[attachment=0]Dilgar.zip[/attachment]
[attachment=1]ISA.zip[/attachment]
[attachment=2]Psi Corps.zip[/attachment]
Here's three more for you. Let me know when you want more.
Cheers,
-Christopher
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mj12games.com/forum → Posts by MRCChris
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[attachment=0]Dilgar.zip[/attachment]
[attachment=1]ISA.zip[/attachment]
[attachment=2]Psi Corps.zip[/attachment]
Here's three more for you. Let me know when you want more.
Cheers,
-Christopher
(Note: I am unfamiliar with Federation Commander, so I can't comment on it's rules).
Another factor in SFB Carrier operations is the Aegis system (Limited and Full). In SFB it gives equipped ships the ability to fire its Phasers and ADDs at a small (drone or fighter/shuttle) target, see if the target is destroyed, and if not fire at it again (two firings for Limited, for firings for Full). This doesn't increase the rate of fire, more like keeps the ship from wasting weapons unnecessarily.
Escorts are another factor in SFB Carrier operations. No carrier (unless specifically allowed), operated without escorts. These were ships (usually Frigate and Destroyer class, and later War Cruisers and Destroyers) equipped with the Aegis system and were tasked with defending the carrier. They almost always had no heavy weapons.
In regards to fighters themselves, all races operated regular and heavy (two hanger boxes) fighters. Most raced did not bother with Heavy fighters, as Fast Patrol Ships (PF) were invented, and were used by them. Only the Federation used Heavy Fighters (not having used PFs), and usually used them the same way other races used PFs.
I have some thoughts on how to convert them if you're interested...
-Christopher
I came across this topic and thought I'd put in some words... The following I took from a data file from Space Empires IV, and am using it as a basis for a plethora of ships I'm designing. (I took the Kilotonnage from the file, divided by 100, and rounded up to the next whole number to get the hull size.)
Scout Flotilla
Escort 1
Corvette 2
Frigate 3
Destroyer 4
Heavy Destroyer 5
Light Cruiser 6
Cruiser 8
Heavy Cruiser 10
Battle Cruiser 12
Battleship 14
Dreadnought 17
Heavy Dreadnought 20
Baseship 23
Heavy Baseship 26
Tiny Carrier 2
Pocket Carrier 5
Light Carrier 8
Carrier 10
Strike Carrier 12
Heavy Carrier 14
Fleet Carrier 22
Super Carrier 27
Space Platform 3
Space Station 5
Space Fortress 10
Battle Station 15
War Station 20
Starbase 30
-Christopher
Phaser-G - Typically 1 Ph-G replaces 2 Ph-3. Giving it the Range-Based ROF doubles the SU cost, keeping it in line with the SFU.
Fusion Beams - I propose the following:
Fusion Beam, 3/6/9, 1/5+/1/1, Range-Based DMG
Fusion Beam OL, 3/6/-, 1/4+/1/2, Carronade; Range-Based DMG
Hellbores - Again, I propose:
Hellbore, 5/10/15, 1/4+/1/1, Range-Based IMP
Hellbore (OL), 5/10/-, 1/4+/3/1, Carronade; Range-Based IMP
When averaged together, they come out to a SU cost of ~29, which to me sounds average. The much lower SU cost for Fusions allows them to carry more fighters.
Stingers - Single fighter elements sound like a pain. I say keep with 3 & 6, and only put Stinger H's on craft that can carry 3 of them normally.
Also been fiddling around with Andromedan TR Beams:
TR Heavy, 4/8/12, ROF 1, ACC 4+, IMP 2, DMG 2; Range-Based ROF (was also thinking of doing ROF 2, IMP 1)
TR Light, 4/8/12, ROF 1, ACC 4+, IMP 1, DMG 2; Range-Based ROF
Then Andromedan Ships themselves I'd say should be high shields (regular, not faceted), average engines, and lower than normal hulls (it was always my experience that once the shields were down, those things just disintegrated).
