We play Starmada X, mainly as the tactical side of our VBAM campaign. I'll see if I can post the gamebox.

Well, personally, I use Cyberboard. Not for e-mail games but face-to-face games. I have a cat who seems to think that counters are special treats for him to play with. We are forced to play on the computer. Saves paper also. Everything is electronic, ship displays, everything. The only physical thing we use is dice.

203

(45 replies, posted in Starmada)

New drone question:

The rules say nothing about the path a drone must take. During a game, my opponent got upset when I had a group of my drones fly around an explosion counter that he dropped in front of them with a sunburst. The course I took was of equal distance to his ship as the explosion counter but he felt I should be forced to fly into the explosion. I argued that as long as the range to the target decreased, I could fly my drones on any path that I wanted. Any insight into how drones should fly?

204

(7 replies, posted in Starmada)

go0gleplex wrote:

I like this.  It gives overlapping arcs and is rather easy to work with.

And, more importantly, there is no requirement to adjust the SXCA as it doesn't care what value you put in for the arc designations.

205

(34 replies, posted in Starmada X)

Red Class Sled of Santa's Parcel Delivery Service   ( 270 )
Mass: 249.3 KmT, Crew: 431, TL:   E:0  W:0  D:0  Q:0
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 0 | E: 0 | B: 0
[α] Anti-Grinch Ray Beam [6/12/18, 3+ 1/1/1, Energy, No Range Modifiers, Increased DMG, Extra Hull Damage]
ABCDEF
Hyperdrive [O], Cloaking Device [O], Cargo Bays, 100SU, Point-Defense System [O]
1[H], 2[E], 3[H], 4[Q], 5[H], 6[α]

VBAM Stats
Cost: 12, Maint: 6/2, DV: 7, AS: 10, AF: 0, CR: 7, CC: 3, Base: 0, Spd: 6, Jump: Y, Notes: Cloak
Starmada Imperial Stars Edition v1.72

Santa's newest sled, designed in 1990, is manned (elved?) by a crew of almost 500 veteran elves. Capable of covert toy insertion missions in any part of the globe, due to its advanced cloaking technology, the Red Sled has an impressive speed for its size. Its only armament is the single 360 degree Anti-Grinch Ray Gun which also works quite well on Scrooges, Bah-Humbuggers, and other anti-holiday types (such as the IRS). One interesting side note is that all of the reindeer were put out to stud, drastically increasing the size of the Finnish reindeer herds.

206

(9 replies, posted in Starmada)

KDLadage wrote:

SX V.2

Side note: What is this?

I would say that it is an abbreviaton for Starmada X version 2.0.

207

(39 replies, posted in Starmada)

jygro wrote:

I like this idea for a starmada/VBAM game.  I was going to set something like this up if I ever got a group to play.  Care to share the rules that you all came up with.  Love to read through them. 
-Bren

The Stars Divided source book is where we got the idea. A further amplification was obtained from Tyrel Lohr's Solar Federation Diary which can be found on the VBAM Yahoo group in the files section.

I would like to see several interconnected scenarios, something like the Captain's campaign from SFB. You play a series of scenarios with the same forces. If you lose a ship in scenario 1 (say an expendable Science ship) it isn't there for scenario 2. Gives you a reason to conserve your ships and not do suicide charges.

A vast object has been picked up on sensors approaching one of your race's major colonies. Your ship is the only ship in the area able to respond before the object reaches the colony and its millions of inhabitants. Approaching the object, you must identify its weaknesses and destroy it before it arrives at the colony.

Set-Up:
This scenario uses several non-floating maps.

Your Forces:
One major colony planet set up in the center of a map.
One or more ships set up within one hex of the planet. Up to 500 ComRat
You will want some Science Labs to determine the weaknesses of the intruder.

