1

(0 replies, posted in Starmada)

I've been loving the Starmada system ever since I bought Starmada X system five years ago.  I especially love the simple-yet-scalable design system.  My other true love is 6mm sci-fi, and I've been working on my own homebrew rules for a number of years now, as well.  However, I keep coming back to the beauty of the Starmada system, so I finally bit the bullet and decided to see if I could tailor the Starmada system to ground-based combat.  I'm not at all attempting to take attention away from Wardogs or Assault Corps;  this is simply a small side-project to look at the feasibility of using Starmada on the ground.  And so, I'm going to be posting concepts and ideas to this thread over the coming weeks on how to apply the core Starmada mechanics to ground combat.  For lack of a better name, I'm calling the project, "Starmada: Ground Assault", or just "S:GA" for short. [size=75]Under no circumstances will I be referring to it as "Star:GrAss" or any such comparable silliness.[/size]

Anyway.  I have to go pull the info off my laptop so I can post it here, so I probably won't be able to post the first of my ideas until later, or perhaps even day after tomorrow, but stay tuned, as there will indeed be content posted here eventually!

Thanks,
jav98

2

(2 replies, posted in Starmada)

That's weird.  The different math co-processors shouldn't change the outcome of the spreadsheet formulas.  Do you have the same version of Excel on both machines?

Sweet... I can visualize this one already:

<IMG src="http://www.startrek.com/imageuploads/200303/tos-035-the-enterprise-stares/320x240.jpg">http://www.startrek.com/imageuploads/200303/tos-035-the-enterprise-stares/320x240.jpg</IMG>


Nice use of the Science Labs, too.  I think I'd equip two expendable ships with 20 labs each and fly them in close, with three gunships close behind to pound the heck out of the planet killer.  Weapons would have to have the Extra Hull Damage option, too.

I think I'll start a Scenarios thread and post the sixteen or so I've come up with alreay to it, and everyone else can throw their scenarios into the thread too.  Then maybe Cricket can sticky the thread for easy finding.

Added a scenario involving a black hole on the map:

<IMG src="http://www.fantagraphics.com/blog/uploaded_images/black-hole-0322-779942.jpg">http://www.fantagraphics.com/blog/uploaded_images/black-hole-0322-779942.jpg</IMG>

Black Hole Skirmish

Two even forces engage each other in the darkest reaches of space, only to find that they have come within the extreme gravitational field of a black hole.  The black hole marker is placed in the dead center of the hex map, and all ships are affected by its presence.

Ships are affected at the end of their movement, sliding towards the black hole in the straightest line possible.  No facing change is forced upon them, but the ships' final positions are adjusted as follows, based on how far they are from the anomaly:

Distance from the black hole:.....................................Forced movement:
5 hexes or less  ...............................................................3 hexes
6 to 10 hexes  .................................................................2 hexes
11+ hexes ......................................................................1 hexes

Any ship that crosses the space occupied by the black hole is instantly destroyed. 

Any ship that passes through the hexes immediately adjacent to the black hole takes 1 point of Hull damage and an additional point of damage rolled against their damage chart, due to the severe gravitational eddies present. 

Fighters, Battle Satellites, and Drones are similarly affected, both in movement and damage;  if a Fighter or Drone flight passes through the one-hex radius surrounding a black hole, roll a single d6 to see how many craft were destroyed, while if a Battle Sattelite passes through, it is simply destroyed.

Special conditions:  Some weapons and equipment will not function properly (or at all) in a black hole's high-gravity field.  Possible effects include:

• Long-range penalities are increased from -1 to -2.
• TDAR systems only lock on a 6.
• Long-Range Sensors and Electronic Warfare Systems are ineffective.
• The black hole blocks line of sight.

Normal victory conditions for a skirmish battle still apply.

