176

(6 replies, posted in Starmada)

Well, it's up in the Basin now--posted it on Saturday. Now starting work on a setting that I had initially started as a collection of short stories I was going to write. I'm still hoping to do some more short stories, but the setting might give me some help in that way--or, if not, at least the ideas will see the light of day...

177

(4 replies, posted in Starmada Unity)

In keeping with the SUE supplement naming convention (which might be a mistake, as there really aren't that many song titles that also sound like they could be a supplement title), here's Metal Health.

I'm hoping to do some new supplements soon, but over the next six to eight weeks there's going to be four days when internet activity is going to be impossible--and, with the way things happened the last time it was just a day of inactivity--i.e., it was one day of inactivity and two days of unexpected inactivity--it's more like eight to twelve days...

Anyway, here's Metal Health. One hundred and five vessels, ranging from hull-1 corvettes through hull-12 juggernauts to hull-30 star fortresses. I hope you enjoy it.

178

(6 replies, posted in Starmada)

Just a friendly notice: I'm working on the new supplement--done all the ships, and am now in the process of formatting it and making it look (semi-)pretty. In keeping with the naming convention I decided I'd use for SUE supplements (i.e., names of tracks on my MP3) this one's going to be called Metal Health.

179

(6 replies, posted in Starmada)

And here's a little taster of what to expect. It's not set in stone--yet--but the civilians/auxiliaries I think are close to it as there's not much else I can do with them.

Note: The aft screens I'm envisioning as additional cargo/the structure of the ship itself. The important bit--bridge, crew quarters, drives etc is at the front, with a large part of the ship without anything 'important' at the rear. Ships chasing have to punch through it to damage the bridge and get it to stop. Larger ships will be having front screens as well, with the 'important' bit situated slightly behind the front. This means that raiders or military blockade enforcers have to get on the side of the cargo haulers to damage them. It also gives the illusion of there being 'more ship' so to speak--they're not very tiny, there's just not that much on them that can be damaged.

A note on weapon ranges: Because I'm envisioning this set-up as a chance to do gaming on the road, so to speak (I'm intending for all the bits to fit in a Really Useful 4l box--as the name implies, they're...quite useful), the map part is going to be small-ish. Ultra-long-range is going to be around 12 hexes, with normal fighting range of up to four hexes.

Light Cargo Hauler (4)
-Tech: Engines -1; Shields +1

-Aft: 3-2-1

Hull: 1
Engines: 1-1
Weapons: 1-1

Equipment: Tractor Beam ☐ // (1)
Traits: Cargo (1)

Blockade Runner (5)
-Tech: Engines -1; Shields +1

-Aft: 3-2-1

Hull: 1
Engines: 1-1
Weapons: 1-1

Equipment: Tractor Beam ☐ // (1)
Traits: Cargo (1)

Boosters : 3-2-1

180

(63 replies, posted in Starmada)

A very minor piece of errata...

I was genning some ships for the mini fleet concept and was a bit confused--two ships, which had practically the same values across the board, were returning different DRat values--even when I altered them to be the same across the board.

The sheets Ship1, Ship2, Ship4 and Ship5 all have the same DRat formula:

=ROUNDUP(((C8+Q8)*12/(6-R10)*PRODUCT(N34:N43))+SUM(M34:M43),0)

Ship3 has this DRat formula:

sad(C8+Q8)*12/(6-R10)*PRODUCT(N34:N43))+SUM(M34:M43)

The difference in values is only going to be 1, at most, but that can affect the CRat value too. And I think that, with the 'official' CRat rounding up to the next multiple of 5, that only those ships with CRat values that are already a multiple of 5 are going to be affected.

I'm going to do a quick check-up of my only SUE supplement to make sure none of the ships are affected by this. If there are any (which I hope there isn't) I'll post up the correct CRat values in the thread.

181

(6 replies, posted in Starmada)

I'd have to scan them in, but there's only one scanner and, in a twist of fate that should surprise no-one, the computer it's paired to has the worst mouse--the only movements that triggers a response are those that wouldn't look out of place in front of a full orchestra doing the 1812 Overture...:D

182

(6 replies, posted in Starmada Nova)

It'd be a standard scenario. The warp points are a way to explain both the ability of ships to travel between systems without a dedicated hyperdrive system, and a way to allow a warp-point assault to be fought. At the time I was influenced by the Starfire novels and wanted to see if I could create a easy-to-slot-into-SNE set of rules to allow warp point assaults to be gamed but to give both sides an opportunity. With a single warp point on the map, a defender would be able to seed the warp point with massive numbers of mines and Proximity-trait weapons that could pound the attacker to scrap--which, while true to the setting history, might be kinda demoralising. The multiples give the defender a choice as to which warp point to seed with mines--and if they guess wrong, oops. Although maybe I should have said each ship would arrive randomly from warp points, instead of deciding with the first ship--but that might have a situation where the anti-fighter escorts come out in the wrong place to protect those valuable fleet carriers or uber-dreadnoughts...

183

(6 replies, posted in Starmada)

Some ideas come from the strangest of places.

My current idea (putting some of my earlier ideas onto the back burner) came about when I found some isometric triangle graph paper. A few hours later, I'd created two hex maps (one with tiny hexes that could fit small dice in, one with playable hexes) and a range of counters. All hand-drawn, which means they're not brilliant quality (especially as the 'hand' is mine and I can sometimes barely make out my own handwriting). Now, of course, they're crying out for some ships to be designed and, as there are a total of twelve capital, twenty-four cruiser, thirty-two escort, twelve carrier, twenty-four base/sats and sixteen auxiliaries, that means tiny ships. How tiny? How about 8 hull for a heavy battleship tiny?

I'm working on this setting at my own pace (which might mean, with my attention span, that--ooh, shiny!) but I'm hoping to have my SUE successor to the SNE Micratan Cluster up here soon. As well as an airship setting and a battlecarrier-type setting or two. Just need to crack on with it...

184

(6 replies, posted in Starmada)

Another update:

1) I was so used to how I tried to do uploading that I blinded myself to another method. As it turns out, with a little bit of faffing around with window sizes I can upload stuff. So, yes, I can do supplements, and yes, I can do it the old way. It might not be as 'polished' as my earlier ones, but I can do it.

2) I really need to learn to read things properly before I start thinking everything's doom and gloom big_smile

185

(0 replies, posted in Starmada)

I've been working on a few concepts and, while I think I'm likely to finish them, here's a few thoughts I've had that might give others on here a jumpstart in case I burn out and don't release them...

1) Boosters make an excellent simulated 'burst speed' for settings involving units that have muscle-power powering the engines--for example, some fantastical settings or ancient/Renaissance-era naval galley warfare. Have an ER of 1-2, have boosters, house-rule that a unit can only use their ER's number of boosters per turn, and you have a system that replicates the standard cruising speed of galleys, with the boosters replicating faster rowing at times that, when exhausted, means the rowers are tired out and can only give you a low sustained speed. Fantastical settings...dragons with howdahs for crew to be carried in?

2) The loss of ammunition in SUE is a bit of a problem in certain circumstances, especially WRT seekers, for some settings I'd like to game. I see seekers sometimes as customised fighters/drones, sometimes (more often) as missiles. The latter causes problems because at the moment, with no ammunition, you either have to give the weapon Exp, which is...less than ideal, or give it UNLIMITED POW--er, unlimited ammunition.

