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PallidaMors
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Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Apr 02, 2009 10:26 pm    Post subject: Reply with quote

mjwest wrote:
Be patient. I should have an answer in a couple days ...


Thanks Sir!
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Pinkfluffychicken
Lieutenant Commander


Joined: 08 Aug 2007
Posts: 217
Location: Kingston-upon-Thames

PostPosted: Fri Apr 03, 2009 1:10 pm    Post subject: Reply with quote

Ah, Glasshopper!

In leration to rength of thlead, what is a few days? Wink
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4066
Location: Dallas, Texas

PostPosted: Sun Apr 05, 2009 4:01 am    Post subject: Reply with quote

Guys,

While waiting for Eric to create the new Campaigns topic, you might want to go look at this thread...
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Pinkfluffychicken
Lieutenant Commander


Joined: 08 Aug 2007
Posts: 217
Location: Kingston-upon-Thames

PostPosted: Sun Apr 05, 2009 1:13 pm    Post subject: Reply with quote

Excellent! Thanks Mike.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Mon Apr 06, 2009 4:57 pm    Post subject: Reply with quote

Hello, well I am alomost done with the new ship attribute system which has involved re-organizing all 104 abilites and racial abilities by alpha-sequence and re-wording them so they are no longer "officer" specific but ship specific.

I will post this addendum to the COW rules shortly, i have had a couple of requests for clarification surrounding this and the use of Planetary monitors in the Empire campaign. Also working on reformatiing the 1.5 rules to be more reader freindly similiar to the COW rules that were posted sometime ago.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Mon Apr 06, 2009 5:01 pm    Post subject: Reply with quote

http://empirecampaign.webs.com

This website allows for printer freindly documents to be made, as opposed to trying to peice together the information from this thread.

PM
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Apr 09, 2009 6:01 pm    Post subject: Reply with quote

Ship Profile:

as you know every now and again I post one of the ships from the campiagn, last time I posed the Federation Starbase the Citadel, a 6th rate Starbase which survived and defeated a full Klingon Balle fleet lead by an experienced Admiral.

This ship is one of the GM "enforcer" ships ...lol not really but it is an NPE and if encountered will be a serious irritanct...actually not if...in our last game a Hydran Fleet lead by "Sir Drake" responded to a emergency message from one of his systems that they were under attack, Drake mobilized elements of the home fleet to destory any intlerlopers.

upon arival Drake had to divide his 6 or so ships into 3 sqaudrons to investigate seeral lead in the devasted system, when his fleet arrived the planet had been seriously attacked and most of the orbital commercial infrastructure had been obliterated. One of his ships the Avenger intercepted one of the attackers and then turned tail back tot he main body of the Hydran fleet, with the intruder closing on him fast. finally the Avenger has to run to give battle with other hydran ships reacting fast to get to the fight.

here it is:

Orion Cartel Foe Hammer
Orion BCH
Eviscerator
4th rate
+1 to all direct fire rolls

Hull 16
Weapons 12
Power 20
Command 11
General 21

Abilities
Hand of the ship
marksman X2
One last duty
Reach of the ship
Whirwind X2

It shall be an interesting fight..................................
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Commodore Mendez
Lieutenant JG


Joined: 07 Jan 2008
Posts: 73
Location: Seattle

PostPosted: Thu Apr 09, 2009 10:23 pm    Post subject: Reply with quote

PallidaMors wrote:
Ship Profile:

as you know every now and again I post one of the ships from the campiagn, last time I posed the Federation Starbase the Citadel, a 6th rate Starbase which survived and defeated a full Klingon Balle fleet lead by an experienced Admiral.

This ship is one of the GM "enforcer" ships ...lol not really but it is an NPE and if encountered will be a serious irritanct...actually not if...in our last game a Hydran Fleet lead by "Sir Drake" responded to a emergency message from one of his systems that they were under attack, Drake mobilized elements of the home fleet to destory any intlerlopers.

upon arival Drake had to divide his 6 or so ships into 3 sqaudrons to investigate seeral lead in the devasted system, when his fleet arrived the planet had been seriously attacked and most of the orbital commercial infrastructure had been obliterated. One of his ships the Avenger intercepted one of the attackers and then turned tail back tot he main body of the Hydran fleet, with the intruder closing on him fast. finally the Avenger has to run to give battle with other hydran ships reacting fast to get to the fight.

here it is:

Orion Cartel Foe Hammer
Orion BCH
Eviscerator
4th rate
+1 to all direct fire rolls

Hull 16
Weapons 12
Power 20
Command 11
General 21

Abilities
Hand of the ship
marksman X2
One last duty
Reach of the ship
Whirwind X2

It shall be an interesting fight..................................


