Topic: Special Equipment Ideas

I've seen a few people post ideas for new and/or modified Special Equipment in a couple of places. I thought it would be nice if they were all under one heading, so I started a new thread. I also have a couple of ideas (how convenient hunh?).

1) Variable levels of ECM/ECCM. You could add an ECM II or even ECM III to the game or an EWS II, etc. I'm sure they would be expensive but could be useful.

2) Additional fighter strengths. Currently you get heavy, which takes extra damage to kill, and plain, which is....plain. Maybe light could be added to reflect more primitive fighters. Similarly more speed options would be useful. Slow, Real Slow, Real Fast, etc. While on the subject of fighters, add on some options for increased PEN as well. Or again, more primitive fighters that do not halve Shields?

3) I've seen someone else propose a system similar to aArmor Plating or Redundant Shields but designed to protect Engines. I like that. I can Armor my gun batteries even but not my engines?

Any way, just a few ideas.

Re: Special Equipment Ideas

How about rules for differentiating between civilian and military hulled ships? I've played a couple of scenarios where a big lumbering 10 Hull freighter with decent shields and basically a pop-gun holds off a small fast raider because the raider has only a few hull. Even a massive 20 Hull freighter should fear a true warship, no matter what its size.

In our local campaign, we have ruled that civilian ships are cheaper to build but if you take a hull hit, you lose two hull boxes. This is to reflect not only the fact that they're not designed for battle, shouldn't be there and have less redundancy etc.. I would have no idea how to figure a point value for that one though.

Re: Special Equipment Ideas

japridemor wrote:

How about rules for differentiating between civilian and military hulled ships? I've played a couple of scenarios where a big lumbering 10 Hull freighter with decent shields and basically a pop-gun holds off a small fast raider because the raider has only a few hull. Even a massive 20 Hull freighter should fear a true warship, no matter what its size.

In our local campaign, we have ruled that civilian ships are cheaper to build but if you take a hull hit, you lose two hull boxes. This is to reflect not only the fact that they're not designed for battle, shouldn't be there and have less redundancy etc.. I would have no idea how to figure a point value for that one though.

Since there isn't a specific size relation to hull points (AFAIK), its probably easier to just 'say' that a'civilian frieghter  is larger than its hull points might indicate.

Therefore you can design the freighter with 10 hull points...and say that it is physically twice as large as that.

There's therefore no need for changing anything in the rules except your individual fluff for your creation.

Re: Special Equipment Ideas

1) Variable levels of ECM/ECCM. You could add an ECM II or even ECM III to the game or an EWS II, etc. I'm sure they would be expensive but could be useful.

It is an idea, though would have to be particularly expensive to keep it from being totally game breaking. It is kind of unfortunate in that regard that Starmada is based on a D6 instead of D10, as D10 would allow for more wiggle-room on abilities. This is certainly something to consider, though. Similarly, you could introduce generational Cloaking Devices, too.

2) Additional fighter strengths. Currently you get heavy, which takes extra damage to kill, and plain, which is....plain. Maybe light could be added to reflect more primitive fighters. Similarly more speed options would be useful. Slow, Real Slow, Real Fast, etc. While on the subject of fighters, add on some options for increased PEN as well. Or again, more primitive fighters that do not halve Shields?

I have been working on a laundry list of new fighter abilities, as this is the one area of the game that I think is really lacking. Here are a few of the more common ones on my list:

Light - For every 2 hits against a Light flight, a third fighter is killed.

Ultralight - Every hit kills 2 fighters.

Super Heavy - Haven't decided exactly how I want to handle this, but probably 3-4 hits per fighter.

Screening - Each fighter counts as two for purposes of screening.

Armor Plating - same as ship equipment. Could just be a pain in the butt, but I haven't had a chance to play with it yet.

Speed (X) - instead of Fast/Slow, just provide an operator to determine the Speed of the fighter, so that it can be anything. I have been using (Speed  - 10) * .1 up to this point.

ROF/PEN/DMG - Breaking these out for fighters would be good, too. I have been tempted to, at their core, treat fighters like weapon systems with whatever extra modifiers as desired and using that as a partial basis for pointing them. That would make handling them a bit easier, I think: a weapon with a given range (speed) and special abilities. However, I still like the fairly limited range of fighters, so the range brackets would be different.

The list could go on an on. Since I am playing mostly from a campaign perspective, it helps to open up fighter abilities a bit more.

