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Game Design

Daniel Kast

Development Assistance
Jim Callahan, David Eynon, Brian Jurczyk, John Richert, Derek Rompot, Noel Weer

Illustrations
David Eynon

Graphic Design & Layout


Daniel Kast

Additional Contributions & Playtesting


John Acar, Daniel Baker, Kyle Barton, Devin Callahan, Richard Colwell, Symon Cook, Andrew Damon, John
Davidson, Klaus Deckenbach, Peter Drake, Brian Dyck, David Eynon, Ben Frayser, Steven Gabriel, Eric
Garvue, Kevin Gray, Dean Gundberg, Chris Gunning, Keeton Harrington, Sam Hart, Garrick Herbst, Garrett
Hunter, Darren Kehrer, Don Kuehn, Chris Mazurek, Brad McElhaney, Jeff Miller, Robb Minneman, Thomas
Nicar, Jason Noble, Bob Norman, Rich Oden, Juha Pohjalainen, Sam Pullen, Joshua Rasey, Jerry Robinson,
Ken Rodeghero, Demian Rose, Peter Schutze, Matthew Siedl, Mark Siefert, Kevin Smith, Brad Sweet, Ken
Taborek, Bas Van Der Meer, Martin Wilfr, Chad Wilson, Timothy Wolfe

Special Thanks
Scott Franklin
W. Gregory Klett
Timothy Swenson
All the members of the MJ12 eGroup
groups.yahoo.com/group/mj12games/

MJG-0111

Version 2.0, October 23, 2004

Copyright 1994-2004 Majestic Twelve Games. All rights reserved.


Starmada, the Starmada X logo, and the Majestic Twelve Games logo are trademarks of
Majestic Twelve Games
5335 S. Valentia Way #459
Greenwood Village, CO 80111-3129
www.mj12games.com
Starmada
The Universal Game of Starship Combat
Section 0Introduction 6 The Damage Roll4.2.3 14
What is Starmada? 6 Effects Of Damage4.3 15
Okay, Ive played Starmada,but what is X? 6 Destroyed Starships4.3.1 15
Game Components0.1 7 Crew Casualties4.3.2 15
The Game Board0.1.1 7 Section 5Fighters 16
Playing Pieces0.1.2 7 Fighter Bays5.1 16
Starship Records0.1.3 7 Including Fighters In A Fleet5.1.1 16
Dice0.1.4 7 The Fighter Phase5.1.2 16
Pencils & Paper0.1.5 7 Fighter Movement5.2 16
Glossary0.2 7 Fighter Stacking5.2.1 16
Section 1The Starship Record 9 Fighter Combat5.3 16
Starship Name & Class1.1 9 Fighter Attacks On Starships5.3.1 16
Combat Rating1.2 9 Fighter Attacks On Fighters5.3.2 16
I.D. Box1.3 9 Starship Attacks On Fighters5.3.3 16
Hull1.4 9 Fighters & Explosions5.3.4 17
Engines1.5 9 Appendix AStarship Construction 17
Shields1.6 9 Designing A StarshipA.1 17
Damage Chart1.7 10 Hull PointsA.1.1 17
Weapons1.8 10 Space UnitsA.1.2 17
Special Equipment1.9 10 Engines & ShieldsA.1.3 18
Movement Orders1.10 10 WeaponsA.1.4 18
Directional Diagram1.11 10 Special EquipmentA.1.5 19
Section 2Playing The Game 11 Tech LevelsA.1.6 20
Starting The Game2.1 11 Evaluating The DesignA.2 20
Choosing Your Forces2.1.1 11 The Offensive RatingA.2.1 20
Setting Up2.1.2 11 The Defensive RatingA.2.2 20
The Sequence Of Play2.2 11 The Combat RatingA.2.3 20
Orders Phase2.2.1 11 The Damage ChartA.3 20
Movement Phase2.2.2 11 Number Of HitsA.3.1 20
Fighter Phase2.2.3 12 Assigning Hits To The Damage ChartA.3.2 21
Combat Phase2.2.4 12 Appendix BWeapon Abilities 22
End Phase2.2.5 12 Continuing DamageB.1 22
Winning The Game2.3 12 Doubled Range ModifiersB.2 22
Section 3Movement 12 Extra Crew CasualtiesB.3 22
Movement Points3.1 12 Extra Hull DamageB.4 22
Movement Orders3.2 12 Halves ShieldsB.5 22
Maneuvers3.2.1 12 Ignores ShieldsB.6 22
Movement Point Cost3.2.2 13 Increased DMGB.7 22
Moving The Starship3.3 13 Increased PENB.8 22
Stacking3.3.1 13 Inverted Range ModifiersB.9 23
Leaving The Game Board3.3.2 13 Must Re-Roll Penetration DiceB.10 23
Section 4Combat 13 Must Re-Roll To-Hit DiceB.11 23
Before Attacking4.1 13 No Hull DamageB.12 23
Declaration Of Targets4.1.1 13 No Range ModifiersB.13 23
Firing Arcs4.1.2 13 Range-Based DMGB.14 23
Range4.1.3 13 Range-Based PENB.15 23
Line Of Sight4.1.4 14 Range-Based ROFB.16 23
Attack Procedure4.2 14 RepeatingB.17 23
The To-Hit Roll4.2.1 14 Re-Rolls Penetration DiceB.18 23
The Shield Roll4.2.2 14 Re-Rolls To-Hit DiceB.19 23
Shield-ResonantB.20 23
3
Starmada
The Universal Game of Starship Combat
Variable DMGB.21 23 ComponentsD.3.1 32
Variable PENB.22 23 Movement Point CostD.3.2 32
Variable ROFB.23 23 Facing D.3.3 34
Appendix CSpecial Equipment 24 Moving The StarshipD.3 34
Anti-Fighter BatteriesC.1 24 StackingD.3.1 34
Armor PlatingC.2 24 Leaving The Game BoardD.3.2 34
Armored Gun BatteriesC.3 24 Appendix EMovement Options 34
Battle SatellitesC.4 24 Evasive ActionE.1 34
Cargo BaysC.5 25 Performing Evasive ActionE.1.1 34
CarronadeC.6 25 Effects Of Evasive ActionE.1.2 34
Cloaking DeviceC.7 25 Emergency ThrustE.2 34
Effects Of CloakingC.7.1 25 Floating Game BoardE.3 35
Limitations On Cloaked StarshipsC.7.2 25 HyperspaceE.4 35
Construction BayC.8 25 HyperdriveE.4.1 35
DecoysC.9 26 Entering HyperspaceE.4.2 35
DronesC.10 26 RammingE.5 35
Electronic CountermeasuresC.11 26 Ramming ProcedureE.5.1 35
Electronic Warfare SystemC.12 26 Effects Of RammingE.5.2 36
Fighter BayC.13 26 Kamikaze FightersE.5.3 36
Launch BaysC.13.1 26 RollsE.6 36
Ionic ShieldingC.14 26 Three-Dimensional MovementE.7 36
Long Range SensorsC.15 26 Recording AltitudeE.7.1 36
MarinesC.16 26 Changing AltitudeE.7.2 36
Boarding PodsC.16.1 27 Effects Of Altitude On CombatE.7.3 36
Shipboard CombatC.16.2 27 TowingE.8 37
Security TeamsC.16.3 27 Appendix FFighter Options 37
Medical BayC.17 27 Alternate Fighter InitiativeF.1 37
MinesC.18 27 Initiative CardsF.1.1 37
Mine DetonationC.18.1 27 Movement OrderF.1.2 37
Minesweeper ArrayC.18.2 28 Customized Fighter FlightsF.2 37
Organic HullC.19 28 AssaultF.2.1 38
OverthrustersC.20 28 BomberF.2.2 38
PassengersC.21 28 Extended RangeF.2.3 38
Point-Defense SystemC.22 28 FastF.2.4 38
Redundant ShieldingC.23 28 HeavyF.2.5 38
Repair BayC.24 28 InterceptorF.2.6 38
Science LabC.25 29 LargeF.2.7 38
ShockwaveC.26 29 ShadowF.2.8 38
Spinal MountC.27 29 SlowF.2.9 38
Anime-Style Spinal MountC.27.1 29 SmallF.2.10 38
Stealth GeneratorC.28 30 DogfightingF.3 38
StutterdriveC.29 30 Launch & RecoveryF.4 38
SunburstsC.30 30 Long Range FightersF.5 39
Tachyon Detection & RangingC.31 30 ScreeningF.6 39
TroopsC.32 31 Appendix GCombat Options 39
Vehicle BayC.33 31 Damage ControlG.1 39
Appendix DVector Movement 31 Directional ShieldingG.2 39
Introduction D.1 31 Expanded Weapon RangesG.3 40
The Compass D.1.1 31 Expendable WeaponsG.4 40
Movement PointsD.2 31 Overloading ShieldsG.5 40
Movement OrdersD.3 32 ScreensG.6 40
4
Starmada
The Universal Game of Starship Combat
Sensor LockG.7 41 Admirable-class Cruiser 50
Appendix HScenario Options 41 Contentious-class Frigate 50
Alternate Set-UpH.1 41 Furious-class Light Cruiser 50
BogeysH.2 42 Impervious-class Battlecruiser 50
Bogey MarkersH.2.1 42 Leviathan-class Space Control Vessel 50
Scanning BogeysH.2.2 42 Mojhari-class Cruiser 51
ObjectivesH.3 42 Spiteful-class Corvette 51
BreakoutH.3.1 42 Tamburlane-class Drone Carrier 51
Conserve ForcesH.3.2 42 Thor-class Frigate 51
Gather IntelligenceH.3.3 42 Triumphant-class Cruiser 52
Hit & RunH.3.4 42 The Arcturan Federation 58
RestraintH.3.5 42 Alliance 58
Search & DestroyH.3.6 42 Crisis 58
Variable ForcesH.4 43 Federation 58
The Terran Empire 43 Resistance 58
Purser Wheylan 43 Collaboration 59
By Any Means Necessary 43 Salvation 59
The Edenist Movement 44 Aftermath 59
Hero Anatare 44 Betrayal 59
Neo-Feudalism 45 Government 59
The Collapse 45 Fleet Organization 60
The Colonies 45 Scenarios 60
Goddard Mojhari 46 Ambush04 60
From Regency To Empire 46 Skirmish05 60
The Arcturan Federation 46 Enter The Seraphin06 60
Vilni Harloss 46 Arcturan Starships 60
The Frontier Campaign 47 Augustus-class Assault Transport 61
Pax Imperium 47 Concordia-class Command Carrier 61
The Commonwealth 47 Excalibur-class Cruiser 61
The Donegal Alliance 48 Hyperion-class Battlecruiser 61
A Rude Awakening 48 Lancer-class Corvette 61
The Nesting 48 Peregrine-class Escort 61
First Contact 48 Pharsalos-class Destroyer 61
Scenarios 49 Seraphin-class Battle Carrier 61
Helios Nebula01 49 Shiltron-class Gunboat 62
Hide & Seek02 49 Thunderbolt-class Dreadnought 62
Evacuation Of Okonto IV03 49 STARMADA (Version 1.0) 68
Imperial Starships 49 Index 75

5
Starmada
The Universal Game of Starship Combat

Section 0Introduction so, then Starmada is your game! In Starmada, you


will find the most comprehensive starship design
Fire at will, Commander! system on the market today, supplemented by
our easy-to-use (and freely-available) Starmada
No sooner had Fleet Captain Frederic Antimony X Construction Assistant (SXCA), which you can
spoken these words, than a flash appeared on find at our web site:
the viewscreen, and a half-dozen enemy
starfighters disappeared from existence. www.mj12games.com/starmada/sxca.xlt
Antimonys crew had learned long ago to
In other words, Starmada is truly a universal
anticipate their captains moves, and almost
game.
before the order came down the Indefatigables
powerful laser batteries lashed out with Okay, Ive played Starmada, but what is X?
frightening efficiency. A cheer erupted from the
bridge crew. Starmada initially hit the gaming community in
1994, as a set of freeware rules distributed by
Antimony wished he could share in their the new (at least to me) medium of Usenet. After
enthusiasm and optimism. He knew better than to struggling through a few growing pains, the third
underestimate his opponent; the battle had been edition came out in 1996, and from then until the
joined, and until it was won, he could not allow publication of the Compendium in 2001, Starmada
himself even a moments lapse in concentration. hasnt looked back.
And yet, Antimony could not help feeling a little
disappointed. He had expected more from his However, with its impending tenth birthday on
opponent; so far, she displayed little of the January 22, 2004, we here at MJ12 began to feel
brilliance that had forced the Imperial Starmada as though there was a need for one last revision
into this climactic confrontation. of the rules, in an attempt to shore up a few of
the loopholes that have managed to creep in, as
The Fleet Captain betrayed little of this well as include a few improvements that weve
introspection as he turned to relay a new set of been tinkering with over the past few years.
orders to his subordinates. Just then, one of the
Thus, the idea for Starmada X was born.
communications officers let out a cry of alarm.
If you own a previous version of Starmada,
Captain! Three enemy destroyers are
de-cloaking in our starboard quarter! notably the Compendium, the obvious question is
Do I need to buy Starmada X? Well, clearly our
Antimony whirled and fixed his gaze on the answer is going to be yes; but in the interests of
screen, where the new antagonists were just now keeping long-time players happy, X is close
coming into view. So, he thought to himself, this enough to the old Starmada that it was possible
will be interesting after all... to generate a list of the changes that owners of
previous incarnations can get hold of and use to
What is Starmada? bring their rules up to date. You can get this from
Starmada is a miniatures board game of starship our web site (www.mj12games.com). But after
combat, in which players attempt to blast each trying this new edition a few times, were
others fleets into just so much space junk. If confident that youll find it worthwhile to get your
youve never played a game like this before, dont very own copy of the full rules.
fret; the core set of rules has been designed with
Anyway, thats enough of an introduction. To quote from
simplicity and ease of play in mind, accessible even to
the first version of Starmada all those years ago:
the greenest of beginners. On the other hand, if you
happen to be a seasoned wargaming veteran, we think But if its not scientifically accurate, at least its fun, so
youll find the simplicity of the rules quite refreshing. It put your favorite space-opera soundtrack in the CD
allows you to concentrate on the finer points of player and start playing.
squashing your opponent instead of arguing about rules
interpretations, all without sacrificing any of the flavor or I couldnt have said it better myself.
excitement of more complex games. Daniel Kast
Speaking of flavor, you will note that this game contains cricket@mj12games.com
background and fleets for two different races. In Denver, CO
addition, there are several scenarios designed around January, 2004
this default setting. However, Starmada is much more
than just an attempt to simulate space battles in (or sell
miniatures for) yet another sci-fi universe. If youre like
us, you recognize that most of the fun is in designing
your own ships, races, and histories. Or, perhaps youve
always wanted an easy way to pit starships from your
favorite TV shows and/or movies against each otherif

6
Starmada
The Universal Game of Starship Combat
Game Components0.1 Dice0.1.4
In addition to the rules themselves, there are All dice used in Starmada are traditional six-sided
several things you will need to have on hand in ones. You will need quite a few of these; about a
order to play a game of Starmada, many of which dozen should suffice. The game can be played
have been included with this release. The others with fewer, but there are times when many dice
should be available from the game store where need to be rolled, and its nice to be able to do so
you found this product. all at once.

The Game Board0.1.1 In addition to the dice used for generating


random numbers, you may also wish to have a
Starmada is a board game, and like most other set of different-sized (or different-colored) dice
board games, the playing area is covered with a that can be used to indicate how many fighters
number of spaces, in this case called hexes remain in each flight as described in Section 5:
(short for hexagons). These hexes regulate Fighters.
things like movement and weapons fire.
Pencils & Paper0.1.5
An appropriate game board should be available
at most game stores, or in the collection of one of In addition to pencils for filling out the starship
your gaming friends. A game of Starmada should records, it might be a good idea to have some
be played on a game board at least 30 hexes extra sheets of paper handy to keep track of
across and 40 hexes wide. various things throughout the game.
Our preferred game board is a piece of 4 by 6 Glossary0.2
black felt with a 40mm hexgrid printed on it. It
was previously manufactured by Geo-Hex, but is Often when you first encounter a concept in
now carried by Monday Knight Productions: these rules, it will be printed in a different font.
This means that the term is defined below:
mondayknightproductions@yahoo.com
Battery: A group of weapons on a starship, all
Starmada can also be played without a game with the same capabilities, range and to-hit
board, on an open tabletop. This option may be values.
preferred by experienced wargamers, who often
recoil in horror from hexes. Such an arrangement Class: The template to which a particular
will require slight modifications to these rules, but starship conforms. Most ships are not unique
not many. When playing in this way, the rule of designs, but one of a number of nearly identical
thumb should be one hex = 4cm. Thus, the vessels.
playing area should be at least 120cm by 160cm
Combat Rating: A number indicating the ships
(approx. 4 x 54).
ability to give and receive punishment relative to
Playing Pieces0.1.2 other ships in the game. The higher the Combat
Rating, the more effective the design will be.
Each starship and fighter flight in Starmada is
represented by its own playing piece. At the time Crew Casualty: It is assumed that all damage
of this writing, there are several different lines of suffered by starships includes some amount of
starship miniatures available, almost all of which are casualties; however, certain types of damage have a
perfectly suited for games like Starmada. One of the best greater than normal capacity for killing crewmembers.
sources of information about the various miniatures Crew casualties are marked off of the ships hull boxes,
currently in production is Dean Gundbergs Starship but can be overlapped by hull hits.
Combat News: Damage: There are two meanings:
www.star-ranger.com
1. The number of dice a weapon uses when making a
In addition to starship and fighter flight playing pieces, damage roll (abbreviated DMG);
you will also need a number of explosion counters, the 2. The effect(s) of a weapon hit on a target.
use of which is described in Section 4: Combat.
Damage Roll: The act of rolling dice to determine what
Starship Records0.1.3 effect a weapon hit has on the target. See damage.
You will need to keep track of several bits of information Damage Chart: A section on the starship record that
about each starship involved in the game. Section 1: The determines what types of damage the ship takes, and
Starship Record tells you how to make use of the starship with what frequency each type of damage occurs.
record for this purpose. For right now, all you need to
know is that the records are used to keep track of the Directional Diagram: A hexagonal display on the starship
current status of your fleet. As a starship takes damage, record that is only relevant to certain optional rules.
various systems on its record are marked off until the DMG: See damage.
ship itself is destroyed.
7
Starmada
The Universal Game of Starship Combat
Engine Hit: A type of damage that represents a loss of Movement Points: A number reflecting the amount of
power by a starships engines. Each engine hit reduces thrust produced by the engines of a starship. In game
the number of available movement points by one. terms, movement points are used to move the ship
across the game board.
Explosion Counter: A marker indicating the last location of
a destroyed starship. An explosion has a strength MPs: See movement points.
value, depending upon the size of the ship that created
it. Every turn, this strength is reduced by one until the PEN: See penetration.
explosion has dispersed. Penetration: The number of dice a weapon uses when
Fighter: A small, fast attack craft used to harass enemy making a shield roll (abbreviated PEN).
starships and defend against opposing fighters. These Phase: One of several subdivisions in each game turn,
rules use the terms fighter and fighter flight pretty organized in a way to bring order to the chaos of battle.
much interchangeably.
Pill Bug: A small terrestrial isopod crustacean of the
Fighter Flight: A group of six fighters that move and genus Armadillidium closely related to the sow bug and
attack as a single entity. having a convex, segmented, flexible body enabling it to
1
Flight: See fighter flight. curl into a ball when disturbed.

Firing Arc: One of six arcs which regulate the directions Range: There are two meanings:
in which a weapon can fire, as illustrated below: 1. The distance between two objects, as determined
by counting the number of hexes along the shortest
path between the two;

AA BB 2. The maximum distance at which a weapon may


attack a target. Range is divided into three equal
bands; short, medium, and long. For example, a
CC DD weapon with a range of 12 has range bands of
short 1-4, medium 5-8, and long 9-12.
EE FF Rate Of Fire: The number of dice a weapon uses when
making a to-hit roll (abbreviated ROF).
ROF: See rate of fire.
Game Turn: See turn. Scenario: A specific collection of rules for setting up the
Hull Hit: A type of damage that represents the game, the forces to be used, and conditions under
weakening of a starships superstructure. When a ship which victory may occur for either side. A scenario is
has taken as many hull hits as it has hull points, it is often intended to simulate a specific historical battle.
destroyed. Sequence Of Play: The order in which the phases of a
Hull Points: A quantification of the size of a starship, and game turn are conducted.
the number of hull hits the ship can take before Shield Hit: A type of damage that represents a reduction
destruction. in the effectiveness of a starships shields. Each shield
Line Of Sight: A starship is said to have line of sight to a hit reduces the ships shield rating by one.
target when a straight line, drawn between the center of Shield Rating: The amount of protection provided by a
the sighting ships hex and the center of the targets starships shield generators; given as a number from 0
hex, does not cross any part of a hex containing an to 5. Sometimes referred to as just shields.
object that blocks line of sight.
Shield Roll: The act of rolling dice in order to determine
Maneuver: One of the following: whether a hit is blocked by the targets shields. See
1. A change in a starships facing (see turn); penetration and shield rating.

2. A sideslip, or a move in which a starship moves Shields: See shield rating.


forward and to the left or right without changing
Ship: See starship.
facing;
Side: These rules have been written with the assumption
3. A move backwards.
that there are two players involved in the game.
Maneuvers are included in a starships movement Although this is the most typical situation, there is no
orders, and are distinct from forward movement. reason to exclude more players from the carnage.
Simply divide each fleet among the players on that side.
Movement Orders: The system of notation that allows
players to simultaneously determine where their
1
starships are going to move. Source: www.dictionary.com. Note that pill bugs may not
wheel.
8
Starmada
The Universal Game of Starship Combat
When doing this, remember that only the player Section 1The Starship Record
actually controlling a starship should write
movement orders or roll dice for that ship. In this section, we introduce the starships you will
use to vanquish your foes. There are several
Throughout these rules, the term player refers
thousand different types of ships scattered
to the specific individual controlling a ship; side
throughout the galaxy, each with its own
refers to all of the players involved in the
strengths and limitations. Here, we will be
command of a fleet.
discussing how to read the starship record, and
Special Equipment: Any of a number of different how it is used to keep track of a ships status.
items that a starship may possess which give it a
Each starship in a game of Starmada will have a
particular advantage or ability beyond the basic
corresponding record, a sample of which is
rules of the game. Special equipment is
provided on the next page.
described in Appendix C.
Special Equipment Hit: A type of damage in which Starship Name & Class1.1
a starship loses one of its items of special The first item on the starship record is the ships
equipment. name. This should be unique, and serves to
Starmada: The greatest game of starship combat differentiate which record represents which
ever written. - miniature on the game board.

Starship: A star-faring vessel; the basic unit in Each starship design is given a name; this is
Starmada. The terms starship and ship should referred to as its class. For example, the sample
be considered interchangeable. record is for an Admirable-class Imperial cruiser.

Starship Record: The piece of paper on which is Combat Rating1.2


recorded all of a starships capabilities and
Each starship has a Combat Rating, which is a
weapon systems.
number indicating the ships ability to give and
To-Hit: The number a weapon needs to roll or receive punishment relative to other ships in the
better on a single die in order to score a hit on its game. The higher the Combat Rating, the more
targete.g., 4+ indicates that a roll of 4, 5, or 6 effective the design will be. The ships Combat
results in a hit. Rating is written to the right of the ships name.

To-Hit Roll: The act of rolling dice in order to I.D. Box1.3


determine hits on a target. See to-hit and rate
of fire. Further to the right, beside the Combat Rating, is
a box labeled I.D. This can be used to write in a
Turn: There are two meanings: number or other identifying information so that
players may differentiate which playing piece
1. A period of time during which each step in represents which starship.
the sequence of play is conducted once.
Better known as a game turn. Hull1.4
2. A maneuver by which a starship changes the The starships hull boxes regulate how much
direction in which it is facing. damage the ship can sustain before destruction. There
Weapon Hit: A type of damage that represents the loss of is one box per hull point possessed by the ship. Each
a weapon. There are up to three different types of time the ship takes a hull hit, one of its hull boxes should
weapon hit, (a), (b), and (c), each of which corresponds be filled in; once the last box has been filled, the ship is
to one of the starships weapon batteries. destroyed. Hull boxes also regulate crew casualties.

Victory Points: The method by which a winner is Engines1.5


determined. Victory points are usually scored by
destroying enemy starships, although some scenarios The number of engine boxes designates how many
may include different methods for earning them. movement points (MPs) has to use in the upcoming
Movement Phase. Whenever the ship takes an engine
VPs: See victory points. hit, one of the engine boxes should be filled in, and the
number of MPs available is reduced by one; once the
last engine box has been filled, the ship is dead in
space.

Shields1.6
Every starship has some sort of energy barrier, if only to
protect it from the impact of meteors and other debris.
However, the main function of a ships shields is to

9
Starmada
The Universal Game of Starship Combat
defend against enemy to the standard attack
weapons. In Starmada, procedure when using this
shields are given a weapon. Weapon special
numerical rating from 0 to abilities are described in
5. The number of shield Appendix B: Weapon
boxes indicates the ships Abilities.
current shield rating.
Whenever the ship takes a The bottom line indicates
shield hit, one of the shield how many weapons there
boxes should be filled in; are, and the firing arcs into
once the last shield box which each may fire. More
has been filled, the ship details on firing arcs can
has no more protection. be found in Section 4:
Combat; for now, you
Damage Chart1.7 should note that each box
indicates a single weapon
Below the hull, engine, mount.
and shield boxes is the
starships damage chart, Players should also note
which determines what that a letter designation is
kind of damage is suffered given before the name of
whenever the ship is hit by each weapon type; e.g.,
enemy weapons. The (a). This is used when
effects of each damage determining damage
code are given in Section 4: effects, as described in
Combat. Section 4.2.3: The Damage
Roll.
Weapons1.8
Special Equipment1.9
A ship may have up to
three groups of weapons, Below the weapons is a
or batteries. Each battery space used to list any
consists of a number of weapons of the same type and special equipment the starship may be carrying, like a
with the same capabilities. A battery is represented by cloaking device or fighter bays. The effects of the
two or three lines. On the top line is the weapon type, various types of special equipment are detailed in
followed by the batterys characteristics: Appendix C: Special Equipment.

x Range is the distance at which a weapon can attack Movement Orders1.10


an enemy, and is divided equally into three bands:
short, medium, and long. For example, weapons Below the special equipment is a section reserved for
with a range of 9 would have range bands of 1-3, the recording of movement orders, as described in
4-6, and 7-9. Section 3.2: Movement Orders.

x To-hit is given as a number followed by a plus sign Directional Diagram1.11


(e.g., 4+), and indicates the number that a to-hit
At the bottom right, you will notice a hexagonal display,
roll must equal or exceed in order to strike its
called the directional diagram. This is not used in the
target.
basic Starmada game, but is reserved for certain optional
x Rate Of Fire (ROF) is the number of dice the weapon rules (e.g., see Appendix G.2: Directional Shielding, p.37).
rolls when attempting to hit a target. For right now, you can safely ignore it.
x Penetration (PEN) is the number of dice per die that
hits the target rolled against the targets shields
(i.e., the shield roll). For example, a weapon with a
PEN of 2 that hits with a pair of to-hit dice will roll a
total of 4 penetration dice.
x Damage (DMG) is the number of dice per die that
penetrates the targets shields rolled for damage
(i.e., the damage roll). For example, a weapon with
a DMG of 2 that penetrates a targets shields with a
pair of dice will roll a total of 4 damage dice.
The middle line of the battery display, if present, lists the
special abilities of the weapon. These denote changes

10
Starmada
The Universal Game of Starship Combat

Section 2Playing The Game


The Universe is a large place, and there are an
unlimited number of situations that you can
simulate with Starmada. Maybe one of the fleets is 5 Hexes 5 Hexes
blockading a star system, and the other is
attempting to escort a shuttle of VIPs to safety.
Or perhaps one fleet has been given orders to
pick up a communications buoy, while the other
happens on the scene.

