Topic: Updating SFU to Unity

cnuzzi wrote:

Any word on when Distant Armada Unity is coming?

Or, for those of us with scads of SFB material, could we get preview stats for the rest of the weapons (Hydran, ISC, Andromedan, Vuldar)?

I'll concede that specific rules for Hydran Hellbores, Lyran ESG and Andro Panels will have to wait, but as long as there's no specific PP requirements for power/speed purposes (ie ESGs and Panels don't automatically require power), I can finish up my master spreadsheet where I'm building base stats for all the ships I have available. [Hull, Shields, Engines, EPR, etc.; all those fiddly things that require math.]

I'm hoping to upload it - will give folks enough to start conversions, you'd still need the SSDs to actually convert them.

Re: Updating SFU to Unity

Actually, there is a power cost to use Andromedan power absorber panels - see the Federation Commander rules, section (3G3a).

I was hoping to be able to put Distant Armada on my Christmas list. Alas, it does not seem that this will be the case. But I'd like to know approximately when it and/or Battleships Armada will be coming in any case.

Re: Updating SFU to Unity

So as I work on the conversions I've discovered something that might be/is a glaring error.

To recap this part of the conversion, you add up all power generated by a ship, subtract out costs of powering weapons (Phasers 1/ea (Ph1/Ph2) or .5/ea (Ph3), Photons, Disruptors, Particle Cannons & Shield Crackers 2/ea*), divide by Engine Power Ratio, and you have the Engine rating. Plasma Torpedo costing seems to be in error though...

Plasma-F Torpedoes (the weakest standard torpedo) in SFB need 1+1+3 energy (or, 1 point per turn plus 2 more on the turn of firing). For conversion purposes, seems to require 2 points of power per launcher for calculations.

Plasma-G Torpedoes in SFB need 2+2+3 energy (or, 2 points per turn plus 1 more on the turn of firing). For conversion purposes, seems to require 3 points of power per launcher for calculations.

Plasma-S Torpedoes in SFB need 2+2+4 energy (or, 2 points per turn plus 2 more on the turn of firing). For conversion purposes, seems to require 2 points of power per launcher for calculations.

Plasma-R Torpedoes in SFB need 2+2+5 energy (or, 2 points per turn plus 3 more on the turn of firing). For conversion purposes, seems to require 3 points of power per launcher for calculations.

Plasma-F, G, and R torpedoes appear to be costed (conversion wise) incorrectly. Plasma Fs should require 1 energy/ea, Plasma Gs and Rs 2 energy ea. This would make them consistent with other power requirements.

**While this doesn't seem to affect the Romulans much, the Seahawk frigate should have an Engine of 10, and the Snipe Frigate should have an Engine of 2(?!), which is odd because it lists it as having Engine of 4; it also means that it has to come to a complete stop to fire one of it's two (TWO!) Plasma F torps. Dan, is this a fudge to make the Snipe playable?

**For the Gorn, I get a Hull 11 for the Battle Cruiser and Command Cruiser (book says 10), Hull 6 for the Battle Destroyer (book is 8), Hull 8 and Engine 7 for the Heavy Destroyer (book is 6 and 6), Hull 6 for the Destroyer (book is 5), and Engine 10 for the frigate (book is 9).

*Also, Particle Cannons are supposed to fire twice per turn, but only have a ROF 1?

Re: Updating SFU to Unity

Regarding Distant Armada: all of the heavy lifting is done. It's just a question of putting the book together (about a weekend of work) and then proofreading.

Regarding Plasma Torpedoes: all types (except PL-F) should be costed at 2 power/turn (PL-F are costed at 1/turn), with the additional power paid at the time of firing.

The Seahawk does appear to be too slow; then again, a move of 8 is fast enough, don't you think?

The Snipe is correct: 5 power points are used to keep weapons charged, leaving 4 points for movement. The "fudge" is that the Snipe (and ONLY the Snipe) must pay 1PP at the time of firing to use its PH-1s.

I've gone through the other Romulan ships, and they are all costed correctly.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Updating SFU to Unity

mj12games wrote:

Regarding Distant Armada: all of the heavy lifting is done.

You are a god amongst men. Also, my spreadsheet* is fairly well done for basically all the SFB (not FC) books I own; just need to confirm power costs of certain things (ESG, Vuldar Ion Pulse Generator, Jindarian weapons etc). I know I'm using SFB material, but I recall that FC just doesn't use all the different varieties of ships; I just don't know which ones to use so I calculate them all in the spreadsheet.

The Seahawk does appear to be too slow; then again, a move of 8 is fast enough, don't you think?

