Topic: Some questions for VBAMers

What do you use for the tech range?  Looks like -2 is where all the levels start for sure (2.2.1), but is that out of a range of 2 or 5?

Should any of the weapon mods that have been released since VBAM be included in the set you get to start?

Several rules mention less than half hull, engines destroyed, or hyperdrive destroyed.  But with Damage Control, engines and hyperdrive will never be destroyed.  How do you handle that?  Allow critical hits to destroy damage control?  Say you can't fix a 0 engine or a hyperdrive?

Can the human mind actually cope with the awesomeness that would be a VBAM campaign?  I still need one more player so I have time to feign death if it turns out that greater men have gone mad.

Re: Some questions for VBAMers

When the first edition of VBAM and VBAM the Starmada Edition came out there was no provision for changing the Tech Range. The range was 2. (although the sxca at the time also had Tech Level -3 at a mod of 2.8, I have no idea as to why).

If you are playing the campaign in VBAM:TSA, the default available starting weapon enhancements would be:-
Doubled Range Modifiers
Non-Penetrating -1
No Hull Damage
(Must Re-Roll To-Hit Dice has been discarded under Starmada AE)

Note when converting Starmada X weapons to Starmada AE using core rules page 70 some things have changed under later sourcebooks.

Damage Control is in Appendix E and therefore does not come under critical damage.

Can anyone cope with a VBAM campaign? Check out the forum on the VBAM site, vbamgames.com


Hope that helps. Only other thing I would say is that if it is your campaign, set the limits to suit and do not over complicate it to start.

Paul

Re: Some questions for VBAMers

@OldnGrey: the -3 tech modifier was to model really appalling technology for IND-2 powers. I still use -3 and +3 if any of my powers get that far (none have). Try designing raider ships with a overall tech level of -10 (typically -3 in shields and weapons, -2 in equipment and engines)

I've played around two dozen StarmadaX/VBAM campaigns, one which was truly epic (69 turns, around 20 empires activated) to a few that lasted around a game year and got bored (either because of an extended period of not playing or because I started with TLs too high). I've never played a StarmadaAE/VBAM campaign as the fighter basing issue is too messy for campaign use. I have exported some ideas over though (like dual-mode weaponry)

As for campaign start-ups, I'd argue that intentionally setting a low tech level is the way to go. It forces you to be creative with ship design, so you've got to decide "Do I want to put fighters on this ship? It would give me fighter projection, but it would cut massively into the available space for weapons"

I tend to find that having a dreadnought-type class, one or two carrier classes (one fleet, one light), a couple of cruiser classes and light vessel classes works best (excluding the scouts and explorers, of course). Thats just my opinion though.

Re: Some questions for VBAMers

Agreed with the low tech idea, my friends that I game with and I went from having +2 tech in everything down to 0 tech in everything. You would not believe how much I needed to rethink my ships....

It does require a lot more thinking and planning, and it also makes sense, you can improve your technology as the campaign goes on rather than starting at the top.