5 Hexes

5 Hexes
However, most games are of the meeting
engagement type, in which evenly matched
fleets slug it out, with the side inflicting the most
damage considered the winner. This is the type When placing starships, each side should roll a
of battle described here; if you play another type die, with the lower roll meaning that side places
of situation, the rules for setup and play will need its starships and fighter flights first. A starship
to be modified accordingly. must always be placed on the board so that its
front is pointing clearly towards one of the hex
Starting The Game2.1 sides.
Before getting down to business, there are some After the sides have finished setting up, the game
preliminary steps that must be taken. can begin. If both sides agree, objects can be
placed on the game board (e.g., asteroids,
Choosing Your Forces2.1.1
planets, etc.). This can either be done by mutual
The first thing players need to decide upon is the consent, or one side can place all of the objects,
size of the fleets involved. This determines the with the other side given the choice of which
total Combat Rating of the starships on each edge of the board to set up its forces along.
side. The recommended size is 1000 points,
For the most part, these objects only have the
although you may adjust this number if you want
effects of blocking line of sight and prohibiting
a longer (or shorter) game.
movement through the hexes they occupy;
Once the point total for each side has been however, somewhere in the universe there may
determined, each side should select starships be objects that are not so docile...
with Combat Ratings that add up to this total, or
as close to it as possible, and fill out a starship The Sequence Of Play2.2
record for each one.
Starmada is played in a series of turns, each of
Sides do not have to start with the exact same which is divided into several phases. All of the
Combat Rating total; as long as the difference activities of one phase should be completed
between the two forces is no more than 10% of before moving on to the next. Once all of the
the lower total, the battle should be fairly even. phases have been completed, one game turn is
For example, a fleet of 1024 points is fighting a over, and the next begins with the Orders Phase.
fleet of 988. The difference between these two
totals is 36 points. As 10% of 988 is 98, and 36 is less Sequence Of Play
than this number, the sides can be considered equal. 1. Orders Phase
2. Movement Phase
Setting Up2.1.2 3. Fighter Phase
4. Combat Phase
Once each side has chosen its starships, the playing
pieces can be placed on the game board. Each side 5. End Phase
should set up along one of the long edges of the game
board, with no starship farther than five hexes from the Orders Phase2.2.1
edge and no closer than five hexes to either side. In the At the beginning of each turn, the players on each side
diagram below, the shaded areas represent the valid secretly write down movement orders for the starships
set-up areas: they control. In addition, there are several types of
special equipment and optional rules that require
pre-turn plotting; this is done during the Orders Phase.

Movement Phase2.2.2
Once orders have been written, the ships are moved on
the game board according to their orders. Detailed
instructions for this process are outlined in Section 3:
Movement.
11
Starmada
The Universal Game of Starship Combat
Fighter Phase2.2.3 Section 3Movement
Fighter flights are treated differently than The movement system given here is, admittedly,
starships, and as such are given their own phase not all that realistic. No attempt has been made
in which to operate. Rules for fighters are given in to simulate what maneuvering in space is or
Section 5: Fighters. might be like. Starmada is a simple
move-and-shoot game; anything more complex
Combat Phase2.2.4 would take away from the spirit of the rules.
After all fighter flights have acted, the Combat
Phase can begin. Weapons fire is conducted Movement Points3.1
according to the rules given in Section 4: Combat. The movement of starships in this game is
governed by the concept of movement points
End Phase2.2.5
(MPs), which indicate how far a particular ship
There are some actions that may need to be can move in a single turn. The number of MPs a
completed during the End Phase; these are ship has at its disposal is determined by the
noted in the relevant sections of the rules. number of engine boxes on its starship record.

Winning The Game2.3 Movement Orders3.2


A basic game of Starmada is played for ten turns, a.k.a., The Brian Rule
at the end of which the side with the most points
For each starship under their control, players
is the victor. Victory points (VPs) are scored by must write down movement orders on their
destroying opposing starships; some scenarios starship records. Although this may sound
may include other methods by which sides can time-consuming, it really isnt; once youve got
earn VPs. Whenever a ship is destroyed, the the hang of it, youll be able to write movement
opposing side immediately receives a number of orders for an entire fleet in no time. And
points equal to that ships Combat Rating. playtesting has revealed that prerecorded
If, at the end of ten turns, one side has scored movement actually speeds things up in the long
more points than the other, that side has won a run, as players are not able to conduct an
minor victory; if one side has scored at least exhaustive search for the most advantageous
twice as many points as the other, that side location. Instead, players must try to outguess
achieves a major victory. their opponents.

Maneuvers3.2.1
Movement orders consist of a series of
maneuvers, separated by forward movement. For
example, the orders 3P2 mean that the starship
is to move 3 hexes forward, turn one hex side to
the left (port), and then move another two hexes
forward. A ship may not perform two maneuvers
in a row; it must move forward at least one hex
between maneuvers. A starship may only begin its
movement with a maneuver if the last thing it did in the
previous Movement Phase was move forward.

12
Starmada
The Universal Game of Starship Combat
The various possible maneuvers are: Section 4Combat
Code Maneuver We come now to the most important section of
P Turn to Port: The starship is turned one the rules; the part where you get to blow each
hexside to the left (counterclockwise). A other to smithereens...
turn to port costs one MP.
S Turn to Starboard: The starship is turned Before Attacking4.1
one hexside to the right (clockwise). A
turn to starboard costs one MP. During the first Combat Phase of the game, each
L Sideslip Left: The starship is moved to side should roll a die; the side with the higher roll
the hex in front of it and to the left, resolves its attacks first. In the next Combat
retaining its current facing (see diagram Phase, the other side will go first. Continue
below). This maneuver costs two MPs. alternating this way until the end of the game.
Keep in mind that all combat is considered to be
simultaneous and that no damage is applied until
the end of the Combat Phase (see Section 4.3:
Effects of Damage).
When it comes time for a starship to make its
R Sideslip Right: The starship is moved to attacks, there are four things that must be taken
the hex in front of it and to the right, into account: declaration of targets, firing arcs,
retaining its current facing (see diagram range, and line of sight.
above). This maneuver costs two MPs.
B Move Backward: The starship is moved Declaration Of Targets4.1.1
into the hex directly behind it. Unlike Before resolving any of its attacks, a starship
other maneuvers, a ship does not have must declare at which targets it will be firing, and
to move forward between a move what weapons it will be using against each,
backward and another maneuver. Thus, remembering that each weapon can only be fired
PBP and BBB are perfectly legal once per Combat Phase.
movement orders. A move backward
costs two MPs. Firing Arcs4.1.2

Movement Point Cost3.2.2 There are six firing arcs in the Starmada game, as
shown in the diagram below:
Each maneuver has a corresponding MP cost, as
given above. Forward movement costs one MP
per hex. Thus, movement orders of 3P2 would
cost 3 + 1 + 2 = 6 MPs. AA BB
No starship may spend more MPs than it
currently has available. A ship does not have to CC DD
spend all of its MPs, but any unused are lost; i.e.,
MPs cannot be saved from turn to turn.
EE FF
Moving The Starship3.3
After all movement orders have been recorded, the
starships are moved on the game board, according to The weapons section of the ship record indicates which
their orders. It does not matter in what order they are arcs are covered by each weapon. For example, a box
moved; all ships may be moved simultaneously if under the heading AB would indicate one weapon that
desired. can fire into the A and B arcs. Obviously, a weapon may
Stacking3.3.1 only attack targets that lie inside the indicated arcs.

Starships may occupy the same hex without penalty; A starship may not attack any targets in its own hex.
however, no ship may attack a target in its own hex. Range4.1.3
Leaving The Game Board3.3.2 The distance from a firing starship to its target is
Starships may leave the game board; however, any that referred to as the range, and is determined by counting
do may not re-enter the game and are considered the number of hexes along the shortest path between
destroyed for victory purposes. the two. When determining the range, you should count
the hex containing the target, but not that of the firing
ship.

13
Starmada
The Universal Game of Starship Combat
Each batterys range is divided into three bands: short, this is obviously impossible on a six-sided die, use the
medium, and long. A weapon may not attack targets following method to determine hits:
outside its long range band.
If: Then:
Line Of Sight4.1.4 7+ is needed Two dice with unmodified rolls of 6
result in one hit.
In order to attack a target, a starship must be able to 8+ is needed Three dice with unmodified rolls of 6
trace a line of sight to that target. This means that an result in one hit.
imaginary line drawn from the center of the firing ships
9+ is needed Four dice with unmodified rolls of 6
hex to the center of the target hex must not cross any
result in one hit.
part of a hex containing an object that blocks line of
Etc. Etc.
sight. For example, explosion counters block line of sight.
For example, a starship is attacking with 5 weapons
(ROF 1) against a target with Electronic
Countermeasures (ECM) at long range. The weapons
AA to-hit value is 5+, and the target has Electronic
BB Countermeasures. Because of the long range (-1) and
CC the ECM (-1), a roll of 7 is needed to score a hit. Five
dice are rolled, coming up 1, 3, 4, 6, and 6. As two 6s
were rolled, the target suffers one hit.
DD To-hit dice from multiple weapons in a single battery
may be combined for this purpose; however, to-hit dice
from weapons in different batteries must remain
separate.
In the example above, the shaded hexes represent
explosions. The firing ship could not fire at targets in Regardless of modifiers, whenever a to-hit die comes up
hexes A or D, as the line of sight is blocked. The line to a 1, the roll automatically fails.
hex B is obviously open, while the line to hex C crosses The Shield Roll4.2.2
the side of an explosion hex, but not through it, and is
therefore not blocked. If hexes on either side of the line For each die that hits the target, roll the appropriate
contained explosions, the target in hex C could not be number of penetration dice and compare the results to
attacked. the targets shields rating. Each die that exceeds that
number causes damage to the target.
Starships and fighter flights do not block line of sight.
In our example from above, one hit was scored. The
Attack Procedure4.2 weapons have a PEN of 1, indicating that only one
In order to make an attack, three separate rolls are penetration die is rolled. The target has a shield rating of
3, which means the firing player must roll a 4 or better to
needed: the to-hit roll, the shield roll, and the damage
roll. The procedure given here is for the most basic of cause damage. The die is re-rolled and results in a 5:
success!
weapon types. Most weapons will be handled quite
differently; these differences are outlined in Appendix B: The Damage Roll4.2.3
Weapon Abilities.
For each die that penetrates the targets shields, roll the
The To-Hit Roll4.2.1 appropriate number of damage dice and compare the
results to the targets damage chart. The resulting
Each weapon receives a number of to-hit dice equal to
alphanumeric code indicates the type of damage
its rate of fire (ROF). Roll the appropriate number of
suffered:
dice; each die that equals or exceeds the firing batterys
to-hit number hits the target. Add +1 to each die if the Code Damage Type
target is at short range, and subtract -1 if the target is at H Hull Hit: One hull box should be filled in.
long range. E Engine Hit: One engine box should be filled in.
For example, three laser cannons (ROF 1) with a to-hit S Shield Hit: One shield box should be filled in.
of 4+ and a maximum range of 9 are firing at a target 7 Q Special Equipment Hit: The starship loses one
hexes away. The player rolls three dice, and they come piece of special equipment.
up 3, 4, and 6, respectively. Normally, this would a Weapon Hit: One of the starships weapons in
indicate two hits; however, since the target is at long battery (a) is destroyed.
range (7-9 hexes), the player must subtract -1 from b Weapon Hit: One of the starships weapons in
each die. This means that the 4 is now a 3, a miss. Had battery (b) is destroyed.
the target been at short range, all three weapons would c Weapon Hit: One of the starships weapons in
have hit, since the +1 would have changed that 3 to a 4. battery (c) is destroyed.
Modifiers to the attack roll may occasionally result in a A number in front of a letter indicates multiples of that
situation where a 7 or more is needed to score a hit. As type of hit; e.g., 2E means two engine hits.

14
Starmada
The Universal Game of Starship Combat
In our example, one die penetrated the targets shields. Also during the End Phase, any starship inside an
Therefore, it is re-rolled on the damage chart, coming up explosion should have a number of penetration dice
a 3. As the targets ship record shows that a damage roll rolled against it equal to the strength of the explosion.
of 3 results in Ea, the starship takes one engine hit For example, if a ship is inside a strength 4 explosion, 4
and one weapon (a) hit. dice are rolled against its shields. Any of these dice that
penetrate the shields are then re-rolled for damage.
When a starship takes a weapon hit, the exact weapon
lost from the indicated battery is up to the defending As noted above, attacks cannot be made through hexes
player. containing explosions; however, attacks into or out of
explosions are possible, with a negative modifier equal
When a starship takes a special equipment hit, note that to the strength of the explosion. Thus, a starship inside
only those items with an associated damage box (or a strength 2 explosion would have its to-hit rolls
boxes) can be damagedfor example, a ship cannot modified by -2.
lose its organic hull to damage. The exact special
equipment lost is up to the defending player. Crew Casualties4.3.2
If some of the indicated damage cannot be appliedfor In certain situations, the rules may call for a starship to
example, Ea on a target that has already filled in all its take a crew casualty. When this happens, the next hull
engine boxes, but still has some weapons in its a box should have a line drawn through it (). This does
batterythen only apply that damage that is still not represent actual hull damage, and real hull hits
relevant, and ignore the rest. However, if none of the overlap crew casualties as they occur. However, once
indicated damage can be appliede.g., Ea on a ship all hull boxes have been marked, either with crew
that has already filled in all of its engine boxes and lost casualties or hull hits, the target can no longer move or
all of the weapons in its a batterythen the ship takes attack, as the crew members have all been killed or
a hull hit instead. incapacitated. This awards VPs to the opposing side as
if the ship had been destroyed.
Effects Of Damage4.3
As combat is simultaneous, all damage is applied at the
end of the Combat Phase. Players should mark damage
with a slash on the starship record (/) when it first
occurs, and then fill in the boxes once all attacks have
been resolved.
Note that once targets have been declared, players
cannot change their minds; thus, if an enemy starship is
destroyed or rendered useless early in the Combat
Phase, it is not possible to shift your focus to another
target.

Destroyed Starships4.3.1
A starship that has been destroyed is removed from the
board, the opposing side gains VPs, and an explosion
counter is put in its place. Explosion counters have little
effect on the game other than to block line of sight.
However, if a starship chooses to enter a hex containing
an explosion counter (or if a ship explodes while in the
same hex as another), there is the possibility for
damage.
The initial strength of an explosion counter depends
upon the size of the destroyed starship:
Hull Points Strength Of Explosion
1-3 1
4-8 2
9-15 3
16-24 4
25+ 5
During the End Phase, each explosion counter is
reduced in strength by one; any counter already at
strength 1 is removed. Explosions are not reduced in
strength during the first End Phase after their
appearance.

15
Starmada
The Universal Game of Starship Combat

Section 5Fighters Fighter Stacking5.2.1


Many starships carry fighters: small, fast attack Fighters may move through and even end their
craft used to harass the enemy and protect movement in the same hex as another starship or
friendly vessels from opposing fighters. Because fighter flight; however, a fighter may not attack a
of their unique nature, fighters have been given ship in its own hex. Fighters may attack each
their own section of the rules (as well as a other while in the same hex.
separate phase in the game turn sequence). All fighter flights from the same side in the same
hex are considered a single target; when hits are
Fighter Bays5.1 scored, they may be taken from any or all of the
In order to use fighters in a game of Starmada, at flights in any combination desired by the owning
least one of your starships must have fighter player(s).
bays. Each fighter bay allows a side to use one
fighter flight; each flight represents six individual Fighter Combat5.3
craft and is treated as a single unit. After a flight has finished moving, it has the
option of immediately attacking any opposing
Including Fighters In A Fleet5.1.1
starship or fighter flight in an adjacent hex.
Fighter flights are represented by their own Fighters may also attack enemy fighters in the
playing pieces. They do not have starship same hex.
records, as the only important information about
Fighter flights that are destroyed are removed
a fighter flight is how many fighters it has left.
from the board; no explosion counters are
Each flight starts with six fighters, and once they
placed.
are all destroyed, the flight is removed from play.
Note that the damage from fighter flights is
The easiest way to denote fighter damage is to
applied immediately. For example, if a starship
place a small die next to the flights playing piece;
takes a shield hit from fighter attacks, it loses that
the number showing on the die indicates the
shield for the remainder of the Fighter Phase as
number of fighters remaining in the flight.
well as for the upcoming Combat Phase.
Unless otherwise noted in a scenario, fighter
flights begin on the game board; they are Fighter Attacks On Starships5.3.1
assumed to have been scrambled before the In order to attack a starship with a fighter flight,
first turn. roll one die for each fighter in the flight; the to-hit
number is 5+. Each die that hits is re-rolled for
The Fighter Phase5.1.2
penetration, treating the targets shields as half
Fighter flights move and attack during the Fighter their current value (rounded up). For example, if
Phase of each turn. Their movement is not fighters are attacking a ship with shields 3, the
written down ahead of time, and any damage effective shield value is 2 (3 x = 1.5, rounded
inflicted by fighters is administered immediately; up to 2). Each die that penetrates the shields
thus, any ship or fighter destroyed by a fighter results in one die of damage.
flight does not have an opportunity to return fire
before being removed from play. Fighter Attacks On Fighters5.3.2
At the beginning of each Fighter Phase, if both sides When attacking another flight, roll one die for each
have fighter flights, each side should roll one die; the fighter left in the attacking flight. Each die that comes up
side with the higher result has the advantage for the a 5 or 6 destroys one fighter in the target flight. Each die
current phase. That side is allowed to choose one flight that comes up a 1 destroys one fighter in the attacking
(friend or foe) to move and attack first. When that flight flight (it is assumed the target is fighting back).
has finished its actions for the turn, the side that lost the
Starship Attacks On Fighters5.3.3
initiative roll has the chance to decide which flight will go
next. The sides continue to alternate until one side has When starships attack fighters, the following must be
no more flights left to move, at which point the opposing taken into account:
side may move any remaining flights as desired.
x Weapons attack fighters with a -1 to-hit penalty.
Fighter Movement5.2 x Any to-hit die that hits a fighter flight automatically
Fighter flights are moved directly on the game board; destroys one fighter; no penetration or damage rolls
i.e., no movement orders are necessary. Flights can be are necessary. Thus, weapons with PEN>1 and/or
moved up to 10 hexes from their starting position, in any DMG>1 waste these capabilities when attacking
direction and/or flight path; they have no facing and fighters.
therefore no need to spend MPs to turn, sideslip, or
x Weapons with the following abilities have no effect
perform other maneuvers.
on fighters: Must Re-Roll Penetration Dice; No Hull
Damage.
16
Starmada
The Universal Game of Starship Combat
Fighters & Explosions5.3.4 Appendix AStarship Construction
Any fighter flight that enters a hex containing an Since the primary motivation behind Starmada is
explosion is immediately destroyed. the creation of a set of starship combat rules
which can be used to simulate any battle in any
science fiction setting, the game would not be
complete without some way of designing your
own starships. In this section are the construction
guidelines that we have settled upon. However,
as with the rest of these rules, players should feel
no guilt about making changes. Think fighter
bays should take up less space? Go ahead and
reduce their space unit requirement. Have a
problem with the Combat Rating multiplier for the
cloaking device? Try building a few ships with a
different factor and see how it works. Starmada is
made to be tinkered with, so roll up your sleeves
and dig in!
Although every attempt has been made to reduce
the complexity of this system, you will still need
the help of a sturdy calculator to get through
these steps. Additionally, players can make use
of the Starmada X Construction Assistant, a
spreadsheet template that can be downloaded
from our web site:
www.mj12games.com/starmada/sxca.xlt
In setting down these construction rules, we had
two goals in mind:
1. First, we wanted to ensure that starships
were constructed in a realistic manner.
Although this is a science fiction game, and
many things are possible, a ship with two
hull points and forty-seven laser cannons
should not be one of them.
2. Secondly, and perhaps more importantly, the
system should also contain a method for
different designs to be evaluated for
comparison.
The rules that follow achieve this dual purpose
admirably (we hope).

Designing A StarshipA.1
This section deals with the physical construction of a
starship; Appendix A.2: Evaluating The Design shows how to
determine the ships Combat Rating.

Hull PointsA.1.1
The first decision in starship construction is the size of
the ship; i.e., how many hull points does it have?
This decision is entirely up to the designer, but will have
an impact on all of the steps that follow.

Space UnitsA.1.2
The limiting factor in starship construction is space. In
this sense, space is an abstract combination of volume
and mass. Each part of a ship takes up a certain
amount of space, and the sum of the space

17
Starmada
The Universal Game of Starship Combat
requirements for all of a ships components cannot First, determine the desired range value; this must be
exceed the total number of space units (SUs) available. either 3, 6, 9, 12, 15, or 18. Then, multiply the desired
range value by the to-hit factor:
The number of SUs a starship has to fill is defined in the
following table: To-Hit 3+ 4+ 5+
Factor 0.67 0.5 0.33
Hull Space Engine Shield
Size Units2 Factor3 Factor4 For example, if a weapon is to have a range of 12 and a
1 100 3 25 to-hit of 3+, then the base SU cost is going to be 12 x
2 220 8 37 0.67, or 8.
3 360 16 47
4 520 26 57 Next, determine the weapons ROF, PEN, and DMG
5 700 38 66 values; each must be no less than 1 and no greater than
6 900 52 75 3. The weapons SU cost is then multiplied by the ROF
7 1120 69 84 +1, the PEN, and the DMG.
8 1360 89 92 For example, if our weapon is to have a ROF of 3, a
9 1620 112 101 PEN of 2, and a DMG of 1, then the SU cost is now 8 x
10 1900 138 109 (3 + 1) x 2 x 1, or 64.
11 2200 167 117
12 2520 199 125 Each special ability possessed by the weapon also
13 2860 235 134 incurs a modifier:
14 3220 274 142 Ability Factor
15 3600 316 150 Continuing Damage 1.3
16 4000 363 158 Doubled Range Modifiers 0.9
17 4420 413 166 Extra Crew Casualties 2.0
18 4860 467 174 Extra Hull Damage 3.0
19 5320 526 182 Halves Shields 1.8
20 5800 588 190 Ignores Shields 2.5
Increased DMG 2.3
Engines & ShieldsA.1.3 Increased PEN 2.3
Without engines, a starship would be unable to move Inverted Range Modifiers 1.3
around. Without shields, the ship would be completely Must Re-Roll Penetration Dice 0.3
vulnerable to enemy weapons. Must Re-Roll To-Hit Dice 0.5
No Hull Damage 0.7
The number of SUs required by a starships engines No Range Modifiers 1.2
and shield generators is based upon the size of the Range-Based DMG 1.6
ship, according to the table above. Cross-reference the Range-Based PEN 1.6
number of hull points with the Engine Factor column, Range-Based ROF 1.6
and multiply this value by the number of movement Repeating 2.4
points (MPs) desired. The result is the number of SUs Re-Rolls Penetration Dice 1.5
required by the ships engines. Re-Rolls To-Hit Dice 1.6
Shield-Resonant 2.7
Then, multiply the appropriate value from the Shield
Variable DMG 1.7
Factor column by the number of shields the starship is
Variable PEN 1.7
to have. The result is the number of SUs required by the
Variable ROF 1.7
shield generators.
For example, if our weapon had the Doubled Range
WeaponsA.1.4 Modifiers and Increased DMG abilities, its SU cost
The SU requirement of a starships weaponry is based would become 64 x 0.9 x 2.3, or 132.5.
upon each weapons range and to-hit values. The weapon must finally be given its firing arc(s). The
modifier for this is based on the number of arcs covered
by the weapon:
Number Of Arcs:
2
The number of space units is determined by the following 1 2 3 4 5 6
formula: Factor 1.0 1.5 2.0 2.5 3.0 3.5
Hull Points x 10 x (9 + Hull Points)
3 If we were to give our weapon a firing arc of ACE, its
The engine factor is determined by the following formula:
final SU cost would be 132.5 x 2.0, or 265. (Thats a
1.3
(Space Units x 0.01) x3 pretty big weapon-)
4
The shield factor is determined by the following formula:
0.5
(Space Units x 0.01) x 25

18
Starmada
The Universal Game of Starship Combat
Remember that a starship cannot have more than three which has an SU cost of 10%, would require 52 SUs on
batteries, or a group of weapons with the same range, a size 4 ship and 252 SUs on a size 12 ship; however, a
to-hit, ROF, PEN, and DMG values and special abilities. fighter bay will take 50 SUs regardless of the ships size.

Special EquipmentA.1.5 There is no limit to the number of different types of


special equipment that can be added.
Finally, you need to decide upon any special equipment
the starship is to have. Many types of special equipment Note that some types of special equipment come in
take up a certain percentage of the total SUs available, batches; e.g., battle satellites must be added to the
while others have a set cost. Thus, a cloaking device, starship in groups of 5.

Special Equiment SU Cost Offensive Rating Defensive Rating Hit? TL?


Anti-Fighter Batteries 5% - x1.2 Yes Yes
Armor Plating 5% - x1.5 No No
Armored Gun Batteries 50% of weapon SUs Increase all weapon - No No
offensive ratings by 50%
Battle Satellites (5) 60 45 +45 Yes Yes
Cargo Bays 50% - - No No
Carronade 5% Hull Points x (MPs + 1) - Yes Yes
x2
Cloaking Device 10% - x1.5 Yes Yes
Construction Bay 200 - - No No
Decoy 2% per decoy - x1.2 per decoy Yes Yes
Drones (5) 20 30 +30 Yes Yes
Electronic Countermeasures 5% - x1.5 Yes Yes
Electronic Warfare System 5% - x1.2 Yes Yes
Fighter Bay 50 50 +50 Yes Yes
Ionic Shielding 10% of shield SUs - x1.5 No No
Launch Bay 10 5 +5 Yes Yes
Long Range Sensors 5% - x1.2 Yes Yes
Marine Squads (5) 40 40 +40 Yes Yes
Medical Bay 10 - - No No
Mines (10) 25 50 +50 Yes Yes
Minesweeper Array 5% Hull Points - Yes Yes
x (MPs + 15) x 10%
Organic Hull 10% - x2 No No
Overthrusters 5% - x1.5 Yes Yes
Passengers (100) 10 - - No No
Point-Defense System 10% - x2 Yes Yes
Redundant Shielding 50% of shield SUs - x1.5 No No
Repair Bay 100 - - No No
Science Lab 10 - - No No
Security Teams (5) 10 20 +20 Yes Yes
Shockwave 20% of shield SUs Hull Points x (MPs + 1) - Yes No
x Shield Rating
Spinal Mount: Hull 1-3 10% Hull Points x (MPs + 21) - Yes Yes
x 20%
Spinal Mount: Hull 4-8 10% Hull Points x (MPs + 24) - Yes Yes
x 20%
Spinal Mount: Hull 9-15 10% Hull Points x (MPs + 27) - Yes Yes
x 20%
Spinal Mount: Hull 16-24 10% Hull Points x (MPs + 30) - Yes Yes
x 20%
Spinal Mount: Hull 25+ 10% Hull Points x (MPs + 33) - Yes Yes
x 20%
Stealth Generator 10% - x2.5 Yes Yes
Stutterdrive 20% of engine SUs - x1.5 Yes No
Sunbursts (5) 10 10 +10 Yes Yes
Tachyon Detection & Ranging 5% - x1.5 Yes Yes
Troops (250) 10 - - No No
Vehicle Bay 25 - - No No

19
Starmada
The Universal Game of Starship Combat
Tech LevelsA.1.6 Then add to this the sum of the ratings of the ships
weapons.
In some cases, players may wish to represent the
advantages and/or disadvantages possessed by In addition, certain types of special equipment also
different races with varying levels of technological contribute to the offensive rating, as shown in the
sophistication. In order to keep things as simple as special equipment table (above).
possible, these rules assume that all weapons and
equipment (or reasonable facsimiles thereof) are The Defensive RatingA.2.2
available at any tech level; what differs is the efficiency The defensive rating is determined by computing how
of the tech, and by extension, the amount of space many hits the starship can take before being destroyed.
needed to achieve the desired effect. Thus, a tech level To start, multiply the number of hull points by 2. Then,
-2 weapon would take up four times as many SUs as an multiply this by the appropriate shield factor:
otherwise identical tech level +2 weapon.
Shield Rating
There are five tech levels (TLs) available, with TL -2 0 1 2 3 4 5
being the lowest, or least advanced, and TL +2 being Factor 1.0 1.2 1.5 2.0 3.0 6.0
the highest. There may be other TLs, but they are
beyond the scope of Starmada (for now). Next, apply any defensive rating modifiers required by
the starships special equipment, as shown in the
Tech Level SU Modifier special equipment table (above). Note that all
-2 200% multiplication should be done first, then any addition.
-1 140%
0 100% For example, a starship has 5 hull points, a shield rating
+1 70% of 3, electronic countermeasures, and a fighter bay. The
+2 50% defensive rating is 5 x 2 x 2.0 x 1.5 + 50, or 70.

