Topic: Damage Allocation -- optional rule (DRAFT)

One of the major changes from previous editions of Starmada is the nature of damage resolution. While there is still some randomness in the system, some things are deterministic: for example, a ship with nine hull boxes will never lose any of its systems until at least three boxes have been checked off. This optional rule allows players to change that.

The first step is to determine the ship's damage factor. This is done by multiplying the ship's hull size by 29% and rounding to the nearest integer. If the ship has fragile systems, multiply by 17% instead; if the ship has reinforced systems, multiply by 67%.

The game is played normally, with the following exception:

Do not perform damage checks as described on p.14 of the Starmada Nova Rulebook. Instead, each time a ship checks off a hull box, roll one die and consult the following chart. The results are added to a running total for each of the four damage types. Whenever this total reaches a multiple of the ship's damage factor (as determined above), check off one of the appropriate damage boxes or shield dice icons.

Roll    Thr    Wpn    ECM    Shields
1        1        3        0        0
2        2        0        2        0
3        3        0        0        1
4        0        1        3        0
5        0        2        0        2
6        0        0        1        3

EXAMPLE: A ship with a hull size of 12 has a damage factor of 3 (12 × 0.29 = 3.48). It suffers three hull hits, so three dice are rolled, coming up 2 3 and 5. As a result, 5 is added to the ship's “thrust” total; 2 is added to the ship's “weapons” total; 2 is added to the ship's “ECM” total, and 3 is added to the ship's “shields” total. Therefore, one thrust box and one shield die icon are checked off.

As in the standard game, a maximum of four boxes/icons can be checked off of each grouping; i.e. you should never check off the last thrust, weapon, ECM, or shield box.

Damage to ship systems is always resolved as described on p.15 of the Starmada Nova Rulebook.

If using the Bank-Specific Damage advanced rule, do not track “Weapons” damage as above; instead conduct damage checks as described on p.26 of the Starmada Nova Rulebook.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Damage Allocation -- optional rule (DRAFT)

My initial gut reaction is that it looks, at the very least, interesting...adding a bit more "depth" to damage resolution, which I like. However, doesn't this go against one of your core issues of extra dice rolling and extra record keeping? At the very least it will require another "Stat Track" or notation to manage the accumulation of damage. Again, nothing against it (I think I might have been the only person to use critical damage AND damage control in SAE games  smile ), it just seems an odd option for Nova.
Cheers,
Erik

Re: Damage Allocation -- optional rule (DRAFT)

It's basically a way of recreating the separate thrust and shields damage tracks from SAE, which some people liked.

For the record, I wanted to strip as many extraneous die rolls from the basic Nova game as possible; that doesn't mean I'm not open to adding them in as optional rules for those who might want a bit more crunchiness.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Damage Allocation -- optional rule (DRAFT)

cricket wrote:

It's basically a way of recreating the separate thrust and shields damage tracks from SAE, which some people liked.

You can count me as one of those people, and I like that this option makes Nova damage a little less linear. I guess I was just surprised you are proposing additional record keeping as you have been consistent in your quest to lessen the accounting.

cricket wrote:

For the record, I wanted to strip as many extraneous die rolls from the basic Nova game as possible; that doesn't mean I'm not open to adding them in as optional rules for those who might want a bit more crunchiness.

Glad to hear that...those of us that like to complicate things thank you  wink
Cheers,
Erik

Re: Damage Allocation -- optional rule (DRAFT)

Looks interesting. 
But we probably won't use this too much down here in Jacksonville.  Here is a typical c2000 pts on a side game that we played:  I fielded three of the {45 Hull/30 Ablative armor/fragile systems/Tech=0} Arizona DN.  This design is in the B-Basin. 
These three DNs sortied with with supporting DDs & PT Boats.  (No cruisers because I prefer DNs & BBs with DDs & PFs).  Most of my opponants' ships have multiple weapons with Acr,Dx2 or Acr,Dx3, or Acr,Cts, or even Acr,Dx2,Cts. :!:   
When one of my friends big c700 point ships fires, he often informs me that my DN just took up to 40 points of damage.  Note that this does not threshold the DN, because it takes 45 hits to cause the first Damage check... 
Today I have added one more hull & Armor so the ship is now 5 pts more expensive, but takes two more damage b4 being "Damaged"
I guess our battles may seem like "Clash of the Titians" to some, but we have much fun. 8-)
Cheers
Steven in Jacksonville
[Watching Tropical Storm or Hurricane Issac diligently]