5

(2 replies, posted in Starmada X)

Hmmm... never tried the Drake notation before, but here we go:


Sjjjri-class Frigate (98 )
Hull: 2 1
Engines [TL2]: 8 7 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Spore Cannon [3/6/9, 4+, 2/1/2]
A, B
[b ] Flayer Pods [3/6/9, 4+, 3/2/1, Expendable]
AB, A, B, A, B, A, B
[c] Minor Sting [1/2/3, 5+, 1/1/1]
EF
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O], Overthrusters [O]
1[HEQbc], 2[2EQb], 3[HEQb], 4[2Eab], 5[HEab], 6[EQ2b]



Mqqquru-class Destroyer (241)
Hull: 4 3 2 1
Engines [TL2]: 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Heavy Spore Cannon [5/10/15, 4+, 2/1/2]
AB, AB
[b ] Flayer Pods [3/6/9, 4+, 3/2/1, Expendable]
AB, AB, AB, A, B, A, B, C, D
[c] Minor Sting II [1/2/3, 4+, 1/2/1]
EF
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O], Overthrusters [O],
Drone [O O O O O]   
[O O O O O]
1[HQb], 2[EQb], 3[HQb], 4[Eac], 5[Hb], 6[Eb]



Shrnnn-class Fire-Support Destroyer (117)
Hull: 4 3 2 1
Engines [TL2]: 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Biolance [6/12/18, 4+, 3/2/1, Inverted Range Modifiers]
AB, AB
[b ] 
[c]
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O]
1[HQ], 2[EQ], 3[HQa], 4[E], 5[H], 6[E]



Ryyyvr-class Mine/Countermine Destroyer (437)
Hull: 4 3 2 1
Engines [TL2]: 8 7 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Spore Cannon [3/6/9, 4+, 2/1/2]
ABCD, AB
[b ] 
[c]
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Minesweeper Array [O], Armor Plating,
Mines [O O O O O] 
[O O O O O]   
[O O O O O]   
[O O O O O]   
[O O O O O]   
[O O O O O]   
[O O O O O]   
[O O O O O]   
[O O O O O]
[O O O O O]   
[O O O O O]   
[O O O O O]
1[HEa], 2[EQ], 3[HQ], 4[EQ], 5[HQ], 6[EQ]



Tyyylo-class Cruiser (373)
Hull: 6 5 4 3 2 1
Engines [TL2]: 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Heavy Spore Cannon [5/10/15, 4+, 2/1/2]
AB, AB, AB, CD, CD
[b ] Flayer Pods [3/6/9, 4+, 3/2/1, Expendable]
AB, AB, AB, AB, AB
[c] Minor Sting  [1/2/3, 5+, 1/1/1]
EF
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O], 
Drone [O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
1[HQc], 2[EQ], 3[Ha], 4[Ea], 5[Hb], 6[Qb]



Idddri-class Battlecruiser (329)
Hull: 7 6 5 4 3 2 1
Engines [TL2]: 8 7 6 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Heavy Spore Cannon [5/10/15, 4+, 2/1/2]
AB, AB, AB, CD, CD
[b ] Flayer Pods [3/6/9, 4+, 3/2/1, Expendable]
AB, AB, AB, AB, AB, CD, CD, CD, CD, CD
[c] Minor Sting  [1/2/3, 5+, 1/1/1]
EF, E, F
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Carronade [O], Stutterdrive [O], Anti-Fighter Batteries [O] 
1[HQb], 2[EQc], 3[Ha], 4[Ea], 5[Hb], 6[Eb]



Vcccni-class Battleship (503)
Hull: 9 8 7 6 5 4 3 2 1
Engines [TL2]: 5 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Heavy Spore Cannon [5/10/15, 4+, 2/1/2]
AB, AB, AB, AB, AB, CD, CD, CD, CD
[b ] Flayer Pods [3/6/9, 4+, 3/2/1, Expendable]
AB, AB, AB, AB, CD, CD, CD, CD
[c]
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O], Carronade [O],   
Drone [O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
1[HQ], 2[Ea], 3[Ha], 4[Eb], 5[Hb], 6[Q]



Ytttve-class Dreadnought (664)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines [TL2]: 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Biolance [6/12/18, 4+, 3/2/1, Inverted Range Modifiers]
AB, AB
[b ] Heavy Spore Cannon [5/10/15, 4+, 2/1/2]
AB, AB, AB, AB, AB, CD, CD, CD, CD
[c] Spore Cannon [3/6/9, 4+, 2/1/2]
C, C, D, D, EF
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Spinal Mount [O], Anti-Fighter Batteries [O],   
Drone [O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
1[Ha], 2[Eb], 3[Hb], 4[Qc], 5[H], 6[Q]



Okkkos-class Fleet Carrier (1379)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines [TL2]: 4 3 2 1
Shields [TL-2]: 0
Weapons [TL0]:
[a] Spore Cannon [3/6/9, 4+, 2/1/2]
A, B
[b ]
[c]
Special Equipment [TL0]:
Hyperdrive [O], Organic Hull, Point-Defense System [O], Anti-Fighter Batteries [O], Sunbursts [O O O O O],   
Fighter Bay [O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
[O O O O O]
1[HQ], 2[EQ], 3[HQ], 4[2Q], 5[Ha], 6[Q]



Okay... that was an interesting exercise.  I hope I got everything ported over correctly.  Enjoy!