A workaround I've been working on recently is to give a second, SU-intensive but worthless weapon mode (by worthless, I mean high R/I/D but 6+, Inc and NPr, to really make it unlikely to be used above the seeker mode) to bump up the SU cost.

The second part of the workaround is a house-rule that you can use only one bank of Expendable-trait weapons in a battery in a turn. That way, an Exp battery with, say, five total banks could use one a turn for five turns. These two, together, could reduce the 'seeker cloud of DOOM!' that has caused BeowulfJB, among others (I gather from some posts on here) to ban them.

3) I noticed (as in, actually thought about it rather than going 'yeah, okay') that Knt and Inc were not incompatible--thus, you could have a weapon that automatically does x hull damage, but ONLY x hull damage. This could be a good way to simulate some weapons that have a very narrow field of very destructive focus--the railguns used by the Colonial Council in the Old Man's War series, or the Magog PSPs...

4) The above led me to think of a new weapon trait--Concentrated (Cnd). This functions in the same way as FrL but for DMG rather than RoF--roll a single DMG dice for all DMG that weapon causes--a weapon with DMG 3 would cause 3 hull damage on a roll of 2, say. Make it incompatible with Dsr (my initial thoughts--especially as I really don't like that trait).

Yeah, I had a very quiet yesterday (the last three thoughts occurred to me then), why'd you ask? big_smile

186

(0 replies, posted in Starmada Unity)

Another day, another drydock-designed fleet. This one has a sort of FT feel to it (I think so, anyway)...

[size=150]THE OUT-WORLD COMMONWEALTH[/size]

FLOWER-class Corvette (55)
-Tech: Engines +1; Shields +1

Hull: 2-1
Engines: 6-3
Weapons: 5-3
Shields: 1-1

Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐ // (1)
Class-1 Cannon (3-6-9) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (3-6-*) 2×3+/1/1 (Crn; Gid; Pr1)
AC ☐| BD ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Marines : 1

The Flower is the smallest mainline vessel in service. Fast and moderately well-armed, the Flower is a common sight in patrol squadrons and fleet actions.

FLOWER-M-class Missile Corvette (52)
-Tech: Engines +1; Shields +1

Hull: 2-1
Engines: 6-3
Weapons: 4-2
Shields: 1-1

Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐ // (1)

Equipment: Hyperdrive ☐ // (1)

The Flower-M is the more fleet-oriented vessel, able to operate in squadrons firing long-range seekers and closing to sprint-mode range to engage when safe to do so…or necessary.

ARETHUSA-class Frigate (83)
-Tech: Engines +1; Shields +1

Hull: 3-2-1
Engines: 5-3
Weapons: 6-3
Shields: 2-1

Class-2 Cannon (4-8-12) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (4-8-*) 2×3+/1/1 (Crn; Gid; Pr1)
AB ☐| AC ☐| BD ☐ // (2)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Marines : 2-1

Heavier cannon batteries and improved shielding gives the Arethusa a longer-lasting presence on the battlefield, at the expense of some engine power.

ARETHUSA-M-class Missile Frigate (80)
-Tech: Engines +1; Shields +1

Hull: 3-2-1
Engines: 5-3
Weapons: 6-3
Shields: 2-1

Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐| AB ☐ // (2)

Equipment: Hyperdrive ☐ // (1)

The Arethusa-M is the largest missile combat variant hull, armed with double the missile launchers and, in a head-to-head missile duel, three times the anti-missile firepower.

LIGHTNING-class Destroyer (101)
-Tech: Engines +1; Shields +1

Hull: 4-3-2-1
Engines: 5-3
Weapons: 6-3
Shields: 2-1

Class-3 Cannon (4-8-12) 1×3+/1/2 (Gid; Pr1)
-Rapid-Fire (4-8-*) 2×3+/1/2 (Crn; Gid; Pr1)
ABC ☐| ABD ☐ // (1)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐ // (1)

Equipment: Hyperdrive ☐ // (1)

The Lightning is designed more to attack enemy heavy ships than her smaller cousin the Arethusa, but like most small units lacks heavy point defence.

ADVENTURE-class Light Cruiser (166)
-Tech: Engines +1; Shields +1

Hull: 6-5-4-3-2-1
Engines: 4-3-2
Weapons: 11-8-4
Shields: 2-2-1

Class-3 Cannon (4-8-12) 1×3+/1/2 (Gid; Pr1)
-Rapid-Fire (4-8-*) 2×3+/1/2 (Crn; Gid; Pr1)
AC ☐☐| BD ☐☐ // (2)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐| GHI ☐ // (2)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Marines : 2-1

The smallest cruiser hull, the Adventure is a generalist—capable of missile duels and mid-range brawling. Her point defence is beefed up to give her the same anti-missile capabilities as an Arethusa-M.

DIADEM-class Cruiser (225)
-Tech: Engines +1; Shields +1

Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 11-9-6-3
Shields: 2-2-1-1

Class-4 Cannon (5-10-15) 1×3+/1/2 (Gid; Pr2)
-Rapid-Fire (5-10-*) 2×3+/1/2 (Crn; Gid; Pr2)
AC ☐☐| BD ☐☐ // (2)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐ // (2)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Marines : 4-3-2-1

The Diadem is in essence an Adventure CL writ large. Heavier cannons and all-round PD gives her a heavier throw-weight and more effective anti-missile/fighter protection.

DEFIANT-class Heavy Cruiser (398)
-Tech: Engines +1; Shields +1

Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 20-17-14-10-7-4
Shields: 3-3-2-2-1-1

Class-4 Cannon (5-10-15) 1×3+/1/2 (Gid; Pr2)
-Rapid-Fire (5-10-*) 2×3+/1/2 (Crn; Gid; Pr2)
AB ☐| AC ☐☐| BD ☐☐ // (3)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐ // (2)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐ // (2)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐ // (1)
Class-2 Cannon (4-8-12) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (4-8-*) 2×3+/1/1 (Crn; Gid; Pr1)
AC ☐☐| BD ☐☐| EF ☐ // (3)

Equipment: Hyperdrive ☐ // (1)
Marines : 6-5-4-3-2-1

The Defiant has stronger shielding and a decent array of cannons and missiles with a heavy short-range punch in the form of her torpedo launchers. Her only disadvantage is cost—three Defiants cost more than five Diadems.

VINDICTIVE-class Battlecruiser (670)
-Tech: Engines +1; Shields +1

Hull: 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1-1
Weapons: 25-22-19-16-13-10-7-4
Shields: 4-4-3-3-2-2-1-1

Spinal Cannon (6-12-18) 1×3+/2/5 (Gid; Mdl; Slw)
-Blast (6-12-*) 4×3+/2/1 (Crn; Gid; Pr1; Prx; Slw)
G ☐ // (1)
Class-4 Cannon (5-10-15) 1×3+/1/2 (Gid; Pr2)
-Rapid-Fire (5-10-*) 2×3+/1/2 (Crn; Gid; Pr2)
AC ☐☐| BD ☐☐| CE ☐| DF ☐ // (3)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐☐ // (2)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐ // (3)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐ // (2)
Class-1 Cannon (3-6-9) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (3-6-*) 2×3+/1/1 (Crn; Gid; Pr1)
ABCD ☐☐| CDEF ☐☐ // (2)

Equipment: Hyperdrive ☐ // (1)
Marines : 8-7-6-5-4-3-2-1

The Vindictive is the smallest unit to mount the spinal cannon, which can operate in either slicing mode or blast mode—both of which have their uses. The Vindictive doesn't skimp on other weapons, either, with the capability to throw a full missile salvo just one of her useful features.

