1

(3 replies, posted in Starmada)

Second draft of the rules and an example force list attached.

Big change is to the VBAM costing and maintenance systems, which should be a little simpler from here. You get an "adjustment" number from the Starmada CR in full increments of 1, 2, 3 etc and that increment moves up the VBAM cost and MAINT. For example, for a Frigate (Starmada Hull Size 5), the base VBAM cost is 3 EP. For every 100 Starmada Combat Rating or part thereof the ship's cost is bumped up by 1. So a Frigate with a Starmada Combat Rating of 75, the total cost would be 4 EP, but for a Frigate with a Starmada CR of 120, the cost would be 5 EP.

I'm still unhappy with TL and advancement.  Ship advancement in VBAM is very incremental, but there's a huge difference between a TL-1 and a TL0 ship in terms of available SU.  However, I wanted to avoid something like players choosing to 'unlock' certain Starmada traits or systems with each of their VBAM tech advances, which might restrict the basic stuff which makes Starmada Nova so interesting.  I welcome suggestions on this particular piece of the puzzle.

[attachment=1]VBAMStarmadaConversionRulesDraft2.pdf[/attachment]

Here's the initial Starmada and VBAM forcelist for the Paisal (or Paisali) colonies.

[attachment=0]VBAMStarmadaForceConversion.pdf[/attachment]

The force list shows how the system creates ships much less powerful than traditional Starmada ships in many ways, especially when they are trying to fulfill other roles like the Raja Class is.  Also, since the 'start' of a VBAM game is at Year 3000, which equates to Starmada TL -2, these are pretty tame ships in terms of firepower and CR.

2

(3 replies, posted in Starmada)

So I've been snowed in for days, and have spent some of my cabin fever energy on this.

It's an attempt at a comprehensive way to merge VBAM 2e and Starmada Nova. I'm sure it's not perfect, and I'd really appreciate some outside critiques to continue working on it. I'll generate a force list or two over the next week to see how it looks.

The most important change in Starmada will be that groups of ships must be deployed in squadrons which must stay close to their flagship during the Starmada battle, or suffer penalties.

The second biggest changes in Starmada will be that battles usually end either with ships escaping to hyperspace or being destroyed - there are no 'victory point targets' since the ships are going to be persistent in the campaign.

Scout functions have also been changed in Starmada, and give general bonuses rather than counteracting ECM, since there are important reasons ships must take those functions in VBAM.

Carriers are also changed, not counting carried fighters in their CR, but only in their SU, since the fighters and drones must be built and can be based separately from carriers.

Finally, most ships will spend a fair amount of SU on Auxiliary Services under these conversion rules, so they can qualify for various useful VBAM traits they need in the campaign.  This means ships will often be less combat-effective than Starmada ships.

3

(19 replies, posted in Starmada)

No need for it to be a riposte, we're working together, not competing  big_smile

You're right that my general values doesn't match some of your flotillas from supplements - I wasn't aiming for backwards compatibility.  I don't think that's an essential part of the proposed special rules anyway, though, so I'd be happy to let it go - the fewer rules the better.

On your suggestion for a way to find a balance between a straight cost for basing flotillas and a cost for each individual flotilla on the mothership, I think you've hit on something.  There does need to be a way to show that it's not just the flotilla itself, but also the basing capacity, that requires space in the ship.

As for your suggestions with regards to weapon damage, they really do capture the mechanical effect we want to go for with weapon banks being lost in a way that represents ships being knocked out of the flotilla.  However, since Flotillas have the potential to be pretty darned numerous, having people rolling on tables every time they lose a hull point or two has the potential to create book keeping nightmares.  I wonder if there's a middle ground between my version (which I agree is a little too simplistic and bad at simulating heterogeneous flotillas) and MurtalianConfederacy's system, which might create a bit too much book keeping.

I'm enjoying this discussion - lots of food for thought and many interesting ideas.

4

(19 replies, posted in Starmada)

Tried to put these discussions into a simple-to-read, organized form in case Dan ever wants to put them in something like a Starmada Nova Rules Compendium.  How to create and use flotillas in one page, plus a few sample flotillas to give people an idea of the diversity that's possible.

