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Still with the 5 arcs eh?
Don't really know what to suggest for these guys, they seemed to have worked just fine down here in our games, try making a variant with only 4 arcs on the main guns and see how they work maybe?
Inari7 wrote:Not so strange look at the destroyer it has a movement of "1"
And with weapons that shoot to 9 o.o
Agreed with my uncle on the effectiveness of high level shielding, although the idea of having level 9 shields is just... evil
1/36 shots gets though, give that thing Regen and enough hull, its not gonna die.
It will be expensive (even by my standards...), but wow....
I don't think you can give a weapon the same trait more than once (thinks of a weapon with double continuing damage).
That ship looks awesome, and new weapon option? Can't wait for this book to come out.
I go for CR Value personally
For my Tech 0 ships, Destroyers cost 300, Cruisers 600, Battleships 900, Cannons 150, Missile Carriers 750, its easier for me to make my ships cost one particular template.
Would you need to roll over a fighters defenses?
underling wrote:BeowulfJB wrote:I remember some of the space station rules from the Starmada Compendium edition.
One of these doubled the range of weapons because the space station was stationary. What are peoples thoughts on this? :geek:
Cool...
Then you could have weapons that go out to 60 hexes.
Carronade weapons would be hilarious, close range weapons that STILL shoot further than any other
Irony, I just posted a starbase on the forums too.
The reroll any to hit die is a bit ^.-, but other than that i like it.
Not a big fan of ammo weapons, but nice looking fleet design.
You don't use carriers?
(9000) Divine-class Cloch na Thintri Starbase
Hull: 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Shields: 5 5 5 5 5 5 5 5 4 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1
Weapons: 1:X 2:Y 3:Y 4:Z 5:Z 6:
X:"Silent Embrace" 10/20/30, 1/3+/4/4
Piercing +2; Starship-exclusive
[GHI][GHI][GHI][GIJK][GIJK]
Y: "Black Moon Fang 2" 10/20/-, 2/3+/1/1
Piercing +1; Carronade; Range-Based ROF
[GHI][GHI][GHI][GHI][GHI][GIJK][GIJK][GIJK][GIJK]
Z: "Soul Lance 2" 10/20/30, 2/3+/1/1
Piercing +1; Minimum Range; Inv. Range-Based ROF
[AB][AB][AB][AB][AB][AB][AB][AB][ABCDEF][ABCDEF]
Special: Stealth; Armor Plating; Fire Control; Marines (206); Teleporters (14); Carrier (2328); Cargo (994)
[SU=97] TYPE: Seeker
SIZE: 9
SPEED: 15
ACCURACY: 3+
DEFENSE: 0
OPTIONS
=Continuing damage
=Increased ROF-3
=Piercing+1
First Starbase I have ever made, this is designed to revolve around and protect a planet. I made it to have as few weaknesses as possible (outside of the STUPIDLY HIGH cost), thoughts?
This looks awesome, can't wait for it to come out
Wow this looks awesome.
Can't wait to see the final result.
This is quite facinating, although a 10 hull shit being a dreadnought is O.O
cricket wrote:Xols wrote:btw is a 21x22 hexes mat enough to play properly?
For most purposes, yes. But if you find your fleets are heavy on the 18+ ranged weapons, you might need to find a bigger mat.
Why not get bigger anyway? More room to maneuver, reasons to have larger weapon ranges, etc.
GamingGlen wrote:Well, I have issues with some point values (if Richard uses a system or trait, it's suspect ), but it is a decent game.
I AM SHOCKED AND APPALLED AND OFFENDED AND INCENSED AND HUNGRY!!!!
But yeah, hopefully this weekend will be fun ^_^
jimbeau wrote:Starmada Rox, no matter which way you slice it!
HELL YEAH
BeowulfJB wrote:These are the type of ships that Gaming Glenn and I face when we play against my nephew.
These ships seem unstopable. Hopefully keeping everyone at tech Zero will limit things like this.
BTW, we are playing Starmada this Friday July 31st at Noon at Gaming Glenn's store in Davie, Florida (west of Fort Lauderdale)
All are welcome
Tech 0 just means that I bring more of them <.<
Now that is an interesting idea; you can have battles over territory, have conquest, etc. I like this.
cricket wrote:PSYCO829 wrote:Capital Ship Killer
It fires 2-3 times, then gets destroyed. Vs large ships, this satellite is absolutely brutal
<.<
And against smaller ships, it's all but useless...
(1500)
Hull: 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 1 1 1
Screens: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapons: 1:X 2:X 3:X 4:X 5:X 6:X
X: "Soul Lance" 10/20/30, 3/2+/1/1
Inv. Range-Based ROF; Piercing +1; Minimum Range
[AB][AB][AB][AB][AB][AB][AB][AB][AB][AB][G][G][G][G][G][G][G][G][G][G][G][G]
Special: Hyperdrive; Stealth; Anti-Fighter Batteries; Cargo (200)
This murders smaller ships, each one of its guns firing 9 times at long range. A grand total of 198 shots fired at little ships.
I think its changed back to the movement that was in Starmada X
(1500)
Hull: 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 3 2 2 2 2 1 1 1 1
Screens: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapons: 1:X 2: 3: 4: 5: 6:
X: "Heart Seeker" 10/20/30, 1/2+/5/5
Piercing +2; Double Damage; Extra Hull Damage
[G]
Special: Hyperdrive; Stealth; Anti-Fighter Batteries (4); Cargo (238)
Capital Ship Killer
It fires 2-3 times, then gets destroyed. Vs large ships, this satellite is absolutely brutal
<.<
A true pity this weapon doesn't fit on any ship when the tech is set at 0...
Ah, oh well, still fun to use as a design...
cricket wrote:PSYCO829 wrote:Lets imagine I have a 1/2+/5/5 weapon with the traits Extra Hull and Double Damage, and i get 10 damage on the inside.
Does it start off dealing 20 hull and then roll damage, or would it deal 10 hull then damage?
20 hull, then roll 10 dice for damage, doubling the effect of each die.
Thats just... evil
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