Re: Any Star Wars Ships Out There?
I just noticed that my X-Wings should have the Independent trait...I figured I would say something before somebody else nailed me on it
Erik
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I just noticed that my X-Wings should have the Independent trait...I figured I would say something before somebody else nailed me on it
Erik
Yesterday, I took notes from the websites about this (mostly Ben Rubery's and Planetside:Ships of the Fleet). Since no one expects an Executor class Super Star Destroyer or a Death Star to be anything but a monstrosity that creeps slowly across the mat and can barely turn, I decided that the Imperial class Type I Star Destroyer is the largest ship that would reasonable. Anything bigger would simply display the megalomania of its builder, which fits the storyline, but is of little use to anyone trying to play with these ships. I have tryed to follow the original source as closely as possible, but I did push some Weapons Batteries together to save space and trim some Weapon Arcs to make them fit. I could have made this smaller by using a higher Tech Level, but I think that they would have built these as simple and cheap as they could.
Pardon me if I have to post this in short bursts by editing, the Library computer keeps logging me out of the Forum and deleting the post, if I attempt to write at length. I had this completed when it did this to me, and I am somewhat vexed.
Imperial class Type I Star Destroyer (1963 CR). All systems are TL 0.
Hull (1, 3, 5): 24 23 22 21 20 19* 18 17 16 15 14 13* 12 11 10 9 8 7* 6 5 4 3 2 1.
Engines (1, 2): 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1.
Shields (3, 4): 17 17 16 15 15 14 13 13 12 11 10 10 9 8 8 7 6 5 5 4 3 3 2 1.
facets: F: 3, FP: 3, FS: 3, AP: 3, AS: 3, A: 2.
Weapons (5, 6): 1: VZ, 2: WZ, 3: W, 4: X, 5: Y, 6: Y.
Battery V: Heavy Turbolaser (Energy): 1-6/7-12/---, 3/5+/1/3, Slow-Firing; Carronade; Increased Hits.
[ACE] [BDF]
Battery W: Twin Turbolaser (Energy): 1-5/6-10/---, 4/5+/1/2, Carronade; Increased Hits.
[AB] [ABC] [ABD] [CE] [DF] [EF]
Battery X: Heavy Ion Cannon (Energy): 1-3/4-6/7-9, 1/6+/1/5, Slow-Firing; No Hull Damage; Ignores Shields.
[ACE] [BDF]
Battery Y: Triple Ion Cannon (Energy): 1-2/3-4/5-6, 4/5+/1/3, No Hull Damage; Ignores Shields.
[AB] [AC] [BD] [HJ] [IK] [EF]
Battery Z: Quad Lasers (Energy): 1/2/3, 3/4+/1/1, Anti-Fighter.
[GHI] [GHI] [ACE] [BDF] [JKL]
Special Equipment: Cargo (200); Carrier (1316 Capacity; Launch: 4, Recover: 2); Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Stormtroopers (24).
VBAM Statistics:
Cost: 24, Maintenance: 23/6 ~ 4, Defensive Value: 16, Anti-Ship: 14, Anti-Fighter: 18, Command Rating: 9, Command Cost: 4, Basing: 14; Hyperdrive.
I had 206 Space Units left over and gave this ship Cargo (200). If you prefer, you can use this space for 6 Vehicle Bays and 4 Tractor Beams which I left out (the Tractor Beams in this background setting do not work like the ones in Armada, they just draw things closer or push them away). You could even use the extra space to give the ship 4 more Shield Facets which would raise it's Combat Rating to 2096 CR and raise its VBAM Cost to 25 and its VBAM Defensive Value to 17.
I substituted Stormtroopers for Marines at the same cost. The Capacity is 1316 because that is 14 Flights of T.I.E. Fighters. This may seem like a lot, but in this background setting, a warship is supposed to be simply a big box of fighters. Now, I should give you something to put in that box.
T.I.E. Fighter: Size: 6, Speed: 12. Attack: 6+, Defense: 1; ROF 3; Impact 2; Capacity (94).
T.I.E. Interceptor: Size: 6, Speed: 14, Attack: 6+, Defense: 1; ROF 3; Interceptor; Capacity (63).
T.I.E. Bomber: Size: 6, Speed: 8, Defense: 2; Capacity (66).