The Intruder:
Position: 100 hexes in a straight line from the planet in any direction of your choice.
Hull: 30, Speed: 6
Alien weapon [8/16/24, 3+ 2/2/2, Kinetic, Range Based Damage]
ABCDEF
The intruder has no shields and does not have a damage track. Every hit on the intruder will destroy one hull. There is no way to slow the intruder; it remains at speed 6 until destroyed. The intruder has the equivalent of Organic Hull in that every turn during the end phase, it can repair a hull hit on a die roll of 5-6. The intruder will fire every turn at the object closest to it. In the event that two or more objects are equally close, use dice to randomly choose between them. The intruder will move in a straight line towards the planet every turn.

Conditions:
You may not fire upon the intruder until you have determined its weaknesses. Any damage scored on the intruder before this is determined is ignored. To determine the intruder's weaknesses you must gather 50 Science Points by moving one or more ships equipped with Science Labs near the intruder as determined by the chart below.

Range        Science Points
1 – 5        6
6 – 10        3
11 – 15    2
16 – 20    1
21 +        0

Each Science Lab onboard will gain the listed points during the end phase of each turn. For example a ship with five Science Labs ends the turn at a distance of 12 hexes from the intruder. This ship will generate 10 Science Points. Once you have accumulate the requisite Science Points you may attack the intruder utilizing the insights you have gained and damage it as normal.

Victory Conditions:
If the intruder gets within firing range of the planet, you lose. If you destroy it first, you win. Black and White, no grey areas.

210

(34 replies, posted in Starmada X)

Resiliant Class Battleship of the Speculative Space Service   ( 515 )
Mass: 284.8 KmT, Crew: 579, TL:   E:0  W:0  D:0  Q:0
Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Defenses: K: 3 2 1 | E: 4 3 2 1 | B: 5 4 3 2 1
[α] Penetrator Torpedo [6/12/18, 3+ 1/3/1, Ballistic, Halves Shields, Increased DMG]
AB, AB
[β] Maser Beam [3/6/9, 3+ 2/1/1, Energy, Doubled Range Modifiers, Range-Based DMG]
AB, AB, ACE, BDF
Warp Drive [O], Electronic Countermeasures [O], Sunbursts [OOOOO], Overthrusters [O]
1[Hα], 2[Eβ], 3[H], 4[D], 5[H], 6[Q]

VBAM Stats
Cost: 14, Maint: 6/2, DV: 11, AS: 11, AF: 3, CR: 7, CC: 3, Base: 0, Spd: 4, Warp: Y, Notes:
Starmada Imperial Stars Edition v1.72

A non-descript battleship (Total TL=0). I now officially like the sunburst for anti-fighter/drone work so this ship has five.

I like it. Looks like a scenario to play over the holiday break.

212

(39 replies, posted in Starmada)

murtalianconfederacy wrote:

Okay, what modifiers do you have? I reckon that I can knock up a killer weapon with the mods you've got. Do you have any damage-based weapon abilities at all? Any PEN-based abilities?
After all, it is within the best interests of all inorganic starship-users to find a way to defeat some organic starship-users...:D

Keep in mind that I am still relatively low-tech. In our campaign, you have to develop the weapon abilities for each weapon type (K/E/B) separately. Here are the weapon abilities that I have researched (or started with).

DMG 1 [B]
DMG 1 [E]
DMG 1 [K]
Doubled Range Modifiers [B]
Doubled Range Modifiers [E]
Doubled Range Modifiers [K]
Fighter: Atmospheric
Fighter: Size, Light
Fighter: Speed, Slow ( 8 )
Fighter: Speed, Sluggish ( 6 )
Fighter: Squadron, Large
Fighter: Squadron, Small
Must Re-Roll Penetration Dice [B]
Must Re-Roll Penetration Dice [E]
Must Re-Roll Penetration Dice [K]
Must Re-Roll To-Hit Dice [B]
Must Re-Roll To-Hit Dice [E]
Must Re-Roll To-Hit Dice [K]
No Hull Damage [B]
No Hull Damage [E]
No Hull Damage [K]
No Range Modifiers [B]
PEN 1 [B]
PEN 1 [E]
PEN 1 [K]
Re-Rolls To-hit Dice [B]

