1

(5 replies, posted in Starmada)

I always like risk management in games, especially wargames.  I'm rather tickled with the idea of paying the cost and then seeing if you get your desired result.  I have no doubt but this takes some serious work before it actually works, but this is a start.

I'm also trying to figure out how to cost in Command.  I don't think it should have an SU requirement, so it'll be entirely encased in ORAT/DRAT.

There's also a lot of possibility for setting-specific rules integrated through Command.  For instance, in a setting based on the Marathon games, immediately prior to making a jump a ship with Hyperdrive ("folding drive" in the language of the setting) might make a Command roll to make a microjump.  If successful, they end up where they want and in the facing they want.  Failure means either that they scatter (and possibly explode if they hit something) or that they flee (and thus are "half destroyed") or that the jump fails and is wasted (remove the jump token).  The cost is either risking leaving the battle entirely or the fact that they cannot apply any Thrust on the round they attempt this (indeed, this cost applies either way to some extent) - they're stuck with their current trajectory (though, if the roll is successful, they may choose their facing and thus which way their speed takes them).

This allows you to integrate a lot of new functionality to old systems without heavily modifying the systems directly - you incorporate new Command functions, meaning that the cost is implicit in the Command cost rather than in the system cost (actually, shared a little between both).

2

(5 replies, posted in Starmada)

If I'm reading this correctly, then firing the FF bank you roll one die.  The 5-die entry is +0 AM, so -6 entry is 1 die.  You would not get to roll anything at long range without other modifiers.

See the combining/splitting rules in the Advanced Rules section.  You could, for instance, combine the FF and FP banks to get a -2 AM barring other modifiers.

3

(2 replies, posted in Starmada)

I've been experimenting with a system for Marines I'm calling "Internal Security."  They have the same SU cost as Marines but one-third the ORAT modifier (I don't have the rules in front of me, but I believe that would be 6+Thrust).  They have no offensive capability - they can only be crossed off against crew kills (like those caused by Marines).  In the game, they represent defense drones and other autonomous forces that rely on the vessel's information infrastructure for their own command and control, making them all but useless away from their craft.

4

(5 replies, posted in Starmada)

That is one of the basis ideas.  I essentially took the parts of orders systems that I thought worked well and left those that were setting specific, overly invasive, or just not fun.

Also, solution for Damage Control:  Instead of making a single Command roll to activate Damage Control, make one in place of every repair roll.  A roll of 5+ will fix one grade of Thrust, Shields, etc.  A roll of 6+ fixes a system.

Also, another idea for an Order (which could be used as a normal rule by removing the Command roll):  Active Point Defense.  Immediately after making a Shield roll, you may opt to suffer one point of Shield damage and then make a Command roll.  On a success, you may reroll every failed Shield die once.

5

(5 replies, posted in Starmada)

As an option for reintegrating Command, I came up with this idea.  I'm not sure how to cost it.  I'm rather tired, and thinking about this around finals, so this is just framework, if that much.

The idea is based on several combat systems which give "special orders" to vessels.  These special orders, in Starmada, can include Damage Control, Long Shot, Evasive Maneuvers, etc.  The idea is that the player declares an order for the ship (at the point where you would customarily declare the option, like at the start of that ship's Combat activation for Damage Control), and then takes the cost (suffering damage, losing Combat actions, etc.), but then it has to make a roll.  Roll d6 plus the Command rating.

If the roll succeeds (I lean towards 5+ for success, but I'm ready to hear other options), then you reap the benefits.  If not, you suffer the cost but don't reap the benefits.  This would obviously make the special moves a bit more risky (which might be problem for already-risky moves, like Damage Control - you might want to revise that for this system), but it would provide Command vessels the feature you'd expect them to have, that being the ability to finesse the battlefield.

I have more ideas for it (including new options), but I'm too brain-fuzzed to get them out right now.

6

(35 replies, posted in Game Design)

Although I'm buried in law school, I thought I'd rekindle this to say I'd be very interested.

I also think that certain ship traits, like the Leadership trait from Fleet Ops, could be reintegrated into the game at a fleet level.  That is to say, have "leadership" packages that can be applied to any ship (since Leadership likely wouldn't have an SU requirement).  It might also impact the fleet level for fleet coordination, although that's as far as my imagination can manage in the spaces between segments of oil and gas law.

Finding campaign-level uses for Auxiliary Services would also be good.  Cargo becomes more important when you are defending actual in-game trade routes, Repair and Hospital can offset ship damage between port stops, etc.  You might even have a system for ship capture - if a ship is brought down without taking out its entire hull (that is, by Marines or crew killers), that ship becomes property of whomever won the battle.