FEARLESS-class Battleship (1066)
-Tech: Engines +1; Shields +1

Hull: 18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-3-2-2-2-1-1-1
Weapons: 27-24-21-18-15-12-9-6-3
Shields: 5-5-4-4-3-3-2-2-1

Spinal Cannon (6-12-18) 1×3+/2/5 (Gid; Mdl; Slw)
-Blast (6-12-*) 4×3+/2/1 (Crn; Gid; Pr1; Prx; Slw)
G ☐ // (1)
Class-5 Cannon (5-10-15) 1×3+/1/3 (Gid; Pr2)
-Rapid-Fire (5-10-*) 2×3+/1/3 (Crn; Gid; Pr2)
AC ☐☐| BD ☐☐| CE ☐| DF ☐ // (3)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐☐ // (2)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐ // (3)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐ // (2)
Class-1 Cannon (3-6-9) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (3-6-*) 2×3+/1/1 (Crn; Gid; Pr1)
ABCD ☐☐☐☐| CDEF ☐☐ // (3)

Equipment: Hyperdrive ☐ // (1)
Marines : 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

The Fearless is slower, but harder to damage with standard weapons and, should she bring you within range, capable of unleashing a hail of fire.

DREADNOUGHT-class Heavy Battleship (1538)
-Tech: Engines +1; Shields +1

Hull: 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: 3-3-3-3-2-2-2-2-1-1-1-1
Weapons: 42-39-35-32-28-25-21-18-14-11-7-4
Shields: 5-5-5-4-4-3-3-3-2-2-1-1

Spinal Cannon (6-12-18) 1×3+/2/5 (Gid; Mdl; Slw)
-Blast (6-12-*) 4×3+/2/1 (Crn; Gid; Pr1; Prx; Slw)
G ☐ // (1)
Class-6 Cannon (6-12-18) 1×3+/1/3 (Gid; Pr2)
-Rapid-Fire (6-12-*) 2×3+/1/3 (Crn; Gid; Pr2)
AC ☐☐| BD ☐☐| CE ☐☐| DF ☐☐ // (4)
Torpedo Launcher (2-4-*) 1×3+/1/3 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐☐☐☐ // (3)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐☐☐ // (4)
Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐| G ☐☐☐ // (3)
Class-1 Cannon (3-6-9) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (3-6-*) 2×3+/1/1 (Crn; Gid; Pr1)
ABCD ☐☐☐☐☐☐☐☐| CDEF ☐☐☐☐ // (6)

Equipment: Hyperdrive ☐ // (1)
Marines : 24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

It is said the designers of the Dreadnought were given a one-page design brief: “Like the Fearless, but meaner”. Capable of keeping up with her smaller sister and unleashing a hail of firepower, she often operates as a flagship and can show the flag to friendly (and, sometimes, not-so-friendly) powers.

APOLLO-class Missile Cruiser (218)
-Tech: Engines +1; Shields +1

Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 15-12-8-4
Shields: 2-2-1-1

Missile Launcher (6-12-*) 2×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 6) 2×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐| G ☐☐☐ // (3)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐☐☐ // (4)

Equipment: Hyperdrive ☐ // (1)
Traits: Cargo (2)

The Apollo is the Commonwealth’s heavy missile dueller. Armed exclusively for missile combat, she can put a full salvo into the sky each turn, and can deal with similar weights of counter-fire. A cargo bay gives her enough salvoes to keep operating in a long campaign.

HERMES-class Light Carrier (590)
-Tech: Engines +1; Shields +1

Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 11-9-6-3
Shields: 2-2-1-1

Class-1 Cannon (3-6-9) 1×3+/1/1 (Gid; Pr1)
-Rapid-Fire (3-6-*) 2×3+/1/1 (Crn; Gid; Pr1)
ACE ☐| BDF ☐ // (1)
Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐☐☐ // (4)

Equipment: Hyperdrive ☐ // (1)
Traits: Cargo (1); Carrier (8)

The only carrier in Commonwealth service, the Hermes is designed to lurk at the rear of a fleet action. In conjunction with Apollos, Arethusa- and Flower-Ms, she can be a potent asset for light fleets and anti-raider operations.

TESTUDO-class Escort Cruiser (210)
-Tech: Engines +1; Shields +1

Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 9-7-5-3
Shields: 2-2-1-1

Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐ // (2)
Wide-Angle Defence Array (4-8-*) 4×2+/2/1 (Crn; Dfn; Gid; Pnp)
AC ☐☐| BD ☐☐ // (2)

Equipment: Hyperdrive ☐ // (1)

The lack of numerous carrier classes has led to a number of fleet escorts. The Testudo can operate in light and heavy squadrons giving a heavy anti-fighter or anti-missile punch.

TESTUDO MAXIMUS-class Heavy Escort Cruiser (369)
-Tech: Engines +1; Shields +1

Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 14-12-10-7-5-3
Shields: 2-2-2-1-1-1

Defence Battery (1-2-*) 2×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐☐☐☐☐☐ // (3)
Wide-Angle Defence Array (4-8-*) 4×2+/2/1 (Crn; Dfn; Gid; Pnp)
ABCD ☐| AC ☐☐| BD ☐☐| CDEF ☐ // (3)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)

The Testudo Maximus is a more heavy-squadron-oriented unit. Capable of supporting more units, the Testudo Maximus is a welcome sight for fleets that don’t have as much fighter coverage as they (think they) need.

[size=150]EDIT:[/size]

I'm posting this up in all my design threads to address the new Carronade modifiers.

Because of the new modifiers affecting Carronade weapons, I'm just going to point out to any potential users that these ships, being designed with the prior modifiers, will be unbalanced when going up against ships designed with the new modifiers.</r>

187

(1 replies, posted in Starmada)

Oh, and BTW, I'll be out of comms range on the 7th, so if you're waiting for an answer to a question you ask me on the 6th, I'm not being ignorant, I'm being held up by RLP.

188

(1 replies, posted in Starmada)

Okay, so a few days ago (while semi-watching a film) I came up with a setting similar in style to both Steel and Air (my first involving SNE flotillas) and Gift of the Custodians. The setting is, of course, an airship-style setting. It'll have pseudo-galleys and air battleships in the same airspace (so to speak), and maybe some stuff that's near-future in style (hey, I like to be ambitious).

I've got the basics sorted out, but I'm not sure whether to do a Cluster-style setting (i.e., generic VLT/LT/MD/HT/VHT ships), a semi-Cluster setting where there's generic ships plus a few specials for notable powers (like Silver Machine) or to do a full-bore setting with several distinct powers. At the moment, the third option is the LEAST likely, because with all the re-entering of weapon info it might take about a week before everything is done--and that's being optimistic--but with the two Cluster options it might be a shorter period of time than that.

