2,201

(62 replies, posted in Starmada)

Marcus Smythe wrote:

Id take a swing at it, Rifleman, but I dont want the forums to turn into 'the sound of Marcus talking' just because I just got into this after a near-year absence and am somewhat overly enthusiastic.

So what if it is the sound of Marcus talking? smile

Enthusiasm is never boring...

2,202

(28 replies, posted in Starmada)

Well, here's the bind in which I find myself:

A) If I don't put out expansions, the average gamer will think "It's a neat system, but there's no support". (See ARES... great game, people love it if they try it, but without regular releases to keep it in the public eye, people don't try it. And yes, Kevin, I know -- there's no shortage of potential material... smile)

B) If I do put out expansions, I run into exactly the problem described by FlakMagnet -- "gotta catch 'em all" -- the frustration with which is perfectly understandable.

So, I have several goals for supplements/expansions:

1) Each is self-contained, when combined with the Core Rulebook. i.e., you don't need the Imperial Sourcebook to use Hammer & Claw. (Which is why I intended to include Carronade but forgot.)

The problem will be that, eventually, the amount of "recycled" rules content will vastly exceed the "new" and "setting-only" stuff -- but see below.

2) No CCG-type expansion of the game that instantly invalidates everything that came before -- although the emphasis on Combat Rating and game balance should take care of this on its own.

For example, let's assume that the "Screens" option was not part of the Core Rulebook, but was included in H&C. We need to make sure that by introducing the concept of screens, we don't immediately make any ship with mere "Shields" obsolete.

3) The whole point of the Admiralty Edition is to reinforce the "create-a-game" aspect of Starmada. Thus, each supplement should highlight a particular subset of the available rules -- not the ENTIRETY of the rules.

I hope that adherence to these principles will reduce frustration and limit the perception that we're "fracturing" the game and scattering the essential material across multiple books.

For those who don't want to buy every supplement because they're only interested in the rules, not the background material (which, BTW, is REALLY cool -- good job, Matt!) it is my intention to periodically release rules-only compendiums that will compile all of non-background material from the previous X number of supplements.

2,203

(17 replies, posted in Starmada)

I could be convinced that the Continuing Damage modifier should be x2.0, instead of x1.7.

However, as it would result in only an 8% difference in final Combat Rating, I'm not sure it's a huge issue, however... smile

2,204

(17 replies, posted in Starmada)

RiflemanIII wrote:

Yeah, I just caught that... That shows me for looking up Mekton stuff right before posting around here.

'sokay. Continuing Damage USED to be spread out across turns, so you weren't far off... smile

2,205

(17 replies, posted in Starmada)

RiflemanIII wrote:

Another thing to remember is that Continuous damage is damage over time, rather than instantaneously- you'd get that 9-2-2-2 immediately, rather than 6-4-4-3 over the course of four turns.

Actually, all damage is rolled immediately... there is no ongoing effect across turns.

2,206

(28 replies, posted in Starmada)

rafial wrote:

Quick errata: it looks like you tried to set up the H&C source book so it was indepedent of the ISS sourcebook, but I see that some of the ships in H&C use Carronade, but the rules for Carronade are not included.

Oops.  :oops:

2,207

(3 replies, posted in Starmada)

The LOS is measured from the detonation hex.

2,208

(17 replies, posted in Starmada)

The rationale is as follows:

Extra Hull Damage: Normal damage (1.0) plus an additional hull hit (which occurs 50% of the time, so this is the "same" as rolling an additional two dice).  Thus, 1.0 + 2.0 = 3.0

Continuing Damage: Normal damage (1.0) plus 50% chance of an additional die roll (+0.5) plus a 50% chance of an additional die roll (+[0.5 x 0.5]) etc... According to the solution to Xeno's dichotomy paradox, this results in a sum of 2.0 (1.0 + 1.0). However, since the CD weapon can never score more than a single hull hit, it's not quite as effective as rolling the equivalent number of dice, so it is reduced to 1.7. (I think I had a more "precise" rationale for this one, but I don't remember what it was ... smile)

Obviously, I think these are the "correct" values, but I am not infallible, and will listen to arguments to the contrary.

2,209

(11 replies, posted in News)

And after the first day, it's #5 at RPGNow.

Woot!

2,210

(28 replies, posted in Starmada)

ToddW wrote:

Page 7 has a new system (Combat Information Center) in the table of build modifiers but I cannot find the rules for how it works.

Oops.

That was a name I gave to the Grumm "special ability" before I decided it should remain a setting- (and race-) specific option. See p.15.

Besides, there are better ideas out there for what a CIC should do...

2,211

(4 replies, posted in Grand Fleets)

One VERY important consideration, particularly if you are playing on hexes, is the size of the playing area.

While 1:3000 look nicer than 1:6000, they do mean you'll need hexes at least 2" across (and probably larger) -- considering HMS Dreadnought would come out at 2.1" (excluding base), and she was hardly the biggest ship of the era.

2,212

(28 replies, posted in Starmada)

Glad you like what you see...

I expect to get an updated Shipbuilder done over the weekend.

2,213

(11 replies, posted in News)

Rich Spainhour wrote:

Bought and downloading now.  Keep 'em coming, MJXII!

Will do! smile

2,214

(3 replies, posted in Starmada)

That could work, as well... but since other portions of the turn sequence don't allow "me, too" actions, it seems out of place.

