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Excellent! Die Con is an excellent regional convention. Can't wait to play some MJ12 games (Starmada, in particular) and introduce my boys to the fun.
Dan,
Sorry to be a pest but the newly updated file I am downloading from RPGNow still says v1.0 on the title page. The name of the file is Starmada_Nova_Rulebook.pdf.
Ken
I am not sure if someone posted this but it looks like one of the Plasma S arcs on the Gorn Battlecruisers are wrong. They hsould the LP/RP arcs from SFB, which equate to GHJ and GIK, and some of them incorrectly list the L arc instead. Also, one of the cruisers appears to have the Plasma S arcs as LS/RS and gives the LP/RP arcs to the Plasma Fs. I can list more specifics later when I am back in front of my book.
Ken
This is most unfortunate. At least the ship cards are available as PDFs. That is certainly the most important part but...
Ken
And there are several ways to disengage, one is as Dan says by sublight. That is, dropping your warp engines and becoming signal silent so no one can find you. Another is disengagement by acceleration by going really fast away from the battle and declaring that next turn you will go really, really faster. This is the equivalent of warp speed disengagement or hyperdrive. Never used either, myself, in almost 20 years of SFB playing but I never have played in a campaign, which is where most of those fluff rules likely become important.
Actually, all combat in SFB takes place at warp. Warp speed is anything "speed 1" or greater and speeds of less than one (rounded up to one) are sublight. I believe in SFB the cubed root of the number of hexes you move in a turn is your Warp Speed Factor (so speed 27 is warp 3). Not that it makes any difference to the game but this certainly contradicts Star Trek TMP (which came after SFB) and Treks after that where they go to warp to get to or get out of a fight but fight at sublight speeds. Not sure any of that translates at all to Klingon Armada directly but not sure it needs to.
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