3) I've seen someone else propose a system similar to aArmor Plating or Redundant Shields but designed to protect Engines. I like that. I can Armor my gun batteries even but not my engines?

I have used this before, and added it to my own sheet. It is an obvious ability, given that you can have armor plating effects for Hull, Shields, and Weapons already. Add Armored Internals for Special Equipment, and you would be set smile

        How about rules for differentiating between civilian and military hulled ships? I've played a couple of scenarios where a big lumbering 10 Hull freighter with decent shields and basically a pop-gun holds off a small fast raider because the raider has only a few hull. Even a massive 20 Hull freighter should fear a true warship, no matter what its size.

Easiest thing I can think of would be to add a fourth Hull hit to '6', representing the shoddier construction of civilian starships. That would increase the chance that the ship would be destroyed.

The other thing that should be done more often than it is would be to have civilian starships be one tech level lower than the current military standard in each category. That would force civilian ships to be less efficient, and you would more often see freighters with less "extras" onboard compared to comparably equipped military craft.

-Tyrel

Re: Special Equipment Ideas

Tyrel Lohr wrote:

It is an idea, though would have to be particularly expensive to keep it from being totally game breaking. It is kind of unfortunate in that regard that Starmada is based on a D6 instead of D10, as D10 would allow for more wiggle-room on abilities. This is certainly something to consider, though. Similarly, you could introduce generational Cloaking Devices, too.

If you wanted to, you can translate Starmada quite easily to d12.  Currently, All modifiers would just be multiplied by 2.  Then, you could get the 'wiggle-room' that you so desired.

So a +1 to hit (for short range) would be a +2 to hit in a d12 system
Shield 4 would be shield 8
to hit 3+ would be 6+

The only thing that would really change is the damage track and who knows, having 12 'hit locations' might be an interesting game...

-Bren

Re: Special Equipment Ideas

japridemor wrote:

How about rules for differentiating between civilian and military hulled ships? I've played a couple of scenarios where a big lumbering 10 Hull freighter with decent shields and basically a pop-gun holds off a small fast raider because the raider has only a few hull. Even a massive 20 Hull freighter should fear a true warship, no matter what its size.

In our local campaign, we have ruled that civilian ships are cheaper to build but if you take a hull hit, you lose two hull boxes. This is to reflect not only the fact that they're not designed for battle, shouldn't be there and have less redundancy etc.. I would have no idea how to figure a point value for that one though.

My preference would be 1d6 hull boxes per hull hit (like some special equipment does). The question then becomes "how much cheaper?"

Re: Special Equipment Ideas

What about an item to allow "scout functions" ala SFB, such as lending ECM or ECCM to other ships?  I imagine it would be very large and/or expensive... so you would have smaller ships as pure scouts (nothing more than scout equipment and a few defensive weapons), or larger flagships to support the fleet.

Fred

Re: Special Equipment Ideas

Vitruvian Man wrote:

What about an item to allow "scout functions" ala SFB, such as lending ECM or ECCM to other ships?  I imagine it would be very large and/or expensive... so you would have smaller ships as pure scouts (nothing more than scout equipment and a few defensive weapons), or larger flagships to support the fleet.

VBAM; the Starmada Edition already has a way to portray Scouts. Equip a ship with 1x EWS, 1x ECM, 1x LR Sensors and 10x Science Labs. It can be quite an SU hog. More powerful scouts have additional 10x Science Labs, 1x ECM and 1x LR Sensor per channel. So a Scout(3) would have 1xEWS, 3xECM, 3x LR Sensor and 30x Science Lab. I think during combat they can loan out their EM to other ships.

Re: Special Equipment Ideas

Eh? No they don't. ECM isn't in the rules to create a scout. ECM can make a Jammer unit, but Scout requires just the LRS, EWS and science labs.

Re: Special Equipment Ideas

murtalianconfederacy wrote:

Eh? No they don't. ECM isn't in the rules to create a scout. ECM can make a Jammer unit, but Scout requires just the LRS, EWS and science labs.

Opps, you are correct. Scratch the ECM part. See what happens when you post too late at night.

Re: Special Equipment Ideas

Apologies for resurecting this thread, I was wondering if anyone had developed the ECM II etc idea further.

I have been considering something similar and spotted this thread. Essentially my ideas are around ship 'signatures' and the amount of target tracking they perform.

