Topic: A few Starmada scenarios and factions for perusal

I was away on a business trip last week, and one thing I was able to do was break out my laptop and jot down some scenarios I had been mulling over.  Space-based scenarios are harder for me to come up with than land-based (such as my Dirtside ones), since I was a groundpounder rather than a squid, but I've tried to throw some together that seem creative and interesting enough that people might find them worth trying.  Also, I HTML'ed the write-ups of a couple of my personal Starmada factions and uploaded them as well.

Check them out by clicking on my Starmada page at:

http://home.comcast.net/~kudby

Thanks,
jav98

Re: A few Starmada scenarios and factions for perusal

javelin98 wrote:

I was away on a business trip last week, and one thing I was able to do was break out my laptop and jot down some scenarios I had been mulling over.  Space-based scenarios are harder for me to come up with than land-based (such as my Dirtside ones), since I was a groundpounder rather than a squid, but I've tried to throw some together that seem creative and interesting enough that people might find them worth trying.  Also, I HTML'ed the write-ups of a couple of my personal Starmada factions and uploaded them as well.

Check them out by clicking on my Starmada page at:

http://home.comcast.net/~kudby

Thanks,
jav98

First, been here before, but don't think I spent the time to really read what was there. Your site just went into my bookmarks.

Second, I was drawn into your Dirtside stuff. Haven't played in forever, but really like your scenarios. Good stuff. Makes me want to break out the minis and shoot at things again... hhmm, time this weekend.

Third, the scenarios for Starmada look pretty straight forward.

I like the Asteroid base one. That is a fun, and challenging, idea that spices up the standard defensive engagement or asteroid situation.

The slaver one is nice in that it provides a tactical/starmada value reason to have the Passengers equipment in a battl.e

Barbarians at the gate would be a nice experiment. With the point system in Starmada being so reliable, I think it likely that the barbarians will have the upper hand. Could be wrong, though.

Re: A few Starmada scenarios and factions for perusal

We should try out the Ass. Corps rules whis weekend.

Anyone want to meet in Peoria at the game store Sunday PM?

Re: A few Starmada scenarios and factions for perusal

jimbeau wrote:

We should try out the Ass. Corps rules whis weekend.

Anyone want to meet in Peoria at the game store Sunday PM?


I'd love to if Peoria wasn't just a long darn drive! 
-Bren

Definitely why we should have a MJ12con!

Re: A few Starmada scenarios and factions for perusal

jimbeau wrote:

Anyone want to meet in Peoria at the game store Sunday PM?

That's about a three-day drive for me, I'm afraid.  Oh, well -- I'll just have to convert more players here out west!

Thanks for your comments, Taltos.  My primary concern was that most ground-based scenarios have a greater degree of flexibility in creating interesting situations with terrain and whatnot, but space-based scenarios are often "two fleets attacking each other on a flat table".  I figured there had to be some way of putting more variety into space-based wargames, and so I started jotting down some thoughts on that during our long drive.  It was also much more interesting than working on the contract proposals I owed my boss, but that's a story for another time.

Re: A few Starmada scenarios and factions for perusal

jimbeau wrote:

We should try out the Ass. Corps rules whis weekend.

PLEASE don't call it that. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: A few Starmada scenarios and factions for perusal

We should try out the Ass. Corps rules whis weekend.


PLEASE don't call it that.

yessir!

space-based scenarios are often "two fleets attacking each other on a flat table". I figured there had to be some way of putting more variety into space-based wargames, and so I started jotting down some thoughts on that during our long drive.

Agreed, and I Like the roll 50 dice against PEN when ships hit the asteroids.  I run a similar scenario at conventions wherein Some asteroids are marked as objectives and fighter flights are used to "dock" with the asteroids and spend a turn "searching" for the magic beans or whatever they need to find on the asteroids.  Gives players a reason to take the ships into the asteroid field in order to protect/attack the fighter flights.

I also use the d6 for direction, d6 for distance rule on the asteroid movement.

However,

Re: A few Starmada scenarios and factions for perusal

jimbeau wrote:

However,

Yeeeeeesss?

Re: A few Starmada scenarios and factions for perusal

whoops, should have deleted that word.

no however, just me posting without thinking too hard.

Re: A few Starmada scenarios and factions for perusal

jimbeau wrote:

just me posting without thinking too hard.

Ah.  No worries -- I do that all the time.

Re: A few Starmada scenarios and factions for perusal

cricket wrote:
jimbeau wrote:

We should try out the Ass. Corps rules whis weekend.

PLEASE don't call it that. smile

I think you missed the '.' in there.....
:-)

It sounds like a game about college fraternity's then if you abbreviate it like that... big_smile

Re: A few Starmada scenarios and factions for perusal

Added two more, and adjusted the balance of forces in the Barbarians scenario a bit.