Thanks again to MC for the origin of these ideas about small ship groups as hull-3 ships.

So after working on two pre existing IPs to get a better feel for the Starmada ship building system, and playing a couple of test rounds, I decided to start setting off on my own to create some new factions.

The Martian Colonial Navy is graphically themed and weapon-themed, and designed to be a mid-level and somewhat-advanced faction in the setting I am working on (where most are TL -1 or -2).  I'll put up another document soon with some fictional background, but for now tell me what you think of the Martian Colonial Navy - one super-capital ship, two capital ships, two heavy cruisers, and three destroyers. 

Sci-fi note: This is designed to be a moderately hard SF setting.  There are four standard weapons - lasers (GID, PRC, SLW, Rng 15), missiles (GID/BLS, SKR, ACR, RNG12) railguns (diffuse, RNG9), and composite cannons (diffuse, RNG6) which ships have in different strengths and combinations.

6

(19 replies, posted in Starmada)

Hmm, I agree.  But a rule which says 'always take weapons damage, never shield or engines' isn't a totally 'fair' tradeoff - a ship could, if rolling damage checks, take damage in several at once.  It also begs the question of whether a flotilla with one 'weapons bank' could be in bad shape under this rule, which one with the same points cost but two banks could be in better shape, since MC's rules assume we're using bank-specific damage.

Would the following rule work: "Flotillas, when damaged, never take shield or engine damage, but take two weapon damage results and roll as normal for special systems."

As long as every flotilla was required to have three or four banks, that would work very well (damage check one: two banks damaged, or one bank completely destroyed.  Damage check two: all four banks damaged, or two banks destroyed).

It would also work well with Murtalianconfederacy's rules for how many ships and of what type they are, since those rules give some good ideas on how to set up the banks based on what kind of ships are in the flotilla.

Here's a sample flotilla from an IP we all basically understand:
(33) X-Wing Squadron -class  Flotilla     Nova TL: 2
Armor: 1 * 1 * 1
Hull: 1 * 1 * 1
Thrust: 12 8 6 4 3
Shields: 5 6 6 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 1x Red Leader and Red 1 (Dfs/Pnp) / [FH] / 1 - 2 - 3 / AD: 1 1 1 0 0 0 0 0 0 0 0 0
   Mode2 (Gid/Skr/Slw) / 2 - 4 - 6 / AD: 1 1 1 0 0 0 0 0 0 0 0 0
[W]: 1x Red 2 and Red 3 (Dfs/Pnp) / [FH] / 1 - 2 - 3 / AD: 1 1 1 0 0 0 0 0 0 0 0 0
   Mode2 (Gid/Skr/Slw/Dx2) / 1 - 2 - 3 / AD: 1 1 1 0 0 0 0 0 0 0 0 0
[X]: 1x Red 4 and Red 5 (Dfs/Pnp) / [FH] / 1 - 2 - 3 / AD: 1 1 1 0 0 0 0 0 0 0 0 0
   Mode2 (Gid/Skr/Slw) / 2 - 4 - 6 / AD: 2 1 1 1 1 0 0 0 0 0 0 0
Special: Hyperdrive

Under the proposed damage rules, on its first damage check, two 'vessels' from the flotilla are gone and one 'bank' is destroyed (oh no!  We lost Red 4 and Red 5!) or two 'vessels' from the flotilla are gone and two banks are firing at a -1 (Red 3 and Red 5 are both gone!).  If you get unlucky and roll for damage, the whole flotilla can't go to hyperspace - maybe a destroyed ship had the coordinates, a damaged ship's debris are causing interference, who knows.

7

(19 replies, posted in Starmada)

I know this is a bit of a necro, but have you ever figured out a good way to simulate flotillas not losing their thrust rating when they make a damage check? 

It seems like they should lose firepower when they lose a 'hull point', but not thrust - since the individual ships constituting the flotilla are fewer in number, but not each individually damaged.

A simple special rule should be that flotillas automatically take weapon bank damage (no roll required) and have an increased chance to take special systems damage, but never take shield or engine damage.

