Thank you all! I will update my DryDock OpenOffice conversion to reflect these changes.
Where is such wonders found!?
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mj12games.com/forum → Posts by Alex Knight
Thank you all! I will update my DryDock OpenOffice conversion to reflect these changes.
Where is such wonders found!?
Speaking of movement...
Looking over the Unity rules, it looks like movement is fairly limited in terms of what you can do in a single turn: generally in one direction, all turns in the same direction. So, no Millennium Falcon-style slaloming though asteroid fields, correct?
And you're looking at the wrong scale for slaloming. Fighters, I think, can slalom. Which is the scale the Falcon would be at. What does a starship do? Shoot the darn asteroids that are too big to not cause catastrophic damage, and not worry about the ones that will cause minor damage.
According to the USPS, mine is sitting at my house as I type this. Darn that work thing.
So six different designs, not just a total of six ships?
Looking good.
But...
where...
is....
regeneration?Or am I missing it somewhere?
Sadly, no Regeneration at this time.
I'd like to see the Drydock work in OpenOffice and/or Numbers.
One of the issues with it - from some initial glances, is that it uses the "iferror" function. It doesn't exist in OO Calc. I've been working on trying to figure out if there is a functional workaround that will get it to work. But I've never done anything fancy in OO, so it's still a bit of a challenge.
I *thought* that it was working in Google Spreadsheet, but the drop down menus for weapons, equipment, and on the weapon tables - weapon traits, doesn't seem to want to *quite* work right.
I too would like to see Imperial Starmada released in Unity.
I wouldn't mind if it also included some logistics ships for each of the empires in the book, as well as a convoy raid scenario. (And *maybe*, "Historical" scenarios to show off some of the "past" conflicts.)
Starmada: High Orbitals might not be a bad idea either. I wouldn't mind some kind of Space Station rules, that's for sure.
Update: The sheet *does* seem to work with Google Spreadsheet, albeit a little on the slow side. That said. It works.
Also, when do we get a new Bourbaki Basin for Unity?
I plan on spending the afternoon pretending to take pictures of my kid hunting for Easter eggs while really reading through the PDF rules on my phone. I'm sure my wife won't notice
Take a couple of good shots and you might pull it off...
Darn it, I was playing vidya' games rather than siting here pressing refresh.
But just bought mine.
To clarify: the "free upgrade" offer applies only for the Star Fleet Armada books (Klingon Armada, Romulan Armada, etc.). If you want the full rulebook, you will have to buy it.
Ahhhh! I went back and re-read the pertinent information from Captain's Log #52, and sure enough, my first read-through was merely wishful misreading.
With that in mind, will I be able to order the hard copy through the mj12 website like I did with Admiralty and Nova? And if I wanted print and a pdf, will that be an option?
That's okay. Works fine on a computer that has Excel. Only issue is that I can't ID what each of the three letter codes stand for in the Unity sheet, so I can't *quite* accurately rebuilt my test ships here. But this is what I have for one:
Archadean IFREET-class Cruiser (225)
Hull: 8-7-6-5-4-3-2-1
Engines: 6-5-3-2
Weapons: 10-8-5-3
Shields: 3-3-2-1
Hellfire (1-2-3) 1×3+/5/1
A ⚪| B ⚪ // (1)
Magicite Cannons (4-8-12) 2×4+/1/1
AB ⚪⚪| AC ⚪⚪| BD ⚪⚪| C ⚪| D ⚪ // (4)
Traits: Cargo (3); Carrier (1)
Marines : 10-9-8-7-6-5-4-3-2-1
# MOVE [x] NOTES
1 _______________ [ ] ____________________
2 _______________ [ ] ____________________
3 _______________ [ ] ____________________
4 _______________ [ ] ____________________
5 _______________ [ ] ____________________
6 _______________ [ ] ____________________
7 _______________ [ ] ____________________
8 _______________ [ ] ____________________
9 _______________ [ ] ____________________
Based on my old design found here http://forum.mj12games.com/viewtopic.php?p=17260#p17260
- Hellfire lacks Carronade, Area of Effect, and Continuing Damage. (Adding the following doesn't make the space overflow, and makes the CRAT 233: Bls - Ballistic from Nova, I suspect. Fills Minimum Range that it should have had. Crn - Carronade? Seems to be right. Should drop the max range. Prx - Proximity? The Area of Effect renamed. Cts - Continuous, or Catastrophic? Was aiming for Continuous.) There might be a Unity specific version of this fleet coming once I get Unity.
- Carrier is set to 1, which seems to indicate a single flight of a standard (50 pt Admiralty) fighter.
