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(1 replies, posted in Miniatures)

Long time lurker, occasional poster. I wanted to share the Jem'Hadar Fleet I have been working on off and on for the past 2 years. It is pretty much completed.

<IMG src="https://lh6.googleusercontent.com/-nu9DlCqZTSE/UMVhlGZoEII/AAAAAAAAAsc/lu0T3q3Pz7Y/s640/IMG_1473.JPG">https://lh6.googleusercontent.com/-nu9DlCqZTSE/UMVhlGZoEII/AAAAAAAAAsc/lu0T3q3Pz7Y/s640/IMG_1473.JPG</IMG>
<IMG src="https://lh3.googleusercontent.com/-tE7GbGMXwFI/UMVhsBlBTaI/AAAAAAAAAss/2uom5zQo6lw/s640/IMG_1476.JPG">https://lh3.googleusercontent.com/-tE7GbGMXwFI/UMVhsBlBTaI/AAAAAAAAAss/2uom5zQo6lw/s640/IMG_1476.JPG</IMG>
<IMG src="https://lh5.googleusercontent.com/-DEkkEmRM9y8/UMVhybhS57I/AAAAAAAAAtA/VrGSFSjlOyw/s640/IMG_1474.JPG">https://lh5.googleusercontent.com/-DEkkEmRM9y8/UMVhybhS57I/AAAAAAAAAtA/VrGSFSjlOyw/s640/IMG_1474.JPG</IMG>

All ships are in 1:7000 scale. If anyone has stats for the the Jem'Hadar, please let me know. They are just waiting to cause the Alpha quadrant grief. Thanks.

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(7 replies, posted in Starmada)

I was thinking of conversions like star trek where a pair of weapons are linked, lose one, lose both.
Suggestions?
Group them together and treat as singles until they take a hit?

Can you increase the ROF per weapon bank to simulate the effect?

1 weapon = ROF 1
2 linked weapons = ROF 2
etc.

murtalianconfederacy: Thanks for the clarification. I would have replied sooner but real life right now is intruding on gaming ideas.

I think I figured out how to cost extended weapon ranges. Fighters as essentially guns with the stats RNG:1, ToHit:5+, R/P/D: 1/1/1. There are 6 hexes at range 1, 12 hexes at range 2 and 18 hexes at range 3. If we assume a flight of 6 fighters with a ToHit of 5+, we can perform the following calculations:

Range 2: total hexes (range 1 + range 2 = 6+12=18 )

- # hits @ range 1 = 2 / flight
- # hits @ range 2 = 1 / flight
If we multiply the potential number of hits by the number of hexes involved, this gives us:
- Range 1 (5+): 2*6=12
- Range 2 (6+ as per SX and SX Brigade): 1*12=12
If we add the total number of hits and divide it by the total number of hexes involved, this gives us:
- (12+12)/18 = 24/18 = 1.3, which is the modifier given in the rulebook.

Extending this to range 3 would allow short/med/long range brackets and give us the following:

- Total Hexes:=6 (rng 1) + 12 (rng 2) + 18 (rng 3) = 36
- # hits @ rng 1 (short) = 3 / flight
- # hits @ rng 2 (med) = 2 / flight
- # hits @ rng 3 (long) = 1 / flight
Multiplying # hits by # hexes gives us:
- Rng 1: 3 * 6 = 18
- Rng 2: 2 * 12 = 24
- Rng 3: 1 * 18 = 18
Total hits / total hexes = 60/36 = 1.6 modifier.

As far as the other parameters:
- ToHit: Fighter base cost * 3 * ToHit factor
- ROF: Fighter base cost / 2 * (ROF +1)
- PEN/DAM: fighter base cost * PEN/DAM

The adjustment for fighter speed has been discussed in a previous thread but it would be speed/10.

Drones and battle satellites would use similar calculations.

As far as Steven's question on costing battle satellite movement, I think a cost of MP/5 is appropriate as they do have RNG 12 weapons compared to  RNG 1-2 for fighters and RNG 0 for drones.

As far as integration with TL and campaign settings, a prior thread by Tyrel Lohr did touch upon most of these ideas:

http://mj12games.com/forum/viewtopic.php?t=1049

I have not been able to playtest these ideas as I haven't had the time or any local players to try them on :-(. I also am not a statistician so I'm not sure whether these calculations are correct or if I am totally misguided and should scratch the entire project.

The worksheet I'm working on has incorporated these ideas but is very rough and real life has been limiting my ability to polish it to a point where others can critique it. Again I think Dan and the people on this board have done a wonderful job in enhancing the flexibility of the design system without breaking the cost system and complicating gameplay. I hope this may add some fexibility to the small craft aspect of SX without bogging gameplay down with too many details.

Jack

Dan,

How did you determine the costs for the fighter modifiers? I have been playing around with the idea of treating fighters like a battery (separate ToHit/ROF/PEN/DAM, etc.). It would add considerable flexibility in fighter design without adding too much more complexity.

Additionally, is there an error in the VBAM/SX worksheet?. The sheet seems to calculate defensive ratings based upon the formula Hull*2*Shield Factor*Specials rather than Hull*3*Shield Factor*Specials. I found this while trying to design a sheet that combined the attributes of the older SX Fleet worksheet with the VBAM/SX worksheet. If there is any interest, I'll post it for the group.  Thanks.

Jack

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(12 replies, posted in Starmada)

When I think about it, Dan's second interpretation makes more sense. Targeting is dependent upon various factors which can make a ship appear closer or futher than they actually are. Range based damage, however, is a physical property of the weapon and should only rely upon the actual range of the targe. In a way, the additional complexity of different ranges, a la SFB, makes sense in this context (and besides, since you split To Hit, Pen, and Dam, it is very easy to state in the rules that the stealth generator only affects To Hit and everything else is left alone).  smile