1

(14 replies, posted in Starmada)

Sounds fun to me!

2

(60 replies, posted in Starmada)

Those two forces are fairly balanced and should give you enough options for several battles.

3

(42 replies, posted in Starmada)

I just noticed that the Federation Dreadnought is missing some Phaser-1's.  It should have [GHI][GHI][JKL][JKL] added to the X battery.

The overloaded photon has both carronade and doubled-ranged modifiers so the .8 is correct per the chart in C.4.1 in the Rules Annex.

5

(42 replies, posted in Starmada)

cricket wrote:
ToddW wrote:

Did I figure it correctly.

Yes, you did... IF shuttles were considered normal "dual-mode" fighters. They are not -- they may select one of two modes at the time of launch, so they are different. I arbitrarily set the value at 3 'cause I can. smile

Thanks for the quick reply.

6

(42 replies, posted in Starmada)

I tried computing the size of a shuttle and came up with 4 instead of 3:

Seeker: 16 x 4 x 4 / 6 / 4 = 10.7
Boarding Pod: 18 x 4 x 4 / 6 / 6 = 8

10.7 + (8 x 0.5) = 14.7

14.7^0.5 = 3.834 rounds up to 4.

Did I figure it correctly.

7

(12 replies, posted in Starmada)

Very nice!  I look forward to seeing the ships of each faction.

I wrote the CDSU material and I have no problem with you updating the ships.

9

(16 replies, posted in Game Design)

Interesting idea.  You'd have to a have a set size for a human and probably some interesting disadvantages (like Superman's aversion to Kryptonite).

10

(15 replies, posted in Discussion)

Today is also my son's tenth birthday.

11

(62 replies, posted in Starmada)

2.)  Range 30, ROF 2, IMP 3, DMG 5, 3+, Extra Hull Damage, Penetrating, Inverted Range Based Damage.  Ammo=1

Would you like some wine with that cheese lol

I tend toward fun fleets instead of winnig fleets.  They are more interesting.

12

(17 replies, posted in Starmada)

Actually with continuing damage you are guaranteed hull hits.  You always reroll the dice until you get an odd number so every damage point will always result in a hull hit plus possibly system hits.

13

(28 replies, posted in Starmada)

Page 7 has a new system (Combat Information Center) in the table of build modifiers but I cannot find the rules for how it works.

14

(7 replies, posted in Starmada)

I created a file for seekers, strikers, and fighters.  It's in the files section of hte Yahoo group.

15

(15 replies, posted in Starmada)

Make overload an optional feature.  At the beginning of the turn you'd decide to fire regular or overload.  If the weapon was slow firing like the photon you would have to decide the turn before you fired the weapon.  If you changed your mind the following turn it would delay the firing an additional turn.

16

(15 replies, posted in Starmada)

For overload I'd make it X2 DMG but weapon is limited to short range.

17

(166 replies, posted in Starmada)

On the ship builder teleporters are not affected by tech levels and transport is affected by the shield tech level instead of the general tech level.

18

(6 replies, posted in The Admiralty Edition)

Now that's a nice ship.

19

(4 replies, posted in The Admiralty Edition)

I did a little conversion of Steve Jackson's Ogre to SAE:

(144) Mk-III Ogre
Tech Levels E0 F0 G0 S0 W0
Hull: 4 3 2 1
Engines:  3 3 2 1
Shields:  3 3 2 1
Weapons: 1[XY2Z] 2[XY2Z] 3[Y2Z] 4[Y2Z] 5[Y2Z] 6[Y2Z]
[X] Main Battery, 3/6/9, 4+, 1/1/3, Piercing
[AB]
[Y] Secondary Battery, 2/4/6, 4+, 1/1/2
[ABC] [ABC] [ABD] [ABD]
[Z] Anti-Personnel Battery, 1/2/3, 4+, 2/1/1, Non-Piercing
[ACE] [ACE] [ACE] [ACE] [BDF] [BDF] [BDF] [BDF]
Specials: Armor Plating; Carrier (48)

(278) Mk-IV Ogre
Tech Levels E0 F0 G0 S0 W0
Hull: 5 4 3 2 1
Engines:  4 4 3 2 1
Shields:  3 3 2 2 1
Weapons: 1[X2Z] 2[X2Z] 3[Y2Z] 4[YZ] 5[YZ] 6[2Z]
[X] Main Battery, 3/6/9, 4+, 1/1/3, Piercing
[AB]
[Y] Secondary Battery, 2/4/6, 4+, 1/1/2
[ABC] [ABD]
[Z] Anti-Personnel Battery, 1/2/3, 4+, 2/1/1, Non-Piercing
[ACE] [ACE] [ACE] [ACE] [BDF] [BDF] [BDF] [BDF]
Specials: Carrier (192)