8

(2 replies, posted in Starmada Nova)

Here are the Imperial ships!  Since my theme here is to use a limited number of weapons and special qualities to make the Star Wars ships an easy introduction to the Starmada system, it was a little tricky to make them distinct from the Rebel ships, but I think they'll play somewhat differently, especially because the fighters the two groups have access to are so different (and differently distributed).

9

(2 replies, posted in Starmada Nova)

Here's another draft.  I'm starting to conceive of this Star Wars set as a quick, simple way to introduce people to Starmada - no special rules, twists, or modifications.  Few of the weapons use complex rules (just a few Piercing, Guided, and a couple of Seekers), and there will be relatively few ships in a fleet.

Fellow Admirals, here's what the Rebel draft looks like so far - do you think this would make a simple introduction to Starmada for people?  Do these ships capture the "Feel" of Star Wars to you?  What changes would you make?

10

(50 replies, posted in Discussion)

I love my state:

http://virginiabreweries.com/map

Though we're not one of the top brewing states (those honors go to the hipster havens like Oregon or states that are just plain huge like California), we're booming and have more state and local breweries than you can shake a stick at.  If you're ever passing through, Richmond alone has two cideries, a meadery, and something like seven small indy breweries and two big indy ones (Stone and Legend), while out in the middle of nowhere, Devil's Backbone makes some of the best IPAs I've ever had, and the three conjoined cities of Hampton, Norfolk and Virginia Beach are popping up breweries at a rate of 2-5 a year.

11

(2 replies, posted in Starmada Nova)

Hello all!  With all the hullabaloo around the most recent Star Wars movie, I figured it was time to give bringing the galaxy far, far away to the Starmada universe another shot.

I'm still plugging away at my Trek : TNG supplement, but this seemed more timely and was kinda fun.  It doesn't assume any special rules, but Combined/Split Bank Firing seems to make sense in this particular universe at the very least.  My main trouble was how to make fighters in Star Wars make sense - they punch way above their weight and are seemingly hard to destroy.  I hope to playtest these in a few weeks, but until then, what are your thoughts?

I present a few somewhat spiffed-up graphical presentations of Star Wars: Starmada Edition.

12

(4 replies, posted in Discussion)

That's the purpose of a friendly online discussion forum, after all!  I hope the shipping woes got worked out - it seems the Royal Mail is no less problem-ridden than our good old Postal Service here in the US of A.  Happy designing - I'll be seeing you a lot on the forums in the future, I hope.

Incidentally, is the Royal Mail shittier in some areas of the UK than others - like how in the US, urban mail service can encounter serious problems with dense apartments and rural mail service sometimes has a hard time accessing ranches & such?

13

(7 replies, posted in Starmada)

I created some additions and modifications to your rules - what do you think?

Non-Standard Starmada Special Rule: Ship Power and Command Crew

In the Star Trek universe, managing your ship's crew, officers, systems and power has always been an important part of the lore - how often have you heard “All power to shields!” or “Power to impulse engines!  Evasive maneuvers!” or “Direct all efforts to damage control!” in an episode? 

When playing in the Call to Arms universe, each ship gets an additional basic rating - like their CRAT - derived from the ship's characteristics. This rating represents the talent pool of the ship's crew, the sophistication of their engineering and power sources, and their capacity for cinematic derring-do in the face of danger.

How Much Power Does A Ship Have?

A ship has the following amount of “Power and Command Flexibility”:

Power = Square Root of ((Hull * Hull * Thrust) * .05)

Round all decimals up or down to the nearest whole number.  Exact .5 decimals should be rounded up rather than down.  Examples:

A Federation Galaxy class battleship has Power = SqRt((17 * 17 *3)*.05), or 6.58 = 7 power.
A Cardassian Galor class standard cruiser has Power = SqRt((13*13*4)*.05) or 5.81 = 6 power.
A Romulan Griffon class light cruiser has Power = SqRt((9*9*5)*.05) or 4.5 = 5 power.
A Federation Nova class survey ship has Power = SqRt((6*6*7)*.05) or 3.57 = 4 power.
A Klingon B'Rel class attack corvette has Power = SqRt((5*5*6)*.05) or 2.73 = 3 power.