In current day submarines, there are active (seeking out) and passive (listening sonars). The more active a sub is, the more visible it is. My idea is to extend the EWS, Long range sensors and ECM ideas and have variable Sensors and ECM. ECM will mask a ship, whilst sensors, dpending on how many are employed each turn) will give the ship a to hit bonus but will also make it easier for other ships to hit it. Therefore each turn, the captain needs to decide on a stealth tactic or ensure a better chance of a successful hit by exposing himself :shock: . For each sensor employed its +1 to hit and also to be hit (the ship is showing itself). For each working ECM its -1 to be hit. I thought up to 3 of each could be installed on a ship.

A +1 on a d6 is a big difference, so as mentioned earlier I think the to hit roll would need to move to a d10 or 12. D12 is the easiest conversion. The rest of the rolls could remain on a d6.

E.G Ship A is using sensors of 2 and ECM3
Ship B is sensors 1 and ECM1.

Ship A can target B with a modifier of +2 to hit (+2 sensors A, +1 sensors B,  -1 ECM B)
Ship B can target A with a modifer of 0 to hit (+1 Sensors B, +2 Sensors A, -3 ECM A)

As a ships ECM units are hit they will be playing a risky game if they want to ensure a good target lock.

Comments welcome.

Re: Special Equipment Ideas

Armor Plating ( X )

As a low-cost, low-tech alternative for increasing the staying power of a starship, several developers have opted for extra layers of reinforced material to protect their designs from harm.

Whenever a ship with armor plating ( X ) takes a hull hit, roll a dice: if the result is  ( 7 – X ) or higher, the hit has no effect on the hull.

SU Cost: + (10 x ( 6 / ( 6 – X ) – 1 )%
ORat: -
Drat: x ( 6 / ( 6 – X ))
Hit?: No

Note: The current Armor Plating is equivalent to Armor Plating (2) which gives:

SU Cost: + (10 x ( 6 / ( 6 – 2 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 2 )) or x1.5
Hit?: No

This is consistent with the current rules.

Re: Special Equipment Ideas

Electronic Countermeasures ( X )

Although all starships have electronics on board, some have been given very sophisticated jamming equipment; this is referred to as electronic countermeasures ( X ) or ECM ( X ).  Any ship that attacks a target equipped with ECM ( X ) must subtract X from its to-hit rolls.

Fighter attacks are unaffected by ECM ( X ).

SU Cost: + (10 x ( 6 / ( 5 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 5 – X ))
Hit?: Yes

Note: The current Electronic Countermeasures is equivalent to Electronic Countermeasures (1) which gives:

SU Cost: + ( 10 x ( 6 / ( 5 – 1 ) – 1 )% or +5%
ORat: -
Drat: x ( 6 / ( 5 – 1 )) or x1.5
Hit?: Yes

This is consistent with the current rules.

Re: Special Equipment Ideas

We are playtesting the above two generational equiment pieces in our group. The highest levels of the two take up like 50% of the ship so I cannot see anyone actually using them.

Re: Special Equipment Ideas

Hello everyone from the state of drought, fires & smoke (!) <LOL> :roll:

The problem of protecting engines has come up several times.  I would recommend that "Armored Hull" protect a ship's engines in the same way as it protects the ship's hull.  There are three reasons I recommend adding this to Armored Hull's description. 

First, in the Starmada Compendium game, the hull and engines were together and thus, both protected by Armored Hull (& by reinforced hull also). 

Second, in Starmada X, Organic Hull allows the regeneration of Both Hull and engines.  So Armored hull which protects instead of regenerates, should protect both Hull and engines. 

Third, it has been pointed out that the cost advantage of Armored hull is not significant when compared to having a hull that is 50% larger.  Also the larger hull  gives more damage control parties and greater resistance to Crew-eraser weapons & boarding. 

By extending Armored Hull's coverage to engines, it gives a significant advantage and reason to have it.  Allowing Armored Hull to also protect engines should be given at no extra cost.  Just treat it as a minor rule change or as an errata.  :shock:

Steven Gilchrist; Jacksonville, Fla, USA

Re: Special Equipment Ideas

Wow... the ECM(X) and Armor(X) ideas seem interesting. I'll wait for playtest data before endorsing them wholeheartedly, tho... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Special Equipment Ideas

Does the ECM(X) option have a counter with EWS(X)?

I like the idea od Armour(X) too.

