1

(166 replies, posted in Starmada)

Would it be possible to add a "notes" section to the worksheet to add to the bottom of the Special box... for such things as listing the standard compliment of fighters, seekers, misc notes, etc?

edit: Nevermind, I figured out how to customize it to make it do what I want.

2

(166 replies, posted in Starmada)

cricket wrote:
saxophone wrote:

I purchased the electronic version of the rulebook. It says that it is version 0.0. How can I get version 1.0?

You should have gotten a notice from RPGNow when the version was updated...

I just bought the electronic version also on 4/14 and it is revision 0.0.  I have not gotten any notice from RPGNow about an update.

edit: Just went back and redownloaded the PDF's.  Its still Revision 0.0.

3

(40 replies, posted in Starmada)

What about an item to allow "scout functions" ala SFB, such as lending ECM or ECCM to other ships?  I imagine it would be very large and/or expensive... so you would have smaller ships as pure scouts (nothing more than scout equipment and a few defensive weapons), or larger flagships to support the fleet.

Fred

thedugan wrote:

De nada....

I played it for two VERY intense years against a rules lawyer that happened to be a Marine Staff Sargeant.

I played virtually EVERYTHING against his Mine-laying Kzinti and got my a$$ handed to me on a regular basis (almost every game). I eventually got better at it, but lost interest in playing the game. I now prefer much simpler games....

Keys? Memorize the da**ed rule book, concentrate fire on one ship at a time until it's toast, be dispersed enough to not get taken out if your own ships get blown up, use EVERY system to it's fullest potential..... transporters, mines (anything can lay mines, virtually) PF's, probe launchers, tractor beams, ADD's, yadda, yadda, yadda...

Oddly, he loved the mine rules, but didn't like EW.

I could never figure out webs - they were too slow (until the Neo-Tholians came in) to be effective against his tactics.

Ah, yeah.  Just after high school my buddy and I had pizza delivery / fast food type jobs, so we didn't have to be up in the morning... so it was SFB every night all night.  Went a few good years.  I very rarely was able to crack his Klingon or Hydran tactics.  I've actually been working on SFB type conversions for Starmada to get him interested in the game, but I only have SSDs for the captain's edition... he was the owner of "The Tome" (all of the standard rules compiled in one overfilled 4 inch binder) and the second only slightly smaller binder of all of the SSDs.

Anyway, this brings up something I've been wanting to ask about... are there any rules in the works for having smaller ships docked inside larger ships (ie: Andromedans and their satellite ships)? 

Sorry so off-topic.

Fred

hundvig wrote:
thedugan wrote:

Umm...

I'm pretty sure that Maulers in SFB can only target ONE ship/fighter at a time.

SFB Maulers target only one thing at a time, but they can also fire every single impulse and (barring firing mods) they never miss and have perfectly controllable damage output...which makes them surprisingly good at selectively crippling/destroying fighters (and drones) if you want to use them that way.  They're a sniper rifle, not a shotgun, though.

Ah, yes, you are both right.  Its been a few (10+) years since I've played SFB.  I thought my memory was better.  doh!  I apologize.

Fred

GamingGlen wrote:

Not everyone has "anime" spinal mounts.  I have many miniatures from Star Trek, mostly from the Star Fleet Battles game.   Name me one "anime" spinal mount, or anything that closely resembled it, in that universe, particularly from any of the major races (no monsters, please).  Now ST has very few fighters (I think one DS9 space battle had some in it) so that's not a good example.  But I don't recall any such SM in Star Wars (the Death Star's ray doesn't count as it isn't quick enough to fire at fighters), B5 (I got a few miniatures from this series, also), or Battlestar Galactica, all of which are heavy fighter dependent.  Seems to me that in those shows what is shown as AFB shoots down the fighters BEFORE the fighters attack.

Some of us design ships according to what we think represents particular races.

The Star Trek universe doesn't typically have to deal with fighters to begin with, if you're just playing a pure Star Trek game.  If you do deal with fighters, ala SFB, then there are SFB ships available to most races known as Maulers that have basically anime spinal mounts.  The ships have specially designed warp drives which can be overloaded, and the energy focused in a giant area effect beam which has a very tight fire arc (1 hex wide straight forward, or can be slightly aimed to one side). 

Fred

7

(9 replies, posted in Starmada)

The Wiki style faq was great.  I hope it makes a comeback.

Fred

8

(20 replies, posted in Starmada)

Hey, thanks!  Do they have a recommended SU, offensive and defensive value?

Fred

9

(0 replies, posted in Starmada)

Long Range Fighters under Optional Fighter types.