Re: A few Starmada scenarios and factions for perusal

How about this:

[size=150]Bad Karma[/size]

A lone vessel has been seen prowling near the trade lanes that feed our empire/commonwealth/whatever. A squadron of ships are sent to investigate--a couple of battlecruisers and other small fry. However, when they see the craft, they realise Intelligence has screwed up again--the vessel, far from being a lone cruiser, is a space control ship, a vessel that combines the functions of both dreadnought and fleet carrier into a deadly predator. And your squadron has just sailed straight into the guns of one. Talk about bad karma.

Scenario:

Two players both get 2500 points. However, one player (the raider) MUST spend all their points on one vessel and accompanying fighters. No escorts other than fighters are allowed. Also, the vessel must have a powerful primary battery to justify its position in the line of battle. So it must either have:

a) a spinal mount
b) a weapon with a range longer than 12
c) a weapon with a special modifier over 1.5 (i.e., re-rolls penetration, halves shields, extra crew casualties etc)
d) enough drones for three full salvoes (i.e., at least 30 drones)

The other player may have two vessels with a cost exceeding 500 points but not exceeding 1000 points.

The fight can take place in an open map or a map with a large number of asteroids.

Re: A few Starmada scenarios and factions for perusal

Added a scenario involving a black hole on the map:

<IMG src="http://www.fantagraphics.com/blog/uploaded_images/black-hole-0322-779942.jpg">http://www.fantagraphics.com/blog/uploaded_images/black-hole-0322-779942.jpg</IMG>

Black Hole Skirmish

Two even forces engage each other in the darkest reaches of space, only to find that they have come within the extreme gravitational field of a black hole.  The black hole marker is placed in the dead center of the hex map, and all ships are affected by its presence.

Ships are affected at the end of their movement, sliding towards the black hole in the straightest line possible.  No facing change is forced upon them, but the ships' final positions are adjusted as follows, based on how far they are from the anomaly:

Distance from the black hole:.....................................Forced movement:
5 hexes or less  ...............................................................3 hexes
6 to 10 hexes  .................................................................2 hexes
11+ hexes ......................................................................1 hexes

Any ship that crosses the space occupied by the black hole is instantly destroyed. 

Any ship that passes through the hexes immediately adjacent to the black hole takes 1 point of Hull damage and an additional point of damage rolled against their damage chart, due to the severe gravitational eddies present. 

Fighters, Battle Satellites, and Drones are similarly affected, both in movement and damage;  if a Fighter or Drone flight passes through the one-hex radius surrounding a black hole, roll a single d6 to see how many craft were destroyed, while if a Battle Sattelite passes through, it is simply destroyed.

Special conditions:  Some weapons and equipment will not function properly (or at all) in a black hole's high-gravity field.  Possible effects include:

• Long-range penalities are increased from -1 to -2.
• TDAR systems only lock on a 6.
• Long-Range Sensors and Electronic Warfare Systems are ineffective.
• The black hole blocks line of sight.

Normal victory conditions for a skirmish battle still apply.

Re: A few Starmada scenarios and factions for perusal

I like it. Looks like a scenario to play over the holiday break.

Re: A few Starmada scenarios and factions for perusal

A vast object has been picked up on sensors approaching one of your race's major colonies. Your ship is the only ship in the area able to respond before the object reaches the colony and its millions of inhabitants. Approaching the object, you must identify its weaknesses and destroy it before it arrives at the colony.

Set-Up:
This scenario uses several non-floating maps.

Your Forces:
One major colony planet set up in the center of a map.
One or more ships set up within one hex of the planet. Up to 500 ComRat
You will want some Science Labs to determine the weaknesses of the intruder.

The Intruder:
Position: 100 hexes in a straight line from the planet in any direction of your choice.
Hull: 30, Speed: 6
Alien weapon [8/16/24, 3+ 2/2/2, Kinetic, Range Based Damage]
ABCDEF
The intruder has no shields and does not have a damage track. Every hit on the intruder will destroy one hull. There is no way to slow the intruder; it remains at speed 6 until destroyed. The intruder has the equivalent of Organic Hull in that every turn during the end phase, it can repair a hull hit on a die roll of 5-6. The intruder will fire every turn at the object closest to it. In the event that two or more objects are equally close, use dice to randomly choose between them. The intruder will move in a straight line towards the planet every turn.

Conditions:
You may not fire upon the intruder until you have determined its weaknesses. Any damage scored on the intruder before this is determined is ignored. To determine the intruder's weaknesses you must gather 50 Science Points by moving one or more ships equipped with Science Labs near the intruder as determined by the chart below.

Range        Science Points
1 – 5        6
6 – 10        3
11 – 15    2
16 – 20    1
21 +        0

Each Science Lab onboard will gain the listed points during the end phase of each turn. For example a ship with five Science Labs ends the turn at a distance of 12 hexes from the intruder. This ship will generate 10 Science Points. Once you have accumulate the requisite Science Points you may attack the intruder utilizing the insights you have gained and damage it as normal.