A given race or fleet will have a TL for each of four The Combat RatingA.2.3
different categories: engines, shields, weapons, and
After the offensive and defensive ratings have been
special equipment. The TL provides a modifier to the SU
computed, the Combat Rating can be determined. The
cost of the appropriate systems; e.g., a TL +1 in engines
Combat Rating is found by multiplying the offensive
would reduce the SU cost of the engines to 70% of
rating times the defensive rating, and then taking the
normal, while a TL -2 in weapons would double the SU
square root of the product, rounding off to the nearest
cost of all the starships weaponry.
integer.
Note that, in the case of special equipment, only those
For example, if a starship has an offensive rating of 200,
items marked as Yes in the TL? column of the chart on
and a defensive rating of 70, the Combat Rating is (200
the previous page apply the SU Modifier. 0.5
x 70) , or 118.
You should note that the evaluation process (see below)
is unaffected by TLs, as the Combat Rating is based The Damage ChartA.3
upon the actual capabilities of the starship; TLs simply
The final stage in creating a starship is to figure out its
change how much stuff a ship may carry.
damage chart.
Evaluating The DesignA.2 Number Of HitsA.3.1
Now that you have finished your starship design, you First, you must determine how many of each type of hit
must compute its Combat Rating. This is a three-step will be present on the chart. This is done as follows:
process: first, you determine the offensive rating; then,
you determine the defensive rating; finally, the Combat The number of engine hits is equal to:
Rating is computed.
MPs x 2 / Hull Points (round up)
The Offensive RatingA.2.1 The number of shield hits is equal to:
The offensive rating is based upon the average number Shields x 2 / Hull Points (round up)
of hits the starship can expect to inflict in one game turn.
To do so, first determine the offensive rating of each The number of each type of weapon hit is equal to:
weapon possessed by the ship:
Number of Weapons in the Battery x 2 / Hull Points
Weapon SU Cost x (Range + MPs) / Range (round up)
For example, if a weapon takes up 64 SUs, with a range To determine the number of special equipment hits, first
of 12, on a starship with 5 MPs, the weapons offensive determine how many special equipment items on the
rating is 64 x (12 + 5) / 12, or 90.7. ship are susceptible to damage, which is indicated by a
Yes in the Hit? column of the special equipment table
A starships base offensive rating is: (see above). Then, apply the following formula:
Hull Size x (MPs + 1)

20
Starmada
The Universal Game of Starship Combat
5
Number of Special Equipment Hits x 2 / Hull Points This is combined to a final damage chart of:
(round up)
1 2 3 4 5 6
If a starship has a specific type of equipment multiple HQ Ea Hb Eb H S
times (e.g., 3 batches of 5 drones), then include it
multiple times in this equation. For example, if a ship Thats it!
has electronic countermeasures and 20 mines (10
mines twice), there would be a total of 3 possible special
equipment hits.
For example, HIMS Admirable has 8 hull points, 5 MPs,
3 shields, 4 blasters (battery a), 6 laser cannons
(battery b), and two pieces of special equipment that
can be damaged. Therefore, the number of each type of
hit is:
Engine Hits:
5 x 2 / 8 = 1.3, rounded up to 2
Shield Hits:
3 x 2 / 8 = 0.8, rounded up to 1
Special Equipment Hits:
2 x 2 / 8 = 0.5, rounded up to 1
Weapon (a) Hits:
4x2/8=1
Weapon (b) Hits:
6 x 2 / 8 = 1.5, rounded up to 2

Assigning Hits To The Damage ChartA.3.2


Once the number of each type of hit has been
determined, it is necessary to place them on the
damage chart. This is relatively simple; first, assign an
H to each of the 1, 3, and 5 slots. Then, place the first
three system hits (proceeding in the order E, S, Q, a, b,
c) in the 2, 4, and 6 slots. Then, start wrapping around
from 1 through 6 and back to 1 again until all hits have
been assigned.
If any spaces on the damage chart are still empty after
this process, they should be marked as H hits.
For example, HIMS Admirable has 2 E hits, 1 S hit, 1
Q hit, 1 a hit, and 2 b hits. These are then assigned
as follows:
1 2 3 4 5 6
1H
2H
3H
4E
5E
6S
7Q
8a
9b
10b

5
If you are going to include hyperspace (p.35) in your game,
then each starship should have a hyperdrive, which is
considered special equipment for damage purposes.
Therefore, dont forget to add this when determining the
number of pieces of special equipment on the ship.

21
Starmada
The Universal Game of Starship Combat

Appendix BWeapon Abilities Extra Hull DamageB.4


This appendix lists the effects of all the special This weapon carves huge chunks out of the
abilities that may be possessed by a starships targets hull. Each damage die rolled by this
weaponry. weapon inflicts one hull hit in addition to the
result from the targets damage chart. This
Obviously, with so many options available, there cannot be combined with Extra Crew
may be the potential for confusion. While weve Casualties.
made every effort to account for any conflicts,
undoubtedly weve missed a few. So, if youre Halves ShieldsB.5
ever faced with a combination of effects that
seems to contradict itself, use your best judgment This weapon treats the targets shield rating as if
and move onremembering always that the it were half normal, rounded up; e.g., the weapon
point is to have fun. would penetrate a shield rating of 5 on a roll of 4
or higher (half of 5 is 2.5, rounded up to 3). This
If you do find yourself having to make such a cannot be combined with Ignores Shields or
ruling, please let us know, so that we may inform Shield-Resonant.
other players of the problem and an appropriate
solution. You can contact us through our web Ignores ShieldsB.6
site:
This weapons penetration dice automatically get
www.mj12games.com through the targets shields. This cannot be
combined with Halves Shields or
Continuing DamageB.1 Shield-Resonant.
This weapon does no damage in the Combat
Increased DMGB.7
Phase; instead, roll a number of dice equal to its
DMG value in the following End Phase: This weapons DMG value is affected by the
success of the shield roll. The amount by which
Roll Effect the shield roll exceeds the targets shield rating is
1-3 No further rolls are made for this DMG multiplied by the weapons DMG value to
point determine the number of dice rolled on the
4-5 Roll once on the targets damage chart damage chart. If the target has no shields, or the
6 Roll twice on the targets damage chart weapon also Ignores Shields, a shield roll should
Any dice that do not result in a 3 or less will still be made to determine the DMG value
continue doing damage in subsequent End multiplier.
Phases. For example, a PEN-3, DMG-2, Increased DMG
For example, a DMG-3, Continuing Damage weapon is attacking a target with a shield rating
weapon rolls three dice in the first End Phase of 4. The penetration dice come up 2, 5, and 6.
after it hits its target; these come up 1, 4, and 6. The 2 fails to penetrate and is ignored; the 5
This results in Roll once and Roll twice, results in normal DMG (2), while the 6 does
so three dice are rolled on the targets damage double normal DMG (4). Therefore, a total of 6
chart. The 1 means that one of the damage dice dice will be rolled on the targets damage chart.
is no longer active, so in the next End Phase, only two
dice would be rolled on the above chart. Increased PENB.8
This weapons PEN value is affected by the success of
Doubled Range ModifiersB.2 the to-hit roll:
This weapons range modifiers are doubled; i.e., +2 at
To-Hit Die Equals: Effect
short range and -2 at long range. This cannot be
To-hit Number PEN x1
combined with Inverted Range Modifiers or No Range
To-hit Number +1 PEN x2
Modifiers.
To-hit Number +2 PEN x3
Extra Crew CasualtiesB.3 To-hit Number +3 PEN x4
Etc. Etc.
All weapon hits are assumed to cause some amount of
casualties on the target. However, this weapon is For example, a ROF-3, PEN-2, Increased PEN weapon
specially designed to kill or incapacitate enemy is attacking a target with a to-hit number of 4+. The to-
crewmembers. Each damage die from this weapon hit dice come up 2, 4, and 5. The 2 misses and is
inflicts one crew casualty in addition to the result from ignored; the 4 results in normal PEN (2), while the 5
the targets damage chart. This cannot be combined does double normal PEN (4). Therefore, a total of 6 dice
with Extra Hull Damage. will be rolled against the targets shields.

22
Starmada
The Universal Game of Starship Combat
Inverted Range ModifiersB.9 attack fighters until it misses or all fighters have been
destroyed.
This weapons range modifiers are reversed; i.e., +1 at
long range and -1 at short range. This cannot be Re-Rolls Penetration DiceB.18
combined with Doubled Range Modifiers or No Range
Modifiers. This weapon is allowed to re-roll (once) any of its
penetration dice that fail to penetrate the targets
Must Re-Roll Penetration DiceB.10 shields. If this second roll also fails, the penetration die
does not get through the shields. This cannot be
This weapon is highly susceptible to shield interference. combined with Must Re-Roll Penetration Dice.
Whenever one of this weapons penetration dice gets
through the targets shields, the die must be re-rolled; if Re-Rolls To-Hit DiceB.19
this second roll does not also succeed, the die has
failed to penetrate. This cannot be combined with This weapon is allowed to re-roll (once) any of its to-hit
Re-Rolls Penetration Dice. dice that fail to hit the target. If this second roll also fails,
the to-hit die has missed. This cannot be combined with
Must Re-Roll To-Hit DiceB.11 Must Re-Roll To-Hit Dice.

This weapon is highly inaccurate compared to other Shield-ResonantB.20


weapons of the same class. Whenever one of this
weapons to-hit dice hits its target, the die must be This weapons PEN value is multiplied by the shield
re-rolled; if this second roll does not also succeed, the rating of its target. For example, a PEN-2 weapon
to-hit die has missed the target. This cannot be attacking a target with a shield rating of 4 would roll 8
combined with Re-Rolls To-Hit Dice. dice to penetrate the shields. Against a target with a
shield rating of zero, the weapon rolls its normal
No Hull DamageB.12 penetration dice. This cannot be combined with Halves
Shields or Ignores Shields.
This weapon is unable to cause damage to the targets
hull. Ignore any hull hits caused by this weapon. This Variable DMGB.21
cannot be combined with Extra Hull Damage.
Before rolling this weapons damage dice, roll one die
No Range ModifiersB.13 per point of DMG on the following chart:

This weapon does not have any range modifiers; i.e., +0 Roll Effect
at short range and -0 at long range. This cannot be 1-3 One damage die
combined with Doubled Range Modifiers or Inverted 4-5 Two damage dice
Range Modifiers. 6 Three damage dice
For example, a DMG-2, Variable DMG weapon has
Range-Based DMGB.14 penetrated its targets shields. Two dice are rolled,
This weapons DMG value is tripled at short range, and coming up 2 and 6. This results in a total of four damage
doubled at medium range. Thus, a DMG-1 weapon dice, which are then rolled on the targets hit location
would have DMG-3 at short range and DMG-2 at chart.
medium range.
Variable PENB.22
Range-Based PENB.15 Before rolling this weapons penetration dice, roll one
This weapons PEN value is tripled at short range, and die per point of PEN on the following chart:
doubled at medium range. Thus, a PEN-1 weapon
Roll Effect
would have PEN-3 at short range and PEN-2 at medium
1-3 One penetration die
range.
4-5 Two penetration dice
Range-Based ROFB.16 6 Three penetration dice

This weapons ROF value is tripled at short range, and For example, a PEN-2, Variable PEN weapon has hit its
doubled at medium range. Thus, a ROF-1 weapon target. Two dice are rolled, coming up 1 and 6. This
would have ROF-3 at short range and ROF-2 at medium results in a total of four PEN dice, which are then rolled
range. against the targets shields.

RepeatingB.17 Variable ROFB.23


This weapon may re-roll any of its to-hit dice that hit the Before rolling this weapons to-hit dice, roll one die per
target; if this second roll succeeds, another hit is scored, point of ROF on the following chart:
and the die may be re-rolled again. This continues until
the die fails to hit the target.
Note that since all fighters in a hex are considered a
single target, a repeating weapon may continue to
23
Starmada
The Universal Game of Starship Combat
Roll Effect Appendix CSpecial Equipment
1-3 One To-hit die
4-5 Two To-hit dice Most starships are furnished with some type of
6 Three To-hit dice special equipment; these require their own
section of the rules in which to explain their use.
For example, a ROF-2, Variable ROF weapon is
being fired. Two dice are rolled, coming up 2 and Anti-Fighter BatteriesC.1
4. This results in a total of three to-hit dice, which
are then rolled to hit the target. Many starship designers, not content to rely on
friendly flights to protect their starships from
enemy fighters, have chosen to equip their
designs with anti-fighter batteries (AFB), tiny
weapons which can only attack at extremely
close quarters.
Whenever a fighter flight attacks a starship
equipped with AFB, it loses a fighter on a roll of
1, just as if it were attacking another fighter flight.

Armor PlatingC.2
As a low-cost, low-tech alternative for increasing
the staying power of a starship, several designers
have opted for an extra layer of reinforced
material to protect it from harm.
Whenever a starship with armor plating takes a
hull hit, roll a die: if the result is 5 or 6, the hit has
no effect.

Armored Gun BatteriesC.3


Starship designers are constantly looking for a
way to enhance the survivability of their ships
weaponry. One simple method is to reinforce the
weapon mounts themselves, not only increasing
the thickness of the armor, but also adding
shielding against electromagnetic interference
and improving auto-targeting systems to hedge
against temporary loss of control.
Whenever a starship with armored gun batteries
(AGB) suffers a weapon hit, roll a die: if the result
is 5 or 6, the hit has no effect.

Battle SatellitesC.4
Battle satellites, or battlesats, are small,
remotely-operated craft that can significantly extend a
starships attack capability. Launched during the End
Phase, a battlesat moves and attacks during the Fighter
Phase. A ship can only launch up to three battlesats per
turn, but there is no limit to the number that can be
active at any given time.
Battlesats have 5 movement points, but no facing; they
can therefore move in any direction at any time.
Each battlesat has a single weapon with a range of 12
and a to-hit of 3+. It has ROF, PEN, and DMG values of
1, and no special abilities. This weapon can fire in a
360 arc.
Starships may attack battlesats as if they were fighters.
Battlesats become functionless once their launching
vessel is destroyed.

24
Starmada
The Universal Game of Starship Combat
If a player chooses to lose battlesats as a result of a Cloaking DeviceC.7
special equipment hit, roll a die; the result is the number
of battlesats lost. If the number exceeds the number of The most advanced form of defensive equipment ever
battlesats remaining on the starship, then another piece devised is the cloaking device. While it is activated, a
of equipment must be chosen instead. starship equipped with a cloaking device is completely
invisible to enemy sensors.
Cargo BaysC.5
A starships controlling player must decide to cloak or
Many scenarios may require the inclusion of freighters not during the Orders Phase, and write this intention in
or other cargo-carrying vessels. However, cargo bays the ships movement orders. Just before moving the
cannot simply be added to any starship that has a few ship, the player rolls one die: on a 1, the device fails to
extra space units left overin order to make transport activate that turn. Otherwise, the ship is removed from
cost-effective, a ship must devote fully 50% of its hull the game board. A ship must make a separate roll for
space to cargo capacity. each turn in which it is to be cloaked.
A starship with cargo bays receives one cargo unit (CU) Effects Of CloakingC.7.1
per hull point. These CUs may then be filled with cargo,
according to the needs of a given scenario. This cargo A cloaked starship may not attack, nor can it be
should be assigned a victory point (VP) value between attacked. While a ship is cloaked, its player must be
10 and 25, depending upon the relative worth of the very careful to make note of the hexes in which the ship
items carried. For example, food being transported to a begins and ends its movement, so as to avoid
starving colony may have a VP value of 20, while food arguments later. The easiest way to do this is to leave a
being taken to a regional capital may only be worth 10. marker in the hex last occupied by the ship when visible,
Each time a cargo-carrying vessel takes a hull hit, the and then track its movement relative to this location. In
opposing side immediately receives a number of VPs order to facilitate this, the ship disks for cloak-capable
equal to the cargos value. (To keep things simple, a vessels are two-sided; one side for use normally, and
single ship should be considered to be using all of its the other side for when the ship has cloaked.
CUs to carry a single type of cargo.) A ship that attempts to cloak and fails is still unable to
Because cargo bays increase the number of potential make any attacks, as power has already been allocated
VPs for the opposition, half the total VP value in cargo is to the cloaking device. However, a failed cloak does
deducted from their sides total Combat Rating. Thus, a give some measure of protection; any attacks against
fleet of 540 points with 150 points in cargo would only such a target are at -1 to the to-hit roll.
count as 465 points (540 (150 x )) when balancing
Limitations On Cloaked StarshipsC.7.2
the scenario. This means cargo-carrying fleets will be
allowed more combat punch, but they will also have While cloaked, a starship cannot utilize any of the
more to protect. following types of special equipment:
Starships equipped with a cloaking device do not x Battle Sattelites*
contribute to this Combat Rating refund. x Carronade
x Drones*
CarronadeC.6 x Fighters*
A carronade represents an extremely short-ranged x Marine Boarding Pods*
weapon system, intended for close-in defense. A x Mines*
starships carronade is fired during the Combat Phase. x Minesweeper Array
The hex directly in front of the firing ship is designated x Organic Hull
1, with the others numbered 2-6 in a clockwise direction. x Shockwave
Roll a number of dice equal to the number of hull points x Spinal Mount
remaining on the ship; the result of each die represents
a hit against any target(s) in the indicated hex. Those items noted with an asterisk (*) already on the
board may continue to operate normally; however, no
For example, if a ship with 3 hull points fired its additional drones, fighters, etc., can be launched until
cannonade, with the dice coming up 1, 3, and 3, this the ship de-cloaks again.
would score one hit against any target(s) in the front
hex, and two hits against any target(s) in the aft- Construction BayC.8
starboard hex.
Construction bays allow a starship to build other
For purposes of carronade fire, each fighter flight is starships. The number of bays determines the largest
considered a separate target. Thus, if one hit were size of ship than can be built; e.g., a ship that has 5
scored against a hex containing two fighter flights, each construction bays may build a ship that has up to 5 hull
flight would lose one fighter. points. Only one ship may be built at a time, regardless
of size.
Note that construction cannot occur during combat; as
such, construction bays have no effect on the normal

25
Starmada
The Universal Game of Starship Combat
Starmada game. They are included here for those Electronic Warfare SystemC.12
players who would like to use them for campaign
purposes. The electronic warfare system (EWS) represents a suite
of sensor equipment that can counteract many
DecoysC.9 obstacles to obtaining a firing solution. A starship
equipped with EWS may ignore any single -1 penalty to
A starship equipped with decoys can launch them each of its to-hit rolls, except for the modifier for long
during battle in order to draw enemy fire away from the range.
ship itself. Each decoy emits a sensor signature almost
identical to that of the launching ship, and causes This means, for example, a ship with EWS may ignore a
significant confusion to enemy targeting systems. targets ECM, the penalty for attacking a target with a
failed cloak, or any other -1 to-hit penalty.
A starship wishing to deploy a decoy must record its
intention during the Orders Phase. To-hit rolls against a Fighter BayC.13
target with an active decoy automatically fail on an
unmodified roll of 1, 3, or 5. Each fighter bay allows a starship to field one fighter
flight (see Section 5: Fighters).
The drawback to decoys is that, once launched, they
are only effective for a single turn. After the Combat Launch BaysC.13.1
Phase is over, the decoy is considered dead.
Although fighters typically begin the game already on
Decoys have no effect against fighter attacks, but they the board, it is possible to keep them in reserve and
are effective against drones. launch them during the game.

DronesC.10 Any starship with fighter bays automatically has the


ability to launch one fighter flight during each End
Drones are analogous to modern cruise missiles. They Phase. The flight is placed in the same hex and facing
are treated exactly like fighters, with the following the same direction as the launching ship.
exceptions:
Each launch bay possessed by the ship increases this
x Drones do not start the game on the board. Instead, capacity by one flight per turn; e.g., a ship with two
they are launched during the End Phase; the launch bays would be able to launch up to three flights
drones are placed in the same hex as the launching per turn.
ship. The drones then move in the Fighter Phase of
following turns. A starship may launch up to ten Ionic ShieldingC.14
drones per turn; all drones launched during a single
turn must be placed in one group, which is the While the Ignores Shields ability allows a weapon to
drone equivalent of a fighter flight. bypass ordinary starship shielding, such weapons are
susceptible to interference, provided the proper
x Drones do not destroy attacking fighters on a roll of equipment is available.
1.
A starship equipped with ionic shielding forces opposing
x Drones may only attack once; their attacks hit on Ignores Shields weapons to roll against its shields, just
any roll of 4 or better. Once a drone group has like all other weapons.
attacked, it is removed from the board. If the target
has anti-fighter batteries, the drones only hit on a 5 Long Range SensorsC.15
or 6. A starship equipped with long range sensors (LRS) is
Drones act independently of their carriers once able to ignore the -1 to-hit penalty for attacks at long
launched, and remain functional even if the starship that range.
fired them is destroyed.
MarinesC.16
If a player chooses to lose drones as a result of a
special equipment hit, roll a die; the result is the number Marines are not actually equipment; rather, they are
of drones lost. If the number exceeds the number of troops trained in the arts of shipboard and planetside
drones remaining on the starship, then another piece of combat. Their primary use in Starmada is to assault
equipment must be chosen instead. opposing starships in an attempt to capture them. (They
can also be useful in preventing the same thing from
Electronic CountermeasuresC.11 happening to their own ship.)

Although all starships have electronics on board, some Marines are assigned to starships in squads: each
have been given very sophisticated jamming equipment; squad represents a group of about 4-6 individual
this is referred to as electronic countermeasures (ECM). soldiers who fight as a unit.
Any ship that attacks a target equipped with ECM must If a player chooses to lose marines as a result of a
subtract -1 from its to-hit rolls. special equipment hit, roll a die; the result is the number
Fighter attacks are unaffected by ECM. of marines lost. If the number exceeds the number of

26
Starmada
The Universal Game of Starship Combat
marines remaining on the starship, then another piece marine squads. They may not be launched offensively
of equipment must be chosen instead. in boarding pods, but are in all other respects treated
exactly like marines.
Boarding PodsC.16.1
In order to get aboard enemy starships, marines make
Medical BayC.17
use of boarding pods. Launched during the End Phase, Medical bays allow a starship to treat casualties, above
Boarding pods are treated exactly like fighters, with the and beyond those suffered by the ships own crew. The
following exceptions: number of bays determines the maximum number of
crew casualty hits that can be treated; e.g., a ship that
x Boarding pods are launched during the End Phase;
has 5 medical bays may treat up to 5 crew casualty hits.
the pods are placed in the same hex as the
launching starship. Each pod launched removes Note that medical treatment cannot occur during
one marine squad from the launching ship. The combat; as such, medical bays have no effect on the
pods then move in the Fighter Phase of following normal Starmada game. They are included here for
turns. A starship may launch up to ten pods per those players who would like to use them for campaign
turn; all pods launched during a single turn must be purposes.
placed in one group, which is the boarding pod
equivalent of a fighter flight. MinesC.18
x Boarding pods do not halve the targets shields Traditionally, mines are used for strategic purposes, to
when making a penetration roll. slow down and harass opposing forces. However, they
can be used to some effect during battle as well.
x Boarding pods cannot attack fighters, but defend
themselves as normal (i.e., any roll of 1 results in Mines are deployed during the End Phase; a starship
the loss of one attacking fighter). may deploy as many mines as desired during a single
turn. Once deployed, a mine should be marked off of the
x Whenever a pod successfully penetrates a starship record, and two markers are placed on the
starships shields, it is removed from play, and one board. These can be as far apart from each other as
attacking marine squad is placed on the target ship. desired, but each must be within 10 hexes of the
For example, a starship has 10 marine squads on deploying ship. One represents the actual location of the
board. During the End Phase, the player decides to mine, while the other is a dummy. Whenever a player
launch five boarding pods. A counter is placed on the decides to detonate a mine, he or she must also remove
board representing one flight of five pods, and the one dummy counter from the board, so that the
player removes five marine squads from the ship record. number of markers is always double the number of
mines.
Two turns later, the pods attack an opposing starship.
Three pods make a successful to-hit roll, but only one Mine counters are susceptible to attack as if they were
penetrates the shields. This means that one pod should fighters. Whenever a counter is destroyed, check to see
be removed from the flight, and the target ship now has if it was real or a dummy; if it was real, remove a dummy
one enemy marine squad on board. The remaining four counter from the board; if it was a dummy, do not also
pods may attack again in subsequent turns. remove an actual mine from the board.
If a player chooses to lose mines as a result of a special
Shipboard CombatC.16.2
equipment hit, roll two dice; the total is the number of
Shipboard combat occurs during the End Phase; one mines lost. If the total rolled exceeds the number of
die is rolled per marine squadattacking and mines remaining on the starship, then another piece of
defendinginvolved in a boarding action. On a roll of 5 equipment must be chosen instead.
or 6, the opposing force loses one marine squad; on a
1, a friendly squad is eliminated. If the defender has no Mine DetonationC.18.1
marine squads, each 5 or 6 rolled by the attacker results Mines are detonated in the Combat Phase. Each mine
in a crew casualty hit. can make a single attack against any and all targets
If shipboard combat results in the last hull box being (including cloaked vessels) within two hexes. These
crossed off, and there are still enemy marines on board, attacks automatically hit starships; all that needs to be
the attacking marines have captured the defending done is to roll the appropriate number of damage dice
starship, and victory points are scored as if the ship had against each ships shields:
been destroyed. However, the ship is still unable to Distance From Mine Damage
move or fire. Same hex 3 dice
1 hex away 2 dice
Security TeamsC.16.3
2 hexes away 1 die
For starship designers who do not wish to waste space
Attacks against fighters and other small craft are
on boarding pods, but still want a measure of protection
handled differently: each fighter (not each flight, but
against enemy marines, security teams are invaluable.
each individual fighter) has a to-hit roll made against it; if
In the simplest of terms, security teams are defensive
this roll is successful, the fighter is eliminated.
27
Starmada
The Universal Game of Starship Combat
Distance From Mine To-Hit An organic hull cannot repair crew casualties. If a
Same hex 4+ starship has lost all of its hull boxes, the ship is dead in
1 hex away 5+ space. While the ship could conceivably continue to
2 hexes away 6+ repair itself, there are no longer any crewmembers
available to operate its systems.
Un-detonated mines in the blast radius must check to
see if they are destroyed as if they were fighters; these OverthrustersC.20
mines do not themselves detonatethey are simply
removed from the board, along with one dummy counter Overthrusters are specially-designed reaction drive
per destroyed mine. thrusters linked to an advanced computer prediction
system. This allows a starship a high degree of
Once detonated, a mine is destroyed and has no further maneuverability, giving the ship an advantage when
effect on the game. bringing its weapons to bear.
Minesweeper ArrayC.18.2 At the end of the Movement Phase, after all Movement
Orders have been executed, starships with
A starship equipped with a minesweeper array has a
overthrusters may make a free one-hexside turn. They
chance of detecting and safely detonating mines within
may do this even if the last thing they did in their
15 hexes.
movement orders was turn.
During the Combat Phase, a starship with a
minesweeper array can roll a number of dice against PassengersC.21
mine counters equal to its current hull points: The inclusion of passengers as special equipment
Range Roll Needed allows Starmada to simulate luxury liners, cruisers with
1 2+ VIP quarters, etc. The presence of passengers has no
2-3 3+ effect on combat.
4-6 4+
7-10 5+ Point-Defense SystemC.22
11-15 6+ The point-defense system (or PDS) is a generic option
These dice can be split up as desired; either one per intended to represent any number of possibilities,
counter, or several dice against a single counter. Each depending upon the given universe in which you are
successful roll removes the mine counter; at this time it playing. For example, the PDS could be a
is revealed whether the counter was a dummy or real sandcaster-type device that throws a cloud of fine
mine. If an actual mine was removed, then a dummy particles into space, confusing guidance systems and
counter should also be taken off the board; however, if a scattering energy beams; or perhaps it is a network of
dummy counter was removed by the minesweeper, do rapid-fire laser cannons that intercept incoming fire
not also remove an actual mine from the board. faster than organic reflexes can react.
Whatever the specifics, the game effects of a PDS are
Organic HullC.19 always the same. Shield rolls against a starship
The organic hull is not so much a piece of special equipped with a PDS automatically fail on an unmodified
equipment, but a description of a vessels makeup. roll of 1, 3, or 5.
Some races have perfected the ability to grow rather
than build starship hulls. While the debate still rages Redundant ShieldingC.23
over whether any of these vessels are truly alive, no one Some starships have additional shield generators, not to
can deny they are very dangerous opponents. improve the overall effectiveness of its shielding, but
A starship with an organic hull loses 10% of its total simply to increase the generators staying power.
space units, as the process is not as efficient as Whenever a starship with redundant shielding takes a
traditional ship construction. However, in exchange for shield hit, roll a die; if the result is 5 or 6, the hit has no
this loss of space, the ship gains the ability to effect.
regenerate itself.
During the End Phase of each turn, a starship with an
Repair BayC.24
organic hull may roll one die for each hull and engine hit Repair bays allow a starship to repair damage to other
it has taken. If the die is a 5 or 6, the damage is starships. The number of bays determines the largest
repaired. size of ship than can be repaired; e.g., a ship that has 5
construction bays may repair a ship that has up to 5 hull
For example, a starship with an organic hull has
points. Only one ship may be repaired at a time,
suffered three hull hits and two engine hits. Three dice
regardless of its size.
are therefore rolled for the hull, coming up 2, 4, and 5.
This means that one hit is repaired. Two dice are then Note that repairs cannot occur during combat; as such,
roll for the engine hits, coming up 1 and 3, resulting in repair bays have no effect on the normal Starmada
no regenerated movement points. game. They are included here for those players who
would like to use them for campaign purposes.
28
Starmada
The Universal Game of Starship Combat
Science LabC.25 Hull Points Short Medium Long
1-3 1-7 8-14 15-21
Science labs allow a starship to conduct 4-8 1-8 9-16 17-24
experimentation and research. 9-15 1-9 10-18 19-27
Note that research cannot occur during combat; as 16-24 1-10 11-20 21-30
25+ 1-11 12-22 23-33
such, science labs have no effect on a normal Starmada
game. They are included here for those players who A spinal mounts DMG value is equal to the number of
would like to use them for campaign purposes. hull boxes remaining on the firing starship; the bigger
the ship, the bigger the punch.
ShockwaveC.26
A spinal mount cannot be destroyed as a result of a
The shockwave device is a vicious weapon. When weapon hit; it is weakened only as the ship takes hull
triggered, it releases a powerful pulsed fusion blast that damage.
radiates from the starships shield generators into
surrounding space. Anime-Style Spinal MountC.27.1
The shockwave is triggered in the Combat Phase. Roll This option allows players to simulate the devastating
one die for each hull point remaining on the firing super-weapons seen in various Japanese animation
starship against each target (friendly or otherwise) in the series. While the spinal mount as given above is a very
same or an adjacent hex; each die that comes up equal large and imposing weapon, it is still somewhat weak
to or less than the ships current shield rating scores a compared to the main guns in this source material.
hit against the target. There are no modifiers to these Therefore, the following modifications to spinal mount
rolls. These hits are then rolled against the targets mechanics may be applied:
shields as normal.
During the End Phase, a starship with a spinal mount
For purposes of shockwave attacks, each fighter flight is must announce its intention to fire the mount in the next
considered a separate target, rather than treating all Combat Phase. When it comes time to fire the weapon,
flights in the same hex as one target. However, the a target hex is nominated. Then, draw a line from the
shield rating is considered to be half normal, rounded firing hex through this target hex, extending out to the
up, when attacking fighters. Mounts maximum range. To-hit rolls are made against
every target in all hexes along this line of fire. There are
For example, a starship with 5 hull points and a shield no modifiers to these to-hit rolls, aside from those for
rating of 3 triggers its shockwave. Each target in the short and long range.
same or an adjacent hex has 5 dice rolled against it,
with hits scored on a 3 or less. All fighter flights within
one hex of the firing ship are also attacked separately
with 5 dice each; however, these only result in hits on a
roll of 2 or less (3 x = 1.5, rounded up to 2).