I love the way the ships are each portrayed in a unique way in your campaign, can you please re-submit the rules that cover this?
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sun Apr 12, 2009 3:39 pm    Post subject: Reply with quote

Commodore Mendez wrote:
PallidaMors wrote:
Ship Profile:

as you know every now and again I post one of the ships from the campiagn, last time I posed the Federation Starbase the Citadel, a 6th rate Starbase which survived and defeated a full Klingon Balle fleet lead by an experienced Admiral.

This ship is one of the GM "enforcer" ships ...lol not really but it is an NPE and if encountered will be a serious irritanct...actually not if...in our last game a Hydran Fleet lead by "Sir Drake" responded to a emergency message from one of his systems that they were under attack, Drake mobilized elements of the home fleet to destory any intlerlopers.

upon arival Drake had to divide his 6 or so ships into 3 sqaudrons to investigate seeral lead in the devasted system, when his fleet arrived the planet had been seriously attacked and most of the orbital commercial infrastructure had been obliterated. One of his ships the Avenger intercepted one of the attackers and then turned tail back tot he main body of the Hydran fleet, with the intruder closing on him fast. finally the Avenger has to run to give battle with other hydran ships reacting fast to get to the fight.

here it is:

Orion Cartel Foe Hammer
Orion BCH
Eviscerator
4th rate
+1 to all direct fire rolls

Hull 16
Weapons 12
Power 20
Command 11
General 21

Abilities
Hand of the ship
marksman X2
One last duty
Reach of the ship
Whirwind X2

It shall be an interesting fight..................................


I love the way the ships are each portrayed in a unique way in your campaign, can you please re-submit the rules that cover this?


Sorry I have not submitted this yet, I have been out of town, though you can fidn all of the rules for the campaign in the preceding pages I think maybe page 35 or so....
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sun Apr 12, 2009 3:41 pm    Post subject: Reply with quote

SHIP LEVELING SYSTEM(revised)

The ship leveling system is an alternate system that if used replaces the officer legendary system. Instead of raising the levels of different officers, the victory points instead are used to raise the level of the ship. Ship levels are not actually referred to as levels but as Ratings and going forward will be used as such. Each time ships engage in battle or accomplish specific scenario objectives, that ship or ships are awarded victory points (as above) Victory points when accumulated in certain amounts raises the rating of the ship. Every ship in the Code Of War campaign setting are allowed the ability to improve in rating. The benefits to raising in rating is the acquisition of special ship abilities, characteristic points and certain rating benefits.

Characteristic points are awarded every level and can be assigned to the various ship characteristics to raise their overall value. Rating benefits are acquired by all ships in all empires when they achieve certain ratings, the explanation of rating benefits are explained below and the rating chart shows when they are achieved. Ship special abilities are unique and powerful enhancements that ships acquire as they raise in rating. Special abilities are grouped together in levels of 1-5 and then there are certain abilities called Exemplars that are achieved at the highest ratings.

All ships have a starting rating of 0 and an move up to the highest rating which is 10. Ships of the 1-3 rating are strong ships in their own right when compared to the standard built ship of rating 0, rating of 4-7 are very powerful and unique ships that have earned powerful abilities and are decorated ships that any empire would be proud to field. Ships with a rating of 8-9 are able to fight multiple ships on their own of the same point value and possess some of the most powerful special abilities in the game. Ships of the coveted 10th rating are battle veterans of the highest caliber with names of legend and mystique that are known throughout the many empires. ships of this rating can potentially stop a squadron of similar point value ships or defeat a much stronger ship in terms of point value in single battle. theoretically it is possible for a ship to move to a rating of higher than 10 but these are to handled on a one on one basis and possess exemplar abilities.

Ship rating chart

Rating VP Special abilities by level additional enhancements
0 0-12 1 2 3 4 5 each rating gained gives the
1 13-24 1 ship 2 characteristic points
2 25-50 2 1
3 51-75 2 2 +1 on all direct fire rolls
4 76-100 2 2 1
5 101-130 2 2 2
6 131-160 3 2 2 1 +1 on all range charts
7 161-200 3 3 3 1
8 201-300 3 3 3 2 1
9 301-400 4 3 3 3 1 +2 on all direct fire rolls
10 401+ 4 4 4 3 2

ships improve in rating for ever 200 VP after 10th rating and gain an exemplar ability every 2 ratings.






Special ability charts by level.

Ships special abilities are ranked by a level of 1-5 the following is the list of abilities by level descriptions for each ability follows. The abilities have changed from the original abilities found in the empire rules. In the old ability where an officer was referred to it now implies the ship. Racial abilities are grouped by level as well but can only be used by the empire that the ability is described as being a part of.

Level 1 Abilities (general abilities)

1.Margin of victory
2.Discipline
3.combat strategies
4.command tactics
5.crew training
6.absolute responsibility
7.provide power
8.duelist
9.shield wall
10.calibrate
11.shield
12.legion of honor
13.masters duel
14.One last duty (rom)

Level 2 abilities
1.captains sacrifice
2.command structure
3.Ship Acumen
4.indirect attack
5.defense matrix
6.reach of many
7.hand of the ship
8.marksman
9.sword
10.efficient geometry
11.jugular strike
12.morale of the empire
13.master shield harmonics (fed)
14.Sharpshooter (fed)
15.Weapons Geometry (klingon)
16.target engines only (klingon)
17.Seeker junior Grade (Kzn)
18.Drone burnout (Ly)
19.Born of fire (GN)




Level 3 abilities
1.Confusion
2.Master strategist
3.Sword and shield command
4.ship steward
5.countermeasures
6.cyclone
7.whirlwind
8.evasive mastery
9.expert maneuvering
10.profiler
11.ship conqueror
12.Shield harmonics (fed)
13.Improved shield (fed)
14.Emergency weapons (fed)
15.weapons master (klingon)
16.Wolves maneuver (klingon)
17.Seeker Senior grade (kzn)
18.Lord Centurion (rom)
19.Fusion expert (HY)
20.Flight master (HY)
21.Trap (HY)
22.ESG Pulse (Ly)
23.Hammer of the tri-star (GN)
24.Mangler (GN)
25.Devastator (SEL)



Level 4 abilities
1.Academy mastery
2.emergency power
3.star beacon
4.captains bluff (fed)
5.emergency warp power (fed)
6.Saber dance (klingon)
7.Shield of Khaless (klingon)
8.Mass Drones (Kzn)
9.Gatling Plasma (rom)
10.Defense maneuver 1 (rom)
11.Strike point alpha (Ly)
12.Iron guard of the tri-star (GN)
13.De fence grid (TH)
14.Accelerator (SEL)
15.Wolf Pack (Klingon)
16.Sword of the Lord Marshall (HY)
17.Assassin squad(OR)



Level 5 abilities
1.Veteran captains bluff (fed)
2.Commune (SEL)
3.Peace of the federation (fed)
4.Dominance (TH)
5.Fear of the Empire (Klingon)
6.Hand of justice (HY)
7.Swords to plowshares (KZ)
8.Saint Pallida's Archangels of wrath (KZ)
9.Shadow of war (OR)
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Apr 16, 2009 6:48 am    Post subject: Reply with quote

battle friday night!

the war college is finally reconvening after almost 2 months of retreat! we are so excited to see the playout of the new campaign.

the Hydrans have drawn thier home fleet to the Jiril System to repel the rogue Foehammer orion pirate cartel, this will most likley turn into a massive battle fo rcontrol of the system, also a Klingon Imperial Battlecruiser was intercepted by a solarion Church Flagship of LDR configuration...the chuch demanded rights to inspect the battlecruiser to determine there was nothing out of order, the battlescruiser refused and went to battle alert.....we shall see what happens there....

more to come from the update on saturday morning.

PM
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pinecone
Fleet Captain


Joined: 03 May 2008
Posts: 1862
Location: Earth

PostPosted: Thu Apr 16, 2009 8:45 pm    Post subject: Reply with quote

You're starting a new campaign?! I can't wait for the updates! Very Happy Very Happy Mr. Green
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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Fri Apr 17, 2009 9:16 am    Post subject: Reply with quote

Not starting a new campaign...continuing the campaign we restarted some months ago with the recent leap ahead in our time-line and a modified strategic turn structure. Before we used a step by step structure where every empire is doing the same step at the same time. Now what each empire is doing at any given moment will be determined by the spending of command tokens in our system. The strategic turn will most likely be divided into a number of segments equal to the highest number of command tokens possessed by any one empire. Each segment the empires are given the opportunity to take an action requiring the spending of command tokens. So, every segment has the potential for hostile actions to take place. The strategic turn ends when either A) The original number of segments runs out B) everyone has run out of command tokens or C) several consecutive segments pass with no empire spending command tokens. We'll let you know how this works out, but it sounds VERY promising.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sat Apr 18, 2009 7:53 am    Post subject: Reply with quote

wow, turn 15 is under way..........

