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Drogues

 
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Burning Chrome
Lieutenant SG


Joined: 04 Feb 2011
Posts: 116
Location: Michigan

PostPosted: Fri Feb 04, 2011 10:36 pm    Post subject: Drogues Reply with quote

Where can I find the rules/data/fluff for drogues?

They sound pretty interesting...and I've been out of the game for a while.

Good to be back and I like what I'm seeing in both SFB and FC.


Last edited by Burning Chrome on Mon Apr 04, 2011 7:26 pm; edited 1 time in total
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 3479
Location: Dallas, Texas

PostPosted: Fri Feb 04, 2011 10:45 pm    Post subject: Reply with quote

Module J2. It is chock full of stuff like that ...

For anyone coming back to SFB after a long time, the two key "later" modules are J2 and R10. J2 includes drogues, advanced shuttles, megafighters, and some other stuff. R10 includes the plasma sabot, plasma ECM, and carronade rules.

(Or, just get the Master Rulebook ...)
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Burning Chrome
Lieutenant SG


Joined: 04 Feb 2011
Posts: 116
Location: Michigan

PostPosted: Sat Feb 05, 2011 3:36 am    Post subject: Reply with quote

I do have R10, and most of the R-series in general.

Enjoyed the Unusual and Support Ships modules very much.

Never been a big fan of the fighters, but that may change.

Would the J2 module be of much use (besides the drogue rules) without the original J module?

Thanks for the help.
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Jeffr0
Commander


Joined: 19 Jun 2009
Posts: 741

PostPosted: Sat Feb 05, 2011 11:42 am    Post subject: Reply with quote

I had J2 for a long time *without* J1.

There's a lot of fighter rules (Chaff, Dogfighting...) that you need to run the carriers-- and the ships in J2 are mostly carriers. Now that I have the electronic Master Rule Book (woo-hoo!), I'm good to go.

I'm not sure how easy it is to run the fighters themselves just with the SSD's and without the R descriptions and the Master Fighter Chart, though....
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Burning Chrome
Lieutenant SG


Joined: 04 Feb 2011
Posts: 116
Location: Michigan

PostPosted: Sat Feb 05, 2011 10:25 pm    Post subject: Reply with quote

Master Rule Book?

Does that contain everything such as drogue rules?

I'd rather purchase something like that than a module I'd most likely on use a percentage of.

I've already purchased about $200+ worth of SFB, and may have to get some more FC and maybe even Klingon Armada.

Addicting stuff...even if I rarely play.

Can't wait to try SFBOL or FCOL.

Thanks for the advice in advance!
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Jeffr0
Commander


Joined: 19 Jun 2009
Posts: 741

PostPosted: Sat Feb 05, 2011 10:58 pm    Post subject: Reply with quote

Yes...

the MRB has rules for PF's, drogues, fighters, Andromedans, Lyrans, drogues-- and even those partial x refits I heard people talking about.

I can play all of the tournaments ships... the cool Seltorian PF's from C3... all of the odd stuff that shows up in Captain's log... AND... I can search the text electronically.

I'm a happy camper.
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phdillman
Lieutenant SG


Joined: 09 Jun 2008
Posts: 139

PostPosted: Sat Feb 05, 2011 11:07 pm    Post subject: Reply with quote

The only thing the MRB don't have is the R sections except for some general R stuff, S and U. You can get the dead tree version or the ebook version for the same price.

The ebook version has a nifty built in advantage in that basic updates are a free download at e23.

It is well worth it to get the MRB just to have all the rules in one place and intergrated, IMHO.
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