Topic: Starmada AE / 2300AD

I'm wondering if anyone else has used SAE as an alternative to Star Cruiser for the 2300AD universe.  I'm trying to put some ideas together and find the "fighters" and "missiles" are giving me the biggest headaches to get the right feel.

My current thought is to create fighters (which can go anywhere from 100-300 tons each) as a flotilla and then the missiles as Fighters/Strikers.  This would allow the "fighters" to carry "missiles" as in the original Star Cruiser.

I haven't been able to find anywhere in the rules how to carry flotillas on larger ships and how to determine to capacity cost of a flotilla.  Any assistance would be appreciated.

Re: Starmada AE / 2300AD

Flotillas were never assigned an official rules on being carried on larger ships.

I think unofficially they cost 1/4 as many SU to carry as they are built on (so 10 SU to carry your standard 40 SU flotilla ship x number of ships in the flotilla). That's what it appears to be on OnG's spreadsheet anyways.

To make things easier, have you considered making fighters dual mode: Fighter/Striker would work, then use the same Striker component of the dual mode fighter as your missiles?

Re: Starmada AE / 2300AD

I'mp currently playing a vassal game protraying Star Wars ships. As you can imagine, fighters are very important in that universe.
I don't like the way fighters are treated in Starmada Nova. Too expensive and not very interesting, and worse, I didn't feel they have the granularity I wanted.
So I wondered. I've tried many years ago to simulate them as seeking weapons, but it didn't gave the feel I wanted.
So I adopted a 'flotilla' feeling:
- Each squadron is represented a by a 6-hull ship, each point of hull being a fighter. I can adapt that for bigger fighters.
- The speed is not variable, neither due to losses nor to acceleration.
- The shield (x-wing have a 6+ shield) is treated the same way.
- Weapons are designed with FR arc but due to fighter extreme manevrability, they in fact have TT.
- They are still considered as fighters for movement and as targets.

For example, a tie fighter squadron is hull 6, speed 11, with 6 twin light laser (each Tie has twin light laser) with the following characteristics: Rng 3, Dfs, AD 6 4 3 2 2 1 1 1. CR 20
An interceptor squadrong would have the same characteristics, but with a better speed (12) and Dx2 for weapons because they carry quad light lasers. CR 29
The tie bomber squadron carries many proton torps. They are Gid, Dx2, Exp. FR5 x 6 (they can fire six salvoes fo them) AD 36 25 18 13 9 6 5 3 2 2 1 1 1. CR 68.
We played once with them with a restriction, that no more than one salvo per turn can be fired, but it makes bombers and x-wing not very interesting. We won't be playing that way next time.
It gives the fighters a lot of flexibility in design.

Note that it makes carriers very cheap as the fighter CR is not included with their. It makes carriers very flexible in they fighter complement as you can chose what you want as long as you don't take more fighters than their carrier 'load'.

Marc