Spinal MountC.27
Spinal mount is the term given to the class of
weapons which run the length of a starship, utilizing this
space to achieve unheard-of levels of damage potential,
whether through particle acceleration, energy
amplification, or other, more arcane forms of
technology. Firing a spinal mount is conducted exactly
In the example above, all targets in any of the shaded
as any other weapon attack, except that the mount can
hexes are attacked by the spinal mount.
only be fired within a restricted arc in front of the ship,
as illustrated below. For purposes of this rule, each fighter is considered a
separate target, rather than treating all flights in the
same hex as a single target. Damage is rolled
separately for each target that is hit.
A starship may not fire its spinal mount in two
successive turns; the weapon must have time to
recharge. A ship that declares spinal mount fire in an
End Phase does not have to do so in the very next
Combat Phase; it can maintain the weapon as charged
indefinitely. A ship may not begin the game with its
spinal mount charged; therefore, the weapon cannot be
Spinal mounts have a to-hit value of 5+, ROF and PEN fired until at least the second turn.
values of 1, and range bands based on the size of the
starship:

29
Starmada
The Universal Game of Starship Combat
If desired, these rules can be applied to a specific race When using an inertial movement system, the
or starship design, while leaving the spinal mounts of stutterdrive does not affect its starships vector in any
other races and/or ships spinal mounts. way.

Stealth GeneratorC.28 SunburstsC.30


The stealth generator acts to modify a starships target Against long-ranged weaponry, smaller and/or weaker
signature on enemy tracking systems, effectively forcing starships have an interesting problem; as they spend
them to believe the target is further away than it actually time closing with the enemy, they have a good chance
is. When attacking a starship equipped with a stealth of dying before ever bringing their own weapons to bear.
generator, the range is counted as if it were one range One way around this difficulty is the use of sunbursts.
band greater: i.e., a target at short range is considered Sunbursts are one-use devices; once launched, a
to be at medium range; targets at medium range are sunburst is crossed off the starship record.
attacked as if at long range. Targets with stealth
generators cannot be attacked at long range. Sunbursts are launched during the End Phase. When
used, a player should nominate a target hex within 12
Stealth generators cannot be used in conjunction with hexes of the launching starship, and then roll a die.
ECM.
Roll Effect
StutterdriveC.29 1 No effect; the sunburst was a dud
2-4 An explosion counter is randomly placed in one
The stutterdrive is an off-shoot of hyperspace of the hexes adjacent to the target hex
technology. It tears a small wormhole in the fabric of 5-6 An explosion counter is placed in the target
space-time, drawing the starship through hyperspace to hex
reappear a short distance away, without occupying the
space in between. Unfortunately, the use of this device A starship may only launch one sunburst per turn.
is still not an exact science, and there is some The exact strength of the explosion counter is
randomness in its application. determined by a further die roll:
In order to use a stutterdrive, one direction on the game Roll Explosion Strength
board must be labeled North; the opposite direction 1-3 1
then becomes South. The others are Northeast, 4-5 2
Northwest, Southeast, and Southwest, respectively. 6 3
Stutterdrives are used in the End Phase. The starship is If a player chooses to lose sunbursts as a result of a
allowed to move itself again, using up to one-half its special equipment hit, roll a die; the result is the number
current movement points (rounded up). Once this is of sunbursts lost. If the number exceeds the number of
done, however, one die should be rolled per MP used. sunbursts remaining on the starship, then another piece
For each die that comes up a 1, the ship must be of equipment must be chosen instead.
scattered. Re-roll these dice, and consult the table
below: Tachyon Detection & RangingC.31
Roll Direction The tachyon detection & ranging (TDAR) system uses
1 North faster-than-light particles to fix a targets position far
2 Northeast more accurately than traditional starship sensors.
3 Southeast During the End Phase of each turn, a ship equipped
4 South with TDAR can make a single roll against one enemy
5 Southwest starship to which the acting ship has line of sight (TDAR
6 Northwest cannot be used on fighters); on a roll of 5 or 6, a lock
Apply these directions to the desired re-entry hex to has been achieved.
determine the actual location of the starships During the Combat Phase in the turn following a
reappearance. successful TDAR lock, any weapons on the starship
For example, a starship uses its stutterdrive to move achieving the lock that are able to hit the target will hit
forward five hexes. Because of this, five dice are rolled, the target. Keep in mind that this simply means there is
resulting in three 1s (!). These three dice are re-rolled, no need for a to-hit roll; all other requirements for the
resulting in a 1, 2, and a 5, which equate to North, attack must be met (i.e., there must be line of sight, the
Northeast, and Southwest. Since the latter two target must be within range and the relevant firing
directions cancel each other out, the ships re-entry hex arc(s), etc.).
will be one hex North of the desired hex. A cloaked starship that attempts a TDAR lock
If the starship reappears in the same hex as a solid immediately becomes visible, although it may re-cloak in
object, such as a planet or asteroid, the ship is instantly the next Movement Phase. If the target of a TDAR lock
destroyed! There is no effect if the ship emerges in the successfully cloaks in the next Movement Phase, no
same hex as another ship. attacks against it are possible, although the roll to
establish the cloak is made at a -1 to the die.
30
Starmada
The Universal Game of Starship Combat
If the target of a TDAR lock has a stealth Appendix DVector Movement
generator, it has no effect against attacks from
the ship using the TDAR; however, the stealth It seems that those who play space combat
generator is still effective against attacks from games are irreconcilably divided into two camps:
other ships. those who believe there is no reason to fiddle
with any sort of realistic movement system, as
The target of a TDAR lock receives a +1 to all to- the intent of the game is to have fun; and those
hit rolls made against the starship using the who believe the absence of such realism actually
TDAR. prevents the game from being fun. Obviously,
When firing a Repeating weapon at the target of Starmadas basic rules fall distinctly in the former
a TDAR lock, only the first shot is an automatic categoryhowever, theres no reason why
hit; normal to-hit rolls are necessary for any devotees of the latter philosophy should be left
additional shots. out in the cold. Thus, we present these optional
rules for vector movement.
TroopsC.32
Players should note that this appendix applies
The inclusion of troops as special equipment only to starships; the movement of fighters and
allows Starmada to simulate military transports. other small craft is unchanged.
If a player chooses to lose troops as a result of a Introduction D.1
special equipment hit, roll two dice and add them
together; the result is the number of 25-troop During the design and playtesting stages of this
increments that have been lost. For example, if games development, a wide variety of inertial
the roll comes up 6, then 150 troops are movement systems were tried and discarded,
eliminated. If the result exceeds the number of mainly because they changed the focus of the
troops remaining on the starship, then another game. Starmada is intended to be fast-paced and
piece of equipment must be chosen instead. exciting; most of the alternate movement systems
bogged down to number-crunching exercises of
Vehicle BayC.33 the type Starmada was intended to avoid.
Vehicle bays allow a starship to transport ground In the system presented here, the idea is to allow
vehicles, typically in conjunction with troops. players to determine where their starships are
Each bay can carry and service up to 1 Kmt supposed to go, and then find the movement
(1,000,000 kg) of vehicles. point cost, rather than apply thrust and then
determine where the ship ends up. As a result,
Note that vehicles cannot be deployed during
the actual mechanics of vector addition are
space combat; as such, vehicle bays have no
hidden from the players, while still giving the
effect on the normal Starmada game. They are
feel of a frictionless environment. There are
included here for those players who would like to
some approximations made and limitations
use them for campaign purposes.
imposed, but these are a minor price to pay for a
system that is inertia-based, easy to use, and
above all, fast.

The Compass D.1.1


In order to use this system, one direction on the game
board must be labeled North; the opposite direction
then becomes South. The others are Northeast,
Northwest, Southeast, and Southwest, respectively.
Obviously, these terms have no real meaning in space.
They are simply a convention used to keep track of the
direction in which a starship is traveling and/or facing at
any given time.

Movement PointsD.2
The movement of starships in this system is governed
by the concept of movement points (MPs), which
indicate how much thrust a particular ship can apply in a
single turn. The number of MPs a ship has at its
disposal is determined by the number of engine boxes
on its starship record.

31
Starmada
The Universal Game of Starship Combat
Movement OrdersD.3 x Facing is the direction in which the starship is to
point at the end of its movement. Again, this must
For each starship under their control, players must write be one of the six compass directions, but may differ
down movement orders on their starship records. from the ships heading.
Although this may sound time-consuming, it really isnt;
once youve got the hang of it, youll be able to write A completed set of movement orders might look like
movement orders for an entire fleet in no time. this: N5 / SE, where the heading is North, the speed is
5, and the facing is Southeast.
ComponentsD.3.1
Movement Point CostD.3.2
Movement orders consist of three parts: heading,
speed, and facing. Heading and speed combine to form a starships vector,
a mathematical value having both magnitude and
x Each turn, a starship travels in one of the six direction. A ship will continue to move according to its
compass directions (i.e., North, South, etc.); this most recent vector unless thrust (rated in MPs) is
direction is the ships heading. A ship with speed of applied to change that vector. The amount of MPs spent
zero has no heading. depends upon a comparison of the current vector to that
from the previous turn.
x Speed is the number of hexes the starship is to
travel in the current turn. Ships may never have a Consult the Vector Movement Point Cost Table to
speed less than zero or greater than ten. (Strictly determine how many MPs are required to change a
speaking, ships could continue accelerating with starships vector from that of the previous turn to that
practically no upper limit; however, such speeds desired for the current turn. Cross-reference the
would quickly make the game meaningless as previous speed with the new speed and the difference in
opponents shot past each other at ridiculous heading; e.g., if the ships previous heading was North,
speeds. Therefore, this arbitrary speed limit must and its new heading is to be Southeast, the change in
be imposed.) heading is 120.

32
Starmada
The Universal Game of Starship Combat
Vector Movement Point Cost Table
New Heading Previous Speed
Speed Change 1 2 3 4 5 6 7 8 9 10
1 0 0 1 2 3 4 5 6 7 8 9
60 1 2 3 4 5 6 7 8 9 10
120 2 3 4 5 6 7 8 9 10 11
180 2 3 4 5 6 7 8 9 10 11
2 0 1 0 1 2 3 4 5 6 7 8
60 2 2 3 3 4 5 6 7 8 9
120 3 3 4 5 6 7 8 9 10 11
180 3 4 5 6 7 8 9 10 11 12
3 0 2 1 0 1 2 3 4 5 6 7
60 3 3 3 4 4 5 6 7 8 9
120 4 4 5 6 7 8 9 10 11 12
180 4 5 6 7 8 9 10 11 12 13
4 0 3 2 1 0 1 2 3 4 5 6
60 4 3 4 4 5 5 6 7 8 9
120 5 5 6 7 8 9 10 11 12 12
180 5 6 7 8 9 10 11 12 13 14
5 0 4 3 2 1 0 1 2 3 4 5
60 5 4 4 5 5 6 6 7 8 9
120 6 6 7 8 9 10 10 11 12 13
180 6 7 8 9 10 11 12 13 14 15
6 0 5 4 3 2 1 0 1 2 3 4
60 6 5 5 5 6 6 7 7 8 9
120 7 7 8 9 10 10 11 12 13 14
180 7 8 9 10 11 12 13 14 15 16
7 0 6 5 4 3 2 1 0 1 2 3
60 7 6 6 6 6 7 7 8 8 9
120 8 8 9 10 10 11 12 13 14 15
180 8 9 10 11 12 13 14 15 16 17
8 0 7 6 5 4 3 2 1 0 1 2
60 8 7 7 7 7 7 8 8 9 9
120 9 9 10 11 11 12 13 14 15 16
180 9 10 11 12 13 14 15 16 17 18
9 0 8 7 6 5 4 3 2 1 0 1
60 9 8 8 8 8 8 8 9 9 10
120 10 10 11 12 12 13 14 15 16 16
180 10 11 12 13 14 15 16 17 18 19
10 0 9 8 7 6 5 4 3 2 1 0
60 10 9 9 9 9 9 9 9 10 10
120 11 11 12 12 13 14 15 16 16 17
180 11 12 13 14 15 16 17 18 19 20

33
Starmada
The Universal Game of Starship Combat
For example, if the previous vector was N5, and Appendix EMovement Options
the new vector is to be SW6, you would cross-
reference 5 with 6 and 120, getting an MP cost In this appendix, we discuss various optional
of 10. rules that relate to starship movement. Each
option that follows is self-contained, and should
Note the following: be agreed upon separately by all players before
x If there is no change in heading, the MP cost being introduced to the game.
is equal to the difference between the two
speeds. Evasive ActionE.1
x If the heading change is 180, the MP cost is Combat can be dangerous, and often starship
equal to the sum of the two speeds. captains decide it is better to avoid damage than
to stand fast and slug it out with a better-armed
x There is no entry for a speed of zero on the opponent. Evasive action is a way for ships to try
chart. If either the previous or the new vector and elude enemy fire until a better opportunity
has a speed of zero, the MP cost is equal to presents itself.
the non-zero speed; e.g., changing from N5
to 0, or from 0 to S5, would take 5 MPs. Performing Evasive ActionE.1.1
A starship that intends to perform evasive action
Facing D.3.3
should record this in its movement orders for the
A starship may turn to face any desired direction turn. Performing evasive action cuts a ships
each turn. As indicated above, the facing may be available Movement Points (MPs) in half,
different from the ships heading. rounded down. Thus, a ship with 5 MPs would
only have 2 after performing evasive action. A
Moving The StarshipD.3 ship with no MPs remaining cannot take this
option.
After all movement orders have been recorded,
the starships are moved on the game board, Effects Of Evasive ActionE.1.2
according to their orders. It does not matter in
what order they are moved; all ships may be Any starship that performed evasive action in the
moved simultaneously if desired. preceding Movement Phase forces all attacks
made against it to suffer a to-hit penalty for the
StackingD.3.1 rest of the current turn. However, the ship
performing the action also has the same penalty
Starships may occupy the same hex without
applied to its to-hit rolls.
penalty; however, no ship may attack a target in
its own hex. The effect of Evasive Action depends upon the
current MPs (before the 50% reduction) of a
Leaving The Game BoardD.3.2 given starship:
Starships may leave the game board; however, MPs Modifier
any that do may not re-enter the game and are 1-3 0
considered destroyed for victory purposes. 4-8 -1
9+ -2
This means that starships with 3 or fewer MPs gain no
benefit from Evasive Action; they are simply too slow to
affect enemy targeting systems. Keep in mind that these
modifiers apply both to attacks against the evading
starship as well as to attacks made by the evading ship.

Emergency ThrustE.2
In most every battle, there comes a time when that extra
bit of thrust becomes critical; with this rule, captains
have an opportunity to get just such a boost at a key
moment for a price...
When plotting a starships movement for a turn, players
may choose to apply Emergency Thrust. This doubles
the number of movement points available in the
upcoming Movement Phase. However, during the
subsequent End Phase, a ship performing emergency
thrust must roll one die per hull point remaining; each
die that comes up a 1 or 2 causes a hull hit of damage.

34
Starmada
The Universal Game of Starship Combat
This option cannot be used in the same turn during Unless the scenario rules state otherwise, starships that
which Evasive Action has been taken (see above). enter hyperspace are considered to be destroyed;
however, the opposing side receives only half the
Floating Game BoardE.3 normal amount of victory points (rounded up).
In the basic rules, the game board is self-contained and HyperdriveE.4.1
exclusive; all combat occurs within its boundaries, and
any starship exiting the board is considered to be In order for a starship to enter hyperspace, it must have
destroyed. While this is simple, it does not adequately a hyperdrive. All ships in the Starmada rulebook are
reflect the boundlessness of space. Therefore, the considered to be so equipped. Fighters do not have
floating board option can be used. hyperspace capability.
Whenever a starships movement would take it off the Starships without hyperdrives receive a 10% bonus to
game board, all objects should be first floated a certain the number of space units they receive during the
number of hexes in any appropriate direction in order to construction process.
free up space for the ship to complete its movement.
Hyperdrives are considered special equipment, and may
Make sure all objects maintain the same relative
be taken as damage from a Q hit (p.14).
positions to each other.
Entering HyperspaceE.4.2
Hyperdrives cannot be used on a whim; the decision to
enter hyperspace must be made well before the actual
jump occurs.
A player who wants a starship to enter hyperspace must
declare this intention during the End Phase (the
hyperdrive is easily detected by opposing sensors). The
actual jump into hyperspace will occur anywhere from 1
to 9 turns later.
In the example above, the starship on the top has
movement orders 1P1; however, this would carry it off During the End Phase in which the decision is made to
the edge of the board. Therefore, all objects on the enter hyperspace, and in each End Phase thereafter,
board (including the explosion counter) are floated two the player should roll one die; the result is added to a
hexes in the same direction, so that the ship can legally running total for that starship. Immediately after this total
complete its movement orders as shown below. reaches 10, the ship is removed from play and is
considered to be in hyperspace.
For example, a starship wishes to enter hyperspace,
and its player announces this decision in the End Phase
of turn 3. A die is rolled, and a 4 results. In the next End
Phase, if a 6 is rolled, the running total would reach 10,
and the ship would immediately enter hyperspace.
A starship may attempt to speed up the process by
rolling two dice in a single End Phase and adding the
sum to its running total; however, if either die comes up
a 6, the hyperdrive stalls, the total drops back to zero,
The game board should never be floated for fighter and the ship takes a hull hit. This is therefore a
movement. If the board cannot be floated in such a way dangerous tactic for heavily-damaged ships.
to allow all starships and fighter flights to remain on the
board, then floating cannot occur. A starship may cancel its hyperdrive warm-up at any
time; however, the process must begin from zero if
HyperspaceE.4 started again later on.
All of the action in the Starmada game is considered to RammingE.5
be taking place in the normal, Newtonian universe.
However, many science fiction settings include faster While the idea of starships intentionally colliding with
than light travel. In order for this to be possible, the one another may not be entirely realistic, considering
concept of hyperspace has often been postulated. The the distances and speeds involved, it is still pretty cool,
exact nature of hyperspace (and even its name) can be and so the following rules have been included.
left up to the particular universe in which you are
playing; its use in Starmada is to give starships an Ramming ProcedureE.5.1
escape route from battle. Also, some scenarios may Any starships that end the Movement Phase in the
require ships to enter hyperspace to fulfill certain victory same hex may choose to ram each other. If all players
conditions. agree to avoid each other, there is no chance for a
collision. However, if (as is often the case) one or more
35
Starmada
The Universal Game of Starship Combat
players wish to ram, the following procedure must be Three-Dimensional MovementE.7
followed:
While it is easier to ignore the fact that space is three-
One die is rolled for each starship in the hex, and the dimensional, and just play Starmada in two, the rules
current number of MPs the ship has is added to the given here allow players to add a new wrinkle to their
result. The result is the ships initiative; any ties should games.
be re-rolled.
Players who believe this system to be unrealistic are
Proceeding, in order, from the starship with the highest absolutely right. It is set up in this way so that altitude
initiative to the ship with the lowest, players declare levels are tactically important, as well as to avoid
which ship they intend to ram, or else they may choose cumbersome and time-consuming range computations.
to avoid collision altogether. Players may only choose to
ram a ship with a lower initiative score. Recording AltitudeE.7.1
The effects of ramming are resolved simultaneously. In order to play in three dimensions, each starship will
have to keep track of its altitude, or its Z-axis position
Effects Of RammingE.5.2 relative to the other ships in the game. This can be done
For each starship involved in a collision, roll a number of by placing a die next to each ship; the number facing up
dice against its shields equal to the total number of hull on the die gives the ships current altitude. Obviously,
points remaining on the ship(s) it collided with. this means there are six altitude levels (1 through 6).

For example, three starships are involved in a collision: Players who wish to expand the number of levels
Ship A has three hull points, Ship B has five, and Ship C available will need to come up with another method of
has six. Ship A would have eleven dice rolled against its recording each ships current altitude.
shields, Ship B would have nine dice rolled against its
shields, and Ship C would have eight dice rolled against
Changing AltitudeE.7.2
its shields. Players should record any changes of altitude in their
starships movement orders; each change (up or down
Each die that penetrates the shields is rolled for damage
one level) takes 2 MPs. For simplicitys sake, if you are
as normal.
using a vector movement system, assume that starships
Kamikaze FightersE.5.3 are canceling out their Z-axis momentum each turn, and
that vertical movement in one Movement Phase does
Fighter flights may also choose to ram; however, as this not affect the next.
invariably results in the death of the pilots involved, it is
not something that should be done lightly. Starships may change their altitude by any number of
levels per turn; however, they may not descend below
So-called kamikaze or suicide attacks are treated like level 1 or above level 6.
any other fighter attack, with the following exceptions:
Fighter flights may also change altitude; they need only
x The attack is successful on any roll of 2 or better (3 spend 1 MP per level up or down.
or better if the target has anti-fighter batteries).
Effects Of Altitude On CombatE.7.3
x Each fighter that hits the target rolls 3 dice against
the targets shields. When a starship makes an attack against a target at a
different altitude level than its own, a -1 to-hit penalty is
x The fighters involved in the attack, whether they are suffered per level of difference.
successful or not, are automatically destroyed.
For example, a starship at level 3 wants to attack a
x Fighters cannot ram other fighters. target 4 hexes away at level 2. The weapons range
bands are 1-4, 5-8, and 9-12, so the target flight is at
RollsE.6 short range; this gives the ship a +1 to-hit bonus.
The concepts of up and down are meaningless in However, because the target is one level lower than the
space; therefore, a starship may elect to perform a roll firing ship, a -1 penalty must also be applied, and the to-
in its movement orders. Doing so costs 2 movement hit roll is made with no modifier.
points, and flips the starship over relative to the other Starships may not attack a target in the same hex, even
ships in the game. While a ship is flipped, its port and if they are at different altitudes.
starboard sides are reversed; e.g., weapons in the
ships A arc now fire into the B arc, and vice versa. Fighters may only attack targets at the same altitude
level.
Players should place an appropriate marker next to any
starship that has executed a roll; it takes another roll to A starship with an Electronic Warfare System (see p.26)
turn the ship right side up again. may not ignore the -1 to-hit penalty for differing
altitudes.

36
Starmada
The Universal Game of Starship Combat
TowingE.8 Appendix FFighter Options
A starship may, if it spends one complete turn in The rules in Section 5.0: Fighters are very simple
the same hex as another ship, choose to tow and concise; however, in many science fiction
that ship, provided that the ship to be towed is universes, starfighter operations can be much
willing to cooperate. (It is assumed that all ships more complicated...
have the necessary tractor beams, tow cables, or
what have you in order to perform this function.) Alternate Fighter InitiativeF.1
A starship may only tow one other ship at any Instead of the procedure given in Section 5.2:
given time. While towing, a ships movement Fighter Movement (p.16), players may choose to
points are reduced based upon the size of the use these rules.
ship being towed. First, multiply the towers
movement points by its hull size. Then, divide this Initiative CardsF.1.1
by the sum of the towers size and that of the ship
In order to use this system, a deck of cards will
being towed, rounding down. The result is the
be needed. At the beginning of each Fighter
number of movement points available.
Phase, pull out a number of cards equal to the
A starship of size 5 and with 7 movement points number of fighter flights on the board. One side
wishes to tow another ship of size 3. 5 times 7 is should be designated black, and the other red;
35; dividing this by the sum of the two ships the distribution of cards should mirror the number
sizes (10) results in a value of 3.5. This means of fighter flights on either side.
the towing ship can use 3 movement points in the
For example, if Side A has four fighter flights and
upcoming Movement Phase.
red cards, and Side B has three fighter flights and
Obviously, while being towed, a starship moves black cards, there should be seven cards set
with the towing ship. A ships engines cannot be aside: four red and three black.
used while it is being towed. No towing or towed
Shuffle these cards, and set them face down next
ship can perform Evasive Action or Emergency
to the game board.
Thrust (p.34).
Multiple starships may combine forces in order to Movement OrderF.1.2
tow a single vessel, keeping in mind the When moving fighters, the initiative cards are
following: flipped over, one at a time. The color of the
x All towing starships must spend a full turn in drawn card determines which side will act; that
the same hex as the ship to be towed, and side should choose one of its fighter flights that
end that turn facing in the same direction; has not yet acted in the current Fighter Phase.
Once that flight has moved and attacked, another
x All towing starships must move together card is flipped over, and so on, until all flights
while performing the tow; and have acted.
x The movement points available are If a fighter flight is destroyed or otherwise
determined by multiplying each towing removed from the board before it has had a
starships size by its current movement chance to act in the current Fighter Phase, one
points. These numbers are all added together, and card of that sides color should be removed. The
the total is divided by the total number of hull points remaining cards should then be reshuffled.
in the group (including the towed ship), rounding
down. Customized Fighter FlightsF.2
A size 4 starship with 6 movement points and a size 6 The basic fighters in Starmada are pretty straightforward;
ship with 5 movement points are both going to attempt however, there are players who may wish to have
to tow a third ship of size 10. The two towing ships have fighters with specific characteristics. Using the rules in
their size and movement points multiplied together, this section, they can do just that.
yielding 24 and 30. The sum of these numbers, 54, is
Each option that follows has an associated multiplier; to
then divided by the total ship sizes, 20. The result is
determine the change in Combat Rating for the fighters
rounded down, resulting in a movement value of 2 for
carrier, apply all modifiers to 50. Then, subtract 50 from
the group.
the resultthe difference is the amount that must be
added to (or subtracted from) the ships CR.
For example, a starship has 5 fighter flights, and these
are to be labeled as fast and heavy. This requires
multipliers of 1.2 and 1.4; applying these to 50 yields a
product of 50 x 1.2 x 1.4 = 84. Thus, each flight adds an
additional 34 (84 50) to the ships Combat Rating;

37
Starmada
The Universal Game of Starship Combat
since there are 5 flights, this results in a final CR The decision to cloak or de-cloak is made at the time
addition of 170 (34 x 5). the flight is to be moved. A die must be rolled for each
turn the flight wishes to remain cloaked. If a 1 comes up,
AssaultF.2.1 the attempt fails; otherwise, the counter or miniature is
A flight with Assault capability rolls 2 dice per remaining removed from the board. A flight whose attempt to cloak
fighter when attacking. If the target is another fighter fails loses its actions for the current Fighter Phase, but
flight or a starship with Anti-Fighter Batteries (see p.24), defends itself as usual.
the Assault flight has any friendly casualties cut in half While cloaked, a shadow flight cannot attack. Its
(rounded up); e.g., if the Assault flight rolls three 1s, position should be carefully noted on a sheet of paper.
only 2 friendly fighters are taken as casualties.
Multiplier: x1.5
Multiplier: x1.4
SlowF.2.9
BomberF.2.2
A Slow fighter flight receives moves only 8 hexes per
Bomber fighter flights receive a +1 to-hit bonus when turn, rather than the normal 10.
attacking starships, but subtract -1 when attacking
opposing fighters (or other small craft). Multiplier: x0.8

Multiplier: x1.2 SmallF.2.10


Extended RangeF.2.3 A Small fighter flight has only 4 fighters in it, rather than
the standard compliment of 6. In addition to the point
Fighters with Extended Range can make attacks against modifier, Small fighter flights take up less hangar space:
any target within 2 hexes, rather than being limited to 3 Small flights can be housed in 2 starship Fighter Bays.
the standard 1-hex range.
Multiplier: x0.7
Against targets 2 hexes away, the flight suffers a -1 to-
hit penalty; however, it will not suffer losses on rolls of 1 DogfightingF.3
against such targets.
Instead of making an attack at a one-hex range, fighter
Multiplier: x1.3 flights may be given the option of closing to point-blank
range with enemy fighters; this is called dogfighting.
FastF.2.4
In order to initiate a dogfight, a fighter flight simply
A Fast fighter flight moves 12 hexes per turn, instead of moves into the same hex as a single enemy flight, and
just 10. attacks normally. The difference between this and a
Multiplier: x1.2 standard attack is that the flights involved are pinned;
no fighters may move out of a dogfight hex until all
HeavyF.2.5 opposing fighters have been eliminated.
A Heavy fighter flight only loses a fighter for every Only two flights may be involved in a single dogfight;
second hit it takes. one from either side.
Multiplier: x1.4 Fighters involved in a dogfight may not attack any target
other than their opponent in the dogfight.
InterceptorF.2.6
Small craft without the ability to attack fighters (e.g.,
Fighters designated as Interceptors receive a +1 to-hit boarding pods; see p.27) may not initiate dogfights, but
bonus when attacking opposing fighters (or other small may be pinned by one.
craft), but must subtract -1 when attacking starships.
Fighters may not engage in dogfights with starships.
Multiplier: x1.2
Launch & RecoveryF.4
LargeF.2.7
In the basic rules, fighter flights begin the game on the
Large fighter flights have more fighters than normal; board, already launched and ready for action. In
they begin the game with 8 each. In addition to the point
addition, the time frame of the typical Starmada game is
modifier, Large flights take up more hangar space than
not long enough to require fighters to return to their
normal fighters: 3 Large flights take up 4 starship
base of operation and refuel/rearm. Therefore, fighter
Fighter Bays.
launch and recovery would only be performed under
Multiplier: x1.3 certain conditions as defined by individual scenarios.