Losing and Recharging Power
Ships may use power in a variety of ways during the turn.  When they do so, they ‘mark off' a power box with a U.  Whenever a ship is activated to move, it rolls a dice for each ‘marked off' power box with a U.  On a 4+, that power box is ‘recharged' for the turn.  If a power box fails to recharge, mark it with an ‘R'.  A power box marked with an ‘R' is automatically returned to full strength when the ship is selected to move in the move phase.

Power is treated as ‘Munitions' during the damage phase.  If a ship becomes damaged, it marks off ⅓ of its power boxes with a D.  If it becomes disabled, it marks off the next ⅓ with a D.  Power boxes with a D can never be recharged when a ship is selected to move.  Ship power is not protected by Reinforced Systems and always is lost at the rate of ⅓ per damage level.

Using Power

Initiative Phase

‘Power to Sensors!' - A ship may boost its Sensor (Standard Starmada: ECM) rating by 1 for each point of Power spent.  This may then be used as normal for either ECM or EPM before the end of the initiative phase.  These additional levels of Sensors do not count for the purposes of marking off Sensor damage boxes and disappear at the end of the current turn.

‘Power to Shields!' - A ship may boost its Shield Strength (Standard Starmada: Armor) rating by 1 point for each point of power spent.  All Shield Strength boxes are added ‘in front of' the current Shield Strength boxes and are lost first if the ship takes damage.  Shield Strength cannot be added above the maximum Shield Strength of the ship, total. The temporary Shield Strength boxes provided by this use of power disappear at the end of the turn in which they are created.

Movement Phase

‘Power to impulse engines!' - A ship may boost its Thrust rating by one point for each two points of energy spent.  These temporary points do not count for the purposes of marking off Impulse damage and are marked off at the end of the current turn.  Temporary thrust points may be used to commit Evasive Maneuvers as per the Starmada rules.

‘Power to tachyon emitters!' - The only known way to pierce cloaking devices is the careful use of tachyon emitters.  A player may spend one power point to force one enemy ship to re-roll the ‘detect cloak' dice when that ship is selected, or roll an additional time if the ship was already selected to move this phase.  If a ‘1' is rolled, the opposing player must stop re-rolling.   

Combat Phase
‘Power to targeting sensors!' - A ship may spend two Power points to ignore any -1 penalty for one weapons battery.  Ex: A ship may spend four points to ignore a -2 penalty imposed on one of weapon battery, or two ignore two -1 penalties imposed on two separate weapons batteries.  A ship may NOT spend points to ignore the penalties imposed by damaged weapons batteries.

‘Power to weapons!' - While not all weapons are responsive to additional power input, most starships mount energy weapons which can take an overload charge.  For every two energy points spent, any weapon with no special qualities (other than ‘Diffuse') may move the final result of its number of attack dice up by one. .  This does not modify and is applied only after the +/- on the standard Starmada chart, but the TOTAL number of attack dice the ship may roll.  For example, if a Mk 9 Phaser Emitter (Rng 9 / Diffuse) whose final attack dice number was 1 spent four energy points, it could roll 3 attack dice.  This can be used to move a ship up from zero attack dice.

‘Power to structural integrity!' - If a ship elects to engage in Damage Control rather than firing, the ship may spend up to two points of energy on each Damage Control dice roll.  Each point of energy adds +2 to the Damage Control dice.  Thus, if one point of energy is spend, a dice roll of 3 counts as a 5.  If two are spent, it would count as a 6.  The player may choose which dice to spend energy on, but must choose before the dice are rolled.

14

(5 replies, posted in Starmada)

I'm enjoying the format I've developed for the TNG-era expansion I'm working on, in the Bourbaki Basin.  I should be playing some games with it over the winter, too, so I might post a Battle Report up here.

I can easily see expanding my format (with its photo-rich, counters-for-playing style) to other player-created settings.  The only real requirement is that I'd prefer to work with settings which have some easy way to obtain pictures I can format for the creation of counters.  Once I finish Trek in a couple of months, is there a setting you'd like to see worked on?

