I was using mongoose traveller, and I wasnt crazy about the simple combat system in the book.Then i got mayday from rpgnow (where i bought most of my more recent mj12 games from), and thought about getting azanti high lightening. im not crazy about herogames combat for space ships.

my sandbox world is wrought with flavor. ship to ship combat adds to the flavor of the game I am looking for. Essentially the group is in a miniverse of 20 human systems. The alliance dominates with 80% of the worlds. All words occupants have a common origin earth. Combat is used to solve the pirate problem. There are no acknowledged aliens yet. Sometimes alliance systems to go the matresses over $$$ issues, or political issues. over the last 300 years there have even been some colonial issues.  But now all is quiet. The players are doing some mystery solving and exploring both of which require combat.

The traveller ships I have are abstracted for fighting smaller ships and slightly larger ships. I think the players should feel like their ship is bigger than it is, to promote the "heroic feel" Thats what my style of rpging is about.

A friend of mine out on long island uses starfire to run his military rpg game. Its been years since ive played that and i dont think i want to invest in that or, a similiar game SLAG, though slag looks interesting. I gave SS (3d miniatures combat game), I cant remember the full name of the game, but that company now has a license to do traveller ships. Since i cant get a copy of the rules, I dont want to waste money on something Ill never use. I have too many rule systems laying around at home.

how often will the players roll the bones in space? Well they spent 3 games in a row, due to misjump and fought rogue miners a couple of times. They fought some kind of wierd space pirates. They thought about taking on an  alliance cruiser. They surrendered before displaying weapons (b5 reference).

Its not quite cowboys in space. I picture something like Elite (90's type computer game), something like cthulu, a bit of spying and intrigue. Lots of trading and missions because its built on traveller making money building up for retirement. Since its built on traveller with out the wierd races, the players have found, or been awarded a jump2 engine. The rest of the verse is still tinking along at jump 1.

Im sort of a game hacker. A bit of this. A bit of that. I hope that answers your question.

2

(1 replies, posted in Starmada)

KLlingon and Romulan armada (built on Nova rules)? Although ownership of the Starmada Nova Rulebook from Majestic Twelve Games is strongly recommended, it is not required: the essential Starmada rules are included!

Alien Armada is not a stand-alone product; ownership of either Klingon Armada or Romulan Armada is required. The Starmada Admiralty Edition Core Rulebook is also recommended, but not required.

Whats the diff between admiralty, and Nova?

what do I need to use the klingon book and romulan book with Admiralty?

The traveller problem: Traveller does not use shields. Starmada does. Armor plating wont cut it for me, although it sounds very tempting. So shields represent a tougher hull.

Hulls represent 20ktons of ship. this could be a problem for 1000kton traveller ships, but I dont anticipate playing with ships that big.

To make things a bit more heroic I am thinking of ditching the ODD rule for enemies. Realize that I want to have the players survive some firefights. Input?

Also on the ship design I wasnt sure if i should make it (AB) (AB)
or rate of fire 2.  I think a dual laser should be ROF, since they both need to target one weapon.
correct me if im wrong  (AB) (AB) means i can target 2 different enemies?

Another problem is skill levels, so I am going to use 2 OCV levels per +1 starmada modifer
For dueling pilots ill do a Skill lvl minus Skill level, and apply the +/- difference as a starmada modifier.

This OCV stuff comes from hero games. Im doing Hero games science fiction with traveleresque skills/ground combat, using starmada combat.

Heres a Basic Traveller Trader 100 ton,
Two hardpoints.
(88) Trader-class Alliance FreeTrader
Hull: 5 4 3 2 1                   
Engines: 6 5 4 3 2                   
Shields: 2 2 2 1 1                   
Weapons:
1:X 2:X 3:Y 4:Y 5: 6:
X: Hardpoint Dual Laser: 4/8/12, 2/3+/1/1;   [AB]
Y: HARDPOINT Missle Launcher: 5/10/15, 1/4+/1/2;   [ABCDEF];  Ammo: 6
Special: Cargo; Fire Control; Hyperdrive; Countermeasures


Heres a FAR FRIGATE 200 Ton; Three Hardpoints;
(163) Frigate-class Alliance FAR
Hull: 10 9 8 7 6 5 4 3 2 1             
Engines: 6 6 5 5 4 3 3 2 2 1             
Shields: 3 3 3 3 2 2 2 1 1 1             
Weapons:
1:X 2:Y 3:Z 4: 5: 6:

X: HARDPOINT Tracking Laser: 4/8/12, 2/4+/1/1   [AB]
Y: HARDPOINT Pulse Cannons: 3/6/9, 2/3+/1/1;   Anti-Fighter;  [ABCD];   
Z: HARDPOINT Missle Rack: 5/10/15, 1/4+/1/2;  [ABCDEF] ;  Ammo: 6
Special: Cargo (6); Fire Control; Hyperdrive; Countermeasures

Enemy Pirate Escort.
(38) Escorts-class Pirate Free
Hull: 2 1                     
Engines: 4 2                     
Shields: 1 1                     
Weapons:
1:XY 2:XY 3:XY 4:X 5:X 6:X

X: Fixed Combat Beam: 3/6/9, 1/3+/1/1; [AB][CD]
Y: HARDPOINT Missle Launcher: 5/10/15, 1/4+/1/2, [ABCD]; Ammo: 4
Special: Point Defense; Countermeasures


Tell me what you think

4

(5 replies, posted in Discussion)

any more ideas?

5

(5 replies, posted in Discussion)

>>Can I ask what the in-game benefit would be for adding such considerations?

ok. the long answer:  I jumped on starmada roughly 1999, or 2000 with the small books, and the compendium.

I like the hex counting feel of starmada.  I played it with some friends but discovered that we were doing it wrong trying to hit weapons. That sticks in my mind. for example To make the game more interesting for us, we would roll for randomized damage (weapon sys, engine, shield, system). if a ship was hit on the broadside, and if a there was an undamaged weapon on that side, we would pick that weapon off its chart. This way facing became more meaningful, not just firing weapons but also receiving damage.

Then we went to compendium and X. I never quite cared for admiralty or nova. The abstracted movement upgrade didnt do it for me. It succeeding in making movement easier, but really i was looking for a bit more detail but not as detailed as SFB. I still consider starmada a jump forward from STARFIRE. So to answer your question I like combat a bit more detailed.

I recall a rule about movable shielding. Ive always wanted to play with that. Never got a chance. Movable sheilds makes it fun to run a startrek type game though.

Im not crazy about making up ships. So whatever i buy or end up playing there has to be a good ship library available.

I recently tried running a combat with a mocked up free trader done in starmada, vs 4 smaller ships. I had to fudge combat in the middle of the game, because the players were going to get blown up in a couple of rounds.

6

(5 replies, posted in Discussion)

I am looking for a space combat game to integrate into my space roleplaying game. Im running a space game (hero games, scifi genre). I own starmada most versions. I dont like traveller ship combat systems, or mayday.  Full thrust, though I own a very old version, is also out.

Game should include:

    1) Facing
    2) damage allocation to systems
    3) ship figures
    4) not to complicated to learn (Star Fleet Battles is out)[/code]

I like starmada and it does offer facing, but it doesnt offer facing for taking damage depending on what side you are hit from.  I am not crazy about traveller ship to ship combat.  My game doesnt use shields, but i could incorporate them.    Scale is one or two (millenium falcon sized ships or freetraders) vs fighters and up to frigates to start.    Game should be relatively easy to find/purchase.

(this is a responses I got from Star-ranger.com Stick with Starmada and use one of the variants that offer directional defenses and damage. There were quite a few of them over the years, some official, some homebrew. The MJ12 forums (and the company itself) look pretty inactive last I looked, but you could probably get some specific rules suggestions out of the lurkers over there (including Dan Kast).)

Do you have any ideas for me?

7

(1 replies, posted in Starmada)

Im not such a creative guy when it comes to conversions.

im doing a traveller pocket universe and id like to use small ships, scout, insystem, fartrader, mining ship, free trader, up to medium ships.   maybe 1 or 2 big bad ships.

Has any one done anything like that?  Can you forward me a link?

Maybe design something for me to get started on.

The players have a jump 1.5 ship... weird i know, its alien tech.

Almost everything is human in the universe. Aliens have not yet been discovered face to face, but its coming.

The players want the ability to upgrade.

Im not terribly fond of Nova. I was brought up in the very first starmada edition, and have played X and compendium

Any help would be appreciated.

I played nova, and some time ago also played admiralty edition.

To make a long story short, i was cleaning up my house and found starmada compendium and starmada X in a pile.

I read through them both and found that starmada compendium was quite fun.
for example 1 always misses 6 always hits, and  also causing damage on the side that you are facing.

So, I would like to run some people through it and get use to building ships again.

Is there a shipbuilder available for starmada compendium?

Also Im looking for some b5 and trek ships built with compendium edition in mind

any help would be appreciated. Thanks.

