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federation commander campaign
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Hamanu
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Joined: 24 Sep 2007
Posts: 7
Location: Opatija, Croatia

PostPosted: Thu Sep 27, 2007 6:56 pm    Post subject: Reply with quote

I'd also like to apply for a copy of your campaign rules. I need to motivate my friends to satisfy my newly acquired and unending urge to play FC Very Happy


rkurelic@gmail.com
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larator
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Joined: 02 Dec 2006
Posts: 17

PostPosted: Sat Sep 29, 2007 3:14 pm    Post subject: here you go! Reply with quote

Campaign setting
Version 1.0

Overview:

Empire is a galactic conquest game that invites an open ended non-linear setting, Players control one or more of the various Empires. The object is not to win, but to expand, survive and prosper. In this game total ruin of an empire will be hard to accomplish, but there will be wars, border skirmishes and random encounters. Diplomacy and Story line will play part, as each player will play the role of the repective ruler of each empire they control. The Game Director will run the main storyline, create encounters, manage the various NPC empires and fill in the gaps in this unique game that combines the elements of a table top wargame with Role Playing.

Rules:
· Game set up
· Command and control
· Turn sequence
· Movement
· Combat
· Research
· Trade
· Romulan Cloaking
· Raids/Patrols
· Orion Pirates
· Ship characteristics
· Legendary Officers


The following rules are yet to be developed
· Mobile bases
· Random encounters
· Terrain
· Exploration
· Fast Cruisers
· TSE cloaking
· Racial Abilites for officers
· Ground combat







Game Set up

A. Players randomly determine the value of each hex on the campaign map using 1d6, record the value on the laminate map in each hex. example if you roll a 3 for a hex it is a tiny system, and you would write the #3 in the blank hex. Each game can thus be different and have various strategic impact on the game.

Results Chart:

1-3 Tiny System, 3 sectors, 2 lines
4 Small system, 6 sectors, 3 lines
5 Medium system, 10 sectors, 4 lines
6 Huge system, 15 sectors, 5 lines

Capitol Home system is 6 lines, 23 sectors, 6 lines

System Size defense lines sectors(maps) per line Production
Tiny 1st line nothing 2
2nd line Base station 1
Production point value 10


Small 1st line 2 Base Stations 3
2nd line nothing 2
3rd line 1 colony, 1 bats 1
Production point value 10

Medium 1st line 2 Base Stations 4
2nd line 1 Bats 3
3rd line nothing 2
4th line 1 Minor world, 1 starbase 1
Production point value 20

Huge 1st line 2 Base stations, 1 Bats 5
2nd line clear 4
3rd line 1 Star base 3
4th line 2 Bats 2
5th line 1 major world, 1 starbase 1
Production point value 40

Home system 1st line 2 Base stations, 2 bats 6
2nd line 2 Star bases 5
3rd line nothing 4
4th line 1 Star Base 3
5th line 2 Bats 2
6th line home world, 1 starbase 1
Production point value 100



Fleet purchasing:

Please use the master ship chart on the federation commander website in the commanders circle, only the basic ships in the sets may be used for the start of the game the remaining ships may be discovered with research rolls.

Spend the assined empire starting points for ships with the following rules in mind for purchasing.

Each level of ships can only be a certain percentage of your overall fleet, as detailed below:

Ship cost % of fleet at any given time

190 or above 10%
130-190 30%
129 or less 60%

example if you wanted to purchase a DN which cost 250, you would have to have at least 10 ships in commision that were not DN's and in the 10 ships 3 could be at the 130-199 cost and 6 ships chould be at 129 or less.

Empire buying points: 3000 each


Command and Control:

The command rating is applied to caertain ships and equals the amount of ships that may operate as a unit under that ship.

the default is a squadron of 3 ships this takes no special ships or command ships to have. after 3 ships if you wish to have 4 or more ships ( a fleet) then you have to have a ship with a Flag bridge present which indicates that the ship has the facilities for a Flag officer to be present and thus the command and control to allow fleet operations.

Command ratings:

All ships with a flag bridge with the exceptions noted below have a command rating of 5, this allows you to have 5 ships in addition to the ship with the flag bridge to be organized.

Actual Command Cruisers have a rating of 7 as do Battlestations and Starbases.
Dreadnoughts and Battle ships have a rating of 10

Command ships or ships with Flag bridges represent a special class of ships in service to each empire and as a result are limited in quantity, Only 30% of any given empires total fleeet strength can be ships with flag bridges or command cruisers.

Ship Deployment:

Then using the maps that I supplied you, designate the ships into the various border fleets (do not worry about a hex or specific location) just group the ships how you like into the various border fleets and your home fleet.

each border that you share with another empire MUST have a fleet and you MUST have a home fleet.

For purposes of starting the game a fleet may be 3 ships or less.

next designate a group of ships (or none) that you will name as on patrol, do not worry about location or borders just call them as ships that are on Patrol. the only rule is that Dreadnaughts and Battle ships may not be on patrol.






1. Turn Sequence:

There will be one turn each Sunday (whether the group meets or not) however if there is combat then the turn cannot end until all combat is resolved, this appplies only to the first line of batte in system battles or any patrol/raid actions.


A. Collect production: collect your total empire production plus any production from trade or Orion Profit. the total empire production is determined by adding up all the system values for the empire. remember that the full total is available only if you have enough freighters in posession to move at least 50% of the total empires production points or PP's. example if you empire has 160 PP's then you would have to have enough freghters to haul 80 PP's to collect the top 50% of your empires economy, if you do not then you cannot collect the full amount.

Freighter PP hauling capacity.
Free traders 1
Sm freighters 2
lg freighters 3

All empires start the game with enough freighters to move 50% of thier total production, if any of those freighters are lost then you loss the cooresponding amount each turn until you purchase extra freighters to bring your merchant marine back up to capacity.




B. Spend/Save production: Each player now spends thier production in one of 5 ways or they may save any or someof thier production, production may be spent in one of the five following ways.

Buy ships
Ships cost the same amount of the thie Squdron ship cost on thier ship cards,empires may only purchase ships that they have availability to.

Purchase Orion Pirates
(see Orion Pirate rules)

Upgrade Systems
Systems may be upgraded for cost as follows, a level 1-3 system may be moved to the next level up for a cost of 500.
Level 4 may be upgraed to level 5 for a cost of 500 plus the cost of the bases.
Level 5 may be upgraded to level 6 for a cost of 1000 plus the cost of the bases.

Purchase Research
(see research)

Repair/Upgrade ships
Any ship that received a frame hit in battle has to be repaired before it can see action again. the cost to do this is 25% of the value of the squadron