(244) Mk-V Ogre
Tech Levels E0 F0 G0 S0 W0
Hull: 6 5 4 3 2 1
Engines:  3 3 2 2 1 1
Shields:  3 3 2 2 1 1
Weapons: 1[XY2Z] 2[XY2Z] 3[Y2Z] 4[Y2Z] 5[Y2Z] 6[Y2Z]
[X] Main Battery, 3/6/9, 4+, 1/1/3, Piercing
[AB] [AB]
[Y] Secondary Battery, 2/4/6, 4+, 1/1/2
[ABC] [ABC] [ABC] [ABD] [ABD] [ABD]
[Z] Anti-Personnel Battery, 1/2/3, 4+, 2/1/1, Non-Piercing
[ACE] [ACE] [ACE] [ACE] [ACE] [ACE] [BDF] [BDF] [BDF] [BDF] [BDF] [BDF]
Specials: Armor Plating; Carrier (96)

Ogre Missiles (Seeker-Capacity 24):
Size: 4, Speed: 15, Defense: 0, Attack: 4+ 1/1/3

(15) Heavy Tank
Tech Levels E0 F0 G0 S0 W0
Hull: 1
Engines:  3
Shields:  2
Weapons: 1[X] 2[X] 3[X] 4[X] 5[X] 6[X]
[X] Main Gun, 2/4/6, 4+, 1/1/2
[ABCDEF]
Specials: Armor Plating

(13) Missile Tank
Tech Levels E0 F0 G0 S0 W0
Hull: 1
Engines:  2
Shields:  1
Weapons: 1[X] 2[X] 3[X] 4[X] 5[X] 6[X]
[X] Missile Rack, 4/8/12, 3+, 1/1/1
[ABCDEF]
Specials: None

(10) GEV
Tech Levels E0 F0 G0 S0 W0
Hull: 1
Engines:  7
Shields:  1
Weapons: 1[X] 2[X] 3[X] 4[X] 5[X] 6[X]
[X] Main Gun, 2/4/6, 4+, 1/1/1
[ABCDEF]
Specials: None

(15) Howitzer
Tech Levels E0 F0 G0 S0 W0
Hull: 1
Engines:  0
Shields:  0
Weapons: 1[X] 2[X] 3[X] 4[X] 5[X] 6[X]
[X] Long Range Gun, 8/16/24, 5+, 1/1/2
[ABCDEF]
Specials: None

(9) Infantry
Tech Levels E0 F0 G0 S0 W0
Hull: 1
Engines:  2
Shields:  1
Weapons: 1[X] 2[X] 3[X] 4[X] 5[X] 6[X]
[X] Rifles, 1/2/3, 4+, 1/1/1, Ranged-Based IMP
[ABCDEF]
Specials: None

20

(166 replies, posted in Starmada)

Weapons in column H on the worksheet for all three batteries are not showing on the data card.

Cartman wrote:

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity... so according to a 'FT-like' style of movement, your total velocity during turn 2 should be 7 (3 from the previous turn, plus 4 that turn), yet it says the ship only moves 4 hexes.

:?:

Actually on turn 2 the ship is accelrating from 3 to 4 not 3 to 7.  The ship is moving 2 forward, turning, then moving 2 more hexes.  You don't add your movement plot to the previous move you substitute it.  You're thinking it's moving 3 forward, then 2 more forward, turning and moving 2 more hexes.  In Full Thrust you record how much thrust you are generating then compute your speed.  In SAE you record your move then calculate the necessary thrust.

Turns have no speed.  Speed is just the number of hexes you moved on the previous turn or the number of hexes you want to move on this turn.

If all you are doing on turn two is sitting in your hex and turning 2 hex sides your current speed is zero and the manuever would cost 6 thrust (6 + 0).

If you want to move 3 hexes and turn 2 hex sides the thrust cost would be 9 (6 + 3).

23

(166 replies, posted in Starmada)

I just noticed that the divisor in cell C45 is 10 instead of B10.  This is causing too many Z hits on large ships.

24

(23 replies, posted in Starmada)

For anti-fighter work I'd use a range 12 weapon with area effect (say 3+, 3/1/1).  Call it a burst missile.  It should take out bunches of fighters.

25

(23 replies, posted in Starmada)

thedugan wrote:

http://games.groups.yahoo.com/group/mj12games/

Technically, it's a *Yahoo* group.....
big_smile

I confused you with Todd Pote. I don't know why, as he's 'googleplex' here on the forum...
smile

Thanks, it's been a while since I logged into the group.  I uploaded the file.

BTW, I'm the better looking Todd  :oops: