By David Valenze (Cedric18) on Wednesday, December 01, 2010 - 06:26 pm: Edit |
A question about the Expert Operations Officer. The majority of my games are usually two player where each player already gets two attacks per turn. Can this card be used in a two player came to allow the player three attacks in one turn?
By Steve Cole (Stevecole) on Thursday, December 02, 2010 - 09:49 am: Edit |
Sure!
By Michael J. Sexton (Lb4269) on Thursday, December 02, 2010 - 11:16 am: Edit |
I broke this game out tonight with a friend after it had spent over five years taking a rest. He's an old SFB player and it was a pleasant walk down memory lane. He beat me 51-50 in a single complete run through the action deck. A fun little session. We might try a four player next time. It was a good intro for my F&E 2010 sales pitch!
By Xander Fulton (Dderidex) on Thursday, December 02, 2010 - 11:46 am: Edit |
Yeah, SFBF is a lot of fun. It's a great match for a pub in somewhat larger groups, too. We have 3 serious SFB players, but have about 6 guys/girls we can count on some major portion of (usually 4 or 5 of them, rotating through the group) that will show up at the pub for an SFBF match over beers and griping about work.
Fun times, and the game lends itself well to table talk. The more 'gonzo' cards definitely get the most laughter and taunts...I think the current favorite in the base game is the Klingon Mutiny. (Which is probably why one of the guys in the group proposed that 'Orion Slave Girls/Infiltration Team' to have the same effect against Federation ships).
By Xander Fulton (Dderidex) on Sunday, December 05, 2010 - 03:14 pm: Edit |
Legendary Supply Officer
As long as this officer is in play, any time a player's hand is reduced below 5 cards by any means, he may attempt to draw it back up to 5 from his 'reserve actions' deck.
Legendary Captain
Assigned to a specific ship, the legendary captain will double all attacks performed by the ship, and reduce all attacks against it by 50%. In addition, the 'continuous repair' capability of the ship will be doubled. A legendary captain is lost if the ship he is in is destroyed, or sent to the fleet 'reserve'. A legendary captain cannot be placed on a dreadnought.
Note that both of these cards are intended to be used, not as regular 'action cards', but as 'legendary officer' cards, per my proposal in the 'new rules' section.
By Xander Fulton (Dderidex) on Wednesday, March 02, 2011 - 02:14 am: Edit |
Action card:
Legendary Spy
Suggested art: 'spy' from Pg 82, Campaign Designer's Handbook.
Played as, or along with, an attack. Can perform either of...
By Joe Turbyfill, Jr. (Kalion) on Monday, March 14, 2011 - 08:53 pm: Edit |
Action Card:
Suicide Shuttle
-Played as an individual attack like the fighter card.
-Can only attack enemy's screen and therefore "ranged".
-Can be countered by weapons fire for 6 points or any other drone type counter such as Wild Weasel or Tractor Beam.
-Does 12 points damage.
By Marcus J. Giegerich (Marcusg) on Wednesday, April 06, 2011 - 05:14 pm: Edit |
Suicide Shuttle = neato!
By Dal Downing Rambler (3deez) on Friday, May 06, 2011 - 11:12 pm: Edit |
Action Cards:
EMERGENCY CALL UP This Ship Card is part of the Action Card Deck and is treated like a Reinforcements Card when drawn, except the Card is the Ship Card you receive. It is a 4 Point Card with one Orion Optional Weapon Button, 1 - Phaser One Weapon Button, 1 - Phaser Three Weapon - Button, and 1 - Drone Weapon Button. Option rule this card can be discarded from your hand, or in play to force a Fast Warship Card to be discarded while it is using its Special attack.