9

(3 replies, posted in Starmada)

but not doing damage to the last thruster, weapon, etc... still applies?

in other words, as long as one hull exists one of each of those 4 items cannot be harmed. correct?

10

(3 replies, posted in Starmada)

First off your rules very compact. I read the first 14 pages straight through.

I have to ask you about the assumption I made about applying damage.

First: Page 14 talks about Damaged and crippled.
I am assuming that 'Damaged' means each time a ship is damaged by a single weapon bank. Then you take that point of damage that got through the shields and run it through the checks on page 14.

Now there is the word Crippled. I am assuming that Crippled means no more thrust.  This is a problem for me because on the right colum of page 14 it says never check off the last thrust die, weap die, ecm die, and shield die.

So? how does a ship become crippled.

Page 13: says damage is applied to a column of Hulls, then spills into armor.  So if a space lance rolls 3 (fives and sixes) damage and they get through the hields, 2 hulls are removed and then spills over into the amor... simple enough.

Then we go to page 14 where it says make a series of damage checks. ok.... now that we have 3 points of damage from page 13, we start rolling down the 4 checks on the left column.

Based on the way its written for each point of damage I make 4 checks ( weap, thrust ecm, shld). So I will roll 12 dice. Ignore sixes.   3 hit points of damage ends up doing 3 sheilds, 2 ecm, 2 thrust, 4 weapons.   Most of the ship is now gone, except for the last shield, ecm, thrust, weap.

The we continue on to the next column that says Maximum of 2 damage checks... what what?? huh?   At this point im very confused.  Do you have a sample complete combat somewhere?  the rules are very compact... maybe a bit too compact. great product though. I hope to play it with real people soon smile   REgards, Joel

11

(4 replies, posted in Starmada)

OldnGrey wrote:

I was also having trouble entering this.

I was advised to enter it this way.

=LOG(((Armor+Hull)/Armor);0.70711)*-1

Paul

Yes thats sort of different than what the book indicates.

where you have semi colon, you probably mean a * multiplies, yes?

12

(4 replies, posted in Starmada)

i looked at the book and tried to do the following calculation. maybe you can help me figure out whats wrong?

log with  (subscripted) sqrt (.5)


which looks to me like the log of square root of .5
on  my microsoft excell spread sheet 
log(sqrt(.5))

it comes out to -0.15051499783199.

armor score  = log (sqrt(.5)) *((5+8)/8)*-1

0.24458687147698

ive done this calc over and over... it always comes to the same thing.

whats wrong?

13

(54 replies, posted in The Sovereign Stars)

Dan!

Thank you SO MUCH for releasing the draft. I have a play test partner coming in from out of town tomorrow.

I just put this in the marketplace. Don't yell too loud for the cross post. I hope you'll forgive me.


WTB: Sovereign Stars first or Sec Edition.
Not the Twilight Imperium version.

I lost my game. I looked everywhere.

I really need a copy, to buy or to borrow. Ive had it since it first came out and I am very sad about it..

Please email me if you can give yours up or allow it to be borrowed.

Joel
runescience@yahoo.com

15

(54 replies, posted in The Sovereign Stars)

Id like to get into the playtest. Ive played SovStars first edition on and off for a while.

Can I join???

email me  at runescience@yahoo.com

as always dan, thanks so much for your prompt and courteous response.

I like the admiralty update by the way. Its much better.

I dont think you get what I am asking, or maybe i didnt understand your answer....

I am introducing a new player to starmada.

When you play head to head, is your opponent allowed to know information about your ship record.

Is ithe ship sheet/record completely closed?

I mean, if you do a visual of the ship, youd see weapons being blown off, or know what weapons are visible on the ship (torp tubes, beams, spinal)

Is there something in the rules that I missed that you have to announce when something gets blown off? or shields down etc? do you have to announce engines down?

How do you guys play it?

I found some folks to play with after work. I am explaining the compendium edition.

How much information do you share about your ship during a combat?

Do you show sheets? do you announce banks down?  Without weapons?

Sheilds down? Immobillity?

Do tell?

19

(30 replies, posted in Starmada)

Cricket:
>>>Do you think the two edits I proposed would help you better understand the system?


I'm not sure, Id have to see the 3 pages after the re-write and study them for a while.  I'd have to see if it made sense. I dont know if you can go by my opion of a re-write. I'm your basic rules idiot.


In the other hand, Now that I've asked a few stupid questions I think I have more of a clue. If my toddler lets me play with counters and a map, then I can look at your edits, and see if it jives.

