By ROBERT l cALLAWAY (Callaway) on Friday, June 29, 2012 - 11:58 am: Edit |
mainly played as new construction only,
By Howard Bampton (Bampton) on Friday, June 29, 2012 - 12:30 pm: Edit |
I agree with Rob- I can't say I've ever considered using a BSSY for anything other than new construction.
Barring Jean or John asking for reconsideration, I'd say the time/cost ratio is the same- 50% longer, 30% more EPs.
By Bennett Eugene Snyder (Planner) on Saturday, June 30, 2012 - 07:10 pm: Edit |
Thought as much.
By John D Berg (Kerg) on Sunday, July 01, 2012 - 08:06 pm: Edit |
I agree with 30% more EPs, but is the 50% more time even relevant?
It takes 1 seg to convert now right?
By Howard Bampton (Bampton) on Monday, July 02, 2012 - 07:58 am: Edit |
Correct, John. Building SC4 ships takes 2 turns instead of 1 (or 1.5). I was postulating that it would take 2 segs, not 1.
It isn't a big deal. I was just aiming for consistency.
By John D Berg (Kerg) on Monday, July 02, 2012 - 08:50 am: Edit |
Lets just go with continuity....
BSSY conversions take 2 seg and 30% more EP.
Grin
By ROBERT l cALLAWAY (Callaway) on Monday, July 02, 2012 - 09:06 am: Edit |
so a zero conversation still cost zero
By John D Berg (Kerg) on Wednesday, July 04, 2012 - 08:49 am: Edit |
yes
By John D Berg (Kerg) on Wednesday, July 11, 2012 - 09:22 pm: Edit |
It has never happened but here is the official ruling:
(D2.25) Any RX's waiting for movement to happen so they activate, get triggered on impulse 12, even in the absence of an external trigger.
By Howard Bampton (Bampton) on Monday, August 13, 2012 - 10:19 pm: Edit |
Clarification of B11.85 with regards to various corner cases-
The addition of SABOTs is not covered in the rules. They should be treated like drone speed upgrades. R1 units, including bases were not specifically covered.
B11.85) When a drone or plasma armed ship is built (for multiple turn builds, the "build" turn is the turn that the unit was finished, not started) as new construction, if the current drone speed (or SABOT plasma) is higher due to upgrades, then the ship’s EPV must include the price of the speed upgrade. Assume all drone racks have type-I drones for EPV purposes. Existing ships will automatically, and instantly, have any speed upgrades for no cost. Note that fighters and gunboats do not get drone speed upgrades (C20.400). R1 units, unless specifically excepted do not pay for nor get the advantage of these update. Bases that are size class 4 or larger, including ground and space based models, are treated like warships- they get the BPV bump at the applicable time(s) and must pay for it if built after that time.
===
Short form of the above:
size class 5 or smaller- never
size class 4 or larger- R2 and R1 bases- yes
size class 5 bases, R1 units not specifically included- never
SABOT and drone speed upgrades are "free" for existing things when the clock says the upgrades happened, and must be paid for things completed on or after that time.
I think I got all the corner cases (thanks are due to Lucky Coleman for coming up with many of them). Rationale for why things are the way they are- R1 units (other than bases) have minimal combat use and are typically not provided the "best" stuff. Making the GM recalculate MM income for the upgrades (and few points it would change things) seemed excessive. Monitors one could argue either way, I went with "no". Bases clearly come into play more often, are typically military grade, and have more moderate numbers (I hope there are not any civilian bases that this artificially bumps up). SC5 bases I lumped in with the already excluded SC5/6 units.
By Jean Sexton (Jsexton) on Tuesday, August 21, 2012 - 08:38 am: Edit |
Please remember, no banter or rules proposals go here. This topic is for official information only.
Jean
WebMom
By John D Berg (Kerg) on Tuesday, January 28, 2014 - 08:59 am: Edit |
C30.25, replace "are allowed." with "are allowed, however both empires must have one FT in the pool. If both empires don't each have at least one FT in the pool, then the trading pact is dissolved."