So, what I'm asking is--what should I do? A cluster setting, a semi-cluster setting, or a full-bore 'each power has distinct ships' setting?

189

(3 replies, posted in Starmada)

One minor detail: there is also the more PC dating system of BCE/CE, which is similar (okay, maybe exactly--I haven't researched the subject exactly, just heard it in passing) the same as BC/AD, but stands for Before the Common Era and Common Era, which is felt to be more appropriate for non-Christians who might not want to make a reference to the year of our Lord (which is, of course, what AD means).

Not too major a point, but when details like that might cause offence, I try to step in and sort it out [and I also try not to make those mistakes myself--if I give offence, I want it to be deliberate, not accidental  smile ]

190

(8 replies, posted in Starmada)

Don't have any SFU books--seeing as I'm more of a Fiver/Scaper/Browncoat than I am a Trekkie, and that I've not watched that many, if any, TOS eps which the SFU is supposed to be based on, IIRC. But I'm glad my random ramblings make some sort of sense even in the SFU universe...:D

191

(8 replies, posted in Starmada)

Was going through the forum and saw this post (again) and think another way you could do it (if you wanted to go the 'weapon trait' modifier is with Aegis (Aeg). This would take BeowulfJB's 'Dfn x2' idea and state that, in addition to defending itself, it can conduct Defensive Fire against any target within range. The modifier would be x1.7 (1.3^2)

The first idea I had (that of equipment) I'm thinking of modelling it after the FireCon/LRS and basing it as a percentage of weapons with the Dfn trait (30-50%). Why only weapons with the Dfn trait? Well, it'd only be useful for those ships, soo...

A recap of the ideas:

1) SUE Escort: Any ship equipped with Escort may employ its Defensive weapons against any Tiny target making an attack run within range and arc of its weapons.

(An optional idea: weapons on-board a ship with SUE Escort gains the Dfn trait for attacks against the ship only)

Cost: Total SU cost of all weapons with the Dfn trait x 30-50% (I'm leaning towards the lower figure, but that's because it's the figure associated with the FC equipment) (Go for total SU cost of all weapons if the optional idea is pursued)

2) Weapon Trait Aegis (Aeg): A weapon with the Aeg trait can, as well as conducting Defensive fire on any fighter/seeker attacking it, also conduct Defensive fire on any fighter/seeker attacking any friendly unit within range.

Modifier: x1.7

If you use both of these concepts, maybe state that Aeg targeting units attacking other friendly units does so at a -1 modifier--that, or give the Aeg+Escort combo a +1 modifier--makes for a very effective escort ship (maybe too effective)

192

(11 replies, posted in Starmada)

Well, some shielding would give those missiles a much harder time

The thing is, after a brief phase where I designed ships to be almost impossible to beat, nowadays I'd much rather design ships that may be flawed but 'make sense'--for example, a few of my toyed-with settings has been introducing Ortillery batteries which are weapons designed to be absolutely useless--they're 6+ weapons with Bls/Crn, for example. Absolutely useless, but their presence shows that the ship can, as well as fight single-ship, squadron or fleet actions, also target targets from orbit to (support ground actions/teach those pesky rebels a lesson/exact retribution) [delete whichever is inappropriate].

As for the seeker ban, one thing I've been doing is creating dual-mode weapons, one as a seeker, one as a direct-fire weapon. The DF mode (with Dfs+Crn) is the 'sprint mode' of the seeker weapon, and tends to have a short range equal to the MA of the seeker (so, R-12 pairs up with MA 4). It ups the SU cost of the seekers by a respectable margin, so might make the 'powergamer' sacrifice some of the throw-weight.

On an aside note--my most recent race design in the Alliance/Empire thread--the Pyroxines--I'm not that happy with 'em. I reckon they're absolute fiends in single-ship actions where their shields and screens forward (and their twin overthrusters) might make it damn-near impossible to do any damage before they get in range of their plasma-beam cannons.

193

(2 replies, posted in Starmada)

They replace the modifiers. Dfs is +2/-2 compared to +1/-1 for a standard weapon, -1/+1 for Fcs etc.

The Pyroxine Clans (formerly the Serpentine Clans before I remembered another type of mantle rock)  occupy a region of space next to both the Basaltoid Empire and the Free Alliance. Their engine system, derived from research into combining the drive systems of the Alliance with an older engine tech that resembles the Project Orion drive, gives the Pyroxine Clans a huge speed advantage.

Fighter-wise:
Alliance/Clan: Standard
Empire: Heavy

[size=150]EDIT:[/size]

I'm posting this up in all my design threads to address the new Carronade modifiers.

Because of the new modifiers affecting Carronade weapons, I'm just going to point out to any potential users that these ships, being designed with the prior modifiers, will be unbalanced when going up against ships designed with the new modifiers. Seeing as they are mainly designed to duel with themselves, that shouldn't be too much of an issue, but.../shrugs

[size=150]The Pyroxine Clans[/size]

TOBA-class Dreadnought (2085)
-Tech: Engines +2

-Fwd: 40-39-38-37-36-35-34-33-32-31-30-29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Hull: 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: 4-4-4-4-3-3-3-3-2-2-2-2-1-1-1
Weapons: 59-56-52-48-44-40-36-32-28-24-20-16-12-8-4
Shields: 9-9-8-8-7-6-6-5-5-4-3-3-2-2-1
-Fwd: 4-3-2-1
-Port: 2-1
-Stbd: 2-1
-Aft: 1

Spinal Fusion Torpedo (MA 6) 1×4+/3/3 (Knt; Mdl; Prx; Slw; Slw)
G3 ☐☐| G3 ☐☐ // (2)
Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐☐☐☐| BD ☐☐☐☐ // (4)
Dual Plasma-Beam Cannon (4-8-12) 1×3+/2/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-12) 1×5+/*/1 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐☐☐☐☐☐| BD ☐☐☐☐☐☐ // (6)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE2 ☐☐☐☐☐☐☐☐| BDF2 ☐☐☐☐☐☐☐☐ // (8)
Mass Torpedo (2-4-*) 1×4+/1/2 (Crn; Dfs; Knt; Mdl; Slw)
G ☐☐☐☐☐☐☐☐ // (4)
Vulcan Torpedo (2-4-*) 3×4+/1/1 (Crn; Dfs; Mdl; Prx; Slw)
G ☐☐☐☐☐☐☐☐ // (4)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Traits: Ionized Hull
Marines : 24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

The Toba-class is the ultimate expression of Pyroxine might. As with almost all Clan ships, she's designed to stay bow-on to the enemy loosing salvo after salvo of fusion torpedoes while getting close enough to use her heavy anti-ship weaponry at close-range or, occasionally, to unleash marines.

