Topic: 2300AD-sh Sensors

New Starmada player has a question.............Any ideas for 2300AD-type sensors? With ship size related to sensor detection ability? Anyone have a Home-rule they use now? I'd like to add more Hide&Seek into my game. Thanx.

Re: 2300AD-sh Sensors

Blackhawk33 wrote:

New Starmada player has a question.............Any ideas for 2300AD-type sensors? With ship size related to sensor detection ability? Anyone have a Home-rule they use now? I'd like to add more Hide&Seek into my game. Thanx.

Hide and seek with bazookas! (old time Starcruiser 2300 player here)

Starmada X had some sensor rules from one of the settings that used bogeys much like 2300 that had to be scanned. The current shipyard posted here has passive and Active sensors 1-3 that can be used for the purpose. I played around with them a bit (specifically with 2300AD crossover ships!) in X but haven't tried them in Admiralty Edition. It gives more of a feel of hide and seek without tying things to ranged sensors like Starcruiser did. There is really no mechanic for profiles and reflected/radiated though.
Hope this helps.
Erik
PS If nobody else pipes up I'll dig out the sensor scanning rules from my hard drive, but I'm sure somebody knows them off the top of their head  wink

Re: 2300AD-sh Sensors

Yes if you could post your old Starmada X cross overs from 2300AD that would be great! Thanx. I think I'm leaning toward linking a ships total Hull size as the basic detection value, and adjusting for shields, ECM, Stealth, weapons fire, etc....

Re: 2300AD-sh Sensors

Blackhawk33 wrote:

Yes if you could post your old Starmada X cross overs from 2300AD that would be great! Thanx. I think I'm leaning toward linking a ships total Hull size as the basic detection value, and adjusting for shields, ECM, Stealth, weapons fire, etc....

I have a 16 page Word document with the text versions of the ships, I don't think anyone wants me to post them all!  wink
But below are a couple of the "hero" ships from 2300.

Kennedy-A Class Fast Missile Cruiser of the United States Space Force   (265)
TL   E:0  W:1  S:0  Q:0
Hull: 5 4 3 2 1
Engines: 9 8 7 6 5 4 3 2 1
Shields:  0
[α] Improved Class 1 Laser [1/2/3, 3+, 1/1/1]
AB , AB , AC, AC, CE, CE, BD, BD, EF, EF
Hyperdrive [O], Passive Sensor [O], Active Sensor III [O], Drone [OOOOOOOOOOOOOOOOOOOO], Long Range Sensors [O], Electronic Countermeasures [O], Electronic Warfare System [O], Decoy [O], Security Team [O]
1[HEα], 2[EQα], 3[HQα], 4[EQα], 5[HQ], 6[EQ]

At 265 points the Kennedy seems pretty wimpy, especially when compared to CapShips, but two can take on a Kafer Alpha with a possibility of winning (cough...Admiral Parker...cough) so long as they can keep range open and pound away with drones. I've done Admiralty Edition versions that point out about a hundred points higher, but that's because of the customized strikers (SIM-14s) being bad ass (and the AE versions rely on Stealth trait as well).

Richelieu-A Class Battleship of the Imperial French Space Navy   (1,048)
TL   E:1  W:0  S:0  Q:0
Hull: 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields:  4 3 2 1
[α] Double Class 1 Laser [1/2/3, 4+, 2/1/1]
ABCD, ABCD, ABCD, ABCD, ABCD, ABCD, ACE, ACE, ACE, ACE
[β] Double Class 1 Laser [1/2/3, 4+, 2/1/1]
ACE, ACE, BDF, BDF, BDF, BDF, BDF, BDF, AB, AB
[γ ] Double Class 1 Laser [1/2/3, 4+, 2/1/1]
AC , AC , BD , BD , CE, CE, DF, DF, EF, EF
Hyperdrive [O], Active Sensor III [O], Passive Sensor [O], Electronic Countermeasures [O], Electronic Warfare System [O], Long Range Sensors [O], Tender [OOOOOO], Troops (250) x5, Decoy [OO], Drone [OOOOOOOOOOOO], Marine Squad [OOOOOOOOO]
1[HQγ], 2[Eα], 3[Hα], 4[Sβ], 5[Hβ], 6[Qγ]

The epitome of the "Big Ship!"
The Tender Special is for carrying fighters. I did 2300 fighters as 1 hull attack boats without Hyper capability. 6 Martels can lay more hurt than almost any other single ships in the game in 1 turn (and they are tough enough to possibly survive unlike those sissy Mistrals!)

Alpha Class Battleship of the Kafer Associative   (787)
TL   E:0  W:2  S:1  Q:0
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields:  5 4 3 2 1
[α] Advanced Class C Particle Beam [2/4/6, 4+, 1/1/3]
ACE, ACE, BDF, BDF
[β] Improved Class 1 Laser [1/2/3, 3+, 1/1/1]
ABC, ABC, ABC, ACE, ACE, ACE, ABD, ABD, ABD
[γ ] Improved Class 1 Laser [1/2/3, 3+, 1/1/1]
BDF, BDF, BDF, CEF, DEF
Hyperdrive [O], Armor Plating, Active Sensor III [O], Passive Sensor [O], Electronic Warfare System [O], Troops (250), Tender [OOOO], Drone [OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Sβ], 5[Hβ], 6[Qγ]

TOUGH BUGS! All the Kafer ships are tough nuts to crack, and you never EVER want to get into knife fighting range with them! The Starmada X versions of the Alpha tended to be tougher still as they could punch more drones out every turn than the 2300 version, although this was somewhat mitigated by the fact that the standard SX drone doesn't hurt as much as an XRay did. Loaded up with 4 Golf-class fighters they are some bad mommas. You should see the Delta  :twisted:

I have well over 300 notecards with Admiralty edition versions but they require more tweaking and I haven't done anything with them in a while. The ability to customize Strikers radically alters the balance of some of the ships.
As for scanning rules, the basic use of Bogeys/scanning is on page 42 of the Starmada X rulebook and the rules for Active and Passive Sensors are in the Victory By Any Means: Starmada Edition book. I haven't tried them in the Admiralty Edition yet, but it seems to me that they should both fit just fine. I based the relative sensors available to the various ships on their Active and Passive 2300 sensors, and since Starmada is much more "scaled-back" than a game like Starcruiser anyway I never tried to make a distinction for the profiles of ships. The hide and seek "phase" of the game was shorter in Starmada than in Starcruiser, but it was certainly interesting!
Hope this helps.
If you want, I will send you the word file with the 2300AD to Starmada X crossovers I did with the warning that there are sure to be some mistakes and I can't say I have tried even a tenth of the ones that I did so the designs could be way off.
Cheers,
Erik

Re: 2300AD-sh Sensors

Ahhhh... I loved 2300 back in the day. Even played some of the RPG -- and yes, played Twilight 2000, too.  smile

Re: 2300AD-sh Sensors

MadSeason wrote:

Ahhhh... I loved 2300 back in the day. Even played some of the RPG -- and yes, played Twilight 2000, too.  smile

I've played the Twilight 2000 RPG - I thought the armor multiplier mechanic was clever at the time. Twilight 2000 was sorta gloomy, and now it's more 'Alternate history' than anything else ....