Add:
C30.27 If empire has more FTs in its end of the TP pool than major systems, then any income over the amount it would have gotten with a number of FTs equal to to its major system count counts against its economic aid limits (B10.55). Example: If the Gorns (5 majors) had a trade pact with the Federation (10 majors), and they had 8 FTs in their pool, the first 100EPs would not be subject to the aide limits, but the income from the 6th, 7th, and 8th FTs (60EPs) would count against the limits. If their income was under 240EPs (perhaps due to being subject to economic exhaustion), the full value of the extra FTs wouldn't be available.
This corrects the absurd issue of one tiny empire gaining 1000s of EP by simple map/FT manipulation.
By John D Berg (Kerg) on Wednesday, July 02, 2014 - 01:28 pm: Edit |
C22.45) If at any time during the turn a foreign but allied SQ enters your space it is subject to the (C22.40) calculations. If the payment for being an expeditionary fleet is not made, then for the duration of the time it is NOT in its own space it will be subject to "inactive" status penalties (see E2.551). It will not count as being "in supply."
By Sebastian Palozzi (Sebastian) on Wednesday, July 16, 2014 - 09:17 pm: Edit |
Hello All,
I'm not a player (yet) but I'm reading the rules and I have a couple of questions: (B2.30) lists a probability that a convoy will be defended as 1d6 or 2d6 et c. How exactly is this table used? Are we looking for a '1' on a roll of 1d6?
Also, is there such a thing as a Sequence of Play for GC? I have seen the combat sequence of play but I haven't seen a SOP for the GC turns.
By Howard Bampton (Bampton) on Wednesday, July 16, 2014 - 11:09 pm: Edit |
The xD6 rolls are x or less on a six sider (not the standard notation I've seen in other systems). The sequence of play is on the list of things to write up, although generally speaking one can read between the lines and figure out when things happen.
By Jean Sexton (Jsexton) on Thursday, October 30, 2014 - 05:41 pm: Edit |
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By John D Berg (Kerg) on Sunday, February 07, 2016 - 10:06 am: Edit |
For those who are ready to grasp the most complex details of GC here is a advanced system of how engagement works.
Advanced, Advancement MV rule: Interdiction.
An enemy moving into a hex you control and that is your space; You can.....
a) AM your SQ together first and attack enemy SQ (who can now AM also).
b) If your already AM when they try and enter you can attack one enemy SQ (and probably ensure it never gets into hex), or
c) You can wait for them to AM and try to force the whole bunch out, or
d) Delay your AM and try to attack as many individual enemy SQ as possible (using the lead SQ rule of course...your number 1 to his number 1 and so on. )
Note the interdiction rules are important as it prevents enemy from entering a hex.
By John D Berg (Kerg) on Monday, February 08, 2016 - 11:41 pm: Edit |
Advanced Rules:
WS:
WS attack is a two combat round affair minimum. Its on your free attack you declare disengagement, that however means your opponent gets one shot at you before you leave. Note though that if you plotted an AM it would be in effect for the 2nd combat round.
You are SQ X1 and X2. You have a WS and AM plotted for both. Only 1 WS can happen in the turn.
Your enemy has SQ A1 and A2. They have a AM plotted.
Battle goes like this:
Combat Round 1:
X1 (the lead SQ) gets free attack vs A1 and A2 AMed, or the lead SQ, defenders choice. On combat round 1 players may declare disengagement.
Combat Round 2:
X1 and X2 may AM and battle is conducted as normal vs however A1 and A2 decided to fight above. Players who declared their intent to leave on round 1 do so now.
The above is of course a simple example since no LA or BM are involved.
By John D Berg (Kerg) on Saturday, February 20, 2016 - 07:53 am: Edit |
Advanced Rules Explained:
RX
The use of WS and FLY does NOT ensure combat, the target of the WS/FLY can decline. Note also a BN does not work with either WS or FLY.