My $0.02CAD
-Christopher
The PPDs actually look nice. I myself have been fighting with the Hydrans. Fusions were easy, it's the Hellbores I'm stuck on.
This is what I came up with:
Phaser-G: 3/6/9, ROF 2, ACC 4+, IMP 1, DMG 1; Range Based ROF
Fusion Beams:
Regular Mode: 5/10/15, ROF 1, ACC 4+, IMP 1, DMG 2; Ranged Based Damage
Overload Mode: 5/10/15, ROF 1, ACC 4+, IMP 1, DMG 2; Carronade, Ranged Based Damage
Hellbores:
Regular Mode: 5/10/15, ROF 1, ACC 4+, IMP 2, DMG 1; Ranged Based Impact
Overload Mode: 5/10/15, ROF 1, ACC 4+, IMP 2, DMG 1; Carronade, Ranged Based Impact
Stinger Flights:
Stingers (3), 3/7/0, (Fighter/5+/ROF-2)(Striker/5+/Bomber/DMG-2)
Stingers (6), 6/7/0, (Fighter/5+/ROF-2)(Striker/5+/Bomber/DMG-2)
Stinger H, 3/7/0, (Fighter/5+/ROF-2)(Striker/5+/Bomber/DMG-2/IMP-2)
As for ESGs - that I have no idea...
Earth Alliance - all 3 eras.
[attachment=2]Earth Alliance - Early Years.zip[/attachment]
[attachment=1]Earth Alliance - Third Age.zip[/attachment]
[attachment=0]Earth Alliance - Crusade Era.zip[/attachment]
I think I'm finally happy with my ACTA conversions. I'll post the big 4 here. If anyone is interested, I'll post the rest. I'll also post my conversion notes if anyone is interested.
Also, I apologize for the size of the Excel files. They were much smaller in xlsx format...
[attachment=1]Centauri.zip[/attachment]
[attachment=2]Minbari.zip[/attachment]
[attachment=0]Narn.zip[/attachment]
Been trying to convert ships from A Call to Arms to Starmada. Was hoping for some input on what I've gotten so far.
Weapons:
Range: use 3/4 ACTA
Arcs: AB for Fore, C for Port, D for Starboard, EF for Aft, G for Boresight
AD: use 1/2 for number of Starmada batteries
All weapons start with ROF 1, ACC 5+, IMP 1, DMG 1
Weapon Traits:
Accurate: Anti-Fighter
Precise: +1 ACC, +1 DMG
Energy Mine: Area Effect, Non-Piercing -1
Mass Driver: Ignores Shields
Slow Loading: Slow Firing
Twin Linked: ROF +1
Armor Piercing - +1 IMP
Super Armor Piercing - +2 IMP
Weak: Non-Piercing -1
Beam: +1 ACC, +1 IMP, +1 DMG, Piercing +1, Increased Hits
Mini-Beam: +1 ACC, Piercing +1
Double Damage: +1 DMG
Triple Damage: +2 DMG
Quad Damage: +2 DMG, Extra Hull Hit
Ships:
Hull: to fit all items
Engines: 3/4 Speed
Shields: Hull -1
Ship Traits:
Adaptive Armor: Armor Plating
Command: Fire Control
Flight Computer: Fire Control
Gravitic Energy Grid: Countermeasures
Interceptors: Countermeasures
Self Repairing: Regeneration
Shields: Countermeasures
Stealth: Stealth
Anti-Fighter: Equal amount of Anti-Fighter Batteries
Advanced Anti-Fighter: As above plus Point Defense
Jump Engine: No effect (not combat effective)
Advanced Jump Engine: Hyperdrive
Items I'm having trouble with:
Agile, Afterburner, Escort, Lumbering; Gravitic Shifter
Fighters I'm still trying to work out.