I have the following weapons developed and in service on active designs:

Ballistic
Mk2 Proximity Missile [6/12/18, 3+ 1/1/1, Ballistic, Must Re-Roll Penetration Dice]
Mk1 Proximity Missile [5/10/15, 3+ 1/1/1, Ballistic, Must Re-Roll Penetration Dice]

Energy:
Ue3 Laser Emitter [5/10/15, 4+ 1/1/1, Energy]
Ud3 Laser Emitter [4/8/12, 4+ 1/1/1, Energy]
Uc3 Laser Emitter [3/6/9, 4+ 1/1/1, Energy]
Ub3 Laser Emitter [2/4/6, 4+ 1/1/1, Energy]

Kinetic:
CID 1 Coilgun [1/2/3, 4+ 1/1/1, Kinetic, Doubled Range Modifiers]

The ROF can vary of course so you could have a Ue3 Laser Emitter with a ROF of 3.

I have just finished developing No Range Modifiers [B] and Re-Rolls To-hit Dice [B] and am developing a new missile:

Mk1 HAWK Missile [6/12/18, 4+ 1/1/1, Ballistic, No Range Modifiers, Re-Rolls To-Hit Dice]

Now that I see the need for a higher damage/penetration weapon, this tech year I have the following five systems on my queue. I will get one of the five at the end of the year (2 more months).

DMG 2 [B]
PEN 2 [B]
DMG 2 [E]
PEN 2 [E]
Increased Damage [B]

213

(42 replies, posted in Starmada)

I've updtaed the SXCA that my campaign group uses to v1.71. All I've really added was a check to insure that ships that receive the CSCR Ballistics ability actually have long range weapons on-board. The file is at the Yahoo group under Files/Starmada X/SXCA.

214

(39 replies, posted in Starmada)

murtalianconfederacy wrote:

Does he have ionic shielding? If not, just get one or two guns with Ignores Shields/Increased Damage. I know its not a very 'gentlemanly' approach, but having Organic Hull isn't either. I only use Organic Hull for some races, and they tend to be lower-tech than the inorganic ships.

Only problem..The ships are from a campaign where I do not have those little goodies. And yes, I am trying to get Increased Damage. I think it will be a nasty shock to him. I also need to develop a new weapon that just plain does more damage, I've relied on long-range weapons with good to-hit values but to shoe them in, I haven't opted for high PEN or DMG numbers. Well this has convinced me to put some big guns on my larger ships.

215

(34 replies, posted in Starmada X)

Intervention Class Destroyer of the Speculative Space Service   ( 296 )
Mass: 69.8 KmT, Crew: 300, TL:   E:0  W:0  S:0  Q:0
Hull: 5 4 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields:  0
[α] Particle Beam [3/6/9, 3+ 2/1/1, No Range Modifiers]
AC, ACE, BD, BDF
Hyperdrive [O], Drone [OOOOOOOOOOOOOOOOOOOO], Overthrusters [O], Stealth Generator [O], Sunbursts [OOOOOOOOOO]
1[HEα], 2[EQ], 3[HQ], 4[EQ], 5[HQ], 6[Eα]

VBAM Stats
Cost: 11, Maint: 3/4, DV: 5, AS: 7, AF: 1, CR: 4, CC: 2, Base: 0, Spd: 9, Jump: Y, Notes: Atmospheric Stealth
Starmada Imperial Stars Edition v1.7

Designed to serve as an escort for the larger ships in the SSS, this class provides direct fire support to supplement the stand off weapons of the larger classes. Lacking the usual complement of battlesats, this class has decent ship mounted particle weaponry to fend off enemy fighters, drones, marines and battlesats. An unusually high number of sunbursts also serve this class well in its defensive role. Due to its need for extra maneuverability, this class is equipped with not only a higher speed than the bulk of the SSS but overthrusters as well.