ShadowF.2.8 Whenever a starship wishes to launch a fighter flight,


this is done during the End Phase. Only one flight may
Shadow fighters utilize cloaking technology to make be launched per turn. Fighter flights are placed in the
themselves invisible until the moment they choose to same hex and facing the same direction as the carrier.
attack.

38
Starmada
The Universal Game of Starship Combat
Fighter flights are recovered during the Fighter Phase. Appendix GCombat Options
During the movement portion of its action, a flight must
move into the hex containing its carrier from the hex In this appendix are several optional rules that relate to
directly astern. As it moves into the hex containing the starship combat. As with Appendix E: Movement Options
carrier, the fighter flight is removed from the board. (p.34), these rules are modular, allowing players to pick
and choose which will be used in any given game.
Starships may only recover one flight per Fighter Phase.
Fighter flights may not be recovered and then re- Damage ControlG.1
launched in the same game. This optional rule assumes that starships have a
dedicated corps of crew members whose sole function
Long Range FightersF.5 in battle is to repair damage as it is inflicted. While these
Long range (or deep space) fighters are equipped with repairs are temporary and not as effective as those
hyperdrives, which allows them to travel interstellar which can be done at a drydock, damage control efforts
distances on their own, without the need for a carrier to can often mean the difference between life and death.
house them.
Only engine, weapon, shield, and special equipment
Long range fighters (LRFs) are treated like fighters in damage can be repaired in the field; hull damage must
every way, and can also be modified as described in wait until the ship can reach sophisticated repair
Appendix F.2: Customized Fighter Flights (p.37). They have facilities.
a Combat Rating (and Victory Point value) of 60. During each End Phase, a starship may roll a number of
LRFs may enter hyperspace; they use a different repair dice depending upon the current number of
procedure than starships, however. During the End undamaged hull points. The result of each die is
Phase, any LRF flight wishing to enter hyperspace rolls compared to the ships Damage Location Track; the
one die; if the result is a 5 or 6, the flight is removed player may choose one of the indicated damage types
from the board and considered to be in hyperspace. to be repaired:
Otherwise, the attempt fails, and the flight must wait
Code Result
until the next End Phase to try again.
a, b, c Weapon repaired (from the indicated battery)
ScreeningF.6 E One point of engine damage is repaired
Q One piece of special equipment is repaired
Fighter flights may, instead of attacking, provide cover (players choice)
for friendly starships and other fighter flights by S Shields increased by one
6

performing screening. When screening, the fighters use


their electronic systems to jam an area of space. Note that hull damage (H hits) cannot be repaired by
damage control.
Fighter flights that screen force all attacks made through
their hex (friendly or otherwise) to suffer a to-hit penalty; For example, if the result on the damage location track
this penalty is based upon the number of individual is EQa, then the player may choose to repair one point
fighters (not the number of flights) that are screening: of engine damage, one piece of special equipment, or
one weapon in the a battery.
As noted above, there are limitations to these repairs:
x Weapons that are repaired fire at a -1 to their to-hit
rolls. An R should be written next to each repaired
weapon to indicate this penalty. Repaired weapons
that are damaged a second time cannot be repaired
again.
x Shields cannot be restored completely to their
In the example above, a fighter flight in the shaded hex original strength. For example, a starship with an
is screening. There are currently 4 fighters in the flight. initial shield rating of 4 can only use damage control
Because the line of sight between the two starships to bring its shields back up to 3. Screens (see p.40)
crosses this hex, attacks from one ship to the other can only be restored up to a level 4 less than the
would be made at a -1 to-hit. starting amount.
No. of Fighters Penalty Directional ShieldingG.2
1-3 0
4-8 -1 Starships may be allowed to focus their shields towards
9+ -2 one specific hex side; this designation is made in the
Fighter attacks are unaffected by screening.
6
If using the Screens option (p.42), when choosing an S
result to repair, roll one die to determine the number of screens
regained.

39
Starmada
The Universal Game of Starship Combat
movement orders, and can be changed from turn remainder of the game. This is an effective way
to turn. The effect of this is to add 1 to the shield of putting weapons on a starship that might
rating against any attacks across the indicated otherwise take up too much space.
hex side, but subtract 1 from the shield rating
against attacks across any of the opposite three Whenever a starship fires an expendable
hex sides. weapon, it should be immediately crossed off the
ship record sheet, as it cannot be fired again.
The direction in which a starships shields have
been focused can be indicated by using the In ship construction, expendable weapons have
directional diagram on the starship record. their SU cost divided by 5, and their offensive
rating divided by a number based upon the ships
+1 hull size:
+1
Hull Points Divisor
-1 -1 -1 -1 1-3 2
-1 -1
4-8 3
9-15 4
For example, a starship with shields 3 wishes to 16-24 5
reinforce its forward hex side. This means that 25+ 6
attacks crossing that hex side would be against a
shield rating of 4, while attacks crossing the
opposing three hex sides would only be against a Overloading ShieldsG.5
shield rating of 2.
During a pivotal moment in an engagement, what
Should the line of sight cross between two hex starship captain wouldnt want that extra bit of
sides, the less-protected hex side is attacked. protection? With the Overloading Shields option,
Starships with a current shield rating of either 5 wishful thinking can become reality provided
or zero cannot use this option. you can survive the consequences.
In a starships movement orders for a turn,
Expanded Weapon RangesG.3 players may choose to overload their shields,
With this option, the number of range bands for giving an extra +1 to their effective shield rating
starship weaponry is expanded from three to five. for the current turn. However, at the end of the
In addition to Short, Medium, and Long, there are Combat Phase, any ship performing this action
also Point Blank (PB) and Extreme (X) ranges. immediately takes a shield point of damage; if the
When firing at targets within Point Blank range, shields are already completely lost, the ship
the to-hit modifier is +2. Conversely, targets at takes a hull hit, instead.
Extreme range incur a -2 to-hit penalty. Starships This option cannot be taken by a starship with
equipped with Long Range Sensors (p.26) only either 0 or 5 shields remaining. A ship cannot
incur a -1 to-hit penalty at Extreme range. overload and perform directional shielding in the
same turn (see p.39).

ScreensG.6
Range PB S M L X Screens are an alternate form of shielding, with which a
3 - 1 2 3 - starship captain can have a great deal of flexibility in
6 1 2 3-4 5 6 deciding how to protect the ship from damage. In
9 1 2-3 4-6 7-8 9 essence, a screen system allows a player to choose
12 1-2 3-4 5-8 9-10 11-12 how much shielding is provided to each hex side, and to
15 1-2 3-5 6-10 11-13 14-15 change this orientation from turn to turn.
18 1-3 4-6 7-12 13-15 16-18 The decision to use screens instead of shields can
21 1-3 4-7 8-14 15-18 19-21 either be made across the board (i.e., use these rules
24 1-4 5-8 9-16 17-20 21-24 for all starships), or this can be reserved as a special
27 1-4 5-9 10-18 19-23 24-27 technology that only certain ships may take advantage
30 1-5 6-10 11-20 21-25 26-30 of. Regardless, a ship will begin with a number of
screens equal to 4 times its shield rating.
Note that the span of the medium range band is
unchanged, while the standard short and long ranges Screens are directed (or angled) during the Movement
are split into two bands each. Phase. A player notes on the starship record card how
many screen points will be allocated to each of the six
Expendable WeaponsG.4 hex sides surrounding the ship: forward, forward-port,
forward-starboard, aft, aft-port, and aft-starboard. The
Weapons designated as expendable are intended to
screens may be distributed as desired, except that no
represent missiles, torpedoes, and what-have-you,
hex side may have more than 5 screens at a time.
which can only be used once and are then gone for the
40
Starmada
The Universal Game of Starship Combat
In order to keep track of the number of screens Appendix HScenario Options
angled in each direction, the hexagonal display
on the starship record sheet can be used. While the basic Starmada setup (as defined in
Section 2: Playing The Game) can be very fulfilling in
2 +1 its own way, players may wish to eventually play
other types of games. Presented here are some
3 2 options that can be used to add a bit of flavor.
-1 3 -1
-1
Alternate Set-UpH.1
In the example above, a starship with 10 screens
has decided its main threat in the upcoming The basic rules for setting up a game of Starmada
Combat Phase will be coming from its aft and aft- are a quick & simple method that works perfectly
port sides. The screens are therefore distributed well for most situations. However, players who
as shown. Should an attack somehow originate want to put a little more decision-making into the
from the opposite side, where there are no set-up phase of the game can make use of the
screens, the ship will be completely vulnerable. following option.

Attacks against a starship with screens are made First, determine the number of starships on both
against the hex side crossed by the line of sight sides of the battle. Then, roll 3 dice and add
from the attacker to the target. Should the line of these results to the total. If one side has Long
sight cross between two hex sides, the more Range Sensors (LRS; p.26) anywhere in its fleet,
weakly protected side is attacked. a fourth die can be added; if both sides have
LRS, five dice can be rolled. Either side may
When a starship with screens takes shield choose not to use its LRS die; this decision must
damage, another die should be rolled to find out be declared before the dice are rolled. The
how many screens are lost. In other words, each overall total is referred to as the engagement
shield hit results in a loss of 1 to 6 screens. If range for the battle.
more screens are lost than the ship currently has,
all remaining screens are lost, and a hull hit is For example, the Imperial Starmada has 6 ships
taken. involved in a battle, while the Donegal Navy has
8, for a total of 14. Three dice are then rolled,
Sensor LockG.7 coming up 2, 4, and 5. Adding these to the
previous total results in an engagement range of
During the End Phase, a starship may choose to 25.
attempt a sensor lock on any one enemy ship to
which it has a line of sight (locks cannot be Next, pull out a standard deck of playing cards,
attempted on fighters, drones, or other small and pull out a number of cards equal to the total
targets). number of starships. One side should be
designated red and the other black; the
In order to make this attempt, two dice are rolled: number of red and black cards pulled out of the
if the result is equal to or greater than the deck should mirror the number of ships on the
distance to the target, the lock is achieved. respective sides of the battle. For example, if side
Starships with Long Range Sensors (p.26) can A has 7 ships and has been designated red,
roll three dice. The result of a sensor lock is a +1 and side B has 5 ships and is black, then there
to-hit modifier to all attacks against that target in the should be 7 red cards and 5 black cards.
upcoming Combat Phase. However, attacks against all
other starships will be at a -1. Now, flip over these cards one at a time. The color of
the first card determines which side places one of its
A sensor lock must be re-rolled each turn in order to starships anywhere on the game board. (Keep in mind,
maintain it. however, that there must be plenty of room for the other
side to place its ships, so it would be best to stick close
to one of the edges.)
The subsequent cards determine the order in which
sides alternate placing starships, according to the
following restrictions:
x No starship may be placed closer than the
engagement range to any opposing ship. Thus, if
the engagement range is 21 hexes, the closest you
can place one of your ships to one of your
opponents ships is 21 hexes.
x Each starship (aside from the first, obviously) must
be placed within six hexes of an already-placed
friendly ship.
41
Starmada
The Universal Game of Starship Combat
The game board may be floated as needed to victory points, although points are still awarded in the
accommodate starship placement (see p.11). usual way, as well.
Once all starships have been placed on the board, any Roll Scenario Objective
fighter squadrons involved in the battle can be put into 1 Breakout
play. Again, a number of cards should be set aside, 2 Conserve Forces
reflecting the number of fighter squadrons on either 3 Gather Intelligence
side. As these cards are flipped over, each side places 4 Hit and Run
one squadron at a time on the board. Each squadron 5 Restraint
must begin within three hexes of a friendly starship, 6 Search and Destroy
although this can be any ship, not necessarily their
carrier. In order to maintain fairness, sides should not roll for
their objective until after the forces have been selected.
The game board should never be floated for fighter
placement. BreakoutH.3.1
After this has been done, the game begins normally. Each friendly starship that exits the opposite edge of the
game board is worth a number of victory points equal to
BogeysH.2 its Combat Rating. The floating game board option (see
p.35) should not be used with this objective.
In the normal Starmada game, starships begin on the
game board, fully visible to all players. Those who wish Conserve ForcesH.3.2
to add more of an element of the fog of war to the
game might want to give these rules a try. At the end of ten turns, the side gets a number of victory
points equal to the total Combat Ratings of all friendly
Bogey MarkersH.2.1 starships still in the game. The side also receives half
value (round down) for any friendly ships that escape to
At the start of the game, each starship is represented by hyperspace.
a bogey marker; players only know which bogey
represents which ship on their own side (bogeys are Gather IntelligenceH.3.3
never used for fighter flights). Bogeys move around the
board just like the ships they stand in for, and remain on Victory points may be gained for successfully scanning
the board until forced to reveal themselves: enemy starships. Each enemy ship scanned is worth a
number of VPs equal to its Combat Rating.
x A bogey must reveal itself in the End Phase before
the turn in which it wishes to make any attacks; this In order to scan an opposing starship, a ship must roll a
represents the targeting sensors being turned on. die; if the result is greater than the range to the target,
the scan is successful.
x A bogey that is successfully scanned (see below)
Each opposing starship may only be successfully
is revealed immediately.
scanned once.
x A bogey must reveal itself when attacked by an
Fighters may not be used to perform this scan, nor can
opposing fighter flight.
opposing fighters be scanned.
Scanning BogeysH.2.2 Hit & RunH.3.4
During the Combat Phase, each starship may attempt to
The object of this engagement is to harass the enemy,
scan one bogey; the scanning ship must have a line of
rather than destroy them outright. Victory points are
sight to the bogey in question, but there is no range
scored whenever an opposing starship loses half of its
limitation.
starting hull points (rounded up), instead of when it is
Roll a die for each scanning attempt. On a 5 or 6, the destroyed.
bogey is replaced with the appropriate starship counter
or miniature. Ships may also choose to use their active RestraintH.3.5
sensors; this allows detection on a roll of 4 or better, but When an opposing starship fires (e.g., makes a ranged
the scanning ship must reveal itself (if still a bogey) on a attack, launches drones, etc.) before being fired upon, a
roll of 1. number of victory points are scored equal to that ships
Bogeys may not be attacked in the same Combat Phase Combat Rating. VPs may only be obtained in this way
in which they have been scanned. once per opposing ship.

Starships may not make attacks and scan for bogeys in Search & DestroyH.3.6
the same Combat Phase. Double victory points are earned for destroying
opposing starships.
ObjectivesH.3
Instead of simply kill or be killed, sides may opt to
randomly select one of the following objectives. Each
objective provides a way for the side to gain further
42
Starmada
The Universal Game of Starship Combat
Variable ForcesH.4 The Terran Empire
Players wishing a unique challenge may opt to So it was with a sense of relief, rather than
determine their fleet sizes randomly, rather than concern, that the citizens of Terra watched the
deciding upon a specific Combat Rating total. ascension to power of Purser Wheylan.
The relative size of the battle should be decided To them, the one-time opposition leader offered a
upon (small, medium, or large), and then two dice chance for humanity to pull itself from the ashes,
are rolled on the chart below for each side; the and more importantly, for Terra to take back her
result is the size of that sides fleet. rightful place as the center of human
civilization...
Roll Small Medium Large
2 200 300 400 Vicar Buros (AA +415- )
3 240 360 480
4 280 420 560 Purser Wheylan
5 320 480 640 ...Purser Wheylans ascension to the throne in
6 360 540 720 +2687 marked as great a turning point in human
7 400 600 800 history as did the invention of the hyperdrive
8 440 660 880 three centuries before. Wheylan did not go so far
9 480 720 960 as to reset the calendar in his honor, deciding
10 520 780 1040 instead to retain the Anno Astra system, but in
11 560 840 1120 most other respects, the current history of
12 600 900 1200 humanity can be said to go back only as far as
When using this method, the smaller side Wheylans reign. This is not to say that nothing is
receives a number of bonus victory points equal known of the preceding millennia, only that what
to half the difference between the two fleets does survive is pitiful in its scarcity. Examination
sizes. of records from other worlds have shed some
light on the decades just before Wheylan, but for
For example, a 320-point fleet is going up against the most part, the first Emperors New Destiny
a 480-point fleet; the difference is 160, so the campaign was surprisingly successful...
smaller fleet gets a VP bonus of 80 points.
By Any Means Necessary
...Modern students (as well as several historians)
often make the mistake of assuming the New
Destiny was Wheylans way of covering for past
injustices and less-than-noble activities on his
way to the throne.
While this may have played a role, such a view is
a vast oversimplification of his motivations, and
fails to take into account the attitudes of the
citizenry of Terra at that time. Indeed, Wheylan
was exceedingly candid about his actions during
the first few years of his reign, when several scandals
broke regarding his partys methods.
That none of these incidents seriously threatened
Wheylans rule is a reflection not only of his diplomatic
skills, but also of the populaces disgust with the state of
the Regency before Wheylan. While there were those
who feared the eventual sacrifice of individual liberties,
most people applauded the moves Wheylan was
making; rebelling against what they called the
8
bureaucratic process , they felt that strict adherence to

7
The position of Regent of Terra did not officially become the
Imperial Throne until +290; however, the change was in name
only. Wheylan was Emperor from the moment Regent Corinaro
abdicated. For a more in-depth look at Corinaros
administration, abdication, and subsequent disappearance, see
Buros excellent work, Betrayal of Trust, New Phoenix Press,
+453:11:2.
8
While the exact origin of the term bureaucratic process
remains unknown, it is usually ascribed to the political essayist
43
Starmada
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the Code of Regency and other policies was crippling high-order life forms were discovered on planets orbiting
the administrations ability to govern. Thus, few were Barnards Star in +63 that humans were forced to
truly upset when some of the Terran Partys more seriously consider the implications of extraterrestrial life.
unorthodox methods came to light. Truly, the ends One of the results of this upheaval eventually became
justified the means for the people of this time. In fact, it known as the Edenist movement.
is a tribute to Wheylan and his Regency that the rights
of the private citizen were preserved and in some cases The Edenists began to formulate their ideas immediately
even expanded during the first half of the fourth century. after the discovery of Gaia (as Barnard IV was dubbed
It would appear Wheylan saved his less reputable by the Stellar Expansion Commission in +64), and first
methods for his dealings with the corporate nobility... came to the publics attention during the debates over
the proposed colonization of Gaia in the late +70s. But it
...A more correct assessment of the New Destiny wasnt until several years after New Phoenix was
program must take into account the very real ideological founded in +102 that the Edenist movement really
factors that went into Wheylans decision to turn began to make an impact. Not strictly of the Judeo-
humanitys collective back upon the past. To the Christian tradition, the Edenists nevertheless looked to
Emperor, who was very much a Linearist in every sense the Bible for their inspiration. While for most of them the
of the word, the unification of humanity under one rule9 book was allegory mixed with fable and only the
was civilizations ultimate goal; its First Destiny, to use slightest hint of historical truth, it still contained some
the term coined by Gunthar Neumann in his +227 powerful messages, the most important of which was in
10
treatise, Alexanders Legacy. the beginning of the Book of Genesis.
With its First Destiny secured, Wheylan was anxious to To the Edenists, the story of Adam and Eve was a
lead humanity towards its next goal, which he called its retelling of humanitys abandonment of its true function;
New Destiny. While he certainly wished to be that of custodian. They were divided over the nature of
remembered as its founder, this movement was not this appointment; many felt the authority of a
entirely about securing Wheylans place in history. In supernatural being was necessary to give validity to
fact, its main goal was to turn our attention to the future, their beliefs, while others believed this position was
and focus our energies upon a new purpose, which for humanitys simply by virtue of its standing as the only
Wheylan was a redefinition of (or, more precisely, a intelligent life in the galaxy. But all Edenists were agreed
return to) humanitys primary role in the Universe... that it was time for humans to reclaim their role as
caretaker of the Universe...
The Edenist Movement
Hero Anatare
...Few people today can understand the profound effect
that the Edenists had upon the culture of the third and ...The Edenists gained their first position of power in
fourth centuries. Mankinds initial expansion into the +120, when Hero Anatare was appointed governor of
galaxy was followed by a serious reexamination of most New Phoenix. Anatare was an avowed Edenist, and
human religious and philosophical doctrines. The while it was her skill as an administrator and
discovery of past life on Mars and extant microbes exobiologist (as well as her political maneuvering) that
elsewhere in the Solar system shook things up in the got her the appointment, the Edenists as a whole took
century before the hyperdrive. However, it was not until this event as a sign that the North Atlantic government
was on their side. Several lobbying groups with Edenist
ties began cropping up in New York and Geneva11, and
known to us only as The Watcher. Yavei Burrs New Destiny the movement grew in size and influence well into the
Revealed (Burr, +437:5) is a wonderful resource for students +130s. However, neither the North Atlantic Union nor
12
of the period, in which a strong case is made for The Watcher the Connor/Grumlin Group , which had been granted
being a member of Regent Corinaros inner circle. I will leave the contract for New Phoenix, would ever espouse
the reader to discover for himself Burrs theory about The Edenist ideals as official policy, despite a number of
Watchers exact identity. adherents in the Senate.
9
That all of humanity was not (and is still not) under the This reluctance of governmental and corporate officials
complete control of the Empire is a fact Wheylan quietly
to recognize Edenist philosophy would eventually lead
ignored when presenting his New Destiny program. However,
his foreign policy showed him to be quite obsessed with the to the movements decline in the early +140s. When
idea of bringing the colonies into the Imperial fold. Governor Anatare resigned midway through that decade
10
As this work was one of the strongest influences upon
Wheylans personal philosophy, it is perhaps one of the 11
Little is known of the organizational structure of the North
greatest ironies of this era that its titles meaning has been Atlantic Union, although it was likely similar to that of the
obscured by the consequences of his own New Destiny. From Federation of Oceania, whose records survived the New
internal references, and the few remaining external sources, it Destiny largely intact.
is clear that Alexander was a great warrior-priest who managed
12
to unify several of the warring tribes of prehistorical Terra. For a detailed description of the advent of the corporate
While Neumann himself obviously considered Alexander to be nobility, see Okkam al-Bharis reconstruction of a work by Nolar
an historical reality, most modern scholars feel he could only Quitlan, The New Aristocracy: The Rise of House Connor, New
have been a mythological figure. See Opal Withers The Phoenix Press, +351:8:13, originally published some time in
Imperial Myth, Wither Publications, +396:4:27. the +220s.

44
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The Universal Game of Starship Combat
in order to protest Connor/Grumlins alleged exploitation of national independence weakened to the point that,
13
of the ecosystems on several planets , the Edenist early in the second century, several multinational
movement appeared to be finished. Little could anyone confederations sprang up around the globe. Initially,
have predicted that the Collapse and subsequent Terran these groups were little more than mutual-defense and
War14 would eventually lead to an Edenist resurgence in trade pacts, but as the years went on, individual nations
the next century... gave up more and more of their sovereignty to the
confederations until the political realities of Terra would
Neo-Feudalism have been unrecognizable to those who had lived only
...Although the exact reasons for the Collapse are still fifty years before...
debated, what is known is that the system of The Collapse
governmental subcontracting (the so-called Neo-
Feudalism) had reached the breaking point sometime ...Sometime in the middle of the year +158, the Eurasian
in the early +150s. Since before the hyperdrive, Union dissolved itself. The reasons for this breakup are
governments had started dealing with their budgetary still unknown: in fact, most scholars agree that
problems by allowing private interests to bid for discussion on the matter is pointless. In lieu of a major
contracts giving them control of functions previously archaeological discovery, the information available
reserved for governmental agencies. Among the first about this time is appalling in its scarcity. Some
victims of this policy were the postal services, as the theorists have gone as far to suggest that Purser
corporate world was much better equipped to handle the Wheylans New Destiny program was but an attempt to
changing nature of information transfer. specifically hide certain aspects of the Eurasian
dissolution and subsequent Collapse. The validity of
Initially, the government paid the corporations, and these theories must, by their very nature, remain
everyone seemed happy with the solution. Governments perpetually in question.
were able to simplify their operations, the public was
pleased as corporations were much better at providing Because of this, very little can be said about the political
quality service than the government ever had been, and events of the mid-second century, other than to
corporations were content, as the prestige more than characterize it as a period of slow but certain decline.
made up for any profits lost in the actual provision of One by one, the great multi-national confederations
service. ceased to exist: some peacefully, others through
conflict. It is likely that one of these conflicts triggered
It was sometime in the first century after the hyperdrive the Terran War.
that some corporations were given the power to directly
tax the public. No one is sure how or why this change In the wake of these changes, most governments found
was made, but the effects are undeniable: civic unrest they did not have the wherewithal to continue as before.
became more and more commonplace as the turn of the Those not overwhelmed in the initial stages of the War
century neared, and trust in the government took a settled into a stalemate which dragged on for years, and
dramatic downturn. possibly decades. Resources, both material and human,
were drained to the point that, without a strong external
Individuals loyalty began to shift, and nationalism gave threat to unify them, the people of Earth would certainly
way to corporate identity. Political boundaries, while still have descended into a new Dark Age...
extant, became less and less important to the average
citizen, which made the politicians who argued over The Colonies
them seem more and more foolish. More importantly, as
reliance upon corporations became the norm, the idea ...It is not within the scope of this work to cover the
development of the colonies, important though it soon
proved to be to Terran history. Simply put, the colonies,
13
Suspicions that Anatare had participated in such activities on the earliest of which dated back to +24, experienced a
New Phoenix have never been taken seriously due to lack of rebirth of culture and technology unmatched since
evidence. It is likely we will never know for sure if these prehistory.
allegations are true, as everything we know about the history of
the Edenist movement comes from Wheylans personal While never breaking out into full-scale war, several of
memoirs, and he had every reason to protect the character of the colonies sank into disputes of one sort or another as
one of that movements most important historical figures. the second century dawned.
Certainly, any theory regarding Anatares complicity would While no historical or political reason can be determined
have to explain her decision to resign in +145, as she would
certainly have known the effects this act would have on Edenist
for these quarrels, cultural anthropologists claim they
popularity. can be explained by the maturation of the colonies and
14
their separation from Earth. As they became more
Scholars still debate over the exact dates of the Terran War. independent, many of the colonies were extremely
Most agree, however, that it was an effect, and not a cause, of anxious to prove their worth, not only to the other
the Collapse, and therefore began sometime after +158.
colonies, but also to the home world.
The end of the War is much harder to determine, and there are
those who believe it never really ended so much as died out. In When the Terran War broke out, several colonists saw
any event, hostilities must have ceased before the an opportunity to validate themselves, and a movement
establishment of the Regency in +200. to rescue Terra from herself gained more and more

45
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The Universal Game of Starship Combat
momentum as the second century waned. Finally, in would have had little time to organize and repel Imperial
+198, the First Expedition was sent by Betal Corianis of aggression.
the New India colony. It is generally assumed that, had
the other colonies participated in this endeavor, Terra The fourth century saw Wheylan and his heir, Emperor
would have been brought under colonial control, and Roen, expanding and consolidating the Imperial
subsequent events would have been quite different... holdings, until Roen halted the Starmadas advance at
the borders of the Donegal Alliance in +391, an act
Goddard Mojhari which is still not understood today...