Re: Special Equipment Ideas

Electronic Warfare System ( X )

The electronic warfare system (EWS) represents a suite of sensor equipment that can counteract many obstacles to obtaining a firing solution. A starship equipped with EWS (X ) may ignore negative modifiers to each of its to-hit rolls up to X, except for the modifier for long range.

This means for example that a ship with EWS ( X ) may ignore X levels of a target's ECM ( X ), the penalty for attacking a target with a failed cloak, or any other to-hit penalties totaling X or less. For example: A starship equipped with EWS ( 2 ) may negate up to 2 to-hit negatives when firing on an opponent equipped with ECM ( 3 ), resulting in a total to-hit modifier of -1.

SU Cost: + (10 x ( 6 / ( 5 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 6 – X ))
Hit?: Yes

Note: The current Electronic Warfare System is equivalent to Electronic Warfare System (1) which gives:

SU Cost: + (10 x ( 6 / ( 5 – 1 ) – 1 )% or +5%
ORat: -
Drat: x (6 / ( 6 – 1 )) or x1.2
Hit?: Yes

This is consistent with the current rules.

Re: Special Equipment Ideas

Note that the generational armor has 5 levels while the generational ECM and EWS have only 4 levels due to imaginary numbers cropping up in either the SU or DRat calculations for a 5th level.

So Armor ( X ) has the following:

LVL     SU     ORat     DRat     Hit?  Blocks H hits on
1        2%      -          x1.2     No      6+
2        5%      -          x1.5     No      5+
3       10%      -          x2       No      4+
4       20%      -          x3       No      3+
5       50%      -          x6       No      2+

ECM ( X )
LVL     SU     ORat     DRat     Hit?  To-Hit
1        5%      -          x1.5     Yes     -1
2       10%      -          x2       Yes     -2
3       20%      -          x3       Yes     -3
4       50%      -          x6       Yes     -4

EWS ( X )
LVL     SU     ORat     DRat     Hit?  To-Hit
1        5%      -          x1.2     Yes     +1
2       10%      -         x1.5     Yes     +2
3       20%      -          x2       Yes     +3
4       50%      -          x3       Yes     +4

Re: Special Equipment Ideas

I started looking into the generational defenses after noticing how hard it was to increase the DRat of a ship. There are tons of offensive equipment and weaponry add ons but not too many defensive.

Re: Special Equipment Ideas

cricket wrote:

I'll wait for playtest data before endorsing them wholeheartedly, tho... smile

Lab Rat Class Destroyer of the Test Bed Navy   ( 123 )
Mass: 67.9 KmT, Crew: 270, TL:   E:3  W:3  S:3  Q:3
Hull: 5 4 3 2 1
Engines: 5 4 3 2 1
Shields:  2 1
[α] Torpedo [5/10/15, 3+ 1/1/1]
AB, AB, AB, AB, AB
[β] Laser [3/6/9, 4+ 1/1/1]
AB, AB, AB, AB, AB
Hyperdrive [O], Armor Plating (4)
1[HQ], 2[Eα], 3[Hα], 4[Eβ], 5[Hβ], 6[S]

Experimental Monkey Class Cruiser of the Test Bed Navy   ( 128 )
Mass: 122 KmT, Crew: 450, TL:   E:3  W:3  S:3  Q:3
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields:  2 1
[α] Torpedo [5/10/15, 3+ 1/1/1]
AB, AB, AB, AB, AB
[β] Laser [3/6/9, 4+ 1/1/1]
AB, AB, AB, AB, AB
Hyperdrive [O], Armor Plating (2)
1[Hα], 2[Eβ], 3[H], 4[S], 5[H], 6[Q]

Investigational Mouse Class Battleship of the Test Bed Navy   ( 133 )
Mass: 209.7 KmT, Crew: 705, TL:   E:3  W:3  S:3  Q:3
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 5 4 3 2 1
Shields:  2 1
[α] Torpedo [5/10/15, 3+ 1/1/1]
AB, AB, AB, AB, AB
[β] Laser [3/6/9, 4+ 1/1/1]
AB, AB, AB, AB, AB
Hyperdrive [O]
1[Hα], 2[Eβ], 3[H], 4[S], 5[H], 6[Q]

Using the generational armor the three above classes have a statistical base chance of taking 30 internal hits before being destroyed.
Lab Rat DD 30 hits = 15 H hits; armor plating (4) should stop 4 in 6 resulting in 5 actual H hits.
Monkey CA 30 hits = 15 H hits; armor plating (2) should stop 2 in 6 resulting in 10 actual H hits
Mouse BB 30 hits = 15 H hits; no armor resulting in 15 actual H hits.