Victory Conditions:
If the intruder gets within firing range of the planet, you lose. If you destroy it first, you win. Black and White, no grey areas.

Re: A few Starmada scenarios and factions for perusal

Sweet... I can visualize this one already:

<IMG src="http://www.startrek.com/imageuploads/200303/tos-035-the-enterprise-stares/320x240.jpg">http://www.startrek.com/imageuploads/200303/tos-035-the-enterprise-stares/320x240.jpg</IMG>


Nice use of the Science Labs, too.  I think I'd equip two expendable ships with 20 labs each and fly them in close, with three gunships close behind to pound the heck out of the planet killer.  Weapons would have to have the Extra Hull Damage option, too.

I think I'll start a Scenarios thread and post the sixteen or so I've come up with alreay to it, and everyone else can throw their scenarios into the thread too.  Then maybe Cricket can sticky the thread for easy finding.

Re: A few Starmada scenarios and factions for perusal

I would like to see several interconnected scenarios, something like the Captain's campaign from SFB. You play a series of scenarios with the same forces. If you lose a ship in scenario 1 (say an expendable Science ship) it isn't there for scenario 2. Gives you a reason to conserve your ships and not do suicide charges.

Re: A few Starmada scenarios and factions for perusal

javelin98 wrote:

I think I'll start a Scenarios thread and post the sixteen or so I've come up with alreay to it, and everyone else can throw their scenarios into the thread too.  Then maybe Cricket can sticky the thread for easy finding.

Eagerly awaiting those scenarios. Also has anyone ever fought a battle in an asteroid field? What effects did you have the asteroids apply? To-hit penalties? Damage for going too fast through them? Maybe Starmada could include some standard terrains like nebulas, black holes and asteroids?

Re: A few Starmada scenarios and factions for perusal

A convoy carrying vital medical supplies for the colony of Cestus IV is under attack. The outgunned escort must insure that the valuable cargo makes it through.

Your Forces:
10 Long-Haul II class freighters
1 Warship up to 250 ComRat

Enemy Forces:
One or more ship of up to 500 ComRat total.

Set-Up:
This scenario uses one, non-floating map. Place the freighters in the center of the map. No two freighters may be in the same hex and each freighter must be within two hexes of at least one other freighter. All freighters have the same facing. Your warship sets up within two hexes of any freighter. The enemy forces set up last and can be on any map edge hex of their choice but must be on the same map edge.

Victory Conditions:
Standard victory points. In addition you score victory points for each freighter that succesfully exits the map as if you destroyed the freighter.

Ship Designs:

Long Haul II Class Freighter of the Imperial Merchant Marine   ( 32 )
Mass: 183 KmT, Crew: 405, TL:   E:0  W:0  S:0  Q:0
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 2 1
Shields:  0
Ablative Armor:  0
[α] Laser Cannon [2/4/6, 4+ 1/1/1]
AB, AC, BD, CE, DF, EF
Hyperdrive [O], Cargo Bays, 100SU x14, Vehicle Bay x4
1[HE], 2[HQ], 3[Hα], 4[Hα], 5[Hα], 6[H]

Re: A few Starmada scenarios and factions for perusal

japridemor wrote:

Standard victory points. In addition you score victory points for each freighter that succesfully exits the map as if you destroyed the freighter.

One idea that might be of use here is to rip off Iron Stars:

Freighters have a point cost associated with them; however, this is only relevant for victory point (VP) purposes--e.g., if a medium freighter is destroyed, it awards 100 VPs to the opposing side. When totaling a side's overall point cost at the start of a pick-up game (i.e., not using a pre-designed scenario), freighters are not counted; in fact, each freighter included on a side decreases the fleet's point cost by 50.
For example, a fleet of 650 points that includes three freighters would only cost 500 when balancing sides.
In this way, although a fleet with freighters to protect will have more combat punch, it will also have more VPs to give away.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: A few Starmada scenarios and factions for perusal

I like it Dan....

We have also used different ideas... nebulas that negate shields, floating radiation fields ( area of space where there are random pockets of radiation... they moved 1 or 2 d6 each turn randomly, after the movement was plotted but before the ships themselves were moved, and if a ship passed through one, they lost a crew unit on a die roll of 5 or 6).... and we love asteroid fields.

As I was sitting here and typing, I had another idea.....a micro-meteor field... instead of huge rocks, they are smaller... maybe the size of footballs. If you are going slow enough, they don't do any damage, but the faster you move, the more they hurt. If you are moving at speeds 0-1, no damage... 2-3 and it counts as a 5+ hit from a 1/1/1 weapon, 4-5 is a 4+, 6-7 is a 3+ roll, and 8 or more is a 2+. All of these are rolled per hex that you pass through, and can be used with either the Full Thrust type movement, or the standard Starmada movement point system.

John