...When the Regency was first inaugurated in +200, few The Arcturan Federation
on Terra would have predicted its eventual
transformation into the Imperial Throne and the ...It is one of the main precepts of historical study that
enormous amounts of power which would be there is no such thing as objective reporting; all
concentrated in the hands of one individual by the turn accounts of historical events are affected to some
of the next century. It is truly ironic, considering the degree or another by the nature of those recording
intent of the Regency, reflected even in its title, was to them. No example of this in recent years is clearer than
protect the status quo by centralizing the efforts of the that of the Arcturan Federation. Depending upon which
15
various Terran nations and corporate demesnes in the side of the border you happen to be sitting on, current
defense against aggression by the colonies. Of course, relations between the Federation and the Empire can be
had the first Regent been anyone other than Goddard (and have been) seen as anything from peaceful
Mojhari, the expansion of the Regencys power might cooperation to full-scale cold war17.
never have occurred... As stated earlier, the difficulties involved in subduing the
...After mobilizing Terran forces to repel the Second systems of Polaris County were directly responsible for
Expeditionary Force from New India in +201, Mojhari giving the Arcturans enough time to organize; but just
took the opportunity to form the Starmada, Earths first barely. The ink was scarcely dry on the Articles of
standing multi-national space fleet. By awarding Federation when a contingent of the Imperial Starmada
commissions to the best young members of the appeared on the outskirts of the Kilarie system early in
corporate aristocracy, the Regent began a process of +349. The inhabitants quickly proclaimed their
assimilation and accommodation that eventually led to allegiance to the newly formed Federation; just as
most of the Houses owing allegiance to him in some quickly, Kilarie became the newest addition to the
form or another... Imperial holdings.
When this annexation was consummated by the Battle
From Regency To Empire of Kilarie, in which Arcturan forces were thoroughly
...While Mojhari and his successors were content to lead routed, it appeared as though the Federation would
the forces of the Starmada into battle only as a last prove little more than a footnote in the annals of Imperial
16 expansion...
resort in the defense of Terra , Wheylan showed no
such restraint. As discussed earlier, the Emperors
Edenist leanings affected not only his domestic policy, Vilni Harloss
but his approach to foreign affairs as well. In +301, the ...Great men often seem to arise precisely when and
one-hundredth anniversary of Mojharis defeat of New where they are needed; but perhaps this is less a
Indian forces near Jupiter, Wheylan began the next coincidence and more a reflection of the importance of
phase of the Colonial Wars by sending an arm of the good timing when setting oneself up for posterity.
Starmada against Polaris County, which held fast for
nearly half a century before finally succumbing to Regardless, the point seems equally valid when
Imperial rule in +348. It is this stubborn refusal to yield discussing great women, as the example of Vilni
on the part of the County citizens that allowed the Harloss will attest.
formation of the Arcturan Federation. Had Wheylan Harloss early years are somewhat of a mystery; some
been able to finish the Polaris campaign according to have claimed this as evidence that there is more to her
his own timetable, the Arcturans and their neighbors story than is commonly known.

15
It should be mentioned that not all of the emerging Houses
17
participated in Earths defense. House Mberti is currently still in The official Imperial position is illustrated by an Imperial
exile. While Mberti was strictly neutral during the Colonial Senate vote, taken on AA +418:4:27, in which the Federation
Wars, this stance was understandably irritating to those united was made an official member of the Commonwealth.
behind the Regency, and convincing the other Houses of
Mbertis treacherous nature in +277 was not very difficult for While the Arcturans are intelligent enough to take advantage of
Emperor Wheylan. this situation economically, they have yet to comply with the
Oath of Fealty requirement necessary to complete the deed,
16
The assault upon the military bases at Proxima Centauri may and are to this day listed as petitionary members, but
be seen as an exception; although this, too, was conducted members nonetheless. That the Emperor has allowed this state
only after diplomatic efforts had failed, and the situation directly of affairs to continue says more about the difficulties of total
affected the safety and stability of Earth. assimilation than any book ever could.

46
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The Universal Game of Starship Combat
It is extremely more likely that we know little about Vilni the first he had heard of the situation, it is certain that
19
Harloss as a child for the same reason we know little +354 marks a turning point in the Arcturan Conflict .
about anyone else from the Terranovae Sector during Virtually the entire Admiralty was replaced during this
this time. Known to have been the site of a remote year, and on +354:3:12, the Starmada made its first
Terran military base during the days of the Regency, retreat from a system in Arcturan space, as forces were
this area of space was cut off from the rest of the drawn off in order to chase Harloss down...
Empire during the early stages of the Colonial Wars. It
only reentered the arena of human history with the Pax Imperium
advent of Harloss. ...Despite Harloss brilliance, and the Admiraltys
18
Despite her early anonymity , within months of her inability to understand her strategy until it was too late,
thirtieth birthday, Harloss name would be known by the Frontier Campaign would never have worked if not
every citizen of the Arcturan Federation. While for the feelings of those Imperial citizens Harloss was
impassionate historians may hedge at using the term, liberating. The Arcturan leader was careful to
there is no doubt about the sincerity of late fourth- concentrate her efforts on those systems which had
century Arcturans when they referred to Vilni Harloss as recently been absorbed into the Empire; this allowed her
the Savior of the Federation... to be reasonably certain that, as she moved on, the
systems would not simply revert back to Imperial
The Frontier Campaign control, and would need to be reconquered. It is
certainly no accident that her first efforts were in Polaris
...Harloss strategy in countering the Imperial invasion County, which, it may be remembered, played such a
may not have been unique in human history, meaningful (if indirect) role in the formation of the
considering the vast amount of that history lost to us, Federation in the first place.
but it certainly was a break from military conventions of
the time. Indeed, it may have been the single most While it took relatively little time for the Starmada to
important factor in forcing the Imperial Admiralty to catch up with Harloss, it was not so easy to defeat her.
abandon tradition as a guide for tactical decision- Over the next five years, Imperial forces were
making, and thus (ironically) turning the Starmada into consistently unable to force Harloss to commit to a
20
the efficient fighting force it is today. decisive battle , and the fact that more and more
starships were needed to reclaim and garrison those
What Harloss did may have seemed unthinkable even systems Harloss had liberated only served to make the
to her own officers at the time; the obvious benefit was task more difficult. Finally, in +359, the Emperor sued
that her opponents were completely bewildered. for peace.
Leaving system defense forces in place, Harloss
gathered the bulk of her starships into a single fleet, and Of course, this is not how the Imperials would have
promptly left Arcturan space in +353. Initially, the characterized the situation, and to be sure, there was no
Imperials seem to have regarded this as a simple act of hint of resignation on the part of the Emperor.
cowardice; a select few far-sighted members of the Nevertheless, what he offered the Arcturans was
Admiralty managed to implement some precautions nothing short of complete, mutual withdrawal from each
against a possible guerrilla campaign by the departed others space...
forces, but this was the extent of their thinking on the
matter. The Starmada continued its advance, and while The Commonwealth
the SDFs managed to slow their progress, it was only a ...In the end, the Frontier Campaign did much to solidify
matter of time before the whole of the Federation was the Empire, and allow it to become a more powerful
under Imperial control. economic and political entity.
It wasnt until the fifth system in Imperial space had Learning from the ease with which the Arcturans were
surrendered to Harloss fleet that the Imperials felt it was able to lure the peripheral systems from his grasp, the
impossible to ignore the situation any longer. To his Emperor began plans for a Commonwealth even before
credit, there is every reason to believe that Emperor the end of the Conflict. However, it wasnt until his
Roen was unaware of the situation until the Admiralty successor, Emperor Hadric, put the matter before the
was forced to reveal it to him. Whether or not this was Senate in +404 that the Commonwealth became a
reality.
18
There have been reports in recent years which claim to prove Those systems involved in the Frontier Campaign, plus
without doubt that Harloss appearance at this time in history several more acquired along other fronts during the time
is less than miraculous.
The theories about genetic experiments and superhuman 19
The fact that these years are regarded as a conflict by the
breeding camps go back for centuries, but recent claims Empire and a war by the Federation is yet another example of
notwithstanding, the evidence that such facilities even existed, the differing feelings on either side.
much less played a role in Harloss development, is virtually
20
nonexistent. Nevertheless, interested readers may wish to Many scholars have pointed to the disastrous Battle of Tharil
examine Uller von Broods recent monologue on the subject, as proof that, rather than an inability to force Harloss to stand
Supermen: Purser Wheylans Master Race, Yavlin Associates, and fight, it was an Imperial reluctance to face her in open
+447:5:1. battle which explains the five years of cat-and-mouse.

47
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The Universal Game of Starship Combat
of the Arcturan Conflict, were allowed to retain a large Unfortunately, this decision eventually cost the Empire
portion of their sovereignty in exchange for a recognition much more than the eighty-nine lives of the Bensen
of the Emperor s ultimate authority and certain expedition23...
mandatory trade restrictions. By doing this, the military
ties that bound the Empire were exchanged for an ...Even the word Sssk is but a human approximation
economic and cultural interdependence that was of the sounds made by reptilian vocal chords. It is not
primarily responsible for the Empires even swifter even certain that they have a name for themselves, and
21
expansion over the next century ... so the designation is likely inaccurate on more than one
count. Everything about them seems foreign to human
The Donegal Alliance experience, and if House Izraedi knows anything more,
they arent telling...
...There is a general tendency in the media to portray
the Donegals as techno-wizards; while it is true that The Nesting
the Alliance was formed among worlds which had, in
pre-Imperial times, provided much of humanitys ...Ever since the uprising, there has been little new
technological development, it is dangerous information about these enigmatic creatures, and the
oversimplification to presume that this is the extent of public has had to satisfy itself with nothing more than
Donegal culture22. The Alliance managed to halt the rumors and the occasional admission by one minor
Imperial advance (it is presumed) through superior Imperial official or another. There is little wonder the
technology, and they maintain that edge to this day, but Sssk have featured so prominently in the minds of
they have acquired a high degree of artistic and Imperial citizens: while the Empire has faced many
philosophical sophistication as well. To write them off as opponents, never before had one of those foes sprung
toy makers and gadgeteers is an underestimation that from the ground beneath its feet, figuratively speaking.
may adversely affect relations with the Alliance. Imperial policy towards the Sssk was fixed nearly a
Certainly, in the current political climate, it would not be century ago, when Emperor Hadric created the Imperial
in the Empires best interest to provoke the Donegals. Guardians specifically to manage the perceived threat
While they are small in number, their technical prowess that the Sssk posed to Imperial security.
could easily serve to hold the Empire off long enough for While the snake-like race preferred a planetary
another powersay, the Arcturansto decide the time environment inhospitable to humans, there was some
is right to test the Imperial mettle. While there is every concern on the Emperors part that they might one day
reason to believe the Starmada is one of the most well- decide to expand beyond those worlds tucked into what
trained, well-equipped space forces in the galaxy, it is seemed to be every dark corner of the Empire.
just as reasonable to think a multi-front war would be a
difficult challenge, to say the least. This is especially Almost on a monthly basis, explorers stumbled across
true when one considers the newest threats to Imperial yet another nesting (the term has been used to refer
security... both to a single community of Sssk and to the race as a
whole), whereupon House Izraedi was forced to step in
A Rude Awakening and conduct what they referred to as damage control.
The reason this course of action was selected over a
...When the intrepid (and numerous) members of the more aggressive stance is still unknown24, although the
Bensen family announced their plans to colonize a events of the uprising have perhaps validated Hadrics
planet in the Janvier system late in +386, it was hardly concerns. That the conflict was of limited duration and
news. The Bensens had long been known for their destructiveness can be attributed mainly to the efforts of
terraforming prowess, and few believed this latest the Izraedi. It would appear the Imperial Guardians have
venture would be less than successful. Scientists had developed some type of relationship with the Sssk...
long suspected the system contained at least one, and
possibly two, planets that would be within tolerance First Contact
limits for human habitation, despite official survey
reports to the contrary. Thus, they were delighted when ...To say that the Empires first exposure to the
the Imperial Bureau of Colonization and Commerce Kalaedinese could have gone better is a vast
finally gave the Bensens permission to move in.
23
The fate of the Bensen clan is still a matter for debate. In
their autobiography, Family Business (Bensen Publications,
+399:12:10), the two surviving members of the family, who
had been cut from the Janvier Expedition only days before
departure due to health reasons, make some startling claims.
21
It is worth noting, however, that no new systems have been The most important of these is that the Empire knows much
acquired in the vicinity of the Arcturan Federation since the end more about the incident than has been disclosed, and that
of the Conflict. there may be Bensens still alive. The IBCC has made no
22 comment.
The Donegals may be one of the few successful examples of
24
a technocracy (i.e., government by the scientific elite) in Speculation that the Imperial Starmada has been using Sssk
human history; as one can imagine, this does not do much to vessels and crews as mercenaries during the past century is as
dissuade popular impressions. yet unconfirmed.

48
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The Universal Game of Starship Combat
understatement. The incident is still fresh in the minds of that has just been placed. Continue until 20 asteroids
both the Admiralty and the citizenry at large. Although have been put on the board.
four scant years have passed since the Battle of
Agirant, one high-ranking officer in the Starmada has The Arcturan forces should be placed first, inside the
stated that she could not remember a time when the asteroid field. The Imperials then choose one side of the
Kalaedinese did not occupy a place of honor in my game board to set up along normally.
nightmares. Indeed, several individuals have stated SPECIAL RULES: Asteroids block line of sight through the
privately that fullscale war would be preferable to the hexes they occupy, and neither starships nor fighters
current situation out on the rim; at least in that case it may move through asteroids.
might end quickly...
VICTORY: In addition to scoring VPs normally, the
...For obvious reasons, the Admiralty will never state Arcturans receive the point value of any of their ships
this publicly, but it is clear from recent skirmishes that that manages to escape off the edge of the board
the Kalaedinese navy surpasses the Starmada in both opposite the side from which the Imperial forces begin.
tactics and resolve. It is believed that only the superior
economic might of the Empire stands in the way of all- Evacuation Of Okonto IV03
out invasion. That being said, it is little wonder that
recent reports of increased production at certain Many of the populations within Polaris County chose to
facilities within the Kalaedinese Expanse have caused abandon their homes rather than live under Imperial
serious discomfort within the Imperial Palace... rule. While most of these evacuations occurred without
opposition, at Okonto IV, the Starmada decided that the
Scenarios civilians should stay right where they were.

The scenarios in this section are reflective of the types IMPERIAL FORCES: 1000 pts.
of battles fought by the Imperial Starmada during their
ARCTURAN FORCES: 600 pts.
efforts to subdue the restless border sectors collectively
referred to as Polaris County. During this half-century SET-UP: Use the standard set-up rules.
of conflict, Starmada crews learned to respect their
Arcturan opponents, as what should have been a quick SPECIAL RULES: None.
strike into the heart of the resistance movement VICTORY: Do not tally VPs normally; instead, if the
developed into a long period of guerilla warfare. Arcturans still have starships on the board by the end of
Helios Nebula01 turn five, they have achieved their goal of delaying the
Starmada long enough to evacuate the planet.
Generally accepted as the first major engagement of the
Siege, the Battle of Helios Nebula occurred on the
outskirts of the Helios system in +301.
IMPERIAL FORCES: 500 pts.
ARCTURAN FORCES: 500 pts.
SET-UP: Use the standard set-up rules.
SPECIAL RULES: The dust and radiation inside the nebula
plays havoc with starship shielding. Treat all ships
shield ratings as if they were one lower (e.g., a ship with
shields 4 would be treated as if it had only 3 shields).
VICTORY: Use the standard victory conditions from the
Starmada X rulebook.

Hide & Seek02


As the Starmadas incursion gained momentum, it
became typical for the Arcturans to avoid contact in the
hopes of combining with other defenders to form a
cohesive counterstrike. Obviously, the Starmada had no
intentions of allowing this to materialize.
IMPERIAL FORCES: 600 pts.
ARCTURAN FORCES: 300 pts.
SET-UP: Place one asteroid counter in the center of the
game board; then, each side should alternate placing
further asteroids by rolling one die and then placing an
asteroid that number of hexes away from the asteroid
49
Starmada
The Universal Game of Starship Combat
Imperial Starships smaller opponents; for this reason it is mainly assigned
to patrol duties in sectors with a hostility rating of Yellow
Starships of the Imperial Starmada have a tech level or below.
(see p.20) of zero in all areas.
Furious-class Light Cruiser
Admirable-class Cruiser Mass: 88.9 Kmt Crew: 330
Mass: 133.0 Kmt Crew: 549
Following quickly on the heels of the Imperial design,
The idea for the Admirable came out of the Admiraltys the Furious was an attempt to reign in a tendency
desire for a showpiece to be used on diplomatic towards bigger and bigger vessels, which threatened to
missions. Whereas the Leviathan was meant to be a force a major change in operational policy. In fact, until
flagship in the military sense of the word, providing an the commissioning of the Leviathan, the Imperial was
imposing presence as well as a truly functional piece of the last battleship-class starship to enter service.
military hardware, the Admirable is intended to show the
colors in a less intimidating, but undeniably meaningful The Furious-class cruisers most distinctive feature is its
fashion. Donegal-designed main weapons array, giving its fusion
torpedoes an unprecedented field of fire, at least among
The first Imperial starship to mount blasters instead of Imperial starships. Although they sacrifice a bit of range,
fusion torpedoes, the Admirable class features the latest most weapons officers are more than happy to live with
in creature comforts for the crew. While this is due the trade-off in exchange for a 240 arc.
solely to its function as ambassadorial escort, and not to
any policy shift in regards to quarters for military The only complaint of Furious crews over the years has
personnel, it is a state of affairs that is taken full been with its power transfer system. Depending upon
advantage of by those who serve on these ships. This whose estimates you accept, anywhere from a third to
fact, combined with the strictly-maintained spit-and- half of all Furious-class ships in service suffer from this
polish exterior favored by Admirable captains, has undiagnosed problem. Simply put, the Furious is a bit
stirred more than its fair share of mockery from other cranky. Whenever the ship is about to jump into
crews. Nonetheless, serving on an Admirable is one of hyperspace, there is the odd chance that the lighting
the choicest assignments in the Empireany officer system will fail, usually requiring the crew to function for
who says differently was probably denied a transfer to the next 24 to 48 hours under emergency lighting. All
one. attempts to correct this problem have failed, and so
many Furious engineers have gotten somewhat
HIMS Admirable is home to the Pleiades, the superstitious about it, to the extent that in some cases
Starmadas showpiece fighter squadron. Painted in navy they have been known to convince their captains to
blue and blood red, rather than the traditional dull grey, avoid hyperspace jumps on certain days of the week
these fighters are used mainly for recruitment purposes,
but their combat ability is second to none. Impervious-class Battlecruiser
Mass: 246.3 Kmt Crew: 693
Contentious-class Frigate
Mass: 45.9 Kmt Crew: 213 The Impervious was the first Starmada design to boast
the neutron torpedo. Most military analysts refuse to
A frigate-class vessel, the Contentious is an example of accept the Admiraltys explanation of the weapon as a
what can happen when starship design is attempted by natural extension of fusion torpedo technology, and
committee. The Admiralty was looking for a replacement lean towards the explanation that their design was
for the older Pugilist class, and there was much concern acquired from the Sssk, probably through the
among the younger flag officers that Starmada ship intervention of House Izraedi. Regardless of how it was
design was not progressing as quickly as it should. added to the Imperial repertoire, the neutron torpedo
Reliance on outdated equipment, building methods, and takes up less room, is easier to maintain, and offers the
combat tactics was causing a deterioration of ability on potential for truly astounding results in combat.
the part of the line officers, or so the argument went. As
a way of placating this faction, the Admiralty gave the However fascinating the story of its weaponry, this class
task of creating a new design to a group of the more derives its name form the extra-thick layer of dellanium
outspoken youngsters; the Contentious was the result. alloy placed around the most sensitive parts of the
vessel. The class ship, IMS Impervious, earned the
The most glaring weaknesses of this design is in its nickname Ironsides after a clash with pirates in the
defenses. Possessing shield generators hopelessly Toranni system. When the shields collapsed in the midst
underpowered for a starship of its size, the Contentious of battle,the Impervious armor withstood nearly a dozen
must rely on its array of mass drivers to deliver a direct mass driver hits, forcing the pirates to withdraw
knockout blow before an opponent can exploit this and abandon their prize.
vulnerability. With only three laser cannons to
supplement the anti-fighter batteries, the Contentious is Leviathan-class Space Control Vessel
also susceptible to fighter attacksa fact which does Mass: 210.4 Kmt Crew: 765
not escape the notice of these ships captains.
Tradition within the Imperial Starmada holds that several
Still, with its high maneuverability, mass drivers, and mid-sized combat vessels are preferable to a smaller
drone racks, the Contentious can hold its own against number of large battlewagons. The flexible nature of
50
Starmada
The Universal Game of Starship Combat
Starmada fleet assignments means that the more to the increased surface area and the additional power
quickly forces can be dispersed, the more responsive requirements of a larger crew.
the Starmada can be to the changing needs of front-line
commanders. The strength of the Spiteful did not truly reveal itself until
it was field-tested in a battlegroup along with a pair of
However, in recent years, calls for a powerful starship to Belligerents. It was here that effective tactics were
counter the Arcturan Seraphin have grown louder and formulated, using the Spitefuls in collaboration with
more frequent. Therefore, the Leviathan experiment was fighter squadrons. Because the Arrogants were mainly
undertaken with an aim to produce a flagship for the used without fighter cover, many suggest that direct
Starmada. Almost important a psychological weapon as comparison of the two designs is unfair. It would seem
it is a warship, the Leviathan mounts an impressive that the Admiralty agrees with this, as the success of the
array of fusion torpedo launchers. Spiteful has caused them to stop plans for the
Arrogants removal from service and to investigate the
The Leviathans true nature is belied by its two separate feasibility of a refit.
batteries of laser cannons and its carronade. These
show that the Leviathan is intended as a fighter-killer, Tamburlane-class Drone Carrier
perfectly suited to protect against the swarms carried by Mass: 67.3 Kmt Crew: 390
the Seraphin. While the Arcturans and Imperials are
nominally at peace for the time being, the Leviathans One of a very few task-specific designs in the Starmada,
construction is an obvious statement that has not gone the Tamburlane is also one of the most controversial
unnoticed starships in the fleet. The only class to make extensive
use of drone racks, these ships have sacrificed much of
Mojhari-class Cruiser the shielding and armament that normally accompanies
Mass: 132.1 Kmt Crew: 474 warships of this size.
Goddard Mojhari is a name well-known to all Imperial Because of this, the general tactic for a Tamburlane is
schoolchildren, and the starships that bear his name are to stay well behind the main battle line and launch its
well-known to everyone in the Imperial Starmada. The drones when appropriate. This does not sit well with
Mojhari-class vessels are legendary for their exploits. many of the younger captains who have been assigned
From rescue missions to first contacts, escort duty to to these vessels, and more than one destroyed
open conflict, there seems to be nothing beyond the Tamburlane can be blamed on impatient, glory-starved
capability of the Mojharis and their crews. officers trying to use their ships in roles for which they
were never intended.
Looking at the schematics, it is somewhat difficult to
explain the success of this design. The only remarkable For a service that relies on flexibility and broadly-defined
feature is the Mojharis spinal mount; while effective, it is mission parameters rather than specialization, a
hardly something to write home about. Even its dedicated drone carrier is something that is difficult to
conventional weaponry is less than impressive assimilate. Over the years, Tamburlanes have been
although the blasters have a significant range, they are used in may different ways, none of which have resulted
few in number. in much success. Currently, the ships are quite often
forgotten about, languishing in the central provinces of
In the final analysis, perhaps the Mojhari stands as a the Empire, far away from the enemy and any
testament to the continued importance of well-trained opportunity to prove themselves.
and committed personnel; one retired member of the
Admiralty once remarked, There is more honor to be Although there is no way to prove it, there is a belief
had in serving on a garbage scow among men of among Starmada officers than Tamburlane captains
distinction than on the mightiest battleship surrounded tend to be somewhat mentally unstable. It is generally
by the merely qualified. The service record of the assumed that this stereotype stems from the need for
Mojhari-class supports the truthfulness of this Tamburlane crews to keep themselves occupied in
observation. unorthodox ways.

Spiteful-class Corvette Thor-class Frigate


Mass: 21.4 Kmt Crew: 93 Mass: 87.3 Kmt Crew: 345
After the relative failure of the Arrogant experiment, One of the oldest designs in the Starmada (along with
many were truly surprised to learn that the Admiralty the Monitors), the Thor-class missile frigate has been in
was pursuing the development of another corvette-class service for well over fifty years. Several refits have been
starship. As others have pointed out, however, the attempted, but none have been as effective as the
difference may ultimately be in the way the ships are original. For example, of the 78 Thors produced at the
used, rather than in design philosophy. Dromedia Prime shipyards over the years, nearly half
remain in their original configuration.
The first thing to notice about the Spiteful is its size
nearly one and a half times the displacement of an Many crews initially scoffed at the Thors clean lines and
Arrogant. However, the differences seem to end there. slender build when it made its first training runs a half-
Although fitted with a more efficient shield generator, the century ago. But time and again, the design has proven
Spiteful ends up with comparable protection, mainly due
51
Starmada
The Universal Game of Starship Combat
itself in engagements across the galaxy, most recently was introduced, not a single Triumphant-class starship
in skirmishes against the Kalaedinese Expanse. has been lost, in combat or otherwise. In addition, the
IMS Hastings is the only vessel that can claim three
Much of the Thors exemplary service record can be Kalaedinese warships as its victims. Truly, this design
attributed to its long-ranged missile batteriesmost has proven itself on countless occasions, and a dozen
captains find it easy to remain out of harms way while more are scheduled to enter service in the next few
pelting enemy targets at will. Smaller vessels will find months; most of these will depart immediately for the
themselves outmatched against the Thors weaponry; Eastern Frontier.
however, larger vessels are a bit of a problem. The
Thors relatively weak shield generators mean that they The Triumphant is not a big ship, nor is it all that fast. Its
will not survive close engagements with sizeable foes. defenses are average, at best. It is the weaponry, and
For this reason, a Thor will almost never be found the crews ability to use it, that has proven to be the
outside of its primary role as an escort for larger difference for this design. The Triumphants missile
warships. batteries are among the longest-ranged in the
Starmada, and its new cluster missile guidance system
Despite almost universal acceptance throughout the has ensured a hit ratio unmatched by any other ship in
fleet, the Thor design is slowly being phased outall the fleet. While its fighter defenses are somewhat
remaining vessels are scheduled to be mothballed outdated, this is more than made up for by the sheer
within the next decade. And while the Admiralty denies number of laser cannons bristling from the Triumphants
any involvement, reports of Thor-class ships appearing hull.
in mercenary navies are becoming more and more
common It is possible that aesthetics play just as big a role in the
Triumphants reputation as does its battle record.
Triumphant-class Cruiser Designed by renowned astronautical engineer Klaus
Mass: 130.2 Kmt Crew: 444 Van Gulik, the ship is considered a masterpiece of both
Triumphant crews are among the most arrogant, engineering and artistic expression. It is no accident that
insufferable, and downright obnoxious in the entire the silhouette used on all Starmada recruiting materials
Starmada. Unfortunately for their critics, they have good is that of the Triumphant; only the Indomitable is more
reason to be. In the twenty-five years since the design recognizable among the civilian population.