216

(39 replies, posted in Starmada)

cricket wrote:

Unless you have crew-killing weapons, then you have to live with this.
However...
You should also be knocking off systems, so eventually he will just be a worthless hulk. smile

I was afraid of that. I guess I just need bigger guns. And true, eventually I kill all of his weapons and he leaves. I usually get his Hyperdrive so he just runs with his repaired engines while I am slowed by damage.

217

(80 replies, posted in Starmada)

jimbeau wrote:

I don't really understand how a range three weapon can do anything from within the safety of the flag quadron?

You'd still have to close to within three hexes???

He is talking about playing the battle within VBAM's CSCR resolution system. I also use it for larger battles. You could game a ship to have Range 3 weapons in starmada that would have the Ballistic special ability in VBAM and able to do good damage from a safer location when using the CSCR. A simple spreadsheet check for long range weapons before assigning the Ballistic Special ability would prevent this. That, or slapping the munchkins in your group. lol

218

(80 replies, posted in Starmada)

murtalianconfederacy wrote:

I noticed that you could, theoretically, have a ship with range 3 missiles and that, in a CSCR encounter, it could batter a ship with range 12 weapons (K or E-type) from the safety of the flag squadron, and that didn't appeal to me at all.

Yea, maybe the VBAM crossover should include a check for longer ranged ballistic weapons before it assigns the Ballistic special ability? Otherwise, like you pointed out it is more like a close up rocket volley than a true ballsitic weapon. I think I'll add that check to the house rules we use.

219

(39 replies, posted in Starmada)

If a ship with Organic Hull takes hull damage, repairs some of that damage and then takes additional hull damage, does it only hit the hull spaces that have been hit before (killing no additional crew) or can it hit "fresh" hull spaces? I have an opponent that I keep plinking for 1 hull damage, he keeps fixing it...how soon does this go through his crew.

220

(80 replies, posted in Starmada)

jimbeau wrote:

A couple of sunbursts will ruin the day for a stack of 10 or so fighter flights

Yea, I just had that demonstrated to me last night, not with fighters but drones. I had twenty drones closing on my opponent's ship and he dropped a sunburst on them, wiping them away. :cry: Then he laughed an evil little laugh.  :twisted:  Not fun.

221

(34 replies, posted in Starmada X)

Here is another interesting, “don't get hurt” design. This one has no passive defenses (except the Stealth Generator) and relies on its speed to keep out of harm's way. All of its weaponry is remotely deployed. Fifteen Battlesats provide five waves of multi-purpose beam weaponry and the fifty drones can comprise five massive waves of direct drone attack. The sunbursts should serve to keep any enemy fighters away (along with any freshly launched Battlesats).

Sniper Class Missile Cruiser of the Speculative Space Service   ( 487 )
Mass: 89.6 KmT, Crew: 375, TL:   E:0  W:0  S:0  Q:0
Hull: 6 5 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields:  0
Hyperdrive [O], Battle Satellite [OOOOOOOOOOOOOOO], Drone [OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO], Stealth Generator [O], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[HQ], 4[EQ], 5[HQ], 6[EQ]

VBAM Stats
Cost: 15, Maint: 3/2, DV: 8, AS: 7, AF: 0, CR: 5, CC: 3, Base: 0, Spd: 8, Jump: Y, Notes: Atmospheric Ballistic Stealth
Starmada Imperial Stars Edition v1.7

222

(39 replies, posted in Starmada)

Under the description for the LRS it states that it counteracts the -1 to-hit penalty for attack at long range. What if the weapon has Doubled Range Modifiers? Does it only counteract one -1 or all of the long range penalty? What if the weapon has Inverted Range Modifiers and is getting a +1 at long range? Is there no benefit in that case?

