Archive through April 17, 2021

Star Fleet Universe Discussion Board: Federation Commander: FC: General Discussions: Archive through April 17, 2021
By John Christiansen (Roscoehatfield) on Friday, March 05, 2021 - 11:01 am: Edit

Both could be done in either scale, and the 2 player is obvious. I should have left it out. I admit to being focused on small ships vs. big monsters, hence the fleet scale choices.

By Mike West (Mjwest) on Friday, March 05, 2021 - 01:28 pm: Edit

Here ya go ...

8RH01 JUPITER KILLER
A Jupiter Killer is rampaging along the border of two empires that are not getting along. Unfortunately, the force available to either empire are insufficient to even have a chance at stopping the Jupiter Killer. To stop the Jupiter Killer, it is going to take the cooperation of the two hostile neighbors!

8RH01a NUMBER OF PLAYERS
Three: The Jupiter Killer player, the Empire 1 player and the Empire 2 player. The two Empire players should share a common border and be hostile (or at least not friendly) with each other. Each Empire player gets 500 Points to create their force. But no ship may be larger than a cruiser and there may only be one cruiser.

8RH01b INITIAL SETUP
Map: Set up the map with 3 panels across and 2 panels high if using the small hexes (4 wide and 3 high if using large hexes). The map is a "location map"; any ship which is more than 35 hexes from the Jupiter Killer has disengaged and cannot return. This means the map moves with the Jupiter Killer and the Jupiter Killer cannot disengage.
Jupiter Killer: Place the Jupiter Killer in the center of the map.
Empire 1: Place the Empire 1 forces in the "northwest" map corner, facing direction C, all within five hexes of each other.
Empire 2: Place the Empire 2 forces in the "southeast" map corner, facing direction F, all within five hexes of each other.

8RH01c OBJECTIVE
Mission-Jupiter Killer: Kill! Kill! Kill!
Mission-Empire 1 and Empire 2: Destroy the Jupiter Killer and accrue glory for your forces.
Time Limit: The scenario lasts until the Jupiter Killer is destroyed or all other forces have been destroyed or have disengaged.
Victory-Jupiter Killer: If the Jupiter Killer is the only unit left on the map, either due to the destruction or disengagement of all other forces, the Jupiter Killer player wins the scenario. Any other result is a loss for the Jupiter Killer player.
Victory-Empire 1 and Empire 2: If the Jupiter Killer is destroyed, both Empire players secure at least a Draw, and level of victory between the two Empires is determined by Victory Conditions (8B2), but consider all damage to an Empire's forces as having been done by the opposing empire (even if the damage was scored by the Jupiter Killer). Whoever first the final shot that kills the Jupiter Killer receives a 100 point bonus. (If both forces score any damage in the impulse the Jupiter Killer dies, no bonus is received by either player.)

8RH01d SPECIAL RULES
Hostile Empires: The two Empire players are hostile to each other and are only working together because they have no choice. Either may fire on the other at any time and for any reason. Just remember that if the Jupiter Killer is not destroyed, both Empire players lose.

8RH01e FORCE DYNAMICS
You can replay this scenario many times.
Any Empires: Don't necessarily require the two empires to be bordering hostile empires. This allows a much wider range of possible technologies involved.
Point Values: Vary the point values of the two Empire forces to make things easier or harder for either player.

8RH01f DESIGNERS NOTES
-- Scenario by John Christiansen

By Mike West (Mjwest) on Friday, March 05, 2021 - 01:30 pm: Edit

Now, take the above and fill out the introduction as you want. Also, I left the Empires as generic. Feel free to just select two (any two, really) and then make other empires one of the entries in FORCE DYNAMICS.

I claim none of this. This scenario is all yours. I am just trying to help you along with an example writeup you can work from.

Have fun!

By John Christiansen (Roscoehatfield) on Friday, March 05, 2021 - 05:07 pm: Edit

Thanks Mike. That helps a lot.

By Zac Belado (Pixelgeek) on Tuesday, March 23, 2021 - 08:22 pm: Edit

Is there an Excel or CSV version of the data in the Federation Commander master ship chart? I want to make a list of all the ship cards I have and still need.

By Ryan Opel (Ryan) on Tuesday, March 23, 2021 - 08:36 pm: Edit

There is a PDF version.

http://www.starfleetgames.com/documents/Register-ships-games-mini.pdf

By Zac Belado (Pixelgeek) on Tuesday, March 23, 2021 - 08:41 pm: Edit

Can't bring that into Excel or Numbers though

By Steve Cole (Stevecole) on Tuesday, March 23, 2021 - 09:47 pm: Edit

This is actually a better chart.

