FC: Rules questions

Star Fleet Universe Discussion Board: Federation Commander: FC: Rules questions
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By Mike West (Mjwest) on Wednesday, September 08, 2021 - 08:34 am: Edit

As a further note, I suppose it wouldn't be a bad idea to add a new rule in (5J) that outright states the above. It will literally only be two paragraphs through. (One for power generation systems and one for batteries. They would reference the three rules above.) It is something I will bring up with Steve whenever a next revision is made.

By John Christiansen (Roscoehatfield) on Wednesday, September 08, 2021 - 10:17 am: Edit

Thanks, Mike

I was noticing that the power generating systems were also lacking explicit rules. I just kept the subject on batteries. It would be convenient to have explicit rules.

By John Christiansen (Roscoehatfield) on Sunday, December 19, 2021 - 03:17 pm: Edit

I have a few questions which I cannot find in the rules or the BBS.

Are batteries which were holding power when they were disabled holding power when they are repaired?

Are batteries which were holding power when they were disrupted (6D) holding power when they are reactivated?

Are drones which were in a disrupted drone rack reactivated with the rack? Are they reactivated separately? This could affect ammunition.

Is an ESG which was assigned power before being disrupted still assigned the original power upon being reactivated?

Is a photon torpedo launcher which was fully loaded before being disrupted able to be reactivated at the end of a turn and receive the one point of holding energy and retain the loading energy? How about other multi-turn arming weapons, how are they handled?

You probably see the direction of these questions. Only (5G5) seems to cover one of these instances. Some of the answers seem obvious, also. If a weapon is disabled it loses its power, but this isn't explicitly specified. A weapon which is disrupted and reactivated isn't covered at all.

By Mike West (Mjwest) on Monday, December 20, 2021 - 07:27 pm: Edit

First, a bit of a clarification: technically, batteries only hold power over the turn break. So batteries don't actually hold any power during the turn. Instead, the power they held over the turn is simply tossed into the general pool of available power.

So a disabled battery has no power in it when disabled. If it is disabled, it may not hold a point of power over the turn break. If it is repaired, it can then carry a point of power over the turn break, if there is such a point of power left from the pool of available power from that turn.

It works exactly the same for a disrupted battery. If it is repaired at the end of a turn, and if there is a point of unused power from that turn's pool, it can carry that point of power over the turn break.

Drones are not individually disrupted by (6D). To the best of my knowledge, disrupting a drone rack does not cause it to lose any loaded drones; it simply means that they are unavailable for use. So, when the drone rack is reactivated/repaired from disruption, and drones that were in it are now available for use without having to reload the rack.

For energy powered weapons, things are more ambiguous. Fundamentally, the (6D) rules are only present to represent the effects of traveling through the WYN radiation zone. That zone is huge and requires a non-trivial amount of time at very, very high warp to penetrate. This means that the effects of (6D) will only be applied at the beginning of a scenario. Effectively, it will only ever be used as a special scenario rule. And it will only take effect at the very start of Turn 1 of the scenario.

Since it will only be used as a special scenario rule, that means it is incumbent on the writer of the scenario to decide what type of power is available after the very difficult process of crossing the WYN Radiation Zone.

Given the amount of power that had to be expended to get through the Radiation Zone, as a general ruling, no multi-turn arming weapon would have had the opportunity to pre-allocate any power to weapons in "Turn 0". Therefore, an ESG would start with no power allocated, and photons, hellbores, plasmas, PPDs, ion cannons, and T/R beams would not have the option of prearming [(4C2c) for photons]. The exception is that since Plasma-F torpedoes are always armed, they are armed.

That is the default situation. Obviously, any scenario's special scenario rules can modify those specifics. (In a pick-up game, the agreement of all players counts as a "special scenario rule". Which shouldn't be too hard, as they would have already agreed to use the (6D) rules.)

Does help?

By John Christiansen (Roscoehatfield) on Tuesday, December 21, 2021 - 02:20 pm: Edit

It does, thanks.

I'm finding that I frequently have SFB on the brain and am trying to get the differences between the two games straight in my head.

By Mike West (Mjwest) on Tuesday, December 21, 2021 - 02:34 pm: Edit

Not a problem!