PINATUBO-class Battleship (1030)
-Tech: Engines +2

-Fwd: 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
Hull: 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-4-3-3-2-2-2-1-1
Weapons: 33-30-27-24-20-17-14-10-7-4
Shields: 6-6-5-5-4-3-3-2-2-1
-Fwd: 3-2-1
-Port: 1
-Stbd: 1
-Aft: 1

Spinal Fusion Torpedo (MA 6) 1×4+/3/3 (Knt; Mdl; Prx; Slw; Slw)
G3 ☐☐ // (1)
Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐☐| BD ☐☐ // (2)
Dual Plasma-Beam Cannon (4-8-12) 1×3+/2/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-12) 1×5+/*/1 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐☐☐☐| BD ☐☐☐☐ // (4)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE2 ☐☐☐☐| BDF2 ☐☐☐☐ // (4)
Mass Torpedo (2-4-*) 1×4+/1/2 (Crn; Dfs; Knt; Mdl; Slw)
G ☐☐☐☐ // (2)
Vulcan Torpedo (2-4-*) 3×4+/1/1 (Crn; Dfs; Mdl; Prx; Slw)
G ☐☐☐☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Marines : 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

The Pinatubo is the standard battleship of the fleet, with a MO similar to the Toba. However, defence-wise she is weak in all but the front arc--which reinforces the 'bow-on' approach Clan captains must take.

NYIRAGONGO-class Gun Battleship (1000)
-Tech: Engines +2

-Fwd: 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
Hull: 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-4-3-3-2-2-2-1-1
Weapons: 26-24-21-19-16-13-11-8-6-3
Shields: 6-6-5-5-4-3-3-2-2-1
-Fwd: 3-2-1
-Port: 1
-Stbd: 1
-Aft: 1

Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
AB ☐☐| G2 ☐| AC ☐☐| BD ☐☐ // (4)
Dual Plasma-Beam Cannon (4-8-12) 1×3+/2/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-12) 1×5+/*/1 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐☐☐☐| BD ☐☐☐☐ // (4)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE2 ☐☐☐☐| BDF2 ☐☐☐☐ // (4)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Marines : 12-11-10-9-8-7-6-5-4-3-2-1

Sacrificing torpedo weapons for heavier beam weapons--including a dual-mount axial beam cannon--makes the Nyiragongo more focused on getting close-in. Getting hit by all triple plasma-beam cannons at once is not a good idea.

VESUVIUS-class Battlecruiser (720)
-Tech: Engines +2

-Fwd: 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
Hull: 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 6-6-5-4-3-3-2-1
Weapons: 32-28-24-20-16-12-8-4
Shields: 2-2-2-2-1-1-1-1
-Fwd: 2-1

Spinal Fusion Torpedo (MA 6) 1×4+/3/3 (Knt; Mdl; Prx; Slw; Slw)
G3 ☐ // (1)
Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
AC ☐| BD ☐ // (1)
Single Plasma-Beam Cannon (4-8-12) 1×3+/1/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-*) 1×5+/2/1 (Crn; Dfs; Mdl; Prx; Slw)
AC ☐☐☐☐| BD ☐☐☐☐ // (4)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE ☐☐☐☐☐☐| BDF ☐☐☐☐☐☐ // (6)
Mass Torpedo (2-4-*) 1×4+/1/2 (Crn; Dfs; Knt; Mdl; Slw)
G ☐☐☐ // (2)
Vulcan Torpedo (2-4-*) 3×4+/1/1 (Crn; Dfs; Mdl; Prx; Slw)
G ☐☐☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Marines : 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

Abandoning all defences not forward gives the Vesuvius a turn of speed unmatched by any Basaltoid vessel and most Alliance vessels. The Vesuvius is an attack ship writ large.

STROMBOLI-class Cruiser (325)
-Tech: Engines +2

-Fwd: 12-11-10-9-8-7-6-5-4-3-2-1
Hull: 9-8-7-6-5-4-3-2-1
Engines: 6-5-4-3-2
Weapons: 16-13-10-7-4
Shields: 2-2-2-1-1
-Fwd: 2-1

Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
G2 ☐ // (1)
Single Plasma-Beam Cannon (4-8-12) 1×3+/1/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-*) 1×5+/2/1 (Crn; Dfs; Mdl; Prx; Slw)
AC ☐☐| BD ☐☐ // (2)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE ☐☐☐| BDF ☐☐☐ // (3)
Mass Torpedo (2-4-*) 1×4+/1/2 (Crn; Dfs; Knt; Mdl; Slw)
G ☐ // (1)
Vulcan Torpedo (2-4-*) 3×4+/1/1 (Crn; Dfs; Mdl; Prx; Slw)
G ☐ // (1)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Flares : 10-9-8-7-6-5-4-3-2-1

Unable to mount any fusion torpedoes leaves the Stromboli having to mount a dual-mount triple plasma-beam cannon. However, just because she doesn't mount fusion torpedoes doesn't mean she isn't a formidable opponent. Used to command light strike squadrons, she unleashes a hail of flares to help protect her charges on the close approach.

ETNA-class Light Cruiser (200)
-Tech: Engines +2

-Fwd: 8-7-6-5-4-3-2-1
Hull: 6-5-4-3-2-1
Engines: 6-4-2
Weapons: 11-8-4
Shields: 2-2-1
-Fwd: 2-1

Dual Plasma-Beam Cannon (4-8-12) 1×3+/2/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-12) 1×5+/*/1 (Dfs; Mdl; Prx; Sct; Slw)
G2 ☐ // (1)
Single Plasma-Beam Cannon (4-8-12) 1×3+/1/1 (Gid; Mdl; Slw)
-Plasma Mode (4-8-*) 1×5+/2/1 (Crn; Dfs; Mdl; Prx; Slw)
AB ☐| AC ☐| BD ☐ // (2)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ACE ☐☐| BDF ☐☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)

The Etna is a smaller Strombol, but the requirement for a reasonable degree of firepower meant the flares were omitted, which makes her a standard cruiser, not a flotilla leader.i

PYROCLAST-class Destroyer (145)
-Tech: Engines +2

-Fwd: 8-7-6-5-4-3-2-1
Hull: 4-3-2-1
Engines: 8-4
Weapons: 9-5

Mass Torpedo (2-4-*) 1×4+/1/2 (Crn; Dfs; Knt; Mdl; Slw)
G ☐☐ // (1)
Vulcan Torpedo (2-4-*) 3×4+/1/1 (Crn; Dfs; Mdl; Prx; Slw)
G ☐☐ // (1)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐ // (1)

Equipment: Hyperdrive ☐| Overthrusters ☐☐☐ // (2)

The Pyroclast eschews shielding systems for a heavy screen forward to enable her to close with enemy capital ships and unleash a hail of fire from her mass and vulcan torpedoes. Faster and with an agility normally only found in fighters, she can get right up close to enemy warships, pivot, fire and hopefully take out an enemy battleship before dying herself.

PAHOEHOE-class Escort Destroyer (105)
-Tech: Engines +2

Hull: 4-3-2-1
Engines: 8-4
Weapons: 5-3
Shields: 2-1

Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐| ABCDEF ☐| ABCDEF ☐| ABCDEF ☐ // (2)

Equipment: Hyperdrive ☐ // (1)
Flares : 15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

The only non-offensive Clan warship, the Pahoehoe is designed to support other Clan ships--either the line of battle or strike squadrons--with a heavy flare array. Four independently-targeting plasma arrays also allows her to defend against attack ships or fighters.

A'A-class Gun Destroyer (120)
-Tech: Engines +2

-Fwd: 4-3-2-1
Hull: 4-3-2-1
Engines: 8-4
Weapons: 5-3

Triple Plasma-Beam Cannon (5-10-15) 1×3+/3/1 (Gid; Mdl; Slw)
-Plasma Mode (5-10-15) 1×5+/*/2 (Dfs; Mdl; Prx; Sct; Slw)
G2 ☐ // (1)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐ // (1)

Equipment: Hyperdrive ☐| Overthrusters ☐☐ // (2)
Flares : 4-3-2-1

The A'a is designed to close with an enemy and engage with the dual-mount triple plasma-beam cannon. Flares enable her to either make solo attacks or in conjunction with other units.