2,215

(3 replies, posted in Discussion)

...miss Usenet?

2,216

(3 replies, posted in Starmada)

Your solution sounds like a reasonable one, and is consistent with how other parts of the turn sequence are handled.

2,217

(11 replies, posted in News)

Majestic Twelve Games is pround to announce the release of Hammer & Claw, the newest supplement for Starmada: The Universal Game of Starship Combat.

The claw, bloodied, represents war. On seven occasions the Grumm have encountered those that are not Grumm, and three times they have parted in peace. Four times Grumm have died, and those who mourned have called for the Assemblage, claws unsheathed. Before, the enemy was excised, without pity or hate. The Grumm are the children of war, but they take no joy from killing. It is a tool, applied as all others are applied, to secure tomorrow. Those who threatened the future died, whether in their ships or on the ground, until they posed no threat. They were reduced so that, as under the Law, the Grumm need not fear them for the span of ten thousand litters.

Hammer & Claw: The Grumm Wars Sourcebook is a supplement for the Starmada game, detailing a universe in which Mankind's first contact did not go well...

The Wars are an ongoing conflict between Earth's spacefaring nations and the Grumm, bent on exterminating what they perceive as a threat to their very existence.  Hostilities are driven, as with most wars, by greed, misunderstanding, and fear, in equal measure. Can Earth's superpowers, wary and distrustful of each other for more than 300 years, unite in the face of a common enemy?  Or has humanity already doomed itself to annihilation?

In addition to extensive background material describing the Grumm Wars universe, this book contains thirty-five new starship designs representing the alien Grumm, the nomadic Boers, and Terra's three spacefaring powers: the Union of European States, Daitoua Kyoueiken, and Pan-Atlantic Commonwwealth. Also included are several scenarios, plus all of the supplemental  rules necessary to fight out the Grumm Wars, including brand-new options such as shipboard combat and dual-mode weapons.

For more information regarding Starmada and all our other products, please visit our web site: www.mj12games.com.

2,218

(5 replies, posted in Miniatures)

Hey, these are neat! wink

Of course, I thought the wooden miniatures we did back in the day were really cool, too, so take my opinion with a grain of salt...

falstaffe wrote:

Both sides have presented their cases, the powers-that-be will just have to make a call. (Can we get an opinion from the Admiralty?)

This is why I really didn't want to announce until the deal was done.

I am not going to get bogged down in discussions on this before it's official -- and right now, it's not official. smile

Having said that, remember all that this is a Star Fleet Universe project, not a Star Trek one... there are significant differences.

falstaffe wrote:

Judging by the Imperial Starmada Sourcebook, there's just not going to be room for a lot of the SFB options

I'm not sure what this means... ?

2,221

(166 replies, posted in Starmada)

It always amazes me when players want to go BIGGER... I find ships greater than 12-15 hull are just no fun to play with... *shrug*

Anyway, there is no intended upper limit. The restriction on the shipbuilder is arbitrary.

2,222

(1 replies, posted in Starmada)

Imperial starships have adjectives as class names; it has not yet been determined if this is universal, or if the names of individual ships within a class are consistent with the class name.

Arcturan ships are named in Japanese:

Daitenshi = "Archangel", based on the old Seraphin class
Dokujin = "Assassin's Dagger", based on the old Lancer class
Hayabusa = "Peregrine falcon", based on the old Peregrine class
Izanagi = figure from Japanese mythology, based on the old Hyperion class
Kyouwa = "Concord", based on the old Concordia class
Raikou = "Lightning", based on the old Thunderbolt class
Tetsukabe = "Iron Wall (i.e. 'Ironsides')", based on the old Iridium class

Negali ships are given names that just sounded cool, although many of the phonemes are taken from Turkish.

S'ssk ships are given NATO-type codenames that reference snakes.

Kalaedinese ships are given names that just sounded cool; I can't remember if I used an existing language as a basis.

2,223

(1 replies, posted in Starmada)

While warming up the hyperdrive, a starship continues to operate normally.

2,224

(8 replies, posted in Starmada)

falstaffe wrote:

Fire-linked DOESN'T require all weapons to  fire at the same target, they just use the same to-hit roll. Which, I still don't see what kind of system or situation it's simulating. I can attack 3 targets and make one to-hit roll? What is that? (The only thing I can think of is a MIRV-type missle that splits up into smaller bits. However, even there you'd think it would be seperate "to hit" rolls. I dunno...)

Actually, this is incorrect.

All weapons AT A GIVEN TARGET use the same to-hit roll, not all weapons AT ALL TARGETS.

2,225

(166 replies, posted in Starmada)

saxophone wrote:

I e-mailed RPGNow, and they said they haven't received an update from the publisher.

I'm in the middle of trying to figure out why the revised version isn't showing up on RPGNow.

However, suffice it to say that the changes to Revision 1.0 are minimal:

REVISION 1.0
January 2008
Changed capacity requirement of boarding pods to 16 (option B.7: Marines).
Changed ORAT of teleporters to 10 (option B.7: Marines).
Changed “area effect” modifier to ×2.0; “doubled range modifiers” modifier to ×1.0; and “piercing” modifier to ×1.4 (option C.4: Weapon Traits).
Removed sample starship data cards.