52
440 I.D. 124 I.D.
Admirable-class Contentious-class
Imperial Cruiser Imperial Frigate
Hull 8 Engines 5 Shields 3 Hull 4 Engines 7 Shields 1

1 2 3 4 5 6 1 2 3 4 5 6
HQ EQ Ha Eb Hb S HEb ES HQ EQ Ha Eb
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Blasters 1-4 5-8 9-12 4+ 1 1 1 Mass Drivers 1-3 4-6 7-9 3+ 1 1 1
Range-Based PEN Extra Hull Damage
AB AC BD EF AC BD

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-3 4-6 7-9 3+ 1 1 1 Laser Cannons 1-3 4-6 7-9 4+ 1 1 1

AB AC BD CE DF EF AC BD EF

Battery B
Battery B


Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery C
Battery C
Special Equipment Special Equipment
Anti-Fighter Batteries Electronic Countermeasures Fighter Bay Anti-Fighter Batteries Drone Electronic Countermeasures

Hyperdrive Hyperdrive

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
143 I.D. 612 I.D.
Furious-class Impervious-class
Imperial Light Cruiser Imperial Battle Cruiser
Hull 6 Engines 4 Shields 2 Hull 12 Engines 4 Shields 5


1 2 3 4 5 6 1 2 3 4 5 6
HQ Ea Ha Eb Hb S Ha Eb Hc Sc H Q
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Fusion Torpedoes 1-4 5-8 9-12 4+ 1 3 1 Neutron Torpedoes 1-5 6-10 11-15 5+ 1 1 1
Battery A

Battery A
Increased DMG
ABCD ABCD ABCD ABCD ABCD ABCD

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-3 4-6 7-9 4+ 1 1 1 Mass Drivers 1-4 5-8 9-12 4+ 1 1 1
Battery B

Battery B
Extra Hull Damage
AB AC BD CE DF EF AB AC AC BD BD EF

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-3 4-6 7-9 4+ 1 1 1
Battery C

Battery C
ABCD ABCD ABCD ABCD ABCD CDEF CDEF CDEF CDEF CDEF

Special Equipment Special Equipment
Anti-Fighter Batteries Electronic Countermeasures Hyperdrive Anti-Fighter Batteries Armor Plating Electronic Countermeasures

Hyperdrive

Movement Orders Movement Orders
1 6 1 6
2 7 2 7
3 8 3 8
4 9 4 9
5 10 5 10
551 I.D. 286 I.D.
Leviathan-class Mojhari-class
Imperial Space Control Vessel Imperial Cruiser
Hull 11 Engines 3 Shields 4 Hull 8 Engines 5 Shields 3

1 2 3 4 5 6 1 2 3 4 5 6
HQc Ea Ha Sb Hb Qc HQ EQ Ha Eb Hb S
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Fusion Torpedoes 1-5 6-10 11-15 3+ 1 3 1 Blasters 1-5 6-10 11-15 4+ 1 1 1

AB AB BD BD EF EF ACE ACE BDF BDF

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1 Laser Cannons 1-3 4-6 7-9 3+ 1 1 1

AB AB AC AC BD BD EF EF AB AC BD CE DF EF

Battery B
Battery B


Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-3 4-6 7-9 4+ 1 1 1

AB AC BD CE DF EF

Battery C
Battery C

Special Equipment Special Equipment
Carronade Electronic Countermeasures Fighter Bay Anti-Fighter Batteries Electronic Countermeasures Fighter Bay

Hyperdrive Hyperdrive Spinal Mount

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
36 I.D. 386 I.D.
Spiteful-class Tamburlane-class
Imperial Corvette Imperial Drone Carrier
Hull 2 Engines 8 Shields 2 Hull 5 Engines 5 Shields 2

1 2 3 4 5 6 1 2 3 4 5 6
HES 2EQ HEQ 2EQ HEa ES HQa EQa HQa EQ HQ SQ
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Fusion Torpedoes 1-3 4-6 7-9 3+ 1 3 1 Laser Cannons 1-3 4-6 7-9 4+ 1 1 1
Battery A

Battery A
AB AB AC AC BD BD EF

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Battery B

Battery B
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Battery C

Battery C
Special Equipment Special Equipment
Anti-Fighter Batteries Electronic Countermeasures Hyperdrive Anti-Fighter Batteries Drone Drone

Drone Drone Drone

Electronic Countermeasures Hyperdrive

Movement Orders Movement Orders
1 6 1 6
2 7 2 7
3 8 3 8
4 9 4 9
5 10 5 10
135 I.D. 204 I.D.
Thor-class Triumphant-class
Imperial Missile Frigate Imperial Cruiser
Hull 6 Engines 6 Shields 2 Hull 8 Engines 4 Shields 3

1 2 3 4 5 6 1 2 3 4 5 6
HQ EQ Ha Ea Hb Sb Ha Eb Hb Sc H Q
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Cluster Missiles 1-5 6-10 11-15 4+ 1 1 1 Fusion Torpedoes 1-5 6-10 11-15 4+ 1 3 1
Variable ROF
ACE ACE BDF BDF ACE ACE BDF BDF

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-2 3-4 5-6 3+ 1 1 1 Laser Cannons 1-3 4-6 7-9 5+ 1 1 1

AB AC BD CE DE EF AB AC AC BD BD CE DF EF

Battery B
Battery B


Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Cluster Missiles 1-6 7-12 13-18 3+ 1 1 1
Variable ROF
ABCD

Battery C
Battery C

Special Equipment Special Equipment
Anti-Fighter Batteries Electronic Countermeasures Hyperdrive Anti-Fighter Batteries Electronic Countermeasures Hyperdrive

Long Range Sensors

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
Starmada
The Universal Game of Starship Combat

The Arcturan Federation support. But when it became apparent that the
Empire would soon prevail, as the Starmada
...The colonies of Arcturus V and VIII were settled launched a major assault upon Polaris itself,
in the year +54, during humanitys expansionist internal confidence in the Alliance fell to an all
era. These two large Terran planets grew to be time low. It was believed that Garmin and the
extremely prosperous centers of trade, Senate had been naively tricked into
commerce, and activity in the region. Since the complacency, and many called for Garmins
Arcturan sector, like the neighboring Terranovae resignation...
sector, was rich in mineral wealth, contained
many habitable planets, and several diverse Federation
ecosystems, it naturally gained regional ...It took the sheer willpower and mystique of
dominance... Adherbal Mauritus and Camille Aelfric, from the
...The intelligent feline humanoid population systems Nova Carthago and Tyre VII, to unite the
indigenous to Concordia presented a challenge squabbling planet-states of the Alliance into a
for settlement: not that they were warlike, unified force. When, in +347, it was revealed that
barbaric, or otherwise undesirable. Quite the for the better part of two decades these two
contrary; the Ferias were very approachable, leaders had been secretly supplying the forces of
devoted primarily to spiritual and intellectual Polaris County to continue their resistance to the
enlightenment. Empire, many claimed that Mauritus and Aelfric
had singlehandedly saved the Alliance from
With the arrival of humans from Terra in +59, the destruction. As a result, there was a renewed
Pritarra (spiritual priestess) of the Ferias people sense of unity among the worlds, and soon
proclaimed that divine messengers had come, afterwards negotiations began that ultimately led
bringing a new age of enlightenment. This 25
to the formation of the Arcturan Federation .
sparked the beginning of a new era of peace,
prosperity, and cultural exchange... While this new effort at cooperation sounded
great on the outside, there was major squabbling
Alliance internally. Factions aligned with the Garmin,
Malfvas, and Bayonne families began to wrestle
...The Alliance was a loose collection of worlds in for influence and control over the Arcturan Naval
the Rim Expanse formed in the year +303. While Forces. After the humiliating and devastating
not incredibly large in scope, this densely-packed defeat at the Battle of Kilarie, hope for the
region of rich planetary systems was very well- fledgling Federation was nearly lost...
suited to mutual protection and trade, as well as
information and resource sharing. Resistance
After Emperor Wheylan began his New Destiny ...Faced with an overpowering opponent in the
Program and the siege of Polaris County was Imperial Starmada, the outclassed Arcturans
undertaken, a mutual trade and defense pact was found themselves with undermanned ships,
signed between several worlds in both the underarmed fleets, and undersupplied forces.
Arcturan and Terranovae sectors.
Only when command of a new Federation Task
The Alliance was primarily the achievement of Force under the legendary Vilni Harloss
the Garmin and Bayonne families. It served successfully led an insurgent campaign against the
notice to the Emperor that there would be resistance to Empire did the Arcturan economic and military machine
his aggressive advancements, while drawing the core begin to fall into line. Harloss utilized a guerrilla
worlds closer and establishing strong ties between the campaign of liberation, resource capitalization, and
minor worlds. maneuver to tax the forces of the Empire and gain time
These bonds would be severely tested during the for the Federation to rebuild itself.
tumultuous years of Imperial rampage through the old Vilni was a woman of twenty-two years of age at the
colonies of Terra... beginning of the war with the Empire. She was the
adopted daughter of a Ferias family on Nova Carthago,
Crisis her parents having died in a tragic accident when she
...The Arcturan Federation was formed in the years was young. Raised and educated in the Ferias Tradition
+348 and +349, as the Arcturan Alliance crumbled (presence of thought, devotion of mind, and clarity of
under the sheer weight of the advancing Imperials.
25
Earlier in the fourth century, the majority of Alliance Several attempts on Mauritus life during and after this time
members were willing to let the status quo continue as have been documented, and it is widely accepted that the
long negotiations with the Empire dragged on during the majority of these can be laid at the feet of Emperor Wheylan
years of the Polaris County siege. Led for fortyfive years himself. Wheylan did not bestow many opponents with the
by Carlos Garmin, the venerable leader and founder of courtesy of personal hatred, but Mauritus was one of the rare
individuals who was able to successfully (and repeatedly)
the Alliance, many looked to him for guidance and frustrate the Emperor.

58
Starmada
The Universal Game of Starship Combat
transformation), and then enrolled in one of the best incredible victory that shifted the balance of power for
military academies in the Arcturan Alliance, she excelled many years to come and assured the Arcturan
quickly and with determination. When the call to arms Federation its independence from Imperial rule...
was raised, Harloss found herself swept up in the
current of newfound nationalism. Aftermath
Her heroic presence, both on and off the battlefield, her The Imperial War all but drained the economic
devotion to the millions of souls she helped to liberate, resources of the Arcturan worlds. The sheer cost of the
and her skills in strategic anticipation allowed her to four Seraphin battle carriers and associated support
outguess, outclass, and outmatch her numerically- fleets eliminated many of the resources of the oncerich
overwhelming foe for years on end26... worlds of the Alliance. Emperor Wheylan had no idea
that the Arcturan economy was on the verge of collapse
Collaboration near the end of the War; after the defeat of the Imperial
Starmada at the Battle of Tamarind, when the Arcturan
...The Arcturans need for a swift infusion of military and delegation to the Empire put an offer for peace on the
technical expertise led a contingent of the Arcturan table, the Emperor accepted readily.
Federation to the doors of the Donegal Alliance, who,
seeing that they could easily be next in line after the fall However, sensing this missed opportunity several years
of the Federation, agreed to assist their new allies. In later, the Empire crafted a new strategy to undermine
exchange, a lucrative trade agreement and mutual Federation influence: the Commonwealth. Learning from
assistance pact was developed; a pact that is the ease with which the Federation liberated several
maintained to this day, for the Federation has not border systems during the war, Emperor Hadric
forgotten the aid received in their most desperate hour... countered by giving the reconquered systems a degree
of autonomy.
...In the months ending the year +353, several major
families, along with some of the most wealthy Forming the Commonwealth allowed individual systems
individuals in the Federation, used much of what they to believe in their freedom, while leaving in place an
had gained from the Donegals in order to begin one of economic interdependence that all but eliminated the
the greatest ship-building projects in recorded history. threat of defection to the Arcturans. This has done much
Huge amounts of resources were poured into the to stifle Federation attempts at rebuilding its economy to
construction of a new class of starship; as one investor prewar levels, and is a source of resentment among
remarked, it was to be a mobile battle station, with the many Arcturans. Truly, this uneasy peace cannot last
power to call forth the Angel of Death herself. And so, too much longer...
the Seraphin-class battle carrier emerged.
Betrayal
Four of these ships were ultimately constructed during
the years of the Arcturan Conflict, and they helped stem ...During the border conflict of +425 with the Imperials
the tide against the still-overpowering Starmada... over trade routes to the Donegal Alliance, the heart of
the Federation was shaken by the loss of the Lucifer,
Salvation now known as the fallen one, which was captured
during the Arcturans first encounter with the S'ssk. The
...When the Imperials finally hunted down Vilni Harloss fact that the reptilians were under the control and
and her Sacred Corps, they found themselves facing an direction of the Imperials and House Izraedi only added
enemy that was prepared for a specific battle, at a to Arcturan fury over the incident.
specific location, with all of the cards played in their
favor. As the Lucifer left its task group to provide escort cover
for a group of merchant vessels, the S'ssk jumped into
With three Imperial task groups pinned by Harloss' the system and caught the Arcturans unawares. In the
Concordia command cruiser and her support ships, the ensuing battle, all of the S'ssk Nesting ships were
four SeraphinsMichael, Uriel, Gabriel, and Raphael destroyed, but the Lucifers fighter squadrons turned to
jumped in-system with two smaller task groups. In the head back to the battle carrier only to find that it was
ensuing engagement, a combination of superior fighter leaving the battle under the control of S'ssk boarding
cover, long-range volleys, and encircling tactics wore parties: the entire crew had been killed and the ship
down the three Imperial task groups and pounded them captured. This was a significant prize for the S'ssk and
into submission. House Izraedi, now the sworn enemy of the Arcturan
The Battle at Tamarind in +359 is a red-letter date in the Federation.
history of the Arcturan Federation. While the Federation
lost its greatest general27, her sacrifice won an Government
The Arcturan Federation has evolved into a sort of
elective kingship, an oligarchic/republican regime
26
It is for this reason that, to this day, the Ferias School of centered around the annually-elected dual magistracy of
Thought is taught to all officers in the Arcturan military forces.
27
Although all reputable reports from the battle substantiate the Harloss survival have been popular spaceport banter for
conclusion that Harloss died when the crippled HIMS decades.
Indestructable collided with her command carrier, rumors of
59
Starmada
The Universal Game of Starship Combat
the Shoffets (the Ferias word for judges). The first two eventual unity and independence was assured by those
Shoffets were Adherbal Mauritus and Camille Aelfric, who gave their lives in these Dark Days.
both appointed shortly after the defeat at Kilarie in +349.
Ambush04
The Grand Council is a tri-cameral legislature, with an
inner permanent committee of thirty elders (referred to After the first months of the Siege, the Arcturan forces
as the Gerousia), a high court of 235 judges, elected for started to overcome their initial panic. In a few cases,
life by a college of the planetary governors; and a they even managed to conduct offensive operations of
popular assembly ostensibly comprised of all Arcturan their own.
citizens. The Council is based on Arcturus, although a ARCTURAN FORCES: 1000 pts.
majority of the power is currently centered in the
Terranovae Sector with the recent election of Didera IMPERIAL FORCES: 500 pts.
Mauritus from Nova Carthago and Pauls Kinnemon from
Sytris Major. SET-UP: The Imperial forces should set up first in the
center of the game board; the Arcturan forces should
The symbol of the Arcturan Federation is a circle then be divided into two halves of at least 400 pts. Each
surrounded by four triangles, representing Arcturus itself and set up in either of the normal set-up areas.
with the four original Seraphin Battle Carriers in orbit,
ever watchful over the citizens below. SPECIAL RULES: None.
VICTORY: The Imperials receive double the normal
Fleet Organization
amount of VPs.
The Arcturan space forces are separated into two
distinct factions, the richer Home Guard fleets and the Skirmish05
poorer sector fleets, which are governed and Many of the most important events during the Siege
maintained directly by the Federation. There is constant were not pitched battles between mighty dreadnoughts,
friction between the Home Guard fleet, which is but chance encounters between escorts that swung the
supported by the individual sector governments and balance of local control.
planetary economies, and the Sector Fleets.
ARCTURAN FORCES: 400 pts., must have at least three
A majority of officers enter service in Home Guard ships.
starships through social connections and political ties,
while service in the Sector Fleets is considered IMPERIAL FORCES: 400 pts., must have at least four ships.
backwater duty. Officers from the Sector Fleets are
generally ignoredthe one exception is the Sacred SET-UP: Use the normal set-up rules.
Corps of the Terranovae Sector Fleet, service in which SPECIAL RULES: None.
is a great honor.
VICTORY: Victory in these all-to-frequent encounters
The Sacred Corps are the descendants of Vilni Harloss' usually went to the side that drew first blood. The first
own squadron. Composed of volunteers from the ship destroyed counts for double normal VPs.
Terranovae Sector Defense Force, these dedicated
individuals train, fight, and live with the Ferias Tradition Enter The Seraphin06
pulsing in their blood. They are sworn protectors of the
Federation and their flagship is the refit Concordia Considering the level of investment required to produce
command cruiser of Harloss herself. one of their flagships, the Arcturans were
understandably reluctant to put their Seraphins into
The Seraphins are maintained exclusively in the Home battle. However, as time went on, it became more and
Guard fleets, because of the cost of their maintenance more apparent that a drastic step was required in order
as well as the stature they bring. Normally, four out of to help turn the tide.
the seven extant Seraphin fleets patrol along the
imperial border in Polaris County at any given time. ARCTURAN FORCES: One (1) Seraphin-class starship.
However, they are indirectly controlled by the planetary IMPERIAL FORCES: 1800 pts.
governors and judges who financially support and
appoint officers to the fleets. SET-UP: Use the normal set-up rules.

Scenarios SPECIAL RULES: None.

The following scenarios are taken from the opening VICTORY: Score VPs as normal.
actions of what has become known as the Siege of
Polaris County; a period of nearly fifty years when the
forces of what would become the Arcturan Federation
fought what was essentially a holding action against
the Imperial Starmada. In the end, the proto-alliance
failed in its primary objective, as Polaris County is to this
day a part of the Empirehowever, the Arcturans

60
Starmada
The Universal Game of Starship Combat
Arcturan Starships A famous engagement during the border dispute in
+425 saw a Lancer corvette, the Fusilier, trying to
Arcturan starships are constructed using tech levels outflank a small Imperial convoy in support of several
(p.20) of +1 in weapons and special equipment. frigates and the Durandal light cruiser. Luis Onarga, the
Fusiliers captain, just promoted due to a convenient
Augustus-class Assault Transport family connection, was unprepared for the realities of
Mass: 89.3 Kmt Crew: 615 combat. So, he ordered the corvette to try a very wide
The Augustus-class assault transport is designed to get flanking action, in order to wait until the best opportunity
fighters and troops to the front as quickly as possible. would arise before committing himself.
These ships are among the latest generation of designs When the trap was sprung, two Imperial Admirables
from New Syrtis Spaceworks. jumped in-system from opposing directions to catch the
While no Augustus-class ships have seen true combat Arcturans in a beautiful pincer move. When the second
as of yet, they have completed many humanitarian Admirable literally appeared right in front of the Fusilier
missions, including the evacuation of the mining colony from out of hyperspace, Captain Onarga jumped back
on Phoebe 327. from the command station into the weapons officer, who
accidentally triggered a full volley from the banked
Concordia-class Command Carrier plasma cannon directly into the Imperial ship.
Mass: 111.2 Kmt Crew: 543
The Fusilier completely knocked the shields out and
The Concordia began as a heavily-modified Excalibur, caused considerable damage to the Admirables power
commanded by Vilni Harloss herself. Now, the systems. This event caught the immediate attention of a
Concordia represents a complete line of light cruisers heavy bomber flight from the nearby Daedalus frigate,
suited for command positions and large fleet which promptly strafed the Admirable and destroyed it.
engagements. The starship is specifically fitted for large
In the end, the crew did not mind Captain Onargas
scale command and control.
incompetence, for the 135th Heavy Bomber Group
Excalibur-class Cruiser bought a round of drinks for the entire Fusilier crew after
Mass: 88.3 Kmt Crew: 405 the battle.

The largest percentage of the offensive firepower in Peregrine-class Escort


Arcturan Federation fleets is contained in the numerous Mass: 22.1 Kmt Crew: 123
Excalibur-class cruisers. These ships, while 20%
Peregrines are light, fast attack craft that are usually
smaller than the Hyperion battlecruisers, pack the same
assigned to escort roles and raiding parties. The
offensive punch and twice the fighter capacity. Usually
swiftness of the Peregrine yielded its name during the
reserved for command positions in the sector and Home
space trials of the class, Big Green Skye Industries
Guard Squadrons, Excaliburs are common throughout
premiere product. The Navy was quick to recognize the
the navies of the Federation.
advantages of a swift attack craft to capitalize on the
Hyperion-class Battlecruiser starfighter superiority that Arcturan Fleets typically
Mass: 85.8 Kmt Crew: 390 achieve.

The Hyperion is a staple of every Arcturan fleet. An Pharsalos-class Destroyer


imposing ship possessing an excellent combination of Mass: 34.7 Kmt Crew: 159
firepower, speed, maneuverability, fighter support, and
The Pharsalos is a venerable ship from the Alliance
defensive mine-laying capability, it is well suited for a
days that is still in service in the sector fleets of the
multi-role position in any task group. In fact, it is rare to
Home Guard defense forces. While it is currently
find any Arcturan Federation force of significant size
undergoing a major revision and overhaul, there are still
without at least two or three Hyperions.
some ships that carry the legacy of almost 100 years of
Lancer-class Corvette service.
Mass: 10.0 Kmt Crew: 75 The most notable Pharsalos vessel to enter service was
The Lancer is the first stand-alone development of a the Iapetus, well-known for its role in the Battle at
new Arcturan ship design after the mutual-assistance Tamarind, trying to ram the Indomitable and protect the
pact with the Donegal Alliance. The introduction of the Concordia from its fatal collision. This devotion to Vilni
concentrated power of plasma bolters on a swift, small Harloss is well remembered in the corridors of that
ship gives new quickness to the sting of the Arcturan vessel.
Federation fleets. Seraphin-class Battle Carrier
The inexpensive nature of this vessel keeps it in active Mass: 282.8 Kmt Crew: 1419
service within both the Home Guard and sector fleets.
The guardians of the Arcturan Federation and the
Usually accompanying a flotilla of larger ships, the
symbols of national pride, these offensive juggernauts
Lancer is known for lightning strikes on damaged
are few in number due to their sheer size and cost.
vessels.
However, they bring incredible amounts of firepower

61
Starmada
The Universal Game of Starship Combat
and presence to any engagement. With a crew has yet to be fully tested. Many in the Arcturan Navy are
complement of over 1400, these ships are truly quite interested to see it perform in actual combat,
impressive sights. having significant reservations about the design. Faster
even than a fighter squadron, it is felt be critics that such
In addition to the revamped Michael, Gabriel, Ithuriel mobility is wasted on a starship with such a short life
(Uriel), and Raphael, there are the new Azrael, Ariel, expectancy.
and Sariel battle carriersalong with the now-lost
Lucifer, of course. The Gabriel, Michael, Raphael, Thunderbolt-class Dreadnought
Ithuriel, Ariel, Sariel, and Azrael are the seven angels of Mass: 211.6 Kmt Crew: 885
the Federation. The Angel of Death, Azrael, is painted
entirely black and is part of the Arcturan Assault Fleet. There are only two Thunderbolt dreadnoughts built to
date, the Thunderbolt and the Maelstrom. Only used in
Shiltron-class Gunboat one limited combat exercise, these vessels may prove
Mass: 9.5 Kmt Crew: 90 to bring the offensive punch to task groups with the
utilization of the spinal mount. While more of an
The Shiltron gunboat is the latest collaborative effort intimidation factor, the swath of destruction that the
between the Donegal Alliance and the Arcturan Thunderbolts have been able to deliver in field trials is
Federation. Essentially a small floating gun, this design awesome.

62
537 I.D. 518 I.D.
Augustus-class Concordia-class
Arcturan Assault Transport Arcturan Command Carrier
Hull 6 Engines 3 Shields 3 Hull 7 Engines 2 Shields 4

1 2 3 4 5 6 1 2 3 4 5 6
HQb EQ HQ Sa Ha Qb HQc EQc HQ Sa Ha Sb
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Stingray Missiles 1-6 7-12 13-18 4+ 1 1 1 Ion Cannons 1-6 7-12 13-18 4+ 1 1 1
No Range Modifiers Ignores Shields, No Hull Damage
AB AB AB AB AB AB AB AB

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1 Mass Drivers 1-5 6-10 11-15 4+ 1 1 1
Extra Hull Damage
ACE ACE ACE BDF BDF BDF ACE BDF

Battery B
Battery B


Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1

ACE ACE ACE BDF BDF BDF

Battery C
Battery C

Special Equipment Special Equipment
Armor Plating Fighter Bay Hyperdrive Armor Plating Fighter Bay Hyperdrive

Long Range Sensors Marine Squad Marine Squad Long Range Sensors Security Team Shockwave

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
372 I.D. 318 I.D.
Excalibur-class Hyperion-class
Arcturan Cruiser Arcturan Strike Cruiser
Hull 6 Engines 4 Shields 3 Hull 6 Engines 5 Shields 2

1 2 3 4 5 6 1 2 3 4 5 6
HQ EQ Ha Eb Hc Sc HQc EQ Ha Ea Hb Sc
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Ion Cannons 1-6 7-12 13-18 4+ 1 1 1 Ion Cannons 1-6 7-12 13-18 4+ 1 1 1
Battery A

Battery A
Ignores Shields, No Hull Damage Ignores Shields, No Hull Damage
AB AB AB AB AB AB AB

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Mass Drivers 1-5 6-10 11-15 4+ 1 1 1 Mass Drivers 1-5 6-10 11-15 4+ 1 1 1
Battery B

Battery B
Extra Hull Damage Extra Hull Damage
AB AB AB AB

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1 Laser Cannons 1-4 5-8 9-12 4+ 1 1 1
Battery C

Battery C
ACE ACE ACE BDF BDF BDF ACE ACE ACE BDF BDF BDF

Special Equipment Special Equipment
Armor Plating Fighter Bay Hyperdrive Armor Plating Fighter Bay Hyperdrive

Long Range Sensors Mine Long Range Sensors Mine

Movement Orders Movement Orders
1 6 1 6
2 7 2 7
3 8 3 8
4 9 4 9
5 10 5 10
23 I.D. 44 I.D.
Lancer-class Peregrine-class
Arcturan Corvette Arcturan Escort
Hull 1 Engines 10 Shields 1 Hull 2 Engines 8 Shields 2

1 2 3 4 5 6 1 2 3 4 5 6
H3ESa 4EQa H3EQa 4EQ H3EQ 3ESa HESa 2EQ HEQ 2Ea HEa ESa
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Plasma Bolters 1-3 4-6 7-9 4+ 1 1 2 Laser Cannons 1-4 5-8 9-12 4+ 1 1 1

AB AB ACE ACE BDF BDF

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery B
Battery B

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery C
Battery C
Special Equipment Special Equipment
Armor Plating Hyperdrive Long Range Sensors Armor Plating Hyperdrive Long Range Sensors

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
67 I.D. 1732 I.D.
Pharsalos-class Seraphin-class
Arcturan Destroyer Arcturan Battle Carrier
Hull 3 Engines 7 Shields 2 Hull 13 Engines 2 Shields 4


1 2 3 4 5 6 1 2 3 4 5 6
HEa 2Eb HSb ESb HQ EQ HQc EQ HQ SQ Ha Qb
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Mass Drivers 1-5 6-10 11-15 4+ 1 1 1 Ion Cannons 1-6 7-12 13-18 4+ 1 1 1
Battery A

Battery A
Extra Hull Damage Ignores Shields, No Hull Damage
AB AB AB AB AB

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1 Mass Drivers 1-5 6-10 11-15 4+ 1 1 1
Battery B

Battery B
Extra Hull Damage
ACE ACE BDF BDF AB AB ACE ACE BDF BDF

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1
Battery C

Battery C
ACE ACE ACE BDF BDF BDF

Special Equipment Special Equipment
Armor Plating Hyperdrive Long Range Sensors Armor Plating Fighter Bay Fighter Bay

Hyperdrive Long Range Sensors Mine

Mine Security Team Shockwave

Spinal Mount

Movement Orders Movement Orders
1 6 1 6
2 7 2 7
3 8 3 8
4 9 4 9
5 10 5 10
23 I.D. 453 I.D.
Shiltron-class Thunderbolt-class
Arcturan Gunboat Arcturan Dreadnought
Hull 1 Engines 12 Shields 0 Hull 11 Engines 3 Shields 3


1 2 3 4 5 6 1 2 3 4 5 6
H4EQa 5EQ H4EQ 4EQa H3EQa 4EQa Ha Ea Hb Sb Hc Qc
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Ion Cannons 1-4 5-8 9-12 4+ 1 1 1 Ion Cannons 1-6 7-12 13-18 4+ 1 1 1
Ignores Shields, No Hull Damage Ignores Shields, No Hull Damage
AB AB AB AB AB AB AB AB AB AB AB AB

Battery A
Battery A

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Mass Drivers 1-5 6-10 11-15 4+ 1 1 1
Extra Hull Damage
AB AB AB AB AB AB AB AB AB AB

Battery B
Battery B


Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Laser Cannons 1-4 5-8 9-12 4+ 1 1 1

AB AB AB AB AB AB AB AB AB AB

Battery C
Battery C

Special Equipment Special Equipment
Armor Plating Hyperdrive Long Range Sensors Armor Plating Hyperdrive Long Range Sensors

Spinal Mount Security Team Spinal Mount

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10
Starmada
The Universal Game of Starship Combat
From: dsk33593@uxa.cso.uiuc.edu MAP
(Cricket )
Newsgroups: rec.games.design A blank 1-hex sheet will work quite well for a
Subject: Starmada (1 of 4) map. Any hex map will do, if you ignore any
Date: 22 Jan 1994 19:36:16 GMT underlying terrain or colors. In general, the map
Organization: University of Illinois should be between thirty and forty hexes across.
at Urbana
Lines: 149 COUNTERS
Message-ID: There are three types of counters required for
2hrv7g$op7@vixen.cso.uiuc.edu Starmada; ship counters, shield counters, and
NNTP-Posting-Host: uxa.cso.uiuc.edu damage counters.
x Ship counters should identify the type of ship,
STARMADA (Version 1.0) give a ship identification number, and have a
little arrow to show the direction in which the
Rules for Tactical Space Combat ship is facing.
Game Design by D. S. Kast
x Shield counters need only say SHIELD on
1993 by Daniel S. Kast. The contents of this file them.
may be distributed freely, so long as this notice is
retained, and no profit is made from such x Damage counters need only say DAMAGE on
distribution. them.