ELBRUS-class Carrier (735)
-Tech: Engines +2

Screens: 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 6-5-4-3-2-1
Shields: 2-2-2-1-1-1

Spinal Fusion Torpedo (MA 6) 1×4+/3/3 (Knt; Mdl; Prx; Slw; Slw)
G3 ☐ // (1)
Plasma Array (3-6-9) 1×4+/*/1 (Dfs; Sct)
-Defence Mode (1-2-*) 3×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF ☐| ABCDEF ☐| ABCDEF ☐| ABCDEF ☐ // (2)

Equipment: Hyperdrive ☐ // (1)
Traits: Carrier (9)

The Elbrus is the only unit to use all-round shielding and screens, mainly because she is not meant to leap towards the enemy. She is designed to support Clan strike squadrons with fighter coverage and half-salvoes of fusion torpedoes. But, like all Clan warships, she is fast, which enables her to stay out of range of the enemy. If that fails, she has four separate plasma array batteries to defend herself.</r>

196

(63 replies, posted in Starmada)

Hi. Sorry to do this again, but I think there is another bit of errata. For a while I've been confused that some information does not appear on the Drake notation even though the display does show it. However, a bit of playing around might reveal the answer. I'm not that well-versed on Excel equations, but I think the equations, by referencing other cells, end up giving FALSE readings.

A49 equation
Reads:
=IF(DISPLAY!A74<>0,DISPLAY!A74&": "&VLOOKUP(DISPLAY!D74,TABLES!Z:AA,2))
Think it should read:
=IF(DISPLAY!A66<>0,DISPLAY!A66&": "&VLOOKUP(DISPLAY!D66,TABLES!Z:AA,2))

A50 equation
Reads:
=IF(DISPLAY!A76<>0,DISPLAY!A76&": "&VLOOKUP(DISPLAY!D76,TABLES!Z:AA,2))
Think it should read:
=IF(DISPLAY!A68<>0,DISPLAY!A68&": "&VLOOKUP(DISPLAY!D68,TABLES!Z:AA,2))

A51 equation
Reads:
=IF(DISPLAY!A78<>0,DISPLAY!A78&": "&VLOOKUP(DISPLAY!D78,TABLES!Z:AA,2))
Think it should read:
=IF(DISPLAY!A70<>0,DISPLAY!A70&": "&VLOOKUP(DISPLAY!D70,TABLES!Z:AA,2))

I did this at home and it did seem to sort the problem out.

[size=150]The Basaltoid Empire[/size]

ANVIL-class Heavy Monitor (4255)
-Tech: Shields +2
Screens: 50-49-48-47-46-45-44-43-42-41-40-39-38-37-36-35-34-33-32-31-30-29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Hull: 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
Weapons: 80-76-72-67-63-58-54-49-45-40-36-32-27-23-18-14-9-5
Shields: 5-5-5-5-4-4-4-4-3-3-3-2-2-2-2-1-1-1

Spinal Railgun (5-10-15) 1×4+/3/3 (Dfs; Knt; Mdl; Slw; Slw)
G ☐☐☐☐ // (2)
Missile Bay (5-10-*) 3×5+/1/1 (Crn; Dfs; Pr1)
-Long-Range (MA 5) 3×3+/1/1 (Pr1)
ABCDEF2 ☐☐☐☐| ABCDEF2 ☐☐☐☐ // (4)
Energy Mine Launcher (*-12-18) 4×2+/1/1 (Bls; Gid; Prx; Slw; Slw)
AB ☐☐| AC ☐☐| BD ☐☐| CE ☐☐| DF ☐☐| EF ☐☐ // (6)
Heavy Battery (4-8-12) 3×3+/1/1 (Gid)
-Assault Mode (4-8-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐☐| ACE ☐☐☐☐| BDF ☐☐☐☐| JKL ☐☐☐☐ // (8)
Light Battery (2-4-6) 3×3+/1/1 (Gid)
-Light Assault Mode (2-4-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐☐| ACE ☐☐☐☐| BDF ☐☐☐☐| JKL ☐☐☐☐ // (8)
Point Defence (1-2-*) 2×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF2 ☐☐☐☐☐☐☐☐ // (4)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐☐☐☐☐☐☐☐☐☐ // (8)
Traits: Carrier (18)
Marines : 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Shuttlecraft  : 5-4-3-2-1

The heaviest-possible unit, the Anvil (given that codename because it can be hit so many times and still doesn't show any damage) is well-armed, well-equipped and dangerous as hell. Her main disadvantage is that she takes ages to get anywhere.

MOUNTAIN-class Monitor (3310)
-Tech: Shields +2
Screens: 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
Hull: 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
Weapons: 52-49-46-42-39-35-32-28-25-21-18-14-11-7-4
Shields: 5-5-5-4-4-4-3-3-3-2-2-2-1-1-1

Spinal Railgun (5-10-15) 1×4+/3/3 (Dfs; Knt; Mdl; Slw; Slw)
G ☐☐☐ // (2)
Missile Bay (5-10-*) 3×5+/1/1 (Crn; Dfs; Pr1)
-Long-Range (MA 5) 3×3+/1/1 (Pr1)
ABCDEF2 ☐☐☐| ABCDEF2 ☐☐☐ // (3)
Energy Mine Launcher (*-12-18) 4×2+/1/1 (Bls; Gid; Prx; Slw; Slw)
GHI ☐☐| ACE ☐☐| BDF ☐☐| JKL ☐☐ // (4)
Heavy Battery (4-8-12) 3×3+/1/1 (Gid)
-Assault Mode (4-8-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐| ACE ☐☐☐| BDF ☐☐☐| JKL ☐☐☐ // (6)
Light Battery (2-4-6) 3×3+/1/1 (Gid)
-Light Assault Mode (2-4-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐| ACE ☐☐☐| BDF ☐☐☐| JKL ☐☐☐ // (6)
Point Defence (1-2-*) 2×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF2 ☐☐☐☐☐☐ // (3)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐ // (3)
Traits: Carrier (14)
Marines : 18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Shuttlecraft  : 4-3-2-1

The most common monitor, the Mountain is the main opponent of the Alliance battle-line. The safest place to be, alleges the Ship Recognition Guide, is “not directly in front of the class” although many spacers allege the safest place to be is “anywhere those ******* aren't”