One thing that really that got me astray was the "newtonian" phrase. That put me into vector mindset.  I keep thinking: If i loose an engine while going speed 6. Then by accounts newtonian law says I will go speed 6 and not have to plot anything. <vacant look, waiting for self applause>

Come to think of it,  Im still a bit confused. So i will print this whole thread and re-read it on paper. But I am definitely trying.

20

(30 replies, posted in Starmada)

despite what you think, i wasn't coming down on your writing style or being catty myself.  I was just trying to explain my frustration and confusion.

Ive been a fan of mj12 (starmada, sovereign stars, ares)  for ages. i honestly passing a message for my wife to proof read. i will continue to support your mj12 prods. Ive turned on at least 4 people to it. 

If i ruffled your feathers, apologies.

Im sure what ever you do will turn out nicely in the re-write

thats it.

Enjoy your holiday.

21

(30 replies, posted in Starmada)

Im glad you like SAE... starmada admiral edition. I had them since they were small little separate race books stapled... then there were small bound books, then version X, which I didnt like and compendium which i liked and still play.

I dont like the fact there are no pre-defined weapons for newbies to sit and play. I like the compendium the best so far. I can sit down with friends and just give them pre made races.

22

(39 replies, posted in Starmada)

have you tried SIMS with admiral version?

23

(30 replies, posted in Starmada)

that glass house comment was a catty comment. thank you. 

Are you the author? Im not the one publishing the ruleset. 
I turn actuarial specifications into computer programs.  I can read and understand proper English if its written that way.   My wife has a master in english and is willing to proof read for you.

So if I plotted a six '6' on my first turn, then how do you slow down to '3'?
what does the plot look like?

Movement question:

Turn 1: move order:'6'       end of turn speed: '6'
Turn 2: move order: xx??   end of turn speed: '3'

another movement questions: using your quote as a lead to the next question.

>>>Assuming you are asking if two turns must be separated by forward movement, the answer is no, they do not. Orders are restricted only by having no more than two one-hexside turns or a single U-turn.

Assuming my previous speed is 6 heading of Zero degrees. I now perform a SS. that would put me at 120 degrees.   The rule says i add my previous speed to the new speed. well... what speed is SS??  What is my new speed?

24

(30 replies, posted in Starmada)

Starmada admiral edition - Movement probs.

Hi. I bought the rules, I read the movement section. I am still quite perplexed. I even downloaded that jar thing. now Im frustrated and perplexed.  I did spend large parts of today trying to read thru these 3 pages of movement.

Does any one have more tutorials on it?

If you are using newtonian rules, shouldn't a ship be able to go indefinitely
Is newtonian rules the same as vector rules.

I've played tri planetary years ago, so I understand vector movement.

to go indefinitely forward at a constant speed with no acceleration,
how is that reflected? What do i do? just dont plot anything?

There is a severe grammar error that is registering with my wife and I that is preventing me from understanding the rules fully.

"the difference of x and y", it means "x – y", not "y – x".

on page 17 "Diff between speed in prev turn, and its current speed plus the amount of movement between the 2 turns. "

you show as being  6-5 (net 1)  and it should be 5-6 (net negative 1) by math standards of writing subtraction problems."  neg 1 plus 3 is a final thrust req of 2 not 4.

and what about a plain old U turn?

what if we are going at speed 6, and we just plot a U by itself?  The thrust requirement is? prev speed and current speed? whats the current speed? im just doing a U turn? U by itself doesnt have a speed.

if i am going at heading 0 degrees at speed 2, I need a speed 4 maneuver to get me 2 speed in the other direction. how do I plot it?

And a last question.
Do you still have to have a foward separated by 2 turns.  is this still illegal from the last versions of starmada?  pp2 or pp or 1pp
oy

Where is the starship construction xls for starmada compendium? Can some one send me a link to runescience@yahoo.com

also: I am relearning Starmada 1.0 aka compendium.

im not sure what to do with the contentious Mass drivers listed as
(f, 2-fp,  2-fs) are they some how banked/compartmented?? or is it just short hand for writing (f, fp, fp, fs, fs) ?

the reason i am confused is that later on on the monitor mark 2 you list fusion torps as 2-pb, 2-sb... and lasercanons as f2, fp2, fs2...  is there a difference with the number of weapons in the front or the back?  Again I am confused. I would rather stay away from banked weapons since im relearning it.

After playing starmada X and relearning Compendium... im pretty sure i like the compendium rules better. Its more startegic, and the games are shorter.