7

(18 replies, posted in Starmada)

PSYCO829 wrote:

Reminds me of the Carriers in Starcraft 2, launching and creating new fighters as the battle goes on.

Come to think, that isn't a bad way of simulating such a vessel.  Nice.  ^^

8

(28 replies, posted in Starmada)

I think it deserves emphasis that fleet composition limits are essentially setting-specific.  If you're wanting something for "tournament play," then I think the rules balance themselves without the need for fleet limits.  For a lot of gameplay, limits on fleet composition depends entirely on the military you're simulating (be it real or fictional).

9

(6 replies, posted in Starmada)

Volatile works rather well for weapons that are supposed to be random and less affected by point defense (shields).  Similarly, Catastrophic works well for weapons that are supposed to be random and more heavily affected by point defense.  I tend to make fleets for other games (RPGs that I run or would like to run), so I have something I'm trying to simulate (this is part of the reason I really like Starmada - you can use the rules to simulate what you need simulated).

10

(28 replies, posted in Starmada)

I think fleet design would be setting specific.  Thus, you'd have one fleet design system for B5, one for SFU, one for Starmada Universe (whatever you call it), etc.

If one were to import the campaign rules that were in the core/supplement set for Admiralty, you might be able to design such a thing by stating that a given force will have X composition per Y (in other words, if you have X unit on the fleet map, it will be composed of certain classes of vessels).

11

(6 replies, posted in Starmada)

cricket wrote:

The former (first) bullet point is the correct procedure.

Thank you.

And yes, Volatile weapons can pulverize poorly-defended craft.  (It's a great argument for not relying on Armor and Hull Points - Volatile weapons turn wars of attrition into de facto surrenders.)

12

(18 replies, posted in Starmada)

Depends on your reading, I suppose.  Each fighter and seeker marker technically counts as an individual vessel.  Also, it only counts as being in your own hex if it's face-up and targeting you.  So, one point of issue is that if the opponent's combat phase is after yours, you won't get the chance.  On the other hand, if you're flying massive vessels, being hit by a street-sweeper Proximity weapon might not matter to you much, especially compared to multiple Attack Dice of Seekers.

Also, the rules aren't specific about regeneration and system checks, but it would seem rather oppressive to make checks for being Damaged twice, especially since the second time might only require one point of damage.

13

(18 replies, posted in Starmada)

Is my math wrong because I'm calculating that to CRAT 445?

If he's firing multiple batteries of Seekers than use Pinpoint Proximity weapons to knock them out.  The Proximity effect will nail each battery firing, which he's likely firing multiple batteries.  Since each battery is a separate Seeker token, it's separately targetable and thus separately damagable using a Proximity weapon.

14

(10 replies, posted in Starmada)

I think that's the strongest argument for making it an option.  Inappropriate for some games, appropriate for others.

15

(6 replies, posted in Starmada)

I'm working on an RKV weapon, and I'm considering making it a Volatile Seeker.  This makes me question - when does Volatile "trigger?"  Normally with Seekers you determine the actual attack strength (the total attack dice) when you set down the token.

The question is, when do you roll d6s to determine the final Attack Dice for Volatile?

    [*]If you determine it when the weapon is fired, then you roll the dice before setting down the Seeker tokens (and the token value can get REALLY high).
    [*]If it's immediately before attacking, then the Seeker gets the base Attack Dice and is easier to intercept in its entirety (though letting even one through is potentially catastrophic), and only when the face up counter makes its actual attack do you roll one die per base attack die to determine the final number of attack dice.

It isn't clear from my reading of the rules which way to go, though it's likely there's a sentence somewhere that says it clearly and unambiguously (chances are, it's even underlined).  lol

16

(10 replies, posted in Starmada)

Nice!  Very detailed system, I rather like it.  However, it's very much a feature of naval battles (where accidental collisions are possible).  I'm looking for something dedicated more to space (actually, to large fantasy airships) where the ships take up little enough space in the hex that accidental collisions simply don't happen, and where ramming is a desperation tactic against a foe who's winning.

Following is a quick kitbash.  It ends up bearing only a little bit of resemblance to your system, but your system does guide mine.  The damage of this system is much higher than in yours.  Partly, this is because of the fact that ships have more "hit points" in Nova (thanks to Armor).  Partly, this is to simulate the "desperation move" element of ramming in space sci-fi.  Modifying it to reflect naval battles likely requires reducing the damage inflicted, and perhaps making the chance of collision higher (maybe by making the damage a function of the number of hits on the attack dice, which I do not do).

If you want to increase the damage (?!), then you can make the damage dice rolled equal to the full Hull Points of the other craft.  This would greatly favor bigger vessels, and mean rolling a metric butt ton of dice for damage in many cases.  If you want to reduce the damage, one option is to change the effect of Speed.  If it's a head-on collision, take the higher of the two Speeds as the damage bonus (rather than the total).  If it's a broadside collision, take the lower of the two.  If it's an aft collision, take the ramming ship's Speed minus the rammed ship's Speed, or the lower of the two Speeds, whichever produces a lower modifier.

One final note - the attack dice/damage dice system is intended to prevent having to make complicated calculations at the table, and at the same time make hits while ramming less probable.  There are probably better systems, and I'm open to suggestions.

Ramming

A ram can only occur on a phase in which the ramming ship ends the Movement Phase adjacent to the target ship, and the target ship is directly in front of the ramming ship, or in one of the "sideslip" hexes.  The ram itself occurs in the Combat Phase.  The ramming ship declares attacks normally, but as its final attack it may declare that it is ramming the target vessel.

Normally, roll one attack die (this doesn't determine damage, just whether the ship hits or not).  Roll an additional attack die if the Speed of the ramming ship is less than or equal to its Thrust (thus, it's in much more control of its maneuvers), and roll an additional die if the ship being rammed is moving at a lesser Speed than the ramming vessel.  The attack takes no modifiers for range.

Attack Modifier/+0/-1/-2/-3/-4/-5/-6
1 AD/1/1/1/0/0/0/0
2 AD/2/1/1/1/1/0/0
3 AD/3/2/2/1/1/1/0

If at least one attack die scores a hit, then the ship is rammed.  It makes no difference how many "hits" are scored.  Each ship must make Shield rolls against damage.  The base damage is equal to the Hull Points of the smaller vessel, modified by relative speed.  Thus, a 3 Hull Point vessel ramming a 9 Hull Point vessel does a base damage of 3 dice, but the same damage is inflicted the other way around.

If the ramming ship struck the fore of the craft (the FR hex face), then add the Speed of both crafts to damage.  If the ramming ship struck the side of the craft (the PP or SS hex faces), then add the Speed of the ramming craft.  If the ramming ship struck the aft of the craft (the AR hex face), then add the Speed of the ramming craft and subtract the Speed of the craft being rammed (this might turn into a negative modifier).

Example:  A ship with 5 Hull Points rams a vessel with 4 Hull Points, striking its aft (the AR hex face).  The ramming ship has 4 Thrust and is moving at a Speed of 6.  The ship being rammed is moving at a Speed of 4 and has ECM 1.  The ramming ship gets two base attack dice - one base, plus one for moving faster than the target vessel.  The total Attack Modifier is -1, so only one attack die is rolled.

If the attack hits, each ship suffers a base of 4 damage dice (for the lower Hull Point value), plus 6 for the ramming vessel's Speed, but minus 4 for the rammed vessel's Speed.  This comes out to a total of 6 damage dice, against which each must make Shield rolls.  This could easily gut both vessels.  If it was a head-on collision, it would inflict 14 damage and likely destroy both vessels.

Ram

This is a ship system that both augments the damage a ship inflicts while ramming and reduces the damage received.  Normally, Rams are mounted on the fore, but any hex face might receive a Ram (so as to defend against side swipes).  A ship might even get multiple Rams to account for multiple hex faces.  Each Ram takes up SU equal to half the Defense Factor of the vessel, and increases ORAT by the ship's Thrust Factor.

If a ship rams or receives a ram on the hex face protected and the opponent does not have a ram on that side, the ship will inflict more damage and sustain less.  For the ship with the Ram, rolls of 3 or 5 on the Shield roll inflict no damage.  For the ship without the Ram, rolls of 3 or 5 will inflict damage.  If both ships have Rams facing the correct direction, they cancel.

17

(10 replies, posted in Starmada)

My search-fu fails me.  I was wondering if someone has proposed rules for ramming in Starmada Nova.  I'm fairly certain somebody's come up with stuff about it before for previous editions, but I cannot find it.  Re-engineering those systems to Nova would be easier than just coming up with it on my own.

18

(0 replies, posted in Starmada)

Okay, off the wall topic, but I was wondering if anybody's done any work in using Starmada to emulate the ships in Spelljammer?  I happen to enjoy fantasy and science fantasy as much as "harder" sci-fi, and I thought I'd ask.

19

(6 replies, posted in Starmada)

Interestingly, this means that if you combine Minimum Range and Carronade (rules for this provided in the Annex), then you end up with a weapon that cannot fire upon Stealthed ships at all.  I will likely houserule different answers to the above questions, mostly because it stretches the box in my head a bit to try to think of it this way.

20

(7 replies, posted in Starmada)

It depends on how it applies.  Does Point Defense work instead of Countermeasures?  In that case it sounds like a null-value Trait (rather like Fire Linked).  If Point Defense works in addition to Countermeasures, then it's a disadvantage and should be costed below x1.

21

(4 replies, posted in Starmada)

That is, of course, provided you use directed damage.  However, your point is taken, and I did write the original set of rules under the principle that TL+0 involves some seriously advanced materials science and high energy dynamics.  Consider using the Improved Armor option, which cuts in half the chances of doing damage (rolling a 1 on 1d6).  Directed damage will still increase this (chances become 11 in 36, close to 1 in 3).

In both cases, Continuing Damage wil incease the chance of Hull Hits, so directing damage on a Continuing Damage weapon will amplify chances of damage.  On the other hand, building a weapon as a planet killer isn't really the problem.

One of the problems with destructible terrain is that, while the rules might simulate any level of technology, rocks don't gain in technology, so rules that work for a planet getting destroyed by a Lensman primary might not work if they allow a clockwork cannon to do the same thing in your setting.  (Note - I have no idea what tech levels you're working on, I'm just making examples.)

EDIT:  Also, one thing to point out is that terrain itself is an optional rule.  While you may dislike G-arc (or AB-arc) primaries, the core of the game gives you nothing to hide behind against them.  You are skewing the game by allowing for it, and these rules push the game back a bit.  I'm not saying this to say that one way is better than the other, only that both ways exist for a reason.  The G-arc primary features as death in the making in most of the games I play, and we often don't use terrain.  It requires maneuvers and prediction to keep from falling into those arcs.

22

(4 replies, posted in Starmada)

As an addendum to the above:  It occurs to me I wrote this for a specific setting, and a few variables might be desired.  For those people wanting to make it a little harder to kill a planet without taking away the option entirely, a few possibilities.

Increase Hull Points:  This is one solution, but might not be favored since the numbers will get quite large (you're already looking at 120 Hull Points for the largest planets).

Give Them Shields:  This will reduce the effect of Increased IMP (which would otherwise make an excellent Trait for planet killers, especially alongside things like Catastrophic, Continuing Damage, and Extra Hull Damage).  However, this doesn't map very well to what I tend to envision Shields as being.

Improved Armor:  Instead of the normal damage system, make them only take damage on damage rolls of 1.  This will cut the amount of damage they suffer in half unless the weapon has Extra Hull Damage, but still map well to things like Continuing Damage.

23

(4 replies, posted in Starmada)

Having been inspired by my love of verdant environment, the pristine wonders of space, and an eternal desire for peace, I'm presenting rules for how to blow up planets for Starmada.   big_smile  I'd been working on such things for a little while, but with the discussion of planetary assault scenarios I thought I'd spice the pot a bit.  Note that these rules are not for every game, and are slanted in favor of ships being able to ransack or annihilate planets if constructed for such a purpose.  Go ye not here for realism.

Asteroid Fields:  Asteroid fields may be cleared as a minefield of equivalent size.

Black Holes, Dust Clouds, and Nebulae:  Not going to happen.  Dust clouds and nebulae are too diffuse and widespread, and black holes absorb all attacks directed at them without incident.

Asteroids and Planets:  Weapons might be useful in destroying unwanted terrain features such as these.  These terrains have “Hull Points” that must be destroyed in order to destroy the feature.  The weapon used need only strike a hex containing the terrain - it needn't reach the center hex.  In some cases, destroying the feature may have additional consequences, which will also be noted in the results.  Attacks on a terrain feature gain a +1 bonus to ACC rolls.  All terrain features have a certain resistance to injury.  Whenever one would normally roll for damage results, the die is rolled as normal, but keep in mind that terrain has no systems other than hull to injure.  In addition, terrain is considered to be Armor Plated, and so a roll of 1 does no damage.  Thus, every damage die has only one chance in three of inflicting damage.

The Hull Points of these features vary by its size.  As a "flavor text" rule, a living planet that has suffered half its Hull Points in injury is no longer a suitable place for colonies, life, or really any other purpose than slag mining.  If reduced to zero Hull Points, it is replaced by an asteroid field of a size equal to the planet's size.  An asteroid is simply removed from the map when destroyed.

Terrain Size | Hull Points
Asteroid | 5
Planet (1) | 10
Planet (2) | 30
Planet (3) | 60
Planet (4) | 90
Planet (5) | 120

24

(4 replies, posted in Starmada)

In a similar question, has anybody postulated any rules for terrain destruction?  I figure with all the Star Wars stuff out there, somebody must've posted something on it, but as we've probably already learned, my search-fu is weak.

25

(17 replies, posted in Starmada)

The Lensman series is the first ever space opera, and although much of the books are tied up in the personal actions of the heroes there are some dazzing space battles.  Just beware the physics - old Doc has some wierd physics in his book.