Sample Ships:
(426) Earth Alliance Hyperion
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 5 5 4 4 3 3 2 2 1 1
Shields: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1
Weapons: [TL1] 1:[WX] 2:[WX] 3:[XY] 4:[X] 5:[X] 6:[X]
Battery W: Heavy Laser Cannon, 5/10/15, 1/4+/2/3, Increased Hits; Piercing +1
[G] [G] [L]
Battery X: Medium Pulse Cannon, 3/6/9, 1/5+/1/1,
[AB] [AB] [C] [C] [C] [C] [D] [D] [D] [D] [EF]
Battery Y: Plasma Cannon, 2/4/6, 2/5+/2/1,
[AB] [AB]
Special: [TL1] Anti-Fighter Batteries (2); Carrier (65); Countermeasures
Fighters: [TL1] 1xStarfury, 6/11/0, (Fighter/4+)
(100) Centauri Vorchan
Hull: 4 3 2 1
Engines: [TL1] 10 8 5 3
Shields: [TL1] 4 3 2 1
Weapons: [TL1] 1:[WX] 2:[WX] 3:[WX] 4:[X] 5:[X] 6:[X]
Battery W: Plasma Accelerator, 3/6/9, 1/5+/3/2,
[AB] [AB]
Battery X: Ion Cannon, 3/6/9, 2/5+/1/2,
[AB] [AB] [AB] [AB]
Comments?
Here's my take on the Fed DD+:
CRAT 215
Hull 8
Engines 6
Faceted Shields 15 (3/3/3/2/2/2)
Phaser I - GHI x2, ACE x2, BDF x2
Phaser 3 - ACE x1, BDF x1
Photon Torpedoes: AB x4
Marines 6, Probe 5, Science 40, Shuttle 2, Teleporters 2, Tractor Beam 2
Tug+:
CRAT 147
Hull 8
Engines 6
Faceted Shields 12 (2/2/2/2/2/2)
Phaser I - GHI x2, CEF x1, DEF x1
Phaser 3 - ACE x1, BDF x1
Drone Rack 1, Marines 2, Probe 5, Science 40, Shuttle 2, Teleporters 2, Tractor Beam 2
Battle Tug+
CRAT 329
Hull 9
Engines 5
Faceted Shields 14 (3/2/2/2/2/3)
Phaser I - GHI x2, CEF x1, DEF x1, ABCDEF x4
Phaser 3 - ACE x1, BDF x1, ABCDEF x2
Photon Torpedoes - AB x6
Drone Rack 2, Marines 10, Probe 5, Science 40, Shuttle 6, Teleporters 4, Tractor Beam 4
Scout - no idea, as Scout Functions haven't been covered yet. Tug with pods, I'd add a point of hull and drop the speed by 1 for each pod.
Edit: Should have visited the Battlestar Wiki - would have made things easier...
Galactica vital stats: 24 twin-turrets (according to the wiki) - I've managed to break it down into: 8 each on the top and bottom (I give them 4x each of AC, BD, CE, DF arcs), 4 at the very front of the nose (G, AB, or 2x A & 2x B arcs), and then on a lucky image I found the other 4 turrets, 2 each on the sides of the front (I'd say 2x AH and 2x BI because the flight pods get in the way). 514 (?!) Anti-fighter batteries. Approx. 80 vipers, 'numerous' Raptors.
Pegasus vital stats: 34 twin turrets (according to the wiki) - 2x front, 2x back, and 3x outside edge of each of the flight pods (2x AC, 2x BD, 2x CE, 2x DF, 3x C (or HJ), 3x D (or IK)), 6 along each of the edges of the front nose (6x AC, 6x BD), and 8 in the front of the nose - 4 turreted (2x A & 2x B, or 4x AB) and 4 fixed forward (4x G). 50 Raptors, 200 Vipers. Unknown amount of anti-fighter batteries.