223

(0 replies, posted in Starmada X)

Djenari Republic

Here is one of the races from an ongoing VBAM/Starmada campaign. These are their ship designs at the beginning of the campaign. The started with a total technology level of -6. The race started with E:-1  W:-1  D:-3  Q:-1.

Djenari Republican Space Arm

Formed several hundred years ago, with a lineage stretching back thousands of years to the Djenari's wet-navy forces, the Djenari Space Arm (DRSA) drills ceaselessly to maintain combat readiness. Divided into several commands, notably War Fleet, Fortress Fleet and Survey Fleet, the DRSA is led by a Grand Admiral. The Grand Admiral of the Djenari Navy is theoretically subordinate to the Chancellor and Senate through the Minister of the Navy and Minister of War although the Leader has assumed the duties of the Minister of War and Chancellor directly.
Before the discovery of the warp drive in 2415 C.E., the DRSA was mainly a system defense force with predominately commerce regulation responsibilities. With the discovery of quick access to other star systems and especially the rise to power of the Djenari People's Labor Party, the DRSA has rapidly expanded. Plans were formulated, and are regularly updated, to cover the eventual conflict with every alien species encountered. The DRSA is geared towards offensive warfare and drills continuously. DRSA crews are significantly more experienced and trained than their Imperial counterparts.
The DRSA's primary short-range weapon uses a focused “fist” of plasma derived from a fusion reaction, dubbed a Fusion Bore, to hammer through opponent's defenses at close range. The innovative Pulse Inducted Thrust (PIT) Missile serves as the DRSA's primary long-range weapon. The sophisticated drive on these missiles results in a weapon that hits opponents with more violence the further they are from the launching ship.
Djenari designers rely upon their advanced engine technology and high speeds to such an extent that passive defenses are not equipped and defense technology lags behind other fields. Djenari ships depend on sophisticated electronic countermeasure systems to intercept incoming enemy fire. Given the current government's oversights, individual initiative is not encouraged and as a result the DRSA has traditionally slighted fighter operations. The few carriers in service and their attendant fighter squadrons are relegated mainly towards fleet defense when engaging races that use fighters.
Due to the rather paranoid nature of the Republic and specifically the Djenari Leader, heavily armed units of the State Security Police are present on all vessels of the DRSA. Ostensibly this is to defend the ships against alien boarders but in reality it seems more likely a means to prevent any ship from turning on the Leader.
The class names and individual ships names have been assigned by the Imperial Office of Naval Intelligence as a more convenient method of tracking DRSA ships. The Djenari tend towards rather florid names. For example, the name of the lead ship of the “Impaler” class cruisers translates into standard Anglik as “Immensurable far-fisted space-going piercing spear of the devoted penultimate Djenari peoples, their righteous and representative government and their most immutably humble servant, the Chancellor”. It is assumed that the DRSA also uses a much shortened nomenclature. DRSA ships are well designed and of comparable size to Imperial Navy vessels.

Initial Designs

Lancer Class Cruiser of the Djenari Republican Space Arm   ( 193 )
Mass: 129 KmT, Crew: 369, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] PIT Missile [6/12/18, 3+ 2/1/1, Ballistic, Inverted Range Modifiers]
ABCD, ABCD
[β] Tri-Barrel Fusion Bore [2/4/6, 5+ 3/1/1, Energy, Range-Based PEN]
AB, CE, DF
Warp Drive [O], Armor Plating, Electronic Countermeasures [O], Security Team [OOOOOOOOOO]
1[Hα], 2[Eβ], 3[H], 4[E], 5[H], 6[Q]

VBAM Stats
Cost: 12, Maint: 3/2, DV: 7, AS: 7, AF: 2, CR: 6, CC: 3, Base: 0, Spd: 5, Warp: Y, Notes:

This class is the main combatant of the DRSA. Generous arcs of fire and a high speed allow these ships to keep the range to their opponents open where they can use their powerful Pulse Inducted Thrust missiles with near impunity. These ships are very expensive to operate and tend to be mobilized only in crisis situations.