BEHEMOTH-class Light Monitor (2170)
-Tech: Shields +2
Hull: 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
Weapons: 48-45-41-37-34-30-26-23-19-15-12-8-4
Shields: 5-5-5-4-4-4-3-3-2-2-2-1-1
Spinal Railgun (5-10-15) 1×4+/3/3 (Dfs; Knt; Mdl; Slw; Slw)
G ☐☐ // (1)
Missile Bay (5-10-*) 3×5+/1/1 (Crn; Dfs; Pr1)
-Long-Range (MA 5) 3×3+/1/1 (Pr1)
ABCDEF2 ☐☐| ABCDEF2 ☐☐ // (2)
Energy Mine Launcher (*-12-18) 4×2+/1/1 (Bls; Gid; Prx; Slw; Slw)
GHI ☐☐| ACE ☐☐| BDF ☐☐| JKL ☐☐ // (4)
Medium Battery (3-6-9) 3×3+/1/1 (Gid)
-Medium Assault Mode (3-6-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐| ACE ☐☐☐| BDF ☐☐☐| JKL ☐☐☐ // (6)
Light Battery (2-4-6) 3×3+/1/1 (Gid)
-Light Assault Mode (2-4-*) 1×3+/2/3 (Crn; Gid; Pr1)
GHI ☐☐☐| ACE ☐☐☐| BDF ☐☐☐| JKL ☐☐☐ // (6)
Point Defence (1-2-*) 2×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF2 ☐☐☐☐☐ // (3)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐ // (3)
Traits: Carrier (12)
Marines : 12-11-10-9-8-7-6-5-4-3-2-1
Shuttlecraft  : 4-3-2-1

The “poor man's monitor”, the Behemoth is used when the Basaltoids don't think a normal monitor is required. The fact they're sending a monitor at all makes their opponents (or their next of kin) feel so much better…

VANGUARD-class Cruiser (490)
-Tech: Shields +2
Hull: 10-9-8-7-6-5-4-3-2-1
Engines: 2-2-2-1-1
Weapons: 11-9-7-5-3
Shields: 5-4-3-2-1

Spinal Railgun (5-10-15) 1×4+/3/3 (Dfs; Knt; Mdl; Slw; Slw)
G ☐ // (1)
Missile Bay (5-10-*) 3×5+/1/1 (Crn; Dfs; Pr1)
-Long-Range (MA 5) 3×3+/1/1 (Pr1)
AB2 ☐ // (1)
Energy Mine Launcher (*-12-18) 4×2+/1/1 (Bls; Gid; Prx; Slw; Slw)
AB ☐☐ // (1)
Heavy Battery (4-8-12) 3×3+/1/1 (Gid)
-Assault Mode (4-8-*) 1×3+/2/3 (Crn; Gid; Pr1)
ACE ☐☐| BDF ☐☐ // (2)
Point Defence (1-2-*) 2×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF2 ☐☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Traits: Solar Sails
Marines : 3-2-1

The heavy ‘mobile unit', the Vanguard focuses on ahead-facing firepower with a spinal railgun supported by missiles, energy mines and artillery batteries. Luckily for her opponents, she lacks fighter coverage. Unluckily, some feel, she might not need it.

VICIOUS-class Destroyer (175)
-Tech: Shields +2
Hull: 6-5-4-3-2-1
Engines: 3-2-1
Weapons: 9-6-3
Shields: 3-2-1

Heavy Battery (4-8-12) 3×3+/1/1 (Gid)
-Assault Mode (4-8-*) 1×3+/2/3 (Crn; Gid; Pr1)
AC ☐| BD ☐ // (1)
Missile Bay (5-10-*) 3×5+/1/1 (Crn; Dfs; Pr1)
-Long-Range (MA 5) 3×3+/1/1 (Pr1)
G2 ☐ // (1)
Energy Mine Launcher (*-12-18) 4×2+/1/1 (Bls; Gid; Prx; Slw; Slw)
G ☐ // (1)
Point Defence (1-2-*) 2×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF2 ☐☐ // (1)
Light Battery (2-4-6) 3×3+/1/1 (Gid)
-Light Assault Mode (2-4-*) 1×3+/2/3 (Crn; Gid; Pr1)
ABC ☐| ABD ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Traits: Solar Sails
Marines : 2-1

The only Basaltoid unit to not mount railguns, the Vicious needs to get in close to deal heavy damage with her batteries. Her missile bay can help with that—as can the solar wind.

The Free Alliance's main enemies are the Basaltoid Empire. An empire forming in a cluster of stars with numerous asteroid fields, the Basaltoids took to using small asteroids as the basis for heavy units. They also utilise solar sails for their non-monitor units.

199

(6 replies, posted in Starmada)

After a slight meltdown, I realise I can do some supplements. However:

1) I can't do it the old-style way of via PDF document. It'll have to be a series of posts on the forum.

2) The ships will, of course, have to be done via Drake notation, which:
2a) because some of the equipment/munition items, if there are multiple rows, don't show up in the Drake notation, I'm going to have to be careful when entering information to make sure it all stays there, or design ships with less than a certain number of munitions (marines, for example)

3) I'll have to enter the weapon list into the Drydock each time I go on the computer. For some settings, not so bad. My current one, where there are three different dual-mode ortillery batteries...yeah, it might be a while.

4) Luckily, I can get extra time if needed, and in stark contrast to a few years ago, that time is free (so no paying £4 for 90 minutes).

Basically, I can release supplements, but they won't be in the classic murtalianconfederacy scheme where there's discussion, then ships, all formatted. They'll be in the form of forum posts--at least until I get things sorted out and then do a version neatly packaged with a neat bow round it.

[size=150]The Free Alliance[/size]

DREADNOUGHT-class Battlecarrier (2775)
-Tech: Engines +1; Shields +1
Screens: 15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Hull: 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: 2-2-2-2-2-2-2-2-1-1-1-1-1-1-1
Weapons: 88-83-77-71-65-59-53-47-42-36-30-24-18-12-6
Shields: 5-5-5-4-4-4-3-3-3-2-2-2-1-1-1

Heavy Beam (6-12-18) 1×3+/3/1 (Gid; Mdl; Slw)
ABC ☐☐| ABC ☐☐| ABD ☐☐| ABD ☐☐| G2 ☐| G2 ☐ // (5)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
ABC ☐☐☐☐| ABD ☐☐☐☐| CEF ☐☐| DEF ☐☐ // (6)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCDEF2 ☐☐☐☐☐☐| ABCD2 ☐☐☐☐☐☐| CDEF2 ☐☐☐☐☐☐ // (9)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐☐☐☐| G ☐☐☐☐☐☐| G ☐☐☐☐☐☐| G ☐☐☐☐☐☐ // (12)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐☐☐☐| ABCDEF4 ☐☐☐☐☐☐ // (6)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐| G ☐☐| G ☐☐| G ☐☐| G ☐☐ // (5)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Traits: Carrier (6)
Marines : 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

The Dreadnought is the heavy hitter of the fleet. Capable of putting four full missile salvoes into the sky plus a heavy array of direct-fire weapons, the Dreadnought is almost a fleet in her own right. The only downfall is they're not as numerous as the Alliance Admiralty would like.

STALWART-class Battleship (1050)
-Tech: Engines +1; Shields +1
Screens: 10-9-8-7-6-5-4-3-2-1
Hull: 20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 2-2-2-2-2-1-1-1-1-1
Weapons: 51-46-41-36-31-26-21-16-11-6
Shields: 4-4-4-3-3-2-2-2-1-1

Heavy Beam (6-12-18) 1×3+/3/1 (Gid; Mdl; Slw)
ABC ☐| ABC ☐| ABD ☐| ABD ☐| G2 ☐ // (3)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
ABC ☐☐| ABD ☐☐| AB ☐☐ // (3)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐☐☐☐☐| CDEF2 ☐☐☐☐☐☐ // (6)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐| G ☐☐☐| G ☐☐☐| G ☐☐☐ // (6)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐☐☐☐☐☐ // (4)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐| G ☐☐| G ☐☐ // (3)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Marines : 12-11-10-9-8-7-6-5-4-3-2-1

While less able than the Dreadnought, the Stalwart lives up to her name class. Heavy weapon batteries nestled behind a respectable shielding system gives the Alliance battle-line a welcome boost.