- Cargo, I have no clue on. Seriously. I kept adjusting to what seemed to be an appropriate reduction in space remaining.
- I have no idea how to translate Armor Plating over. Screens?
That said, saying that you can use Admiralty ships in Unity without too much hassle is an understatement. Seems like most conversions will be slight tweaks more than anything else.
Well, it doesn't seem to work at all for me in Open Office 4.
I cannot speak with authority, but my assumption is that the PDF files at RPGNow/SJGames will be updated, and those who bought them can simply download the updates.
If you bought a hard copy directly from ADB, Inc., they have records of such.
I believe there was something in CL#52 about a "pinky swear" to cover those who bought hard copies elsewhere.
I was curious about this too. I know my Admiralty edition was bought through the MJ12 website. I'm *pretty* sure my Nova edition was too as I had a beta PDF or maybe it was a production PDF while I waited for my hard copy to arrive, I don't remember... but it seems any records I have in my e-mail have gone the way of the dodo. (Seriously, why did I delete them, especially the one with the beta PDF of the Nova rules?)
Don't think I'll make it. I have to work Friday and I'm not sure I can make a trip to Florida from Michigan that quickly. ;-)
Hope to hear reports from the gaming though!
I have been curious, what do you guys use for counters or models for your ships?
A ballistic proximity weapon avoids that whole, "Hit myself at range 1." issue. It's the best way, right now I can use to represent an attack such as a flame-jet projector.
Madeen Bombardment Airship
The Madeen Class Bombardment Airship is a recent development in the Archadian arsenal. The Terra Homing cannons are primarily meant to breach fortifications in order to allow Archadian troops to enter and occupy them, though they are also capable of decimating Resistance airships. In order to provide the magicite power needed for the Terra Homing cannons, the ship's engines have little to no extra power for speed or maneuverability. To make up for this, extra armor plating has been added. However, the airship will still require support from Ifrit, Shiva and Catoblepas Class airships. Aside from the standard Remora-class fighters, the Madeen also carries two flights of Atomos-class transports, capable of boarding enemy ships. (Notes: The concept of this design is derived from the Final Fantasy 9 Summons, Madeen, and is not an airship from Final Fantasy 12, thus mostly unique.)
(The flights of Atomos-class transports were removed due to Marines having combat capability build in to them.)
Archades MADEEN-class Bombardment Airship (346)
ARMOR [_][_][_] [_][_][_] [_][_]
HULL [_][_][_][_][_] [_][_][_][_][_] [_][_][_][_][_]
THRUST [4][3][2][1][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [4][5][5][6][6]
Cargo (60); Carrier (2); Marines [_][_][_][_][_] [_][_][_][_][_] [_][_]
Terra Homing (Acr/Bls) [FF] RANGE 9|28 20 14 10 7 5 4 3 2 1 1 1
Magicite Cannon [FF3][FP4][FS4][PR6][SR6] RANGE 12|20 14 10 7 5 4 3 2 1 1 1 0
Yes, Terra Homing is quite brutal. However, it is also on a vessel that is 114 SU too high. While having Marines able to be used offensively by default is nice, I miss having the feel of the Boarding Pods, which could get shot down. So, with this one oversized, what changes must be wrought.
Archades MADEEN MK.2-class Bombardment Airship (319)
ARMOR [_][_][_][_] [_][_][_] [_][_][_]
HULL [_][_][_][_][_] [_][_][_][_][_] [_][_][_][_][_]
THRUST [4][3][2][1][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [5][6][6][6][6]
Cargo (60); Carrier (2); Marines [_][_][_][_][_] [_][_][_][_][_] [_][_]
Terra Homing (Acr/Bls) [FF] RANGE 9|28 20 14 10 7 5 4 2 2 1 1 1
Magicite Cannon [FF3][FP4][FS4][PR6][SR6] RANGE 12|18 13 9 6 5 3 2 2 1 1 1 0
Surprisingly once shields were dropped a level and the Magicite Cannons were brought to match the BAS of the other Archades vessels, the space issues vanished. Armor was increased since the Madeen needs it.
Ifrit Cruiser Airship
Primarily a cruiser sized airship, it can be found in almost all Archadian fleets. The main armament is the forward-mounted Hellfire cannons. While extremely short-ranged, they are designed to overload the enemy's palling (Shields in AE terms.) through huge gouts of Magicite-induced flames. Most of the damage inflicted by the Hellfire cannons tends to be from sections that continue to burn after they've been hit. Secondary armaments are standard Magicite Cannons. In addition, most Ifrits carry a squadron of the standard Remora-class fighter-type airships or a smaller number of the Valfarre-class advanced fighter-type airships.
Archades IFREET-class Cruiser (250)
ARMOR [_][_] [_] [_]
HULL [_][_][_][_] [_][_][_][_] [_][_][_][_]
THRUST [6][4][3][2][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [4][5][5][6][6]
Cargo (50); Carrier (2); Marines [_][_][_][_][_] [_][_][_][_][_]
Hellfire (Acr/Bls/Prx) [FR] RANGE 3|12 8 6 4 3 2 1 1 1 1 0
Magicite Cannons [FF4][FP4][FS4][PR6][SR6] RANGE 12|18 13 9 6 5 3 2 2 1 1 1 0
Yes, the Hellfire is a bit OTT, but considering it's quite limited range... The original was both Minimum and Carronade so that it could *ONLY* fire at a Range of 2. That way it would fire like a spray out of the front end. When/ if we do get a spray-type (How else can we do SFB style Maulers?) attack I might make a Mk.3 revision of this vessel. That said, we're over by 72 SU so revision:
Archades IFREET MK.2-class Cruiser (234)
ARMOR [_][_] [_][_] [_][_]
HULL [_][_][_][_] [_][_][_][_] [_][_][_][_]
THRUST [6][4][3][2][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [5][6][6][6][6]
Cargo (50); Carrier (2); Marines [_][_][_][_][_] [_][_][_][_][_]
Hellfire (Acr/Bls/Prx) [FR] RANGE 3|12 8 6 4 3 2 2 1 1 1 0
Magicite Cannons [FF4][FP4][FS4][PR6][SR6] RANGE 12|16 11 8 6 4 3 2 1 1 1 1 0
Shields were dropped a level and a couple more points of armor was added. BAS of the Hellfire was bumped to 6, while the BAS of the Magicite Cannons was set to match the rest of the vessels.
Shiva Light Cruiser Airship
The Shiva trades off armor and firepower for more speed and maneuverability. That isn't to say that it is without bite. Aside from the same Magicite Cannons found on the Ifrit, it also carries it's own Diamond Dust cannon. The Diamond Dust fires out a cloud of Magicite empowered ice shards, capable of flaying the armor off of enemy vessels. As with the Ifrit, it carries a squadron of Remora-class fighter-type airships.
Archades SHIVA-class Light Cruiser (144)
HULL [_][_][_] [_][_][_] [_][_][_]
THRUST [9][6][5][3][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [5][6][6][6][6]
Cargo (30); Carrier (2); Marines [_][_]
Diamond Dust (Dx3) [FF] RANGE 9|3 2 2 1 1 1 0
Magicite Cannons [FF3][PR3][SR3] RANGE 12|7 5 3 2 2 1 1 1 0
With 14 SU remaining, the Shiva was the only vessel to convert and not be overweight. That said, with the changes made to other vessels, the Shiva saw some alterations as well. (Due in part for consistency between all Magicite Cannons.)
Archades SHIVA MK.2-class Light Cruiser (143)
HULL [_][_][_] [_][_][_] [_][_][_]
THRUST [9][6][5][3][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [5][6][6][6][6]
Cargo (30); Carrier (2); Marines [_][_]
Diamond Dust (Dx3) [FF] RANGE 9|3 2 2 1 1 1 0
Magicite Cannons [FF3][PR3][SR3] RANGE 12|6 4 3 2 2 1 1 1 0
Literally, the only thing that changed was the Magicite Cannons got a bit weaker and the point dropped by one. This was due to making all Magicite Cannons BAS of 2 rather than the 2.25 that was obtained via the original conversion.
Catoblepas Destroyer Airship
A lighter escort ship, the Catoblepas is intended to protect some of the less maneuverable ships from being outflanked and from the depridations of enemy fighters. Aside from the standard Magicite Cannons found on all Archadian vessels, the Catoblepas carries two additional weapon systems. One is a lighter grade of Magicite Cannon intended for dealing with fighters and boarding ships. The other is a feared weapon amongst crews of enemy airships. The Demon Eye is a Magicite weapon specifically designed for petrifying the crew of enemy ships. This fear is not without merit as the beam bypasses the pallings that normally protect the ship from damage.
Original Pre-1.0 Conversion from my S:AE vessel.
Archades CATOBLEPAS-class Destroyer (83)
HULL [_][_] [_][_] [_][_]
THRUST [9][6][5][3][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [5][6][6][6][6]
Cargo (30); Marines [_][_]
Demon Eye (Dx2/Prc) [FR] RANGE 9|4 3 2 1 1 1 0
Magicite Cannons [FF3][FP3][FS3] RANGE 12|7 5 3 2 2 1 1 1 0
Anti-Fighter (Acr) [FP2][FS2] RANGE 6|1 1 1 0
The issue with the original conversion is that it was over by 82 Space Units. Now, considering SU are really an arbitrary number so you don't go crazy putting lots of guns on a small hull, this isn't an issue. However, I did revise the vessel to bring it to a reasonable weight.