Inquisitor Class Survey Cruiser of the Djenari Republican Space Arm   ( 107 )
Mass: 88.3 KmT, Crew: 435, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] PIT Missile [6/12/18, 3+ 2/1/1, Ballistic, Inverted Range Modifiers]
ABCD
[β] Dual Fusion Bore [2/4/6, 5+ 2/1/1, Energy, Range-Based PEN]
ACE, BDF
Warp Drive [O], Armor Plating, Long Range Sensors [O], Medical Bay, Science Lab x10, Security Team [OOOOO], Vehicle Bay
1[Hα], 2[Eβ], 3[H], 4[E], 5[H], 6[Q]

VBAM Stats
Cost: 10, Maint: 3/2, DV: 5, AS: 5, AF: 1, CR: 5, CC: 3, Base: 0, Spd: 5, Warp: Y, Notes: Explorer(1)

Equipped for extended survey operations far from logistical support, this class has state of the art medical facilities and expansive boat bay to aid in exploration operations.


Stiletto Class Destroyer of the Djenari Republican Space Arm   ( 104 )
Mass: 52 KmT, Crew: 183, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 4 3 2 1
Engines: 5 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] PIT Missile [6/12/18, 3+ 2/1/1, Ballistic, Inverted Range Modifiers]
ABCD
[β] Tri-Barrel Fusion Bore [2/4/6, 5+ 3/1/1, Energy, Range-Based PEN]
ACE, BDF
Warp Drive [O], Armor Plating, Electronic Countermeasures [O], Security Team [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[E]

VBAM Stats
Cost: 8, Maint: 1/2, DV: 4, AS: 5, AF: 1, CR: 4, CC: 2, Base: 0, Spd: 5, Warp: Y, Notes: Atmospheric

The day to day workhorse of the DRSA, this class comprises the bulk of the DRSA's hulls. Similar in design concept to the larger Lancer class cruisers these ships are smaller, lighter armed and much less expensive.


Pauldron Class EW Destroyer of the Djenari Republican Space Arm   ( 99 )
Mass: 50.6 KmT, Crew: 363, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 4 3 2 1
Engines: 5 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] Tri-Barrel Fusion Bore [2/4/6, 5+ 3/1/1, Energy, Range-Based PEN]
ACE, BDF
Warp Drive [O], Armor Plating, Electronic Countermeasures [O], Long Range Sensors [O], Science Lab x10, Security Team [OOOOOOOOOO]
1[HQ], 2[EQ], 3[HQ], 4[Eα], 5[H], 6[E]

VBAM Stats
Cost: 8, Maint: 3/4, DV: 4, AS: 3, AF: 1, CR: 4, CC: 2, Base: 0, Spd: 5, Warp: Y, Notes: Atmospheric Jammer(1)

Based off of the versatile Stiletto class destroyer, this class sacrifices the long range hitting power of the Pulse Inducted Thrust missile for a suite of powerful electronic jamming equipment.


Main Gauche Class Carrier of the Djenari Republican Space Arm   ( 242 )
Mass: 89.7 KmT, Crew: 420, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields: K: 0 | E: 0 | B: 0
[α] Tri-Barrel Fusion Bore [2/4/6, 5+ 3/1/1, Energy, Range-Based PEN]
ACE, BDF
Warp Drive [O], Armor Plating, Electronic Countermeasures [O], Fighter Bay, Atm, Lgt, Slow (E)  [OOOOOO], Launch Bay [O], Security Team [OOOOO]
1[HQ], 2[EQ], 3[HQ], 4[Eα], 5[H], 6[Q]

VBAM Stats
Cost: 11, Maint: 4/2, DV: 5, AS: 3, AF: 1, CR: 5, CC: 3, Base: 6, Spd: 5, Warp: Y, Notes: Carrier
6x Lgt Slow Fighter (Atm) (E) ( ULF,C:1/5,M:1/18,DV:1,AS:1,AF:1 )
Few ships of this class ever entered active service as the DRSA tended to rely more on conventional warships instead of fighters. These ships were intended primarily to provide fighter cover in a defensive role not as an offensive arm.