Fred

10

(20 replies, posted in Starmada)

Speaking of Transporters... can anyone tell me what the rules for them were?  I looked in X and the Compendium, but they aren't in there.  I'd like to use them for my Star Trek games. 

I have altered the spreadsheet so I can include them as a special equipment item that can be destroyed, but they have no point cost or value, as I don't know what they'd be worth.  I figure for now, until I get actual stats, every ship would have one and only one, to represent the whole transporter system for the ship, so it should equal out point wise. 

Rulewise, I'm thinking it as having a 5 hex range (or, I vaguely recall someone mentioning it having a 10 hex range) and they can transport marines directly onto a ship, instead of relying on pods.  Of course facing shields on both ships must be down or dropped for the turn. 

Of course these would be house rules for the Star Trek universe, as obviously the system has been dropped from the official rules.  But if anyone can get me what the rules were so I can expound on my ideas, that would be great.  Thanks!

Fred

11

(20 replies, posted in Starmada)

Reading through the rules, I notice that there seems to be a trouble with troops.  The description states that they can be taken as a special equipment hit.  However, troops have no offense or defensive value, and only take up 10 space units.  This means troops could be taken as a buffer (or cannon fodder, as it were) to keep other special equipment from being destroyed for no change in the ship's combat value.  So many troops could be taken for only the cost of space as to make the ship's special equipment virtually indestructible.

This is only according to the description for Troops.  In the summery table on page 19, however, Troops are listed as not being able to be hit.  Obviously from my concern, I agree with this... Troops should not be able to buffer hits for systems more pertinent for the space combat, just like medical bays, science labs, etc... just used for campaign type games.  Is this the correct current ruling on troops?  Perhaps this should be addressed in the FAQ?

Fred

12

(10 replies, posted in Starmada)

Is there a version of sxca with the fire arcs on the printed display yet?  I can't seem to find it.  Thank you.

Fred

13

(11 replies, posted in Starmada)

The rule is, a ship must expend the necessary number of MPs to maneuver. If it doesn't have enough MPs, it can't. Period.

So if the ship is stationary, it could perform multiple manuevers in a row without moving forward, as long as it expended the appropriate movement points?  Just clarifying.  Thanks!!

Fred

14

(11 replies, posted in Starmada)

Previous versions of the rules stated that a ship that does nothing else can pivot in place, regardless of MP cost or maneuvering restrictions. However, this capability was removed in X... it made a ship which lost its drive too maneuverable.

So if that capability was removed, what is the current rules on it?  Thanks!

Fred

15

(11 replies, posted in Starmada)

Maybe have it so a stationary ship can rotate as many hex sides as the number of drive points it has left.  So an undamaged ship could rotate 180, while a ship down to 1 drive box (or even a giant behemoth of a ship which only has 1 drive box to begin with) can only rotate one hex side a turn.  Just an idea.

Anyway, thanks for your help, guys!  I appreciate it.

Fred

16

(11 replies, posted in Starmada)

Hello.  I'm new to the game and have a few questions on the rules...

1.  Has there been any consideration for the manueverability of stationary ships?  Can they perform manuevers without having to move forward?  For example, a stationary ship rotating 180 degrees.  Or perhaps only able to turn 1 hex facing a turn while stationary?

2.  Drones are described as acting like fighters.  Can drones be engaged in a dogfight by fighters?  I would think not, but the rules don't specify.  Also, does this mean that drones can fly around willy-nilly or perhaps sit and wait, or do they have to actually move toward a target?

Anyway, I love the rules so far, and this is coming from a long time SFB and Full Thrust player.  A few things I'd like to see in the next version of Starmada:

Hard and fast rules for converting to hex-less games.  I could see this taking up just a page or so.  For example, Starmada-X says each hex would be 4cm.  Thats just about 1 1/2 inches, so I would round it to 2.  So the attack range of fighters would be 2 inches, explosions would be a round 2 inch template, etc.  Somewhere in the rules it mentioned rolling a die under the number of hexes of a range (I forget what it was referring to)... so you would have to double your die roll and compare to the number of inches.  I could go through the rules and do it all myself, but it'd be nice if it was just there, or have it as a supplimentary download.  Maybe even display on the starship record the weapon ranges in inches underneath the hex listings.  1/2/3  and directly underneath 2/4/6 inches.  Its easy enough to do in your head, but much less confusing for newbie players.

I'd also like to see the weapon arcs graphic displayed on the ship record.  Maybe make the movement chart half its size and put the arcs next to the shield indicator chart.  Would be a great tool for getting newbie players up to the speed in introducing them to the game.

Welp, those are just my two cents.  Like I said, great game. 

Fred