6

(2 replies, posted in Starmada X)

FYI:  The Chuuru are +2 TL for engines, and -2 TL for shields.

7

(2 replies, posted in Starmada X)

[size=150]The Chuuru[/size]

The energetic Chuuru were genetically engineered by another race as slave labor.  Their creators were destroyed by a centuries-long rebellion by a number of slave races that the Chuuru themselves took part in, after which the Chuuru went on to establish their own dominion over a pair of worlds orbiting Ghenarri-21C.  The survivors of the rebellion brought with them a fair amount of technology, including advanced gravitic engine designs and a command of genetic and nanite engineering that is the envy of other civilizations.

Methane breathers, the Chuuru resemble long, stout worms with strong tentacle fringes at either end.  Their ships are spindly, tapering from a bulbous bow to a narrow aft end, and are grown using silicone-spinning microorganisms.  Another advantage of Chuuru construction is the regenerative capabilities of ships composed almost entirely of microorganisms or their silicone excretions;  Chuuru ships can repair themselves on a continual basis, even in the heat of battle.

Their weapons are also organic and tend towards a combination of larger guns that do decent damage at good ranges and expendable weapons pods that are consumed by the ship after being fired.  The spinal mount, utilizing the power of a ship's advanced engines, is also a common fixture on Chuuru ships.  The Chuuru have little use for marines and boarding pods, since most ships have oxygen or liquid atmospheres, but do take advantage of fighters and drones as much as possible.

The greatest weakness of the Chuuru is their complete lack of understanding of deflector shield technology.  This leaves their ships more vulnerable than most, although Chuuru researchers are making great efforts to understand and incorporate shields in their newer ships.  Until then, the point-defense system is their greatest defense.  They are also making strides in maneuverability, adding extra-vectored thrusters to many of their smaller ships.

The Chuuru are an uncharacteristically optimistic and vibrant race, considering their origins, and enthusiastically pursue trade and research relationships with other civilizations.  While their methane-breathing physiology prevents them from living amongst oxygen breathers, they do everything else they can to be productive members of the galactic panoply. 

While not a warlike or expansionist race, the Chuuru have found that their fledgling society will need to be protected if it is to grow and thrive.  Many of their civilian hive-wombs have been turned towards military production in response to threats from pirates, slavers, and some of their more aggressive neighbors.



<IMG src="http://home.comcast.net/~kudby/chuuru1.jpg">http://home.comcast.net/~kudby/chuuru1.jpg</IMG>

Sjjjri-class Frigate
The Sjjjri is a well-rounded escort and system defense ship, capable of engaging enemies at mid-range with a pair of nose-mounted spore cannons.  It also mounts a host of expendable plasma weapons called flayer pods, which give this ship a one-time punch that is easily heavy enough to knock out ships several times the Sjjjri's size.



<IMG src="http://home.comcast.net/~kudby/chuuru2.jpg">http://home.comcast.net/~kudby/chuuru2.jpg</IMG>

Mqqquru-class Destroyer
The Mqqquru is a workhorse of the Chuuru fleet, capable of independent action against pirates and smugglers while being equally capable as an escort for capital ships in fleet actions.  Its spinal mount and paired heavy spore cannons are supplemented by a heavy load of flayer pods and a bank of semi-intelligent drones.



<IMG src="http://home.comcast.net/~kudby/chuuru2a.jpg">http://home.comcast.net/~kudby/chuuru2a.jpg</IMG>

Shrnnn-class Fire-Support Destroyer
The Shrnnn was designed with the very intentional mission of hanging back and pounding the enemy from afar, while ships with a more conventional payload close with the enemy for close-quarters operations.  The biolance weapon stabilizes and focuses over distance, becoming more accurate at extreme ranges than at close ranges. 