Statistically the smaller Lab Rat is more fragile (as it should be) due to higher instances of weapon and engine hits on the damage track. This should be compensated for by the larger ships taking additional H hits as their E, S, a, b and Q hits are resolved leaving additional hits of these categories to fall on H.

Three of us are going to play three battles tonight, each battle we will switch off which ship design we will each fly.

Re: Special Equipment Ideas

We've been experimenting with some other ideas as well.... we broke out PDS, Shield, and Armor rolls, and put them against specific die......

PDS is rolled against the to hit dice.... Then PEN is rolled against shields as normal, and then we roll armor against each damage die. ..... So, if I was fired on by a weapon that was 3/2/2.... and 2 shots hit, I would roll a PDS against each die.... let's say one gets through, he rolls those 2 die against my shields, and both penetrate, I would then roll 4 die and each 5 or 6 would remove a damage die.....

We also are only allowing the players to use 2 defense systems per ship (and pushing for all the ships in the fleet to be the same). This actually allows us to simulate ships from movies and tv series..... For example, if your ships were modeled off the B5 earth fleet, you would get PDS and armor.  We found that this allows the smaller ships to truly contribute to the fight, at least more than just sucking up damage in the first few turns while our capital ships slug it out..... although right now, we are also contemplating giving armor a 50/50 chance of protecting, using the same 1-3-5 roll as PDS. Since the highest number of dice used in shooting are invariably the damage dice (all the multipliers end there... a 3/3/3 weapon can possible result in 27 damage die) it works, even with armor only costing 5% of the total SU.

Finally, we are also only allowing each die of damage to actually harm one item... for example, I roll a hit that is HEQ on the chart.... I would roll an extra die and 1-2 is the H hit, 3-4 is the E, and 5-6 is the Q....

It does add a number of extra dice rolls, but also allows us to play interesting battles with smaller fleets, and scenarios where the fleets don't have to be perfectly even to be fair.

Finally, fighters no longer halve shields.... instead, they can ignore PDS, as they can fly in under the flak guns (or what have you) and drones auto penetrate shields (as torpedoes). Armor is proof against everything, so all the components of the ship get the benefit of that extra protection on the outside of the hull.

The only thing we are looking at right now is heavier drones.... A class, same as current, B class do 2 damage, but cost 1.5 times normal, and C class... double cost and 3 damage.

On fighters, you have to designate whether your wings are interceptor or bomber wings.... interceptors don't have the weapons to damage capital ship hulls, but are really good at knocking out torpedoes and bombers, and doing other damage (engines, shield generators, and turrets), and bombers can damage capital ship hulls, but usually do not fair that well against interceptors.

This is all still experimental, and we've only just finished laying it out on paper and trying a couple of quick battles to see how it works.... As we playtest it more, we'll definitely let everyone know how it works.

John

P.S. With the new torpedoes, we have pretty much eliminated the expendable weapons, but it doesn't yet seem to be a problem.

Re: Special Equipment Ideas

Point Defense System ( X )

The point defense system ( or PDS ) is a generic option intended to represent any number of possibilities, depending on the given “universe” in which you are playing. For example, the PDS ( X ) could be a “sandcaster” –type device that throws a cloud of fine particles into space, confusing guidance systems and scattering energy beams; or perhaps it is a network of rapid-fire laser cannons that intercept incoming fire faster than organic reflexes can react.

Whatever the specifics, the game effects of a PDS ( X ) are always the same. Shield rolls against a starship equipped with a PDS ( X ) automatically fail on the rolls as given below:

PDS ( X )    Roll
1    1
2    1, 4
3    1, 3, 5
4    1, 2, 4, 5
5     1, 2, 3, 4, 5

SU Cost: + (10 x ( 6 / ( 6 – X ) – 1 )%
ORat: -
DRat: x (6 / ( 6 – X ))
Hit?: Yes

Note: The current Point Defense System is equivalent to Point Defense System (3) which gives:

SU Cost: + (10 x ( 6 / ( 6 – 3 ) – 1 )% or +10%
ORat: -
Drat: x (6 / ( 6 – 3)) or x2
Hit?: Yes

This is consistent with the current rules.

