,627