1

(41 replies, posted in Starmada)

Hull, Engines, Shields and Weapons are covered under the basic damage rules and we have some ideas for System Damage but what we haven't talked about is damaging ammunition stores.

They technically fall under the Weapon but if we're going to allow Mines to be hit should we allow ammunition? Does it explode when hit? Do mines explode when hit?

If you're using Damage Control, probably not. The whole point of Damage Control is to return systems to operation. And it's pretty darn hard to restore exploded things to operation.

But if you're playing with 'system hits' then probably either could blow up. Do they do extra damage to the ship when they explode?

Just more thoughts. That actually spawn more thoughts I need to codify and post later.

Cheers

2

(41 replies, posted in Starmada)

My primary goal was expandability.  A 2d6 chart (with temporary or transferring damage) is easy to cap out.  So if a new upgrade is added the system needs to be rewickered.  I usually try to come up with solutions that have growth built in because I get tired of redoing and redoing solutions.  My secondary goal was to try and stay consistent with current mechanics so that the solution was easy to integrate.

Irreparable would work well in a campaign setting but not in a one shot game.  Hopefully you get to play more campaigns then I do.

Cheers

3

(41 replies, posted in Starmada)

Here's how the Damage Charts I came up with look on my sheet.

[attachment=0]Starmada Damage Charts.jpg[/attachment]

To save you from going back a page...

- Categorize existing systems as General, Defensive, or Offensive
-- General systems: Cargo, Hospital, Hyperdrive, Overthrusters, Repair, Science, Transport
-- Defensive systems: Armor Plating, Cloaking Device, Countermeasures, Point Defense, Regeneration, Stealth
-- Offensive systems: Anti-Fighter Batteries, Carrier, Fire Control, Launch Tubes, Marines, Mines, Teleporters
- Add 3 new damage charts (General Systems, Defensive Systems, Offensive Systems) with 6 boxes each
- Add systems to appropriate damage charts (one block per system so some blocks will be empty)
- When rolling Damage (from any hit) a (result of) 2, 4, or 6 (may) cause system damage
-- For each 2 roll on the General System chart
-- For each 4 roll on the Defensive System chart
-- For each 6 roll on the Offensive System chart
- Specific system degradations would need to be created (e.g. each Marine hit injures 5 squads)
- After a system is destroyed additional rolls are ignored
- When rolling on Damage Control chart systems may be restored
-- For each 1 or 2 roll on General System chart
-- For each 3 or 4 roll on Defensive System chart
-- For each 5 or 6 roll on Offensive System chart

I added a few words for clarity sake.

If for some reason a ship has all 7 of the General or Offensive options the 7th wraps around to the first block.

The sheet automatically fills in the table.  But as I said before, exact details of what happens for each hit still need to be worked out.  And you'd have to be using the optional Damage Control rules if you plan to cause damage to upgrades.  Well I guess you wouldn't have to but I'm not sure how many space units and CR points people are willing to spend on something without redundancy that can be destroyed in a single shot.

Cheers

4

(41 replies, posted in Starmada)

What if you just use existing mechanics to minimizes rolls but maybe add some book keeping?

- Categorize existing systems as General, Defensive, or Offensive
-- General systems: Cargo, Hospital, Hyperdrive, Overthrusters, Repair, Science, Transport
-- Defensive systems: Armor Plating, Cloaking Device, Countermeasures, Point Defense, Regeneration, Stealth
-- Offensive systems: Anti-Fighter Batteries, Carrier, Fire Control, Launch Tubes, Marines, Mines, Teleporters
- Add 3 new damage charts (General Systems, Defensive Systems, Offensive Systems) with 6 boxes each
- Add systems to appropriate damage charts (one block per system so some blocks will be empty)
- When rolling Damage a 2, 4, or 6 causes system damage
-- For each 2 roll on the General System chart
-- For each 4 roll on the Defensive System chart
-- For each 6 roll on the Offensive System chart
- Specific system degradations would need to be created (e.g. each Marine hit injures 5 squads)
- After a system is destroyed additional rolls are ignored
- When rolling on Damage Control chart systems may be restored
-- For each 1 or 2 roll on General System chart
-- For each 3 or 4 roll on Defensive System chart
-- For each 5 or 6 roll on Offensive System chart

Adheres to existing mechanics.  Fits within the existing combat system.  Not too many extra die rolls.

Cheers