Archades CATOBLEPAS MK.2-class Destroyer (151)
HULL [_][_] [_][_] [_][_]
THRUST [9][6][5][3][2] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [6][6][6][_][_]
Cargo (30); Escort; Marines [_]
Demon Eye (Dx2/Prc) [FR] RANGE 9|3 2 2 1 1 1 0
Magicite Cannons [FF3][FP3][FS3] RANGE 12|6 4 3 2 2 1 1 1 0
Anti-Fighter (Acr) [FP2][FS2] RANGE 6|1 1 1 0
Shield size was reduced to save the most space. Escort was added since that's what the Catoblepas is supposed to be. Marines were halved to save space and because they are supposed to be on board as a defensive measure, not to turn the Catoblepas into an assault vessel. The two main sets of weaponry were adjusted by changing the BAS to whole numbers instead of decimals, rounding down in both cases. That brought the ship to a reasonable 13 Space Remaining instead of being over. However, the dramatic increase in Combat Value came from adding Escort to the vessel. Removing it will bring the ship to a CV of 68
Rule Options Used:
- Evasive Action
- Three Dimensional Play (All vessels should start at height 3.)
- Etheric Movement (More drag than vaccum and less drag than Naval.)
Things That Would Be Nice to See Added or Returned Rules-Wise:
- Explosions (As a get you by, when a ship loses its last hull box, make an attack roll against all adjacent ships with a number of dice equal to one-third of it's hull value, rounding down.)
- Ramming
Additional Notes:
- Terrain on the map should have a height assigned to it. Any vessel that enters a hex of terrain and is not at least 1 height level above the terrain has collided with the terrain and is considered to be destroyed.
These are conversions from the original Admiralty version of Starmada, followed by modifications of the direct conversion.
(All descriptions are direct copy and pastes from my original post.)
At some point I will get Resistance airships designed. The issue is that there is very little from Square Enix on what ships the Resistance has and more to the point, whether they use standardized designs like the Archades Empire does or not. Resistance airships will be built straight from Nova, rather than conversions from S:AE.
I don't know whether you're interested in a collaborative effort or not, but a lot of our Nova playtesting was done using Chaos and Eldar ships from BG.
We didn't do any converting, though, so all of our efforts were Nova based from the start.
If you're interested, you might take a look at the ships in the drydock filed under "redneckgamer" and "underling," and let us (me) know what you think.
We were fairly satisfied with how both races worked, although a few of the abilities in BG were kind of tough to port over. The Eldar second move is one ability in particular that doesn't have a similar mechanic in Nova.Kevin
Huh. I'll have to take a look. Really I posted this so I could be the first to post in the new Bourbaki Basin for S:Nova.
This was a direct conversion from the S:AE version of the BFG ships that Nomad started and I revised with my own thoughts. I wanted to see how the conversion would look. Especially after converting my Final Fantasy 12 airships and seeing that all but one of them used WAY too much SU. Granted this was before the 1.0 revisions. I'll have to post the designs with the direct conversions and the Mk. II revisions to match them.
Erm, I've tried various usernames/passwords, but I can't remember entering one at the time of order. I paid by paypal, where abouts would I have entered a new username/password?
Is is possible to get the account reset?
I know it didn't accept my username unless I typed it in EXACTLY as it was in the e-mail. (I.E. my address @Yahoo.Com had to be like that. Couldn't go yahoo.com or Yahoo.com or yahoo.Com, it had to be Yahoo.Com)
*sigh*
Couldn't you have found this before I released version 1.0?
I could have, but then Murphy's Law would have found something else. ;-)
"Double Damage" increases the BAS to 2.32 add adds the Dx2 trait. However, since a weapon can't have both Dx2 and Dx3, you can keep one (doesn't matter which) and apply the appropriate modifier from p.47 for the other. In this case, we'd probably keep Dx3, and apply a x1.87 factor, resulting in a final BAS of 4.06.
I figured this is how it worked, so that's what I will be working with.
So after running a few conversions, I ended up with a question that the book doesn't seem to explicitly give an answer for. I've had several weapon systems converted that give me a Dx2 and Dx3 trait. I assume the two are mutually exclusive. So is the larger of the two results applied as a trait and the smaller is treated as if it were a duplicate and follow the rules as they are written?
mj12games.com/forum → Posts by Alex Knight
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