A hold over from my days as a SFB player, where the motto was "Speed is Life." smile

The Snipe is correct:

Makes much more sense. I was afraid that you were going to say that Batteries were considered power, which would wreck the power calculations for everything. smile

*spreadsheet meaning one that calculates Hull, Engines, Screens, and all the other values, and notes like Tight Turn, ADD, etc; not SSDs.

Re: Updating SFU to Unity

Regarding why particle cannons don't get two shots/turn: The simple answer is that PCs have the overload option, which doubles their damage output at the expense of reduced range. Simply doubling the ROF would not do justice to the source material, since PCs can only fire on overload once per turn. I did consider allowing PCs to have the option of paying 1PP to increase their ROF to 2 (not on overload), but decided against it because in that case, literally no one would use the overload option.

(There is a distinct difference between firing once at double damage and firing twice at normal damage in SFB/FC, since the ships will change position relative to each other between shots -- this does not happen in Starmada.)

If Seltorian players want to have the option of a "double shot", I propose allowing an increase to ROF 2 at a cost of 2PP.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Updating SFU to Unity

Regarding Distant Armada: all of the heavy lifting is done. It's just a question of putting the book together (about a weekend of work) and then proofreading.

YES!!! Thanks for the update - that's the best news I've had in a long time!

Re: Updating SFU to Unity

If Seltorian players want to have the option of a "double shot", I propose allowing an increase to ROF 2 at a cost of 2PP.

That sounds good. Personally, I don't think it is necessary, but those who like to play Selts might appreciate it. Truthfully, I never played Selts myself in FC or SFB, not ever, but I've played them in Starmada once (Selt CA and CL vs Neo-Tholian CA and CL) and the Selts won. (Selt CA was the only surviving ship). They're pretty good as-is, imho.

Certain rules like this might be good candidates for an "optional rules" appendix, particularly with the SFU, where veteran players might want to do certain things "the SFU way." Tactical maneuvers could go in there as well: http://mj12gamescom.ipage.com/forum/viewtopic.php?f=2&t=12514

Re: Updating SFU to Unity

Well, my spreadsheet (of all non-carrier & PFT craft) is tentatively done. I can't say completely done because I'm lacking concrete rules (read: power requirements and weapon stats) for the following items:

1) Hellbores (assuming 3 per turn)
2) Fusion (2 per turn)
3) ESG (Pay when used)
4) PPD (4 per turn?)
5) ISC rear Plasma-F (constantly charging them kills their power curves; I was thinking Expendable, no power to arm, 2PP to fire as normal?)
6) Ion Cannon (2 per turn)
7) Ion Pulse Generators

Also, I haven't done the LDR (minor power, too similar to the Lyrans), or Andromedans (need some major rule clarifications there). Orion and WYN option mounts have been left open too; there's a lot of choices for them. Dunno how FC rules handles them - I mean the Orion's weapons really are determined by their operating areas. I also didn't bother to calculate a Cargo value for anything, nor did I assume that Tugs were hauling Cargo Pods (though I could fix that).

The big question becomes posting my spreadsheets is can I? It calculates the stats for ships, but lacks any of the weapons loadouts; just Hull, Engine, Screens, EPR, and Traits/Equipment.

Also wondering (if I can post it) if people would like to see stats for carriers and PFs/PFTs?

Re: Updating SFU to Unity

In FC, optional weapons mounts on Orions/WYN/bases, etc., are handled by providing a list for what weapons are allowed on each mount, on a ship-by-ship basis. This list can be found in section 5L of the FC Reference Rulebook. I actually like the way it is done in Starmada - i.e. making the Orions a drone-and-disruptor race. Disruptors, with their ability to fire every turn, plus their overloadability (is that a word?), make perfect sense for them, as do drones, since they are fire-and-forget and don't evaporate over time. You don't need plasma to fight plasma, as Fed ships prove.

Re: Updating SFU to Unity

Hello! A SFU Armada Unity player here, was just wondering if there was a game plan regarding future releases? My group and I are eagerly awaiting the Hydrans and Lyrans to be added to the existing selection.

Re: Updating SFU to Unity

I am working on Distant Armada as I type this. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Updating SFU to Unity

Thanks for the update! Will check in here every so often to see if it has been released. Thanks for allowing us to play the big battles in a realistic amount of time while still retaining that tension that makes the SFU games so addictive!

Re: Updating SFU to Unity

On the subject of SFU Unity - is the only way to get Hardcopies of the books to order direct from ADB?

Thanks,
-Tim

Re: Updating SFU to Unity

Yes. I do not stock them.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com