FAST WARSHIP This Ship Card is part of the Action Card Deck and is treated like a Reinforcements Card when drawn, except the Card is the Ship Card you receive. It is a 8 Point Card with 1 - Orion Optional Weapon Button, 3 - Phaser One Weapon Buttons, 1 - Drone Weapon Button., and 3 - Free Hit Buttons. Special Attack – when in Play a Fast Warship can be used as your only attack to attack any Ship Card in Play Regardless of its location or Formation Position. The fast Warship then deals 1d6 + the number of undamaged Weapon Buttons it has, for a max of 11 points of Damage, to its target. In return the targeted player rolls 2d6 which he can then use that result to block up to that number of damage points to his ship, or inflict that many Damage Points to the Fast Warship or any combination of the 2. Alternately the Fast Warship can be interrupted by playing a Klingon Mutiny (regardless wither the ship is Klingon or not), a Prime Team or a Emergency Call Up.
ARMED FREIGHTER This Ship Card is part of the Action Card Deck and is treated like a Reinforcements Card when drawn, except the Card is the Ship Card you receive. It is a 2 Point Card with 1 - Phaser Two Weapon Button, 1 - Drone Weapon Button and 5 Free Hit Buttons. This card represents a civilian ship caught in the cross fire and is now part of your fleet until destroyed. Optional Rule this Ship Card can be captured by Klingon Mutiny or a Prime Team.
PRIME CORVETTE This Ship Card is part of the Action Card Deck and is treated like a Reinforcements Card when drawn, except the Card is the Ship Card you receive. It is a 5 Point Card with one Orion Optional Weapon Button, 1 - Phaser One Weapon Button, 1 - Phaser Three Weapon - Button, and 2 Free Hit Button. Option rule this card can be played with a Prime Team Card. If this is done when the function of the Prime Team is done the Prime Trader is discarded and the Prime Team is put back into the owning players hand.
Terrain Card,
Mine Field – Card Type - Terrain. When this Terrain card is in play all attacking ships must roll a d6 before it starts its attacks. If the Owning Player rolls a “6” the ship has struck a mine and takes 1d6 points of damage and can not make its attack attempt.
By Steve Cole (Stevecole) on Friday, May 20, 2011 - 05:21 pm: Edit |
Did we not do a batch of carriers in some captain's log? Darned if I can find them. I must be staring at them and not seeing them. Tell me where I put them please!
By David Valenze (Cedric18) on Friday, May 20, 2011 - 05:27 pm: Edit |
No, no carriers that I can recall. The only thing I can remember is the Carrier conversion card a couple issues back.
By David Valenze (Cedric18) on Friday, May 20, 2011 - 06:02 pm: Edit |
In regards to the Carrier conversion card, a couple of questions:
Can a existing carrier have any appropriate weapons converted to additional fighter bays?
If a non-carrier is converted using this card, can you then assign an Escort to this ship?
By Shawn Hantke (Shantke) on Friday, May 20, 2011 - 09:10 pm: Edit |
Star Fleet Carrier force was announced in CL#29 and the ISC CV card was in the issue, Lyran CVS was in CL#30, carrier conversion rules and card were in CL#41 and the Aegis rules and card were in CL#42 according to the Star Fleet Battle Force TOC: http://www.starfleetgames.com/TOC%20Files/Star%20Fleet%20Battle%20Force%20TOC.pdf
Those cards and rules are also available on the Star Fleet Battle Force webpage here: http://www.starfleetgames.com/sfbf.shtml and here: http://www.starfleetgames.com/sfb/sfin/index.shtml#SFB
By Steve Cole (Stevecole) on Friday, May 20, 2011 - 11:33 pm: Edit |
No, a carrier cannot use a conversion card.
By Jean Sexton (Jsexton) on Thursday, May 26, 2011 - 05:04 pm: Edit |
For CL #44 Loren Knight suggested:
Quote:Is there a Plasma Carronade card for hunting cloaked ships?
By David Valenze (Cedric18) on Thursday, May 26, 2011 - 11:56 pm: Edit |
LEGENDARY SCIENCE OFFICER
Played after opponent declares attack, but before any attack cards are shown. The attacker must place all attack cards face down on the table and the defender is allowed to discard one at random. The attack cards must be ones that the attacker is allowed to play with the attacking ship. This does not work against the PF Flotilla or any fighter attacks (either ship based or planet based.)