I've toyed with doing the Sins Of A Solar Empire factions and their ships, or a Star Wars ship collection.  The main problem with doing an entirely new and original setting (like MurtalianConfederacy's great stuff) in the format I am using is that I don't have the Illustrator, freehand drawing, or 3d modelling skills to create the ships myself, and my format at the moment gets most of what I like about it from being media-rich.

15

(2 replies, posted in Starmada Nova)

I've continued developing this concept - I've gotten most of the Federation fleet done and in a final good-looking layout with ship cards, counters for cutting out and playing with, illustrated descriptions of each ship type, and what I think is a variety of weapons and defenses which should capture the 'feel' of on-screen Trek battles.

Take a look at this PDF and tell me what you think of my production values (good pictures?  more pictures?  Better counters?), the balance and Trek-accuracy of the ships, or whatever.  This is a large project, so input and enthusiasm will give me more motive to keep pressing on!

[attachment=1]FederationBigShips.pdf[/attachment]
[attachment=0]FedSmallShips.pdf[/attachment]

16

(7 replies, posted in Starmada)

I really like this rule!  Do you mind if I use it in the DS9/Next Gen supplement I'm working on, with some tweaking?

Did you toy with any ways to use these points to simulate "power to weapons"?  It seems like the one thing which is missing from these otherwise very trek-feeling rules.

I really like the consistency between the different types of designs, and the tactical meta-environment it seems to set up.  Do you have any 'vision' for the miniatures and graphic or relative scale of engagements?  Some enemies for the Core Worlds?

18

(2 replies, posted in Starmada Nova)

So, I've had Nova for some time, but I finally have some folks (fellow Trekkies) who might want to game with me!  However, we have no interest in the SFU world - Federation dreadnaughts with three nacelles and so on seem very hokey to us, though we understand why people who grew up with it might appreciate them.

I decided to undertake a project to make a Dominon War Era game.   It uses a large number of special rules to try to attain the 'feel' of combat in the DS9 Dominion War arc, where ships act in an intertialess way, damage control is important, ships often 'focus fire' from various phaser banks, command ships matter, and sensor locks and evasive maneuvers seem important in combat.  Here are some sample parts of the intro of the PDF I am working on.

<IMG src="http://i.imgur.com/MzvvtLO.jpg">http://i.imgur.com/MzvvtLO.jpg</IMG>
<IMG src="http://i.imgur.com/3J0uB9e.jpg">http://i.imgur.com/3J0uB9e.jpg</IMG>
<IMG src="http://i.imgur.com/bT39qbf.jpg">http://i.imgur.com/bT39qbf.jpg</IMG>

Next, here are two of the more recognizable ships from the era, in the two-pages-per-ship, counters-for-cutout version I am planning on using for the PDF. These ship designs are intended to combine competitiveness and play-ability with a loyalty to the 'feel' of combat in the Dominion War arc of Deep Space Nine.  I've applied some cosmetic changes to the data cards to reflect the settings and the special rules (like by-bank weapon damage) which apply in the setting.  Since Trek ships don't seem to have armor, Armor has been renamed 'Hull', and damage which can take out the ship, 'Hull' under standard Starmada rules, is now 'Systems Damage,' so you can imagine all that smoke and exploding console stuff that happens during trek combat. I used the standard spreadsheet from Old'n'Grey to build the ships. 

Many thanks to the amazing Sins Of A Solar Empire mod "A Call To Arms" for the ability to create Trek images.

<IMG src="http://i.imgur.com/hEvK7Uk.jpg">http://i.imgur.com/hEvK7Uk.jpg</IMG>
<IMG src="http://i.imgur.com/FGVjm4v.jpg">http://i.imgur.com/FGVjm4v.jpg</IMG>
<IMG src="http://i.imgur.com/23wM0ek.jpg">http://i.imgur.com/23wM0ek.jpg</IMG>
<IMG src="http://i.imgur.com/nz2Reji.jpg">http://i.imgur.com/nz2Reji.jpg</IMG>

There are still some proofreading changes to go, but let me know what you think and whether folks would appreciate more!