Those side questions on (6D) Radiation Zone become fairly clear if you just think, "OK, my ship just barely made it through that and is currently a hot mess" at the very start of the scenario.

By John Christiansen (Roscoehatfield) on Wednesday, December 22, 2021 - 12:21 am: Edit

Agreed.

Mind you that I'm still wrapping my mind around the idea that a ship without warp engines or impulse engines can move at superluminal speeds on batteries and reactors.

By Mike West (Mjwest) on Wednesday, December 22, 2021 - 09:30 am: Edit

It's all an abstraction to streamline things.

But, if it is still too jarring, think of it this way. Warp engines do two things: one is generate power, two is create the warp effect. So, when warp engines take damage, what is really happening is that the power generation capability is being reduced. However, even if the warp engines' capacity to generate power is eliminated due to damage, its ability to create at least a weak warp effect remains. So, since "power is power", the power provided by batteries and reactors can at least power the warp effect for a short duration.

That's not how it exactly works in the SFU, but is how it works in the "holovid" version of the SFU that is Federation Commander.

By John Christiansen (Roscoehatfield) on Friday, December 24, 2021 - 01:02 pm: Edit

Believe it or not that little explanation helped a lot.

Thanks.

By Scott Stanford (Stanford) on Monday, February 13, 2023 - 01:06 pm: Edit

Question about capturing a ship (5F2c):

The rule states "To actually capture an enemy ship, you eliminate all defending Marines and then score an additional number of casualty points equal to the number of control systems (5A) on the ship (3E2). You can then withdraw any Boarding Parties which exceed the original number of control boxes."

Does the "number of control systems" include those that have been disabled due to previous damage allocation or hit-and-run raids?

E.g., in the provided example, if either the Bridge or Emergency Bridge of the Hood had taken a point of damage (either from damage allocation or from a hit-and-run raid), would the Klingons have captured the Hood on Turn #9?

By Mike West (Mjwest) on Monday, February 13, 2023 - 03:39 pm: Edit

Yes. If a control system is disabled it doesn't count for the purposes of (5Fc2). So, yes, if there were only one or two control systems that were not disabled, then the Klingons would capture the Hood on Turn #9.

I suppose it would be clearer if it stated that the control systems could not be disabled. But, given that any disabled system does not operate or perform its function, that is the logical conclusion.

By Steve Cole (Stevecole) on Tuesday, March 07, 2023 - 03:12 pm: Edit

(5G3) REPAIR COST (UPDATE)
Special sensors cost 4 repair points.
Frame damage cannot be repaired during a scenario.

By Steve Cole (Stevecole) on Friday, March 10, 2023 - 04:19 pm: Edit

(5G7) Post-Scenario Repair
After a scenario or battle is over, repairs to a ship do not just suddenly stop. However, the extent of those repairs will be dictated by how much time the ship has to make further repairs, and by the repair facilities available to them. These rules can always be superseded by scenario special rules in a published scenario.
(5G7a) Immediate Repairs: If a ship is going to have to immediately reenter the next battle, it gains a certain number of turns in which to make repairs. This number can be dictated by the scenario or by agreement of the players. If nothing is otherwise stated, assume a ship has 20 turns in which to make repairs. These repairs are made under the rules in (5G4) and (5G6).
Shields are completely regenerated. Weapons or systems that use ammo are reloaded using (5G5). Frame damage and cloaking devices cannot be repaired.
Lost marines and shuttles (and fighters) are not replaced.
(5G7b) Intermediate Repairs: If a ship has as much time as they need, but doesn't have access to a repair facility, everything except frame damage and cloaking devices are repaired. Shields are completely regenerated. All weapons or systems that use ammo are fully reloaded. Any surviving shuttles (and fighters) are fully repaired. Lost marines and shuttles (and fighters) are not replaced.
(5G7c) Repair Facilities: If a ship has access to repair facilities, it is fully repaired, including frame damage. All damaged shuttles (and fighters) are repaired and any lost are replaced. All lost marine units are replaced.
A disabled cloaking device is replaced.
(Compiled by Mike West with guidance from Steve Petrick.)


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