Sentinel Fortress of the Djenari Republican Space Arm   ( 520 )
Mass: 242.8 KmT, Crew: 860, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 9 8 7 6 5 4 3 2 1
Engines: 0
Shields: K: 2 1 | E: 2 1 | B: 2 1
[α] PIT Missile [6/18/36, 3+ 3/1/1, Ballistic, Inverted Range Modifiers]
AB, AC, BD, CE, DF, EF
[β] Dual Fusion Bore [2/6/12, 5+ 2/1/1, Energy, Range-Based PEN]
AB, AC, BD, CE, DF, EF
Armor Plating, Electronic Countermeasures [O], Fighter Bay, Atm, Lgt, Slow (E)  [OOOOOO], Launch Bay [O], Long Range Sensors [O], Security Team [OOOOOOOOOO], Vehicle Bay
1[Hα], 2[Dα], 3[Qβ], 4[Hβ], 5[Q], 6[Q]

VBAM Stats
Cost: 14, Maint: 4/2, DV: 9, AS: 8, AF: 6, CR: N/A, CC: N/A, Base: 6, Spd: N/A, Warp: N/A, Notes: Carrier Station
6x Lgt Slow Fighter (Atm) (E) ( ULF,C:1/5,M:1/18,DV:1,AS:1,AF:1 )


Civilian Designs

Standard Freighter of the Djenari Republican Merchant Service   ( 14 )
Mass: 64 KmT, Crew: 188, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 5 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 0 | B: 0
Warp Drive [O], Cargo Bays, 50%, Vehicle Bay x4
1[2H], 2[E], 3[2H], 4[E], 5[2H], 6[Q]

VBAM Stats
Cost: 2, Maint: 1/3, DV: 3, AS: 0, AF: 0, CR: 0, CC: 2, Base: 0, Spd: 3, Warp: Y, Notes: Civilian Freighter


Standard Colony Ship of the Djenari Republican Merchant Service   ( 14 )
Mass: 69 KmT, Crew: 278, TL:   E:-1  W:-1  D:-3  Q:-1
Hull: 5 4 3 2 1
Engines: 3 2 1
Shields: K: 0 | E: 0 | B: 0
Warp Drive [O], Cargo Bays, 50%, Passengers (100) x10, Vehicle Bay x2
1[2H], 2[E], 3[2H], 4[E], 5[2H], 6[Q]

VBAM Stats
Cost: 2, Maint: 1/3, DV: 3, AS: 0, AF: 0, CR: 0, CC: 2, Base: 0, Spd: 3, Warp: Y, Notes: Civilian Colony</t>

224

(7 replies, posted in Starmada)

hundvig wrote:

The only drawback is that you'll have to pencil in your real arcs on the SSD sheets, since the shipbuilder doesn't support the option.
Rich

I think all of the SXCA out there see no difference in the following two firing arc designations:

[a] Left Side Laser [2/4/6, 3+ 1/1/1]
ACE

[a] Forward Half Laser [2/4/6, 3+ 1/1/1]
126

As long as the arc is 30 degrees, the SXCA do not care what character you put in. You could use "X$)" and it would count as three arcs for SU calculations. Your playing group needs to be aware of what designations are being used though.

225

(7 replies, posted in Starmada)

I think I remember seeing someone reference alternate firing arcs that they use as a house rule. I couldn't see then what the difference was. Last weekend, the issue came up when someone wanted a weapon to cover the front hald of their ship. Kind of a AB plus half of C & D. Then I remembered the numbered firing arcs from SFB and realized that is what this other person was talking about.
Perhaps for the next version of starmada the numbered arcs could be included as well? Currently all of the spreadsheets support them, as they don't care what you enter. A little chart like this attached one could be used to illustrate them?