Fighter Mode: Attack: 6+; ROF 3; Bomber.
Striker Mode: Attack: 3+; ROF 3; Impact 2; Bomber.
T.I.E. Avenger: Size: 6. Speed: 15, Attack: 5+, Defense: 2; ROF 3; Impact 2; Capacity (166).
Advanced T.I.E. Fighter: Size: 6, Speed: 13, Defense: 3; Capacity (209).
Fighter Mode: Attack: 6+; ROF 3; Impact 2.
Striker Mode: Attack: 6+; ROF 3; Impact 3; Damage 3.
Lambda class Shuttle (Breacher): Size: 6, Speed: Attack: 6+, Defense: 2; Rof 3; Capacity (60).
Assault Shuttle (Breacher): Size: 6, Speed: 10, Attack: 6+, Defense: 3; ROF 3; Double Damage; Capacity (125).
Stormtrooper Transport (Breacher): Size: 6, Speed: 10, Attack: 6+, Defense: 3; ROF 3; Capacity (89).
Assault Gunboat: Size: 6, Speed: 10, Attack: 6+, Defense: 3; ROF 3, Impact 2; Double Damage: Capacity (155).
Missle Boats: Size: 6, Speed: 6, Attack: 6+, Defense: 1; ROF 3; Impact 2; Damage 2; Capacity (87).
Skipray Blastboat: Size: 6, Speed: 11, Attack: 6+, Defense: 3; ROF 3, Impact 3; Double Damage; Capacity (200).
These are my best interpretations of the printed sheets that I found for these.
The standard loadout for an Imperial class I Star Destroyer was listed by one source as 1 Lambda class Shuttle, 1 Stormtrooper Transport, 1 Assault Shuttle, 7 T.I.E. Fighters, 2 T.I.E. Interceptors, and 2 T.I.E. Bombers.
It is proving difficult to provide an acceptable conversion of the Victory Star Destroyer.There seem to be several types, some of which have Landing Capability (surprizing in such a large vessel). The following was listed as a version which traded much of its Defensive and Offensive Capabilities for a decent Engine Rating.
Victory class Type II Star Destroyer (1092 CR). All systems are TL 0.
Hull (1, 3, 5): 20 19 18 17 16* 15 14 13 12 11* 10 9 8 7 6* 5 4 3 2 1.
Engines (1, 2): 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1.
Shields (3, 4): 16 16 15 14 13 12 12 11 10 9 8 8 7 6 5 4 4 3 2 1.
Facets: F: 4, FP: 3, FS: 3, AP: 2, AS: 2, A: 2.
Weapons (5, 6): 1: X, 2: Y, 3: Y, 4: Z, 5: Z, 6: ---.
Battery X: Heavy Turbolaser (Energy): 1-6/7-12/---, 2/5+/1/3, Slow-Firing; Carronade; Increased Hits.
[AB] [ABC] [BDF]
Battery Y: Twin Turbolaser (Energy): 1-5/6-10/---, 2/5+/1/2, Carronade; Increased Hits.
[AB] [AC] [BD] [CE] [DF]
Battery Z: Triple Ion Cannon: 1-2/3-4/5-6, 1/5+/1/3, No Hull Damage; Ignores Shields.
[AB] [AC] [BD] [CE] [DF] [EF]
Special Equipment: Cargo (100); Carrier (658 Capacity); Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Stormtroopers (30). This has 58 Space Units left for auxilliary systems.
VBAM Statistics:
Cost: 20, Maintenance: 11/3 ~ 4, Defensive Value: 14, Anti-Ship: 11, Anti-Fighter: 3, Command Rating: 8, Command Cost: 4, Basing: 7; Hyperdrive.
The standard loadout for this ship is 4 Flights of T.I.E. Fighters and 1 Flight of Lambda Shuttles or 5 Flights of Assault Shuttles.
This is a large ship. It is larger than some fleets. I tried to keep it a still playable one, while keeping as close as I could to the source material.
Galactic Empire: Imperator class Type II Star destroyer (2, 775 CR). All systems are TL 0.
Hull (1, 3, 5): 40 39 38 37 36 35 34 33* 32 31 30 29 28 27 26 25* 24 23 22 21 20 19 18 17* 16 15 14 13 12 11 10 9* 8 7 6 5 4 3 2 1.