The only way in which you can ensure combat with a WS/FLY is when it is used against a defensive target. Defensive targets are defined by units that cannot disengage by acceleration (bases, systems, convoys, crippled ships to name a few). WS/FLY also have some value vs opponents who try to advance or maintain a blockade.
The following RX MV are used up when implemented within a turn. They cannot be used again later in a turn, even if the rules technically allow it, UNLESS a second RX has been plotted.
BN,WS,SS,BM.
The following RX MV are always available with a turn (within their own rule restrictions); in effect they are always “on”.
AM,FE,FR,FLY.
By John D Berg (Kerg) on Sunday, May 22, 2016 - 08:08 am: Edit |
(C9.20) Append: See also: Mega Fighters (C20.160) and Top Gun (C20.300).
(C20.160) Mega fighters may not be purchased nor used by the Merchant Marine.
(C20.300) Add before the last sentence: "Top Gun pilots may not be
purchased nor assigned to units in to the Merchant Marine, nor may
they be used on police ships or National Guard ships."
(E1.213) The Merchant Marine may not operate nor build fighters,
interceptors, or PFs that are in prototype status [(B11.86) -
Prototype Division Office, (C20.60) PFs, (C20.71) Fighters].
(E1.214) As exceptions to (E1.213): An empire's first fighters (not
gunboats) may be assigned to Merchant Marine units. These fighters
would have to be purchased by the military however. Bomber prototypes
may be purchased and deployed by the Merchant Marine.
(E1.215) Merchant Marine ships may not have better attrition units
than any military unit (i.e. if the military has any INTs in service,
the MM may not have PFs; if the UFP military has F4 or F8 fighters in
service the MM may not have F18s). This includes PF shield refits and
fighter refits (F14/F14A/...).
By John D Berg (Kerg) on Thursday, June 23, 2016 - 06:25 pm: Edit |
After extensive playtesting here are the final rules for the new Legoff.
(A12.30) New Legendary Officers
f) Master Tactician (MT)*
In combat a MT can either give the SQ he is in FF-I (or increase FF one level), or down grade an enemy SQs FF status. He allows his SQ to have +5% into reserve (or 1). Only one MT can function is a combat group (See A12.32b).
g) Repair Sergeant (RS)
A RS completely repairs a ship he is assigned 1 segment after any battle anywhere. He increases the SRV of a repair ship he is attached by 2 ships/turn. He cannot repair crippled ships.
h) Legendary Trade official (TO)*
A TO is assigned to a single TP and adds +15% or 50EP (whichever is greater) each turn. If the TP is raided there is a 50% chance he will be killed. If assigned to a friendly system he swings the morale by 4 in the most favorable way for his empire.
i) Electronics specialist (ES)
In combat, he may chose to nullify one enemy's ship special attack each round on a roll of 1- 3d6. He may also see nullify any SJ or decoy sensor 75% of the time.
j) Master Financier (MS)*
A MS is assigned to the GBC he shifts all transactions for his empire +15% in favor (to a maximum of 150EP). If assigned to a ship and that ship heads into a friendly system (including allied) he will grant that ship 10EP as if it were from EMM. He increases the morale of any friendly/allied system he is visiting by 1.
k) FTR SQ commander (Wing Commander)/PF/INT Commander (Wing Commander)
A SQ commander is assigned to a FTR SQ or Flotilla. He added 30% to the AF and DF of the unit he commands. If he actually goes out with the unit in combat he doubles these values (but shares their fate).
l) Legendary Explorer (LX)*
A LX adds .25% to the MRR of the SR he is assigned each turn. This stacks with any and all other rules that increase/decrease MRR rates. Only one LX can be in a MRR group. Any ship he is in surveys space twice as fast.
*= See C14.50, they may also NOT be replicated by PT.
Legendary Officers
2 LC
3 LWO
4 LD-LL
5 LE-LP
6 nothing
7 nothing* (roll on new LO chart)
8 nothing
9 LS-LO
10 LD-LB
11 LWO
12 LC(LA if needed)
*-- Use the chart below:
2 MT
3 WC (FTRS)
4 RS
5 TO
6 LMM
7 LD
8 LL
9 MS
10 LX
11 WC (PF)
12 ES
This is the roll to find which ship the LO is on:
Note that some LO can transfer between different hull types and others cannot.