Re: Special Equipment Ideas

Variable Hull Strengths

While peering into Dan's wonderful formulas that govern how ships are put together in Starmada, I began wondering why couldn't we have ships that were harder to destroy by manipulating how many H hits appeared on the damage track. Under rule A.3.2 Assigning Hits to the Damage Chart it simply states "assign an "H" to the 1, 3, and 5 slots." Couldn't you simulate a stronger or weaker hull by having more or fewer "H"s show up? A civilian freighter might have 6 Hs on its damage track.

The number of Hs on the damage track is accounted for in the DRat calculation ( rule A.2.2 ) by multiplying the Hull Points by 2. This means it takes, on average, two hits to destroy one hull box and equals 3 Hs on the damage track ( 3 / 6 = 2 ). So the desired number of Hs on the damage track can be used by replacing that x2 with the appropriate number below:

Strength    Hs    DRat mod    H location
Super        1    x6.0        1
Strong        2    x3.0        1, 4
Average        3    x2.0        1, 3, 5
Weak        4    x1.5        1, 2, 4, 5
Fragile        5    x1.2        1, 2, 3, 4, 5
Civilian    6    x1.0        1, 2, 3, 4, 5, 6

To compare the results, I have included a couple of designs:

Average Class Cruiser of the Conjectural Confederation   ( 187 )
Mass: 88.7 KmT, Crew: 315, TL:   E:0  W:0  D:0  Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]

Designed with a standard strength hull ( 3 Hs on the Damage Track ), the above design has an ORat of 561.0 and a DRat of 62.4, resulting in the ComRat of 187. After an average of twelve hits on its damage track, a vessel of this class will be destroyed. Compare this with an identical ship below, designed with a strong hull ( only 2 Hs on the Damage Track ).


Strong Class Cruiser of the Conjectural Confederation   ( 210 )
Mass: 88.7 KmT, Crew: 315, TL:   E:0  W:0  D:0  Q:0
Hull: 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[Eα], 3[Eβ], 4[H], 5[D], 6[Q]

This design has the exact same ORat of 561.0 but the DRat is now 78.6, giving the ORat of 210. A vessel of this class requires an average of eighteen hits on its damage track before it is destroyed. This is keeping in line with the following design, again a standard strength hull ( 3 Hs on the damage track ), a hull size 9 design also needing eighteen hits on average to destroy. The class below could have additional systems but for comparison purposes with the above designs has been give only the exact same systems.


Unfilled Class Battlecruiser of the Conjectural Confederation   ( 214 )
Mass: 137.1 KmT, Crew: 423, TL:   E:0  W:0  D:0  Q:0
Hull: 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Defenses: K: 2 1 | E: 2 1 | B: 2 1
[α] Mass Driver [4/8/12, 3+ 1/1/1, Kinetic, Extra Hull Damage]
AB, AC, BD
[β] Laser Cannon [3/6/9, 3+ 2/1/1, Energy]
AB, ACE, BDF
Hyperdrive [O], Anti-Fighter Batteries [O], Electronic Countermeasures [O], Security Team [OOOOO], Sunbursts [OOOOO]
1[HQ], 2[EQ], 3[Hα], 4[Eβ], 5[H], 6[D]


Note: This will break down in ship designs that have too few systems to place on the damage track. So if you have a fifteen hull size design with Super hull strength ( only 1 H on the damage track ) and no weapons only tons of special equipment ( say its a carrier ) it will normally fill in blank spots on the damage track with additional Hs. This will defeat the purpose of having super hull strength and you should watch your design and make it only Strong or average so that you do not pay an inordinate amount of points for the ship.

Re: Special Equipment Ideas

japridemor wrote:

The number of Hs on the damage track is accounted for in the DRat calculation ( rule A.2.2 ) by multiplying the Hull Points by 2. This means it takes, on average, two hits to destroy one hull box and equals 3 Hs on the damage track ( 3 / 6 = 2 ). So the desired number of Hs on the damage track can be used by replacing that x2 with the appropriate number below:

There is no reason at all why this would not work in principle -- however... smile

One function of the damage track is to ensure that 50% of the ship's "stuff" is gone at the time the final hull point is lost. So, you would need to also modify the damage track calculations as per rule A.3.1.

Currently, it is:

N * 2 / H

where N = number of system hits (engines, shields, etc.) and H = hull size. Instead, it would have to be:

N * X / H

where X is based on the number of H hits on the track:

1 H = 0.67
2 H = 1.33
3 H = 2
4 H = 2.67
5 H = 3.33
6 H = 4

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com