I will give you the high level stuff and Darc Tangent will give you the full details.

1. a seltorian CA was destroyed in battle versus a hydran mongol Cm and a fed CA

2. a juggernaught was destroyed in single combat against a Gorn BB, the Messiah.

3. there was a disruption of the WTN (warp transit nestwork ) along the hydran/romulan border.

more to come ...it was a great night!!!!!!!!! in one night we got to fight two battles plus ran the campaign......we have finallly found the right mix of rules for the game.............
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Last edited by PallidaMors on Mon Apr 20, 2009 5:44 am; edited 1 time in total
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Mon Apr 20, 2009 5:26 am    Post subject: turn 15 Reply with quote

the opened with many possibilites and potential outcomes.

1. political (PC's)
The Empire (combined federation and klingon empire)
The HCS (combined Hydran and Tholian Assembly)
The Romulan Union (combined Romulan and Lyran Empires)

NPC's
the Solarion Church (using Kzinti, LDR and Gorn Ships)
The Orion Guild (trading guild controls the spaceways)
The Orion Cartels (the bloodthirty pirates)
The Seltorian Hive (the enemy of all, they alos control and create the Various Robot monsters)
The various corporations, minor races and intrigues

on this turn the HCS conducted exploration in two systems one of which was very close to the border of the Empire, a nebula was discovered and a major terran world and minor asteroids.

the Empire constructed a ship (can't announce the type as we are now using fog of war)

on the GM segment the HCS and the Empire were both notified that there was a large cache of seltorian technology in a stasis box on thier mutual border. the Empire was sold this imformtaion form the Orion Guild and the HCS learned of this through church agents. Both empires dispatched a cruiser to intercept and take control of the rich technology.

a battle then ensued, the campaign material was moved aside and we cleared the table for action!!!!, in the middle of the board was a large planetoid with seltorian ruins which contained the stasis box. the Empire dispatched a FED CA; the Constellation and the HCS sent a Mongol cruiser; the Vanguard. also on location was a seltorian CA the Molasar, a threee way battle was about to ensue.

the HCS cruiser and the CA quickly adopted the enemy of my enemy makes you my ally temporarily,. and both began to move towards the seltorian CA. the Sel Ca moved against the the Vangurad there was a burst of particle cannon fire and then they contiunued to close. the mongol launched fighters and the the seltorian continued to advance. at range two the seltorian ca launched an alpha strike against the MGL, and scored 33 internals the mgl strick back with minimal hits but the fighter wings hit with amazing force and blew the seltorian CA into a massive cloud of atomized metal. the hydran withdrew before the untouched empire CA and the Empires CA took the scenaroi...but choose to destory the seltorian cache of tech!!!!!!!!!

the Hydran mongol got 135 Vp and raised to 3rd rate! the constellation rose to 1st rate..

after the battle was completed we cleaned up and continued with the strategic campaign game....yes it was that smooth!!

the HCS continued exploreing and the Empire paid the cost for and laid the material for a new Stabase on the HCS border. gm segment nothing....

then the HCS constructed a ship...once again cannot annonce FOW, then the Empire also built a new ship....

then the Solarain church attempted to compel the HCs into a holy war against the seltorian hive, and to show thier determination they sent thier one and only Battleship and massive GORN BB in the service of the templars to engage and destory the seltorians , the Messiah was to lead the 5 saints (kzinit created BC's ) into battle the messiah arrived early without the escorts of the 5 saints and entered seltorian territory.......

the Messiah is an ancient BB, during the last great seltorian war there were 12 BB's used by all the races (romulans had 2: imperator nerrul, rex terriblus, the federation had 2: mars, ares, the klingons had 3:, invincible, wrath of the empire, khalles the lyrans had 1: iron clan of the stars, the tholians had 2:Iron guard of the assembly, the sword of the assembly and the hydrans had 1: honor,) the Meesiah is the only surviving BB from that war. the Gorn BB has had its phaser 3's removed and replaced with drone racks. (5 total)

the Seltorians responded by sending an unescorted Juggernaught to destroy the solarian battleship...........................the juggernaugh twas destroyed in a massive salvo o fplasma torps the huge robot ship was totally overwhelmed and destroyed........... a great and terrible battle

the Messiah was raised to 5 rate and received 200 vp................. this ship is now the true terror of the game.....even the HCS wants it destroyed it is to powerful........

more to come
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