(FF) 6,7,11
(DD) 5,8
(CA-CL) 4,9
(DN-BB) 3,10
(Any) 2,12
By John D Berg (Kerg) on Wednesday, July 13, 2016 - 11:20 am: Edit |
After extensive playtesting here are the final rules for the new Legoff, rev again, poor LMM.
(A12.30) New Legendary Officers
f) Master Tactician (MT)*
In combat a MT can either give the SQ he is in FF-I (or increase FF one level), or down grade an enemy SQs FF status. He allows his SQ to have +5% into reserve (or 1). Only one MT can function is a combat group (See A12.32b).
g) Repair Sergeant (RS)
A RS completely repairs a ship he is assigned 1 segment after any battle anywhere. He increases the SRV of a repair ship he is attached by 2 ships/turn. He cannot repair crippled ships.
h) Legendary Trade official (TO)*
A TO is assigned to a single TP and adds +15% or 50EP (whichever is greater) each turn. If the TP is raided there is a 50% chance he will be killed. If assigned to a friendly system he swings the morale by 4 in the most favorable way for his empire.
i) Electronics specialist (ES)
In combat, he may chose to nullify one enemy's ship special attack each round on a roll of 1- 3d6. He may also see nullify any SJ or decoy sensor 75% of the time.
j) Master Financier (MS)*
A MS is assigned to the GBC he shifts all transactions for his empire +15% in favor (to a maximum of 150EP). If assigned to a ship and that ship heads into a friendly system (including allied) he will grant that ship 10EP as if it were from EMM. He increases the morale of any friendly/allied system he is visiting by 1.
k) FTR SQ commander (Wing Commander)/PF/INT Commander (Wing Commander)
A SQ commander is assigned to a FTR SQ or Flotilla. He added 30% to the AF and DF of the unit he commands. If he actually goes out with the unit in combat he doubles these values (but shares their fate).
l) Legendary Explorer (LX)*
A LX adds .25% to the MRR of the SR he is assigned each turn. This stacks with any and all other rules that increase/decrease MRR rates. Only one LX can be in a MRR group. Any ship he is in surveys space twice as fast.
*= See C14.50, they may also NOT be replicated by PT.
Legendary Officers
2 LC
3 LWO
4 LD-LL
5 LE-LP
6 nothing
7 nothing* (roll on new LO chart)
8 nothing
9 LS-LMM
10 LD-LB
11 LWO
12 LC(LA if needed)
*-- Use the chart below:
2 MT
3 WC (FTRS)
4 RS
5 TO
6 LOO
7 LD
8 LL
9 MS
10 LX
11 WC (PF)
12 ES
This is the roll to find which ship the LO is on:
Note that some LO can transfer between different hull types and others cannot.
(FF) 6,7,11
(DD) 5,8
(CA-CL) 4,9
(DN-BB) 3,10
(Any) 2,12
By John D Berg (Kerg) on Monday, July 25, 2016 - 09:41 am: Edit |
CSV special rules.
1) The units must have defined escorts.
2) When PFs begin normal production (not prototype) the cost of a CSV goes up 20%/year until it reaches a maximum of +200%EPV.
3) It is a unit that cannot use ESS (C5.60)
By Bennett Snyder (Planner) on Tuesday, August 30, 2016 - 01:27 pm: Edit |
Are frigates able to keep up with fast warships, as their movement cost is .33 and could reach a speed of 36?
Klingon F5s couldn't as they are actually destroyers.
New light cruisers can reach about 35.6 but I don't believe their engines are meant for speed, just additional power for systems.
By Terry O'Carroll (Terryoc) on Tuesday, August 30, 2016 - 01:43 pm: Edit |
In the SFU tactical move speed/cost does not correlate to strategic speed. Fast ships have longer range and higher speed at the strategic scale, so nothing can keep up with a fast ship except another fast ship, or an X-ship.
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