<IMG src="http://home.comcast.net/~kudby/chuuru2b.jpg">http://home.comcast.net/~kudby/chuuru2b.jpg</IMG>

Ryyyvr-class Mine/Countermine Destroyer
The Chuuru learned about mine warfare during their revolt against their creators.  As the fleet matures, more and more ships filling specialized roles are being deployed.  A prime example of the collision of these two facts is the Ryyyvr, which resembles a fat worm covered with blisters.  Those blisters are mine pods, five dozen of them, which allow the fairly small and fast Ryyyvr to fill surrounding space with nasty surprises.  The class is also outfitted with anti-mine plasma weapons and bands of hull reinforcement, allowing it to go in and clear out enemy mines.



<IMG src="http://home.comcast.net/~kudby/chuuru3.jpg">http://home.comcast.net/~kudby/chuuru3.jpg</IMG>

Tyyylo-class Cruiser
The Tyyylo forms the bulk of the Chuuru navy, deploying in pairs with escorts for most missions.  While it still suffers from the problem of shielding faced by all Chuuru vessels, the Tyyylo mounts very heavy weaponry for a ship its size, including five batteries of heavy spore cannons, a devastating volley of flayer pods, and twenty plasma drones.



<IMG src="http://home.comcast.net/~kudby/chuuru4.jpg">http://home.comcast.net/~kudby/chuuru4.jpg</IMG>

Idddri-class Battlecruiser
The mission of a battlecruiser is to chase down the enemy's smaller, faster ships, shatter his recon screen, fix the location of capital ships, and escape to report back to the main force.  The Idddri fills this role with a vengeance.  As fast as most frigates and equipped with a stutterdrive to boot, the Idddri can quickly put itself at broadsides with most foes, unleash a hellish volley of cannon and pod fire, then make an escape before an effective defense can be organized.



<IMG src="http://home.comcast.net/~kudby/chuuru5.jpg">http://home.comcast.net/~kudby/chuuru5.jpg</IMG>

Vcccni-class Battleship
While it isn't a revolution in terms of design, the Vcccni is well-armed and capable of putting dreadnoughts out of action.  A vicious spinal mount, nine batteries of heavy spore cannons, decent complements of flayer pods and drones, and an anti-fighter carronade make the Vcccni a fearsome opponent, but its lack of shields puts it at a disadvantage against ships with better survivability.



<IMG src="http://home.comcast.net/~kudby/chuuru6.jpg">http://home.comcast.net/~kudby/chuuru6.jpg</IMG>

Ytttve-class Dreadnought
There are very few Ytttve-class dreadnoughts in the Chuuru inventory, owing to their size and how long it takes to grow them.  However, the Admiralty is working hard to bring more hive-wombs on line and produce more of the large ships.  While sporting less weaponry than dreadnoughts of other nations, the Ytttve is able to pack a very respectable punch.  A successful hit from its spinal mount will tear most ships in half.



<IMG src="http://home.comcast.net/~kudby/chuuru7.jpg">http://home.comcast.net/~kudby/chuuru7.jpg</IMG>

Okkkos-class Fleet Carrier
Chuuru fighters are living creatures that grow as part of the carrier itself, emerging as blisters or corpuscles on the exterior hull.  The Okkkos has limited defenses for itself, depending instead on its fighters to protect it.  Chuuru doctrine calls for intermixing fighters with the lighter escorts, while the carriers stay to the rear.


©2006 Andreas Udby</r>

8

(14 replies, posted in Defiance)

I have selected power armour of up to -3 armour, but the sheet, will only let me have 0 armour, it will not let me have a legal size 2, move 5, armour -1 frame that I wish to use for my marines

Fixed!  Believe it or not, after days and days of frustration over why this wasn't working, it came down to a difference between a "–" and "-".  Something as small as that...

One other quick thing: the current remplate only allows for one officer to be entered...maybe a second cell for "officer type 2" would be the easiest solution?

Fixed!  You can now select two officer types for an infantry frame.

I was trying to mimic the Assault Trooper from the Human Confederacy army list and it told me the combination of move, type, AR and size was not allowed...

Tried it out and it works now.

AFV's all seem to end up with a "# of passengers".

There again, when I truncated the design sheets, one of the numbers that was feeding the data-validation list dropped off into nowhere.  Should be okay now, but let me know if it isn't working right.

my version gives vehicle damage points away at any number (up to 8 as more can't be taken) for the price of 1.