Rationale: How many times have we seen Mr. Spock looking into his sensor display and announcing the the enemy is charging his weapons. The advance warning allows the defender to adjust his shield strength.
By Xander Fulton (Dderidex) on Friday, May 27, 2011 - 01:59 am: Edit |
Quote:Is there a Plasma Carronade card for hunting cloaked ships?
By Loren Knight (Loren) on Saturday, May 28, 2011 - 09:21 pm: Edit |
Thanks Jean.
I accidentally put my details in the CL44 thread but they got deleted.
How I see the Plasma Carronade card working is that you play it with a plasma card (any plasma) against a cloaked ship. At this point the cloaked ship could play a Cloaked Decoy card (if the player has one) and it all ends there. Otherwise the carronade causes one damage point and allows the firing of additional weapons unaffected by cloak.
Part of the cost is the sacrafice of the plasma card which could be a big plasma (downfired as a Pl-F). One restriction could be that the ship must actually have a PL-F on board (but could use any plasma card).
By Steve Cole (Stevecole) on Saturday, May 28, 2011 - 10:13 pm: Edit |
Clever, Loren! (The whole frakking point of player submissions is CREATIVITY and guys, this is what it looks like.)
By Dal Downing Rambler (3deez) on Sunday, May 29, 2011 - 12:39 am: Edit |
Penal Sacrafice (Action Card)
Once all attacks have been declared aginst one of your ships. You can play this card and substitute one of your other Ships of equal or lesser value. The new Penal Ship then takes all damage and is allowed all defensive reactions.
By Xander Fulton (Dderidex) on Sunday, May 29, 2011 - 02:26 am: Edit |
Wow, that carronade is a pretty huge deviation from how it works in SFB...
By Xander Fulton (Dderidex) on Sunday, May 29, 2011 - 06:08 pm: Edit |
Plasma Sabot
Played with a plasma attack, it increases the speed of all plasma torpedoes fired...significantly reducing the enemy's defensive options.
Ships targeted by a plasma sabot-enhanced attack still take 50% damage from the attack if playing a 'disengage' or 'wild weasel' card in defense. (Phasers damage sabot plasma torpedoes normally)
(Submitter's notes: This card obviously provides a useful capability with an attack, in that it limits an enemy's defensive options...but since you play it WITH the attack, the enemy knows what effect his various defensive choices will have. This limits its effectiveness, in that the enemy won't bother playing cards that would be 'wasted' attempting to defend against it...it really serves to do little more than simply limit an enemy's options. And since it takes up a slot in your hand...or reserve...with no actual offensive or defensive capability of its OWN, it presents a resource management cost to a player intending to use it. After all, it's rather difficult to know in advance if an enemy has a defensive card that would even be offset by a sabot...)
By Steve Cole (Stevecole) on Saturday, July 21, 2012 - 04:02 pm: Edit |
I have six cards here which Joel did for CL44 but they were delayed to CL45 by the need to use the Vudar Cards. They include
Sabotage
Smart drones
Ancient powers
Resupply
Devil's Gambit
Ambush
I suspect these are all Joel's ideas (I cannot find anyone else who mentioned them) but if they're your idea, speak up.
By Steve Cole (Stevecole) on Monday, May 27, 2013 - 06:21 pm: Edit |
Joel did six cards but other than the one I suggested I don't know if he made them up himself or got them from ideas on the BBS. If one of these is your idea than tell me the date/time of the post where you suggested it.
PLASMA SHOTGUN
WEAPONS MERCHANT
IGNEOUS
INFILTRATOR
FREIGHTER TRAP
By Kenneth Thomas (Ohssurvivor) on Thursday, November 06, 2014 - 03:41 pm: Edit |
i saw an idea for the T-bomb, i wanted to suggest another way it could function:
Transporter Bomb:
Can be used during attack declaration, before dice are rolled for fighter attacks (Ship-based or Planet-Based) or before the dice are rolled for the PF Flotilla, The T-Bomb explodes dealing 5 points of damage to the incoming fighters / PFs.
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