Engines (1, 2): 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1.
Shields (3, 4): 21 21 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 10 10 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1.
Facets: F: 4, FP: 4, FS: 4, AP: 3, AS: 3, A: 3.
Weapons (5, 6): 1: U, 2: V, 3: W, 4: X, 5: Y, 6: Z.
Battery U: Octal Turbolaser Battery (Energy): 1-5/6-10/---, 3/4+/1/2, Carronade; Anti-Fighter; Increased Hits.
[ACE] [BDF] [ACE] [BDF]
Battery V: Octal Turbolaser Battery (Energy): 1-5/6-10/---, 3/4+/1/2, Carronade; Anti-Fighter; Increased Hits.
[ACE] [BDF] [ACE] [BDF]
Battery W: Triple Ion Cannons (Energy): 1-2/3-4/5-6, 4/5+/1/3, No Hull Damage; Ignores Shields.
[AB] [HJ] [IK] [EF]
Battery X: Forward Heavy Turbolasers (Energy): 1-6/7-12/---, 4/5+/1/3, Slow-Firing; Carronade; Increased Hits.
[ABC] [ABD] [AB] [AC] [BD]
Battery Y: Rear Heavy Turbolasers (Energy): 1-6/7-12/---, 4/5+/1/3, Slow-Firing; Carronade; Increased Hits.
[EF] [HJ] [IK] [EF]
Battery Z: Quad Laser Turrets (Energy): 1/2/3, 3/3+/1/1, Anti-Fighter.
[GHI] [ACE] [JKL] [BDF] [GHI]
Special Equipment: Armor Plating; Carrier (1, 316: Launch: 5, Recover: 3); Cargo (490); Critical Hit Save (2+); Damage Control (5 dice); Hyperdrive; Stormtroopers (12). This has only 2 Space Units left. The original drawing had 5 Tractor beams.
VBAM Statistics:
Cost: 31, Maintenance: 20/3 ~ 7, Defensive Value: 30, Anti-Ship: 19, Anti-Fighter: 13, Command Rating: 12, Command Cost: 5, Basing: 15; Hyperdrive.
For those of you who would penalize this ship for excessive Hull Size by adding +1 to any To-Hit Roll against it, the Combat rating would be reduced to 2, 463 CR, the VBAM Cost would be reduced to 29, and the VBAM Defensive Rating would be reduced to 28.
The loadout for this would be 8 flights of T.I.E. Fighters, 2 flights of T.I.E. Bombers, 2 flights of T.I.E. Interceptors, 1 flight of Stormtrooper Transports, and 1 flight of Lamda class Shuttles.
THese look great, but I notice that none of the weapons shoot out to 18. Not to be critical, but the BBs I play which are speed 4, with weapons that shoot out to 18 could eventually pound these large ships to destruction without their being effectively able to reply... :?:
Perhaps the heaviest weapons on these ships should eb able to fire out to 18. 8-)
40 hull and a combat rating of 775.
*dies*
Well, yes, they are *very* big ships. Even in the D6 RPG they were listed as being 1,600 metres long and some sources claim them to be even bigger. A pair of Imperial (Imperator if you prefer) Star Destoyers (Type I or II) is considered to be the backbone of an Imperial Navy combat line as described in the WEG Imperial Sourcebook (surpisingly in depth about Imperial naval doctrine such as it is). The rare heavy combat line might reach 4 of them. Anything bigger is a special - there were for example supposed to have been only 4 super star destroyers built. Typically as I recall there is about 2 to 4 Imperial class ships per sector (around the time of the Imperial collapse post-Endor), but this is somewhat flexible depending on the sector's importance and the political clout of the Govenor. The older Victory class star destroyers were optimised for ground attack in preference to space superiority and were able to enter the upper atmosphere of a planet, but as far as I know nothing that size can land (the Venator designs you see in the most recent movies are smaller again I believe and may represent something of a limit in the size of ship that can truly land).
On the topic of big ships the other really big ship you might see and actually use in a scenarios is the torpedo sphere. Never a common design, they were still much more common than the SSD's. Specialised attack ships to destroy planetary shields, they have a startling number of capital scale proton torpedo launchers. They are also the only ships that can effectivley mount some of the nastier Imperial terror weapons like Two-wave grav shock devices and Orbital Nightcloaks. Nifty for special scenarios.
