Here is a copy of the customizable drone rules that we are using for our Starmada/VBAM campaign here in Orlando.
Customized Drones ◄X.1
The basic drones in Starmada are especially straightforward; however, there are players who may wish to have drones with specific characteristics. Using the rules in this section, an adaptation of the customized fighter flight rules, they can do just that.
Each option that follows has an associated multiplier; to determine the change in Combat Rating for the drone's launching ship, apply all modifiers to 30. Then, subtract 30 from the result - the difference is the amount that must be added to (or subtracted from) the ship's CR. Remember that drones must be purchased in groups of five and that the SU Cost, and both Offensive and Defensive Ratings already assume this. For players or settings that use single drones, the modifiers should be applied to 6 instead (1/5 of 30).
For example, a starship has five groups of 5 drones, and each is to be labeled as “fast” and “armored”. This requires multipliers of 1.2 and 1.4; applying these to 30 yields a product of 30 x 1.2 x 1.4 = 50.4. Thus, each of these groups of drones adds an additional 20.4 (50.4 – 30) to the ship's Combat Rating; since there are five groups, this results in a final CR addition of 102 (20.4 x 5).
Unlike standard drones; all of which that are launched in a single turn by a single unit must be placed in one group; customized drones must be formed into groups of identical drone types. If a starship carries two types of drones, it will group the drones that it fires into two groups, one group of each type. No starship may launch more than 10 drones of any type, combined, per turn.
Armored ◄X.1.1
An Armored drone group only loses a drone for every second hit it takes.
Multiplier: x1.4
Assault ◄X.1.2
A drone group with Assault capabilities rolls 2 dice per remaining drone when attacking.
Multiplier: x1.4
Extended Range ◄X.1.3
Drones with Extended Range can make attacks against targets within 2 hexes, rather than being limited to the standard 1-hex range.
Against targets 2 hexes away, the group suffers a -1 to-hit penalty.
Multiplier: x1.2
Fast ◄X.1.4
A Fast drone group moves 12 hexes per turn, instead of just 10.
Multiplier: x1.2
Slow ◄X.1.5
A Slow drone group moves only 8 hexes per turn, rather than the normal 10.
Multiplier: x0.8