Figured out where that ball was being dropped.  AFV's should calculate up properly, now.

The updated spreadsheet (with Demian's updated tables for Defiance CQB) has been sent to Demian, so he can distribute it as he sees fit.

9

(2 replies, posted in Starmada X)

So when's this contest over?

10

(5 replies, posted in Starmada)

Go0gleplex wrote:

Jim did it! tongue

That's gonna be my new excuse for everything -- Jim did it!

11

(26 replies, posted in Starmada)

I also think a lot of people enjoy making up their own canon, or using Victory By Any Means as their guide.

12

(8 replies, posted in Starmada)

I spent an hour or so this afternoon pondering this problem, and here's the best I could come up with.  I was looking for something that would have the least mathematical figuring involved and the least amount of record keeping.  It sounded simple in my head, but putting it on paper wasn't as easy as I'd hoped.  Anyhoo, I couldn't explain it without using diagrams, so a PDF is attached explaining how I was conceptualizing it.

Thanks,
jav98

13

(5 replies, posted in Starmada)

This isn't an attempt to influence the Bourbaki Basin contest or anything, but Jim needs to know which of my fleet submissions to move forward with, so I'd appreciate it if at least one more person could glance at my submissions and cast a vote to break the current tie.  Thanks!

Centurion Military Corporation:
http://mj12games.com/forum/viewtopic.php?t=580

Eta-Carina Hegemony:
http://mj12games.com/forum/viewtopic.php?t=571

Polamaras Free-Trade Cartel:
http://mj12games.com/forum/viewtopic.php?t=569


Vote here:
http://mj12games.com/forum/viewtopic.php?t=620

14

(14 replies, posted in Defiance)

Please... be gentle!

15

(14 replies, posted in Defiance)

Alrighty, I'll look at it.

16

(6 replies, posted in Starmada)

But what about fighters carried on the outside of the hull?  Would you necessarily need any launch bays whatsoever with those?  You could model that by saying exterior fighter berths are equivalent to having an integral launch bay, but that they are destroyed at a far greater rate than regular interior bays -- say, three or five per Equipment hit rather than the standard one.  Food for thought...

17

(18 replies, posted in Starmada)

I think Brother Adso has hit it on the head -- some kind of weapon Special called "Power Surge" or "Power Feedback" that would drop the cost of the weapon but include an element of danger for the firing ship.

18

(14 replies, posted in Defiance)

Fixed.  The drop down boxes were based on a list of numbers that, unfortunately, got truncated when I revamped the worksheet.  Should work now, I hope! 

I also fixed the same issue with the Covert Ops box.

19

(123 replies, posted in Starmada)

It looks like some of those maximums are formula driven, though -- the Shields one, for instance.  I can change that, though -- I'll tinker under the hood a bit and see what kind of mileage I can get out of it.

20

(5 replies, posted in Starmada X)

If you can cut and paste the ship diagrams into a Word document and add your fluff piece, send it to me and I'll PDF it for you.  I can even post it here for you afterwards, in this thread.  Take a look at the PDFs in my three threads in this forum, and see if it's something that appeals to you.

HTH,
jav98

21

(13 replies, posted in Starmada)

I was contemplating how to design a Death Star the other day, and I figured that I could design six Hull 20 segments.  Each one would have only the weapon arcs for the direction that segment was facing, and the big frickin' planet-bustin' gun would be represented by having eight spinal mounts in a single segment (can you even have more than spinal mount?).  The other segments would be festooned with turbolasers, laser towers, armor plating, etc.

Ah, the dreams of youth...

22

(11 replies, posted in Discussion)

I was thinking of using BFG Orks for the Reaver ships.  They have that kind of general crapped-together feel that the Reaver ships have.

23

(12 replies, posted in Starmada)

Wow, that's one of those sci-fi staples that I completely overlooked.  Maybe Daniel can include it in the next version of Starmada.

24

(123 replies, posted in Starmada)

No biggie.  I downloaded the one on the first page of the thread.

Is there a FAQ or Readme as to how this thing works?  If I want to set a faction's maximum weapon range to 12, for example, the spreadsheet won't seem to let me do that.  What am I missing?

Nahuris wrote:

We then proceeded to destroy all escape pods, and left........

D'oh!  You are going to the Special Hell.