One thing that isn't easily represented though is the various hyperspace performaces of the ships. This of course is really only relevant at the strategic level, but it's worth noting that in the Late Empire Era (ie about the time of the Endor incident) Victory class star destroyers were still actively deployed. Despite their comparatively (to say an Imperial class) weak ship-to-ship capacity, low engine speed, and small(-ish) fighter wing, they had a hyperdrive with twice the capacity of an Imperial class making them very fast to deploy from system to system. Thus they were kept around mainly heavy pirate suppression duties (in particular the larger pirate groups) and fast reaction missions.
A note on fighter wings - Imperial doctrine declares a full fighter wing to be 72 fighters, in (IIRC) 12 by 6 fighter flights. Rebel doctrine has 36 fighters to the wing, in 6 by 6 fighter flights. The should, in theory, be about as dangerous as each other. The Empire throws weight of numbers and the Rebels have the better fighters and pilot training.
I'd offer up some designs, but I'm renovating and the books are all mostly packed away at the moment. So it might be a little while until I have a chance to dig them out unfortunately.
THese look great, but I notice that none of the weapons shoot out to 18. Not to be critical, but the BBs I play which are speed 4, with weapons that shoot out to 18 could eventually pound these large ships to destruction without their being effectively able to reply... :?:
Perhaps the heaviest weapons on these ships should eb able to fire out to 18. 8-)
I don't think it is fair to compare a source material conversion with player created designs. In the conversion you should be balanced against other ships from that source material if you use a unified system to accomplish the conversions. Players creating their own designs free from constraint of the source material's imitations can do anything they want min/max-ing. If the weapons in a given universe are relatively short-ranged, then that is what the person doing the Starmada version should stick to, as long as that design is going to be going up against ships from its own Universe.
Erik
40 hull and a combat rating of 775.
*dies*
I think ya' missed a 2 in front of that 775. ;-)
Yeah, that's freaking huge. I think the highest I've gone was about a 20 - 24 on a Super Dreadnought/ Flagship type vessel in a home universe. I'd hate to see an SSD or Death Star...
I agree that 40 hull is just kind of insane. JR, do you ever actually play with ships this huge? If so, how long do such games take?
I'd hate to see an SSD or Death Star...
Who cares. Just one well placed shot and the Death Star is toast.
Marc
Alex Knight wrote:I'd hate to see an SSD or Death Star...
Who cares. Just one well placed shot and the Death Star is toast.
Marc
And it has been established that a kamikaze A-wing will cripple a Super Star Destroyer- gee, these Imperial Super weapons hardly seem worth the investment!
Erik
Is that the Hood syndrom?
Marc
I agree that 40 hull is just kind of insane. JR, do you ever actually play with ships this huge? If so, how long do such games take?
I have done so, though mostly with conversions of Renegade Legion: Leviathan. As long as you are using just a few large ships, these games are usually settled in about 5 turns ( though the turns are somewhat long due to the large number of dice to be rolled). These big fellows dish out enough damage to destroy even something as large as themselves in a few turns.
Somewhat off subject, I was surprised to find that though the numerous lasers on a Leviathan ship are considered to be the Main Batteries, it is the Missle Bays (intended as an expendable, ammunition-based secondary weapon) that actually do most of the Damage. Of course, it is possible that I misunderstood the statistics in the source material and made the Missle Packs (I can't remember the proper terminology for the setting) too strong.
I am not sure that I would like to try playing with this large a Carrier (at least not with more than one ship to a side). All those fighters seem likely to slow things down.
I think ya' missed a 2 in front of that 775. ;-)
My 40 hull ship costs 2500 XD
So yeah, pretty close
As long as you are using just a few large ships, these games are usually settled in about 5 turns ( though the turns are somewhat long due to the large number of dice to be rolled).
Yeah, I meant in hours. d:
I think the hull rating is relative to what you are going to fight.
If I was going to do a strictly nothing but Star Wars game then everything will be fine. I could design the Death Star and go all they way down to a fighter.
But...
How would they compare to something out of the Star Wars universe? What if you wanted to put those Star Wars ships against a Babylon 5 ship? Against a Star Trek ship (short battle IMHO)? A Battlestar Gallactica ship? It's all relative.