Information taken from the following sources:
http://en.battlestarwiki.org
http://www.shipschematics.net/bsg/images/colonial/battlestar_galactica.jpg
http://www.shipschematics.net/bsg/images/colonial/battlestar_mercury.jpg
I posted a copy of the ones I'm using in my campaign in the designs section. What I think you'll find most useful are the number of batteries and their approximate arcs (based on photos I could get).
Effectively, Galactica's batteries are: 4 dual-barrel mounts in the "nose", and 2 groups of 4 dual-barrel turrets on the top (8 total) -- (some show an equal amount on the belly). Add Anti-fighter and point defense as needed.
Pegasus' loadout is a little more complicated: 4 dual-barrel mounts in the "nose", (2 or 3?) dual-barrel mounts along the angled sides of the front, 2 dual-barrel mounts each on the front and back of the hangar pods, and three on the outside edges (7 per pod, 14 total). Add Anti-fighter and point defense as needed.
Cheers.
Edit: Based on the new stats I found, I've revised my listings for a generic campaign. All Tech levels are based on "2".
(3134) GALACTICA-class Battlestar
Tech Levels E1 F1 G1 S1 W1
Hull: 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1
Shields: 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1
Weapons: 1[X] 2[Y] 3[Z] 4[Z] 5[Z] 6[Z]
Battery X: Big Guns, 10/20/30, 2/5+/3/3, Doubled Range Mods; Fire-Linked; Piercing +1; Starship Exclusive
[G] [G] [G] [G]
Battery Y: Secondary Guns, 8/16/24, 2/4+/2/2, Doubled Range Mods; Starship Exclusive
[A] [A] [B] [B]
Battery Z: Mode 1: Turrets, 3/6/9, 2/4+/1/1
Mode 2: Turrets (Flak Mode) 1/2/3, 2/4+/1/1, Anti-Fighter
[AC] [AC] [AC] [AC] [BD] [BD] [BD] [BD] [CE] [CE] [CE] [CE] [DF] [DF] [DF] [DF]
Special: Anti-Fighter Batteries (90); Armor Plating; Carrier (807); Countermeasures; Fire Control; Hyperdrive; Launch Tubes; Marines (130); Point Defense
Fighters: 10x Viper, 8/10/1, (Fighter/5+)(Striker/6+/Bomber/IMP-2)
3x Raptor, 5/8/0, (Fighter/6+)(Striker/5+/Bomber/IMP-2)
(6325) PEGASUS-class Battlestar
Tech Levels E2 F2 G2 S2 W2
Hull: 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 4 4 4 4 4 4 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 1 1
Shields: 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1
Weapons: 1[XZ] 2[YZ] 3[Y] 4[Y] 5[Y] 6[Z]
Battery X: Big Guns, 10/20/30, 2/5+/3/3, Doubled Range Mods; Fire-Linked; Piercing +1; Starship Exclusive
[G] [G] [G] [G]
Battery Y: Secondary Guns, 8/16/24, 2/4+/2/2, Doubled Range Mods; Starship Exclusive
[AB] [AB] [AB] [AB] [AC] [AC] [AC] [AC] [AC] [AC] [BD] [BD] [BD] [BD] [BD] [BD]
Battery Z: Secondary Guns, 8/16/24, 2/4+/2/2, Doubled Range Mods; Starship Exclusive
[AC] [AC] [BD] [BD] [C] [C] [C] [D] [D] [D] [CE] [CE] [DF] [DF]
Special: Anti-Fighter Batteries (80); Armor Plating; Carrier (1916); Countermeasures; Fire Control; Hyperdrive; Launch Tubes; Marines (65); Point Defense
Fighters: 25x Viper, 8/10/1, (Fighter/5+)(Striker/6+/Bomber/IMP-2)
4x Raptor, 5/8/0, (Fighter/6+)(Striker/5+/Bomber/IMP-2)
I realize that they're effectively fighter proof - but seriously, when did a Raider ever actually hit one of them when their guns were loaded?
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