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I just came back to this after an extended break. I had the Hull and Shields figured out fairly quickly. Engines were giving me trouble. I saw the post Brian mentioned. Dan describes what he took into account. After a little thinking on his words, I figured the Engines out, too. I've been going through the ships to see how closely my formula matches. It's not 100%, but I'm confident with converting any ship that uses weapons already in Starmada.
Sevya
I only own Klingon Armada (KA) right now, but Alien Armada is on its way. In KA alone, I found 10 ships with differences in the armament from Federation Commander (FC). I'm working on corrected sheets now, and I'll post the drake notation when I have them all done. I'll look through Alien Armada when it gets here, although I'll only have Starfleet Battles (SFB) to base some of the Orion ships on for now.
Sevya
warrenss2 wrote:First, let it be known that we use house rules for or Starmada, Klingon, & Romulan Armada games. We plot our movement with the "Brian rule", I.E. - Section D.1 Basic Movement. It's easier for us. We use the regular Starmada shield rules in KA & RA. The ship's shields equal the strongest facet.
We do the same with movement. It just seems to fit the setting better. We use the normal KA/RA/AA (can we start using Starfleet Armada or SFA?) shields, though.
I'd be interested in playing some of the scenarios. I like the simple ones in the core Starmada book. They give a bit of diversity without getting too crazy.
Sevya
I just played as Kzinti today. The only tip I have is my views on using drones. Kzinti ships sacrifice some of the phasers that other races' ships would carry to increase the drone loads. Since they are limited in number, I want them to have the most combat effect I can get out of them. This seems to be if they hit the move phase after I launch them. This way the enemy doesn't get a chance to shoot them down before getting to the target, except by the Anti-Drone rule on p. 32.
I hope this helps.
Sevya
A thought occurred to me recently. Has anyone put any thought to designing ships that carry other, smaller ships? Specifically, I was thinking about working with a setting that focuses on individual fighters, such as Battlestar Galactica, or Space Above and Beyond. The fighters would be small starships themselves, size 5 or less. Capital ships would be huge, and rarely would there be more than one or two per side. Other applications could include PF's from Starfleet Battles (to include in Klingon Armada), Traveller style battle riders, Battletech style jumpships and Dune style guild transports.
I think that this would be best dealt with in the starship design system by having the SU's taken up on the carrying ship to be some multiple of the SU's that make up the carried ship, but I don't know what that multiple would be. Does anyone have any experience with this? How many times the volume of an F-14 fighter does an aircraft carrier need to support it?
Sevya
I've figured out most of it, and am just refining guidelines for the elements that seem more arbitrary. I'll post them when I have something nice typed up.
Sevya
It contains the basic rules for Starmada, which are found in the demo rules, as well as all of the options used in the setting. There are a few new options created just for this setting, such as a variant to the faceted shields rules, as well as the info needed to includde these options into ships of your own design. There are some specific applications to existing options, such as the custom fighter stats for shuttles and drones. Then there are 40 ships, too.
Ultimately, it's up to you whether you buy this product, but I enjoy it and am happy that I did.
Sevya
I've noticed two differences in weapons, both in Klingon ships. The E4 seems to have one fewer phaser-2 in the rear bank, arc [CDEF]. Also, the arcs on two of the D5's phaser-1's are the equivilant of [ABCD] in FC, but are [AB] in KA. I suspect these are errors in conversion, and could easily be changed in an errata.
Sevya
Thank you for the suggestion, Inari. The relationship isn't just Hull to Hull, but that gave me the idea to figure it out. To convert FC to KA, add up all the components of the ship, plus the Frame Damage, and divide by 10. Following this, 3 ships are off by one point of Hull, out of 47 ships, and those three I can see a reason for adjusting the value by one. The Engine values still seem to be at least somewhat arbitrarily assigned. This is the area where I'd really like to talk with the person doing the conversions.
Sevya
Hello,
I'm new here. I just bought Klingon Armada about a week ago. I've played Federation Commander (FC) since it came out, and Starfleet Battles (SFB) since the '80's. I have to say, I love KA! I enjoyed this game so much I've already bought the Starmada Core Rulebook.
Being a long time player in the Starfleet Universe, there are many ships I am impatient to try in this system. I have looked over the ships in the current release, and am having a hard time pinning down exactly how to determine the stats for SFB/FC ships for KA. Specifically, how is the Hull Size determined? How is the Engine Rating determined? How are the Auxiliary Services (Cargo and Science) determined?
If these are proprietary formulas or methods, I understand. I would just like to bring more ships into this game from the setting at large.
Thank you,
Sevya
Posts found: 10