Having said that, I would probably keep it in the same universe and scale everything down hull-wise.
Actually you could research all of these ships and their capabilities, including tonnage, legnth, width, and firepower. From there, you could either work out a system (ei. being this big gives you this much hull) or you could compare it to ships already designed by Starmada against their tonnage (from Klingon Armada, for example).
JohnRobert wrote:As long as you are using just a few large ships, these games are usually settled in about 5 turns ( though the turns are somewhat long due to the large number of dice to be rolled).
Yeah, I meant in hours. d:
With most of the large ships, 20 to 25 minutes was long enough for a turn. Last night , I tried playing with these (2 Victory class Type II Star Destroyers and 1 Imperious class Type II Star Destroyer on each side). 6 turns later, 5 hours had passed. At this point, with one side having a Victory II with 12 Hull left and 22 Flights of T.I.E. Fighters versus an Imperious II with 12 Hull left, an intact Victory II, a Victory II with 6 Hull left, and 7 Flights of T.I.E. Fighters, I gave up. Those 22 Flights of T.I.E. Fighters might still have won it, but rolling that many dice is too tiresome. Indeed, all the dice rolling that having hundreds of fighters with ROF 3 on the board is the big defect with this background. The clutter on the board can be much eased by having a single marker represent a Wing of many Flights (eight Wings representing seven Flights of six in the present case). You could even use a single marker to represent a Squadron of many Wings.
As advice to anyone playing with these things:
1:The fighter is your deadliest weapon.
2: The fighter is your best defense.
3: Take the time to work up a statistical chart and avoid rolling dice for fighters.
Look at this chart for the standard T.I.E. Fighter (also assuming no Armor-Plating or Counter-measures on the opposing ship(Those would require charts of their own)).
Level of Shield on Facing of Opposing Craft: 5---4---3---2---1---0.
Number of Flights: 1.......Resulting Damage:1...2...3...4...5...6.
.......................2............................2...4...6...8...10..12.
.......................3............................3...6...9...12..15..18.
.......................4............................4...8..12...16..20..24.
.......................5............................5..10..15..20..25..30.
.......................6............................6..12..18..24..30..36.
.......................7............................7..14..21..28..35..42.
For any large number of fighters, a chart like this will (very probably) give the same result as rolling the dice To-Hit and for Impact, and it will save you much time.
6 turns later, 5 hours had passed.
--- :shock: That would be way too much time for my short attention spanned friends!!!
These are usually the largest craft that the Alliance uses, though I have just found statistics for a larger ship (it would seem to be a unique Command Ship, so I needn't be in a hurry to work up a conversion for it). I had to trim the Weapons Batteries on these severely to accomodate the required Carrier Capacity.
Rebel Alliance MC 80 (1585 CR). All systems are TL +4.
Hull (1, 3, 5): 24 23 22 21 20 19* 18 17 16 15 14 13* 12 11 10 9 8 7* 6 5 4 3 2 1.
Engines (1, 2): 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1.
Shields (3, 4): 20 20 19 18 17 16 15 15 14 13 12 11 10 10 9 8 7 6 5 5 4 3 2 1.
Facets: F: 4, FP: 3, FS: 3, AP: 3, AS: 3, A: 4.
Weapons (5, 6): 1: Y, 2: Y, 3: Z, 4: Z, 5: ---, 6: ---.
Battery Y: Dual Turbolasers (Energy): 1-4/5-8/---, 4/4+/1/2, Carronade; Increased Hits.
[AB] [HJ] [IK] [CEF] [DEF]
Battery Z: Ion Cannons (Energy): 1-3/4-6/7-9, 3/5+/1/4, No Hull Damage; Ignores Shields.
[ABC] [ABD] [HJ] [IK] [EF]
Special Equipment: Carrier (900 Capacity; Launch: 4, Recover: 2); Cargo (160); Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Rebel Militia (12). This has no Space Units left.
VBAM Statistics:
Cost: 23, Maintenance: 13/3 ~ 5, Defensive Value: 18, Anti-Ship: 15, Anti-Fighter: 7, Command Rating: 9, Command Cost: 4, Basing: 8; Hyperdrive.
I based the Carrier capacity on 6 Flights of Y-Wings and 2 Flights of Lambda class Shuttles.
Here are some fighters to put on board.