Zac, email me and I'll get you something you can use.

By Zac Belado (Pixelgeek) on Tuesday, March 23, 2021 - 10:32 pm: Edit

Will do. Thanks

By John Christiansen (Roscoehatfield) on Wednesday, March 24, 2021 - 07:31 pm: Edit

I love computer crashes... not!

Where can I submit a FC scenario proposal?

By Steve Cole (Stevecole) on Wednesday, March 24, 2021 - 10:19 pm: Edit

Email it to me.

By John Christiansen (Roscoehatfield) on Wednesday, March 24, 2021 - 11:21 pm: Edit

Thanks

By Zac Belado (Pixelgeek) on Saturday, March 27, 2021 - 10:20 pm: Edit

Were rules for fighter pods ever posted? I had a crazy idea for a scenario involving Lyrans running into a Hydran tug transferring Stingers to a Hydran Cruiser

By Mike West (Mjwest) on Sunday, March 28, 2021 - 12:00 am: Edit

No. And they wouldn't be outside explicit "carrier tugs", either.

On the other hand, there is nothing wrong with special scenario rules saying cargo space was dedicated to setting up the fighters for transfer. Wouldn't be able to have fusion charges, but that's ok.

Do something like this in the Special Rules section:


Quote:

Fighter Conveyor: Twelve cargo boxes in the cargo pod (which must be indicated prior to the start of the scenario) are being used to set up fighters for transfer. Each pair of boxes is used to set up a single fighter. (So there are six fighter total present in the pod.) The fighter cannot be given any fusion charges or be repaired by the tug. However, the fighters are otherwise fully operational and can be launched, one per impulse, through the cargo hatch. The fighters must land on the carrier using normal fighter rules to have their fusion charges loaded. If any of the twelve marked cargo boxes are disabled due to internal damage and its associated fighter is still in the pod, the fighter is destroyed and the other associated cargo box is disabled.



Tweak as needed. The main point is that this is ad hoc, so the fighters can't have their heavy weapons loaded. But, they can still fight with phasers, or land on the carrier to get fusion charges. But, this way you don't need a ship card that doesn't exist and isn't likely to anytime soon.

I make no claim on the suggested special rule above. Use, modify, or don't use as you see fit.

By Zac Belado (Pixelgeek) on Sunday, March 28, 2021 - 10:54 am: Edit

Thanks Mike. The idea was specifically to have the. Unloaded during the transfer and have to go to the carrier to reload so that would be perfct

By Zac Belado (Pixelgeek) on Sunday, March 28, 2021 - 01:48 pm: Edit

Is there a place to submit scenarios for comment? Or is here good?

By Mike West (Mjwest) on Sunday, March 28, 2021 - 05:31 pm: Edit

If you want general comments, this is probably as good a spot as any. If you want to submit it for consideration, email it to SVC (design@...).

By Zac Belado (Pixelgeek) on Sunday, March 28, 2021 - 05:59 pm: Edit

I wanted to play it a few times and then get some comments here before trying to submit it

By Zac Belado (Pixelgeek) on Thursday, April 15, 2021 - 11:45 pm: Edit

Just looking at the Borak preview vessels in Captain's Log 51. Are the 'suicide fighters' the same as the Hunter Killers on the SSDs?

By Mike West (Mjwest) on Friday, April 16, 2021 - 12:30 am: Edit

Yes. They can operate as basically normal fighters, but then be directed to enter a suicide mode where they effectively become a seeking weapon.

I am going on memory here and will have to check tomorrow.

By Zac Belado (Pixelgeek) on Friday, April 16, 2021 - 09:34 am: Edit

Thanks

By Thomas LaMaster (Tdlamast) on Saturday, April 17, 2021 - 01:49 pm: Edit

Hi everyone! After an extremely long break from the hobby due to personal and work related reasons, I played my first Federation Commander game yesterday since 2016!

I introduced the game to a friend with the standard D7 vs CA duel and he had a blast and is ready to play again and wants to do a shapeways order so that we can play with minis in the future. Three other friends are interested in giving the game a go as well so I may be on the way to forming a local group!

It feels good to be back in the SFU after such a long absence.

By Zac Belado (Pixelgeek) on Saturday, April 17, 2021 - 03:54 pm: Edit

Welcome back! Relearning FC has been the high-point if the last few months for me

By Zac Belado (Pixelgeek) on Saturday, April 17, 2021 - 09:39 pm: Edit

So here is the Lyran economics sheet

Lyran economics sheet

By Zac Belado (Pixelgeek) on Saturday, April 17, 2021 - 09:44 pm: Edit

1,Lyran economics sheet

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