VINDICTIVE-class Battlecruiser (605)
-Tech: Engines +1; Shields +1
Screens: 6-5-4-3-2-1
Hull: 15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-3-2-2-2-1-1
Weapons: 35-31-27-22-18-14-9-5
Shields: 3-3-3-2-2-2-1-1

Heavy Beam (6-12-18) 1×3+/3/1 (Gid; Mdl; Slw)
AB ☐| AC ☐| BD ☐ // (2)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
AB ☐☐| AC ☐☐| BD ☐☐ // (3)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐☐☐| CDEF2 ☐☐☐☐ // (4)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐| G ☐☐☐ // (3)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐☐| GHIJK4 ☐☐ // (3)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐☐ // (2)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Marines : 8-7-6-5-4-3-2-1

The fast strike arm of the Alliance, the Vindictive is a potent strike unit.

SAGITTARIUS-class Missile Cruiser (305)
-Tech: Engines +1; Shields +1
Screens: 3-2-1
Hull: 9-8-7-6-5-4-3-2-1
Engines: 3-3-2-2-1
Weapons: 25-20-15-10-5
Shields: 3-3-2-2-1

Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
G ☐ // (1)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐ // (1)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐| G ☐☐☐| G ☐☐☐| G ☐☐☐ // (6)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐☐☐☐☐☐ // (4)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Traits: Cargo (2)

The Sagittarius class gives the Alliance a long-range alpha strike capability, and her designers gave her the defensive firepower to deal with similar throw-weights in a missile duel. A large magazine for prolonged campaigning cuts into her available space, though.

VALIANT-class Heavy Cruiser (440)
-Tech: Engines +1; Shields +1
Screens: 3-2-1
Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 3-3-2-2-1-1
Weapons: 24-20-16-12-8-4
Shields: 3-3-2-2-1-1

Heavy Beam (6-12-18) 1×3+/3/1 (Gid; Mdl; Slw)
AC ☐| BD ☐ // (1)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
AB ☐☐| AC ☐☐| BD ☐☐ // (3)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐☐| CDEF2 ☐☐☐ // (3)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐☐ // (2)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐ // (2)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐ // (1)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Boosters : 1
Marines  : 6-5-4-3-2-1

The Valiant is in many ways a scaled-down Vindictive, albeit with a booster system to try and give her the speed to keep up with light strike units.

VIGILANT-class Patrol Cruiser (310)
-Tech: Engines +1; Shields +1
Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 13-10-7-4
Shields: 2-2-1-1

Neutron Beam (4-8-12) 1×3+/3/1 (Gid; Inc)
-Focused (4-8-*) 1×3+/1/3 (Crn; Gid; Inc; Mdl)
ABC ☐| ABD ☐ // (1)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
AC ☐| BD ☐ // (1)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐| CDEF2 ☐☐ // (2)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐ // (2)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Marines : 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Shuttlecraft  : 3-2-1

The most likely unit to be encountered by civilians, neutrals or enemies, the Vigilant sacrifices heavy firepower for enhanced boarding capabilities, patrol capabilities and the neutron beam to ensure her marines have as much advantage as possible.

SLEIPNIR-class Carrier (990)
-Tech: Engines +1; Shields +1
Hull: 9-8-7-6-5-4-3-2-1
Engines: 3-3-2-2-1
Weapons: 22-18-14-9-5
Shields: 1-1-1-1-1

Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐| CDEF2 ☐ // (1)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐☐☐☐ // (3)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐☐☐☐☐☐☐ // (7)
Traits: Carrier (16)
Marines : 8-7-6-5-4-3-2-1

The sole carrier unit, the Sleipnir is armed to mitigate the strain on escorting units and allow a heavier fighter strike.

LIGHTNING-class Light Cruiser (245)
-Tech: Engines +1; Shields +1
Hull: 8-7-6-5-4-3-2-1
Engines: 4-3-2-1
Weapons: 16-12-8-4
Shields: 2-2-1-1

Heavy Beam (6-12-18) 1×3+/3/1 (Gid; Mdl; Slw)
G ☐ // (1)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
ABC ☐| ABD ☐ // (1)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐| CDEF2 ☐☐ // (2)
Missile Launcher (5-10-*) 1×5+/1/1 (Crn; Dfs; Knt; Mdl; Slw)
-Long-Range (MA 5) 1×3+/1/1 (Knt; Mdl; Slw)
G ☐☐ // (1)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐☐☐ // (2)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐ // (1)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
Marines : 4-3-2-1
Probes  : 12-11-10-9-8-7-6-5-4-3-2-1

The Lightning is designed to support the battle line. A respectable drone batch can support the battle-line with accurate targeting information, and her firepower isn't skimped on either.

VULCAN-class Destroyer (95)
-Tech: Engines +1; Shields +1
Hull: 4-3-2-1
Engines: 4-2
Weapons: 9-5
Shields: 1-1

Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
ABCD2 ☐☐| CDEF2 ☐ // (2)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐ // (1)
Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐| G ☐☐ // (2)

Equipment: Hyperdrive ☐ // (1)
Boosters : 8-7-6-5-4-3-2-1

The Vulcan is a pure strike unit. Heavy rail cannon batteries and a large set of boosters gives her the firepower to strike and then get out of danger fast. Her class does have a low survival rate though…

CASTLE-class Frigate (50)
-Tech: Engines +1; Shields +1
Hull: 2-1
Engines: 4-2
Weapons: 5-3
Shields: 1-1

Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐ // (1)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
GHI2 ☐ // (1)
Point-Defence Beam (1-2-*) 1×2+/1/1 (Crn; Dfn; Gid; Pnp)
ABCDEF4 ☐ // (1)
Medium Beam (4-8-12) 1×3+/2/1 (Gid; Pr1)
G ☐ // (1)

Equipment: Hyperdrive ☐ // (1)
Marines : 2-1

The Castle is the light warship of the Alliance. Equally at home in fleet actions, supporting patrol groups or operating solo as advanced pickets, the Castle is well-armed for her size.

DAGGER-class Subspace Ship (175)
-Tech: Engines +1; Shields +1
Screens: 12-11-10-9-8-7-6-5-4-3-2-1
Hull: 6-5-4-3-2-1
Engines: 2-2-1
Weapons: 12-8-4

Rail Cannon (5-10-*) 1×4+/1/1 (Crn; Gid; Knt; Mdl; Slw)
G ☐☐☐☐| G ☐☐☐☐ // (4)
Light Beam (3-6-9) 1×3+/1/1 (Gid; Pnp)
AB2 ☐☐ // (1)

Equipment: Cloaking Device ☐| Hyperdrive ☐ // (1)

Eschewing the typical shield system for a heavy screen system instead allows the Dagger to operate as a strike ship should—de-cloak, then unleash a hail of fire from her rail cannons and then re-cloak.</r>