A-Wing : Size 6, Speed 15, Defense: 1; Capacity (69).
Fighter: Attack: 5+; Rof 3; Impact 2.
Striker: Attack: 4+; ROF 2; Impact 2.
B-Wing: Size 6, Speed: 9, Defense: 3; Capacity (235).
Fighter: Attack: 4+; ROF 3; Impact 3.
Striker: Attack: 3+; ROF 3; Impact 3.
Used as an Independent vessel with an R-2 Unit to run the Hyperdrive, this would cost 259 CR.
X-Wing: Size: 6, Speed: 12, Defense: 2; Capacity (202).
Fighter: Attack: 5+; ROF 3; Impact 2; Damage 2.
Striker: Attack: 3+; ROF 3; Impact 2.
Used as an independent Hyperdrive capable unit, this would cost 223 CR.
Y-Wing: Size: 6, Speed: 10, Defense: 2; Capacity (130).
Fighter: Attack: 6+; ROF 3; Impact 3.
Striker: Attack: 3+; ROF 3; Impact 2.
As an independent Hyperdrive capable unit, this would cost 143 CR.
Z-93 Headhunter: Size: 6, Speed: 10, Defense: 1; Capacity (75).
Fighter: Attack: 6+; ROF 3.
Striker: Attack: 4+; ROF 2; Impact 2.
With an R-2 unit to operate and maintain an independent Hyperdrive Capability, this would cost 83 CR.
I have been looking at the various conversions (mostly, Babylon 5 Wars)of these ships on the web. The rules for playing with these conversions seem to require that the Shields be Kinetic, Energy, or Ballistic shields. They would also seem to require that the KEB Rating of the Faceted Shields be selective, I have been trying to think of a way to do that in this background without changing the Starmada cost in either Space Units or Defensive Rating.
I think it would be possible to make an analogy with the option for standard Starmada shields called Directional Shields, Focused Shields, or Shield Reinforcement.To give an example, let us say that we have a Shield Facet with a rating of 4. Instead of saying that this is a Rating of 4 against Kinetic Weapons, a Rating of 4 against Energy Weapons, and a Rating of 4 against Ballistic Weapons, we could raise the Kinetic Rating to 5, and lower the Energy Rating and Ballistic Rating to 3. This would still average (Rounded Up, but we must pay something for flexibility) to a Shield Rating of 4, and would make our Shields flexible in the way that the background requires.
Since on a re-reading of the rule that I am using as an analogy, it was possible to raise the Rating of a Shield by only 1 level, then in this option, it should be possible to raise the Kinetic, Energy, or Ballistic Rating by only 1 level.
In the background that we are using here, the rules seem to require that a Shield Facet be given such a bias (in each turn) against either Energy Weapons or Ballistic Weapons. There would appear to be no commonly used Kinetic Weapons in Star Wars. However, the Kinetic value appears to be the appropriate Defense to roll against for Asteroids or Ramming. As an asteroid field seems to be a somewhat common Terrain for a Star Wars battle, maximizing the Kinetic Shield Rating might be the default mode when not under attack.
It should also be noticed that the rules of the sources from which these conversions are made give automatic Active sensor locks on all Targets, allow no use of CounterMeasures, but encourage the use of Fire Control. If the House Rules that you are using to play with these ships require Sensor Locks, or permit CounterMeasures and Fire Control, then you might consider whether any of the above modifications would make your game more fun or faster to play.
They would also seem to require that the KEB Rating of the Shields be selective, as well as directionally faceted.
I am not following... example, please?
As an example, let us take the preceding MC 80. It has Faceted Shields. The source from which I converted it seems to require that a ship have different shield values against Kinetic, Energy, and Ballistic weapons. It would also seem to require that these values be changed to suit the Tactical situation.
The MC 80 has a Forward Port Shield Facet with a Rating of 3. If the player expected it to be fired upon by an Energy Weapon, he could raise its Energy Shield Rating to 4. If he were wrong, and the ship was fired upon by a Ballistic Weapon, it would roll against a Ballistic Shield Rating of 2.
I suspect that the rules to the source materials that I am trying to convert were intended to force such choices.
I hope that this clears up any confusion as to my meaning that my writing style might have caused.
Got it.
Yeah, off the top of my head, I'm a bit stumped on how to work that out in ship construction...
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