TABLE OF CONTENTS If the battle being played out requires them, you
will need counters to mark the locations of
0.0 Introduction
asteroids, planets, and other heavenly bodies.
1.0 Ships Also, explosion counters can be used to mark the
2.0 Game Setup final resting places of destroyed ships.
3.0 Sequence of Play
4.0 Movement Counters can be made by cutting out 1/2-3/4
5.0 Combat squares of cardboard, or by purchasing blank
6.0 Morale counters, which are carried by most gaming
7.0 Ending the Game stores.
8.0 Ship Construction DICE
9.0 Admirals & Heroes
A number of 6 sided dice are needed to play
Starmada. About 8 dice should be sufficient.
0.0INTRODUCTION
DIE ROLLING CONVENTIONS0.2
Starmada is a game of stellar fleet combat in
which players maneuver playing pieces A large part of this game is based on die rolls.
representing various types of starships across a Some die roll concepts must be explained up
hex-grid in a general attempt to smash each front.
other into space dust. The emphasis in this game
DICE
is upon simplicity, resulting in a game that can be
completed in an evening and is easily adaptable into a All dice used in this game are 6-sided. Rolls are made
campaign setting (which is being worked on as you read with one ore more 6-sided dice. The notation xD6
this). Although it is called a space combat game, there means to roll x number of 6-sided dice, and add the
has been no attempt to keep Starmada realistic; if results together.
anything, this game is based upon wet-navy conflict
(and was developed after watching many many hours of ROLL MODIFIERS
movie and TV sci-fi combat scenes). But if its not In some situations, modifiers are applied to rolls. A
accurate, at least its fun, so put your favorite space notation of -1 or +1 means to subtract 1 or add 1 to the
opera soundtrack in the CD player and start playing. die roll. If you roll a 6, then -1 would mean that you
really rolled a 5. Some modifiers are written with the
GAME COMPONENTS0.1 dice included, i.e. 2D6-1. This means to roll two 6-sided
Certain items are required to play Starmada, these rules dice and subtract 1 from the total.
being the most important. Since this game is distributed
electronically, the other items cannot be included and TARGET ROLLS
will have to be improvised or cannibalized from other A target roll is die roll where the total sum of all dice
games. must equal or exceed a specific number, called the
target number. An example would be rolling an 8+ on
2D6. Most rolls in Starmada are target rolls.

68
Starmada
The Universal Game of Starship Combat

1.0SHIPS This is the number of dice a ship uses for attacking. A


ship may divide its dice between targets.
There are three basic types of ships in Starmada:
fighters, escorts, and capital ships. RANGE
This is the maximum distance at which a ship may
x Fighters are small attack craft which are sent engage targets. One-third of this range is short range,
against the enemy fleet in waves. They are grouped and two-thirds is medium range.
into flights of four to eight fighters. Each flight is
represented by a single counter. These rules often TO-HIT
refer to ships; this word includes fighter flights. This the target number a ship must roll on its attack dice
Flights are sometimes just called fighters. The two to hit a target.
terms should be considered interchangeable. DAMAGE CODE
x Escorts are larger ships which are used to provide This is the ability of a ships weapons to penetrate
cover for the capital ships. Escorts operate in armor. Ranges are A through E, with A being the best.
squadrons of 2 to 5 ships, with the average MORALE
squadron having 3 ships. Each squadron has a This represents the combat nerves of the ships crew.
squad leader, which is picked at the beginning of During battle, morale checks are made after various
the game and not revealed to the other players. events. Ships that fail a morale check are considered to
The loss of the squad leader affects the combat have jumped into hyperspace and left the battle.
effectivness of the remaining ships in the squad. Capitals never make morale checks.
x Capital Ships are large engines of destruction, and COMMAND CONTROL
form the command element of the fleet. The game Only capital ships have command control, which is the
ends when one side loses all of its capital ships (or ability of each capital ship to control a fleet.
just capitals).
x Independents: There are also ships that do not fall
2.0GAME SETUP
into any of these categories. Independent ships are There may be specific requirements on fleet
identical to escorts in most ways. Their most composition and placement when playing out a pre-
important distinction is that they function determined battle or scenario; included here are basic
individually, not in squadrons. Most of the time rules for playing out the typical slug-fest.
independents are non-combatants or support ships.
FLEET COMPOSITION
SHIP SYSTEMS1.1 The ships on each side should be roughly equivalent to
each other; use the hull sizes as a guide, although you
Each ship has a number of attributes and systems: can only really get a feel for how evenly matched ships
TYPE are by playing, as your playing style has an effect upon
This is F for fighter, E for escort, or C for capital. ships effectiveness. The mix of ships is at the whim of
the players, but the following guidelines should be
HULL SIZE/MASS followed: a) There should be at least two escort squads
Hull size is a number that shows the relative size of the per capital ship in the fleet. b) You should only have as
ship, and mass is the total mass of the vessel, in metric many fighter flights as you can fit in the hangars of your
kilotons (1 kmt = 1,000,000 kg). It has little to no bearing other ships; fighters have no hyperspace capability and
on play, but is a major factor in the ship construction therefore have no other way of getting to the battle
process (see Section 8.0). (some scenarios may do away with this restriction
such as when one side is fighting around its home
MOVE planet, etc.)
This is the number of movement points that a ship has.
SQUAD LEADERS
SHIELDS For each squad of escorts, a squad leader will have to
Shields absorb hits and are represented by counters be chosen. Write down the ID number of the squad
placed beneath the ships counter. leaders on a piece of paper. Do not reveal a squad
ARMOR CODE leaders identity unless it is destroyed.
Armor provides the ship with resistance to damage. PLACEMENT
Armor is rated from A to E, with A being the strongest. The ships should be placed within five hexes of the
SAVE respective edges of the hex board, and any
Save is a target roll that keeps a ship from receiving planets/asteroids should be placed as agreed upon.
damage. A ship that fails its save is destroyed
(exception: fighters take two hits before being
MORALE RATINGS2.1
destroyed). Each ship has a crew, and each crew is different (unlike
ships, which can generally be counted on to be the
ATTACK DICE
same within each class). Because of this, morale ratings

69
Starmada
The Universal Game of Starship Combat
must be assigned to each ship. If you are playing a pre- Action Phase Sequence
generated scenario, the morale ratings will already be 1a Side A (the side without the initiative) moves its
selected, and if you are in a campaign, morale is fighters.
determined by the ships experience. But for a standard 1b Side B (the side with the initiative) moves its
pick-up game, you may either set all morale levels at 7+, fighters.
or roll on the following chart for each ship: 1c Side Bs fighters attack.
Roll Morale 1d Side As fighters attack.
1 9+ 2a Side A moves its escorts.
2 8+ 2b Side B moves its escorts.
3 7+ 2c Side Bs escorts attack.
4 7+
2d Side As escorts attack.
5 6+
6 5+ 3a Side A moves its capital ships.
Remember that capital ships have no morale rating. 3b Side B moves its capital ships.
3c Side Bs capitals attack.
ADMIRALS & HEROES2.2 3d Side As capitals attack.
If you are using the rules for admirals and heroes (see These 12 segments are conducted in order; each must
Section 9.0), you will have to determine the details. be completed before the next can begin. Thus, an
Again, scenarios and campaigns will do this for you, but escort destroyed in segment 2c cannot attack in
in a pinch, use the following method: segment 2d.

Select one capital ship per side to be the flagship, and END PHASE
place your admiral on it, secretly (write it down on a The turn ends. If either side has completed its
piece of paper, or mark it on the bottom of the ships conditions for victory, it is declared the winner at this
counter). Then, roll a die for each non-capital ship in the point.
fleet. On a roll of 6, the ship has a hero on board. Again,
record this secretly. The opposition will not know where 4.0MOVEMENT
your hero is until he takes action (i.e., he affects his Each ship has a number of movement points to use for
ships morale check, or he makes a Luck roll). Now, roll
moving or turning. Moving one hex forward or turning
a die on the Tactics and Leadership columns below for one hex side costs 1 movement point. A ship may move
your admirals abilities, and on the Leadership and Luck
equal to or less than its movement points, but may not
columns for each hero. exceed them. Movement points can not be saved from
Roll Tactics Leadership Luck turn to turn. A ship may move through a hex occupied
1 +1 +1 11+ by another ship, but it may not end its turn there
2 +1 +1 11+ (exception: fighters may dogfightsee Section 5.2).
3 +1 +1 10+
4 +2 +1 10+ 5.0COMBAT
5 +2 +2 9+
Each ship may attack 1 or more ships, up to the total
6 +3 +2 9+ number of attack dice it has. Attacks are made with
Section 9.0 contains the rules for using these three distinct rolls: to-hit, damage, and saves. In order to
personalities. make an attack, the firing ship must check to see if the
target can be attacked. There are several factors that
3.0SEQUENCE OF PLAY have an effect on this:

The game is played in a series of turns, each of which is RANGE


divided into the following phases: A ship may only attack a ship that is within its firing
range. Attacks made at 1/3 or less of maximum range
COMMAND PHASE are given a +1 on to-hit rolls. Attacks made at 2/3
In this phase, each side makes an initiative roll. 2D6 are maximum, but above 1/3, are not given any modifier.
rolled, adding the command control ratings of the sides Attacks made at greater than 2/3 maximum are given a -
capital ships. The side with the highest total has the 1 on to-hit rolls.
tactical advantage for the turn.
ARC
ACTION PHASE Each ship has a firing arc that is centered on the ships
Once the initiative for the turn has been determined, the facing. Fighters have a 60-degree firing arc and can
ships move across the hexmap and make their attacks. only fire at ships directly in front of them. Escorts have a
180-degree firing arc and can fire on ships 1 hex side,
either way, of its facing. Capital ships have a 300-
degree firing arc and can fire in all directions except
directly behind them.

70
Starmada
The Universal Game of Starship Combat

Fighters Escorts ATTACKING FIGHTERS


Non-fighters have a -1 to-hit penalty when attacking
fighters.
FIGHTER DAMAGE
Fighters are not destroyed on the first hit of damage.
Because each counter represents mulitple ships, fighter
flights can take more than 1 hit of damage: they are
destroyed by the second hit of damage. When a Flight
takes its first hit, place a Damage counter on its ship
counter. Damaged fighter flights fire with a -1 on all to-
hit rolls and -1 on all damage rolls.

Capital Ships DOGFIGHTING


If a fighter flight ends its movement in the same hex as
OBSTACLES an enemy ship, a dogfight ensues. When dogfighting, a
There are some objects (asteroids, planets, etc.) that fighters attack dice automatically hit. In addition, its
may get in the way of an attack. Before an attack is opponent cannot move until the fighter breaks off or is
made, place a straight edge between the centers of the destroyed (this means that two fighters dogfighting each
firing ships and targets hexes: if the edge crosses a other are locked in combat until one or the other is
hex occupied by one of these objects, line-of-sight is destroyed). Note that, since a fighter cannot end its turn
blocked, and the attack cannot occur. Ships do not in the same hex as a friendly ship, there will never be
block line-of-sight. more than two ships in a single dogfight. A ship involved
in a dogfight may not attack or be attacked by any ship
ATTACK PROCEDURE5.1 other than the one it is dogfighting with. Dogfighting
fighters never check moralethey are too busy doing
Attacks are made in the following manner: other things to realize whats going on around them.
1. Select and announce targets for all of the firing
ships attack dice.
COMBAT MODIFIERS5.3
2. For each target, roll the assigned attack dice. Each Following is a summary of all the conditions that affect
die that equals or exceeds the to-hit range is a hit. combat rolls:
Remove one shield counter from the target for each SHORT RANGE
die that hits. Attacks made at or less than 1/3 of maximum range roll
3. If there are no shields left, the hit then goes to the at +1 to-hit.
armor. For each hit, roll a die. Compare the LONG RANGE
damage code of the attacking ship against the Attacks made at greater than 2/3 maximum range roll at
armor code of the defending ship on the damage -1 to- hit.
chart to see if damage is done.
FIGHTERS
Armor Damage Code Non-fighters attack fighters at -1 to-hit.
Code A B C D E
A 4+ 5+ 5+ 6+ 6+ DAMAGED FIGHTER
B 3+ 4+ 5+ 5+ 6+ Damaged Fighters attack at -1 to-hit and make damage
C 3+ 3+ 4+ 5+ 5+ rolls at -1.
D 2+ 3+ 3+ 4+ 5+ LEADERLESS ESCORT
E 2+ 2+ 3+ 3+ 4+ Escorts with no leader roll at -1 to-hit.
The number gained from the chart is the minimum DOGFIGHTING
score needed for a die to inflict damage (once it has Dogfighting fighters automatically hit.
hit, of course). Then, for each die that scores
damage, the defending ship must make a save or 6.0MORALE
become space dust.
Ships must make a morale check after certain events.
4. For each damage hit to the armor, the defending
ship can make a saving roll. If any saving roll is x Fighters must make a morale check after receiving
missed, the ship is destroyed and immediatly damage.
removed from the game.
x Escorts must make a morale check whenever one
FIGHTER COMBAT5.2 of their squad-mates is destroyed.

There are some special considerations that apply to x Fighters and Escorts must make a morale check
fighter combat: when a friendly capital ship is destroyed.
x Capital ships never make a morale check.
71
Starmada
The Universal Game of Starship Combat
Fighters do not check morale while dogfighting. Hull Size Mass (kmt) Save
1* 1-12 None
All escorts and fighter flights have a morale value.
2 13-24 6+
Morale checks are done by making a target roll on the
3 25-40 5+
morale value with 2D6. If a ship does not make the to-hit
4 41-70 4+
roll, it has panicked and left the battlefield by going into
5 71-250 3+
hyperspace. Its counter should be taken from the board.
6 251+ 2+
(Fighters technically do not go into hyperspacethey
are too small to have the necessary equipment. *Fighters are treated as single ships with hull size 1 and
However, flights are still removed from the board after a mass 6-12.
failed morale check; the fighters are scattered and have
ceased to be an effective fighting unit.) Capital ships must be at least hull size 4.

The fact that capital ships do not make morale checks SELECT MOVE ALLOWANCEDETERMINE ENGINE
does not mean they cannot jump into hyperspaceif MASS8.2
you feel the odds are truly against you (or if you are just
plain chicken), jumping away from a battlefield is a The amount of mass taken up by the ships engine
perfectly acceptable spineless-wimp maneuver for any depends upon how fast the ship will move. Select the
ship. move score you desire, and use the following formula to
determine engine mass:
Morale checks made when an admirals flagship is
destroyed are made at -1. mass = (mv * ms * 0.07)1.1
mv = move score
7.0ENDING THE GAME ms = total mass of the ship (in kmt)
Different scenarios may have various objectives that Fighters multiply this result by 0.5 (since they are
must be accomplished before the game can be won. actually groups of small ships, which have smaller
However, in the standard shoot-em-up Starmada game, engines).
the first side to destroy/drive off all opposing capital
ships is the winner. SELECT ARMOR CODEDETERMINE ARMOR
8.0SHIP CONSTRUCTION MASS8.3
In order to do the next two calculations, you will need to
This section contains guidelines for constructing your
use the ships skin sizethis is the amount of surface
own ships with which to do battle. Ships are first
area the ship has. The skin size can be computed from
assigned a hull size, which limits the amount of material
the following formula:
that may be placed inside the hull. Then, systems are
chosen to be placed on the shipobviously, the total skin = ms2/3 * 0.215
mass of systems on the ship cannot exceed the chosen
mass of the ship. Fighters have a skin size of 2.5. The armor mass
depends upon the desired armor code. Multiply the skin
You should play Starmada a few times before attempting size by the armor code modifier from the following chart
to use these construction rules, so that you may see to determine the amount of mass on the ship taken up
how the different systems affect play. You will need a by armor.
calculator; round all mass calculations off to the nearest
tenth of a kmt. Armor Code A B C D E
Modifier 2.6 1.4 1.0 0.8 0.6
STEP ONECHOOSE HULL SIZE8.1
To begin the construction process, you should first SELECT NUMBER OF SHIELDSDETERMINE
select the type and size of the ship. This will limit the GENERATOR MASS8.4
amount of equipment that can be carried. It is a good
idea to have a general concept in mindis the ship to The mass of the ships shield generator is determined
be fast and maneuverable, or a near- motionless battle by multiplying the number of shields by the skin size.
platform? Select a hull size, and then determine the
mass of the ship (in metric kilotons) from the range SELECT WEAPON DATADETERMINE WEAPON
given on the chart below. Also record the ships save SYSTEMS MASS8.5
target.
A ships weapon systems performance depends upon
four factorsnumber of attack dice, range, to-hit target,
and damage code. Escort vessels also factor in the
number of ships in a squadron:

72
Starmada
The Universal Game of Starship Combat
mass = ad * rng * thm * dcm / ns0.5 mass = mj2 * am / 20
ad = number of attack dice mj = maximum jump range (in light-years)
rng = range of weapons (a multiple of 3) am = accuracy modifier:
thm = to-hit modifier (5+ = 0.33; 4+ =
0.50; 3+ = 0.67) Accuracy 5+ 6+ 7+ 8+ 9+
dcm = damage code modifier: Modifier 1.2 1.1 1.0 0.9 0.8

Damage Code A B C D E CARGO BAY


Modifier 2.67 2.17 1.67 1.17 0.67 Each kmt of cargo space allows the ship to carry 0.75
kmt of cargo.
ns = number of ships in a squadron
(escorts only; minimum 2) HANGAR SPACE
Fighters cannot carry hyperdrives, and so must be
SELECT COMMAND CONTROL RATINGDETERMINE carried on larger ships. Each fighter flight carried takes
CC EQUIPMENT MASS8.6 up 15 kmt of hangar space.

The mass of a capital ships command control systems REPAIR FACILITIES


is equal to the initiative bonus squared. Only capital A ship destroyed in combat may be repairable; ships
ships may have a command control rating. with repair facilities may attempt to repair any ship of a
hull size up to its repair level. Repair facilities mass is
MISCELLANEOUS SYSTEMS8.7 equal to the repair level squared times 10.

Any remaining space in the hull can be taken up by any MEDICAL FACILITIES
or all of the following systems (fighters ignore this step). Repaired ships will have inexperienced crews unless a
Most of them only have an effect in campaign settings. medical ship is on hand to save the crew. Ships may
attempt to save the crew of a ship of hull size up to its
HYPERDRIVE med-level. Medical facilities mass is equal to the med-
All ships must have a hyperspace drive in order to move level times 10.
from one star to another. A hyperdrive is rated by two
characteristics: accuracy and range. The accuracy is the SURVEY FACILITIES
target number for a 3D6 roll and represents the Many vessels are equipped with scientific equipment.
probability that a hyperspace jump will be on-target. The survey level represents the number of dice the ship
Range is the maximum number of light-years that can can roll when surveying a new star system. Survey
be traversed in a single jump. The mass of a hyperdrive equipment mass is equal to the survey level squared
is determined as follows: times 2.
PASSENGER SPACE
Each kmt of passenger accomodations may hold up to
100 passengers.
TROOP SPACE
Each kmt of barracks may hold up to 250 troops.

SAMPLE SHIPS8.8
The following ships were created using the above construction rules:
Ship Type HS/MS MV SH AC SV AD RG TH DC
VALKYRIE fighter (F) 1/10 10 0 D na 2 3 4+ D
TYR frigate (E) 3/25 6 1 C 5+ 2 6 4+ C
notes: squad size 3, hyperdrive (6+/6), 100 troops
THOR battlecruiser (C) 5/90 3 3 A 3+ 3 9 4+ B
notes: cc +2, hyperdrive (5+/10), 450 troops
ODIN carrier (C) 5/100 2 1 C 3+ 2 6 5+ D
notes: cc +1, hyperdrive (6+/10), 4 fighter flights, 350 troops

73
Starmada
The Universal Game of Starship Combat

9.0ADMIRALS & HEROES Heroes are those extraordinary individuals whose mere
presence has a profound effect upon the course of a
If you wish, you may add flavor to your Starmada games battle. Heroes also have a Leadership bonus, but they
by including Admirals and Heroes, exceptional are applied only to the ships carrying the heroes. In
crewmembers who improve the combat effectiveness of addition, heroes have a Luck rating. Whenever a ship
their vessels. carrying a hero is destroyed, roll 2D6if the result is
equal to or greater than the heros Luck rating, the ship
The Admiral is the leader of the fleet; he is always avoids destruction. There is no limit to the number of
located on a Capital ship, and there is never more than heroes in a fleet, but there may only be one on each
one per side. Admirals have a Tactics bonus and a ship, and Capital ships may never carry them.
Leadership bonus. The Tactics bonus is added to his
sides initiative rolls, while his Leadership bonus is
added to all Morale Checks made by his side.

74
Starmada
The Universal Game of Starship Combat

Index E L
ECM see Electronic Counter- Launch Bay ................................ 26
A measures Line of Sight ........................... 8, 14
AFB see Anti-Fighter Battieries Electronic Countermeasures ....... 26 Long Range Fighters.................... 38
Altitude...................................... 36 Electronic Warfare System .......... 26 Also see Fighters
Also see Three-Dimensional Emergency Thrust....................... 34 Long Range Sensors.................... 26
Movement Engines ................................... 7, 9 LRS see Long Range Sensors
Anti-Fighter Batteries.................. 24 SU Cost............................. 18 M
Armor Plating ............................. 24 Evasive Action ............................ 34 Marines ..................................... 26
Armored Gun Batteries ................ 24 Explosion Counters ............. 7, 8, 15 Medical Bay ............................... 27
B EWS see Electronic Warfare Mines ........................................ 27
Battery .................................. 7, 10 System Minesweeper Array..................... 28
Battle Satellites.......................... 24 F Also see Mines
Boarding Pods ............................ 27 Facing ....................................... 34 Movement............................ 12, 34
Also see Marines Fighter Flight see Fighters Maneuvers .................... 8, 12
Bogeys ...................................... 42 Fighters ................................. 8, 16 Movement Orders ... 8, 12, 32
Scanning for ...................... 42 Alternate Initiative ............. 37 Movement Points ..................
C Combat ............................. 16 .......................... 8, 12, 18, 31
Cargo Bays................................. 25 Custom.............................. 37 Three-Dimensional............ 36
Carronade.................................. 25 Dogfighting........................ 38 Vector................................ 31
Class ..................................... 8, 11 Fighter Bay........................ 26 MPs see Movement Points
Cloaking Device.......................... 25 Fighter Phase.................... 16 O
Combat Rating.................... 7, 9, 20 Kamikaze .......................... 36 Offensive Rating ......................... 20
Construction Bay ........................ 25 Launch & Recovery........... 38 Organic Hull ............................... 28
D Long Range ...................... 39 Overthrusters............................. 28
Damage ........................... 7, 10, 14 Movement ......................... 16 P
Crew Casualty............... 7, 15 Screening.......................... 39 Passengers................................ 28
Damage Roll ................. 7, 14 Stacking ............................ 16
PDS see Point-Defense System
Effects of ........................... 15 Firing Arcs ............................. 8, 13 Point-Defense System ................. 28
Engine Hit ..................... 8, 14 Force Size .................................. 11 PEN see Penetration
Hull Hit .......................... 8, 14 Variable............................. 43
Penetration............................ 8, 10
Shield Hit....................... 8, 14 G Also see Shield Roll
Special Equipment Hit... 9, 14 Game Board ................................. 7 Phase .................................... 8, 11
Types of ............................ 14 Floating ............................. 34
Pill Bug ........................................ 8
Weapon Hit ................... 9, 14 Leaving ....................... 13, 34
R
Damage Chart ...................... 10, 14 Setting Up ......................... 11
Ramming ................................... 35
Creating ............................ 20 Size of ................................. 7
Range.............................. 8, 10, 13
Damage Control.......................... 39 Game Components ....................... 7
Expanded.......................... 40
Decoys ...................................... 26 Game Turn ............................. 8, 11
Modifiers for ...................... 14
Defensive Rating ........................ 20 Glossary ...................................... 7
Rate of Fire............................. 8, 10
Dice ............................................ 7 H
Redundant Shielding .................. 28
Directional Diagram.......... 7, 10, 40 Heading ..................................... 32
Repair Bay ................................. 28
Directional Shielding .................. 39 Hull Points ......................... 8, 9, 17
ROF see Rate of Fire
Also see Shield Rating Hyperspace................................ 35
Rolls.......................................... 36
DMG see Damage Hyperdrive................... 21, 35
S
Dogfighting ................................ 38 I
Scenarios .................. 8, 14, 49, 60
Also see Fighters Introduction................................. 6
Objectives ......................... 42
Drones....................................... 26 Ionic Shielding ........................... 26
Options.............................. 41
Science Lab ............................... 29

75
Starmada
The Universal Game of Starship Combat
Screens ..................................... 40 Special Equipment.......................... To-Hit .................................... 9, 10
Also see Shield Rating .................... 9, 10, 14, 19, 24 Evasive Action Modifiers ... 34
Security Teams .......................... 27 Starship....................................... 9 Range Modifiers................ 14
Also see Marines Attacks on Fighters ........... 16 Screening Modifiers .......... 39
Sensor Lock ............................... 41 Construction...................... 17 Sensor Lock Modifiers....... 41
Sequence of Play .................... 8, 11 Designs ....................... 49, 60 To-Hit Roll ..................... 9, 14
Shield Rating.................... 8, 14, 18 Destroyed.......................... 15 Towing ...................................... 37
Defensive Rating Factor.... 20 Placement ......................... 11 Troops....................................... 31
Directional Shielding ......... 39 Stacking ...................... 13, 34 Also see Marines
Overloading Shields .......... 40 Starship Record...................... 9, 10 Turn ............................................ 9
Screens ............................. 40 Stealth Generator ....................... 30 V
Shield Roll ............................. 8, 14 Stutterdrive ............................... 30 Vector Movement ....................... 31
Shields see Shield Rating SUs see Space Units Vector MP Cost Table ....... 33
Shipboard Combat ...................... 27 Sunbursts .................................. 30 Also see Movement
Also see Marines T Vehicle Bay ................................ 31
Shockwave ................................ 29 Tachyon Detection & Ranging ...... 30 Victory Points......................... 9, 12
Spinal Mount .............................. 29 TDAR see Tachyon Detection & VPs see Victory Points
Anime-Style....................... 29 Ranging W
Side ............................................ 8 Tech Levels ................................ 20 Weapons ............................. 10, 14
Space Units................................ 17 Technology see Tech Levels Designing ............... 19, 22-24
Three-Dimensional Movement ..... 36 Weapon Abilities ........................ 22
Also see Movement Winning..................................... 12

76
Starmada X Starship Record Sheet

I.D. I.D.

Hull Engines Shields Hull Engines Shields

1 2 3 4 5 6 1 2 3 4 5 6

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery A
Battery A
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery B
Battery B

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery C
Battery C
Special Equipment Special Equipment

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10

Copyright 2004 Majestic Twelve Games. All rights reserved. Players are given permission to copy this sheet for personal use only.
Starmada X Starship Record Sheet
I.D. I.D.
Hull Engines Shields Hull Engines Shields
1 2 3 4 5 6 1 2 3 4 5 6
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Battery A

Battery A
Weapon Type Range To-Hit ROF PEN DMG Battery B Weapon Type Range To-Hit ROF PEN DMG

Battery B
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG
Battery C

Battery C
Special Equipment Special Equipment
Movement Orders Movement Orders
1 6 1 6
2 7 2 7
3 8 3 8
4 9 4 9
5 10 5 10
Copyright 2004 Majestic Twelve Games. All rights reserved. Players are given permission to copy this sheet for personal use only.
Starmada X Starship Record Sheet

I.D. I.D.

Hull Engines Shields Hull Engines Shields

1 2 3 4 5 6 1 2 3 4 5 6

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery A
Battery A
Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery B
Battery B

Weapon Type Range To-Hit ROF PEN DMG Weapon Type Range To-Hit ROF PEN DMG

Battery C
Battery C
Special Equipment Special Equipment

Movement Orders Movement Orders

1 6 1 6

2 7 2 7

3 8 3 8

4 9 4 9

5 10 5 10

Copyright 2004 Majestic Twelve Games. All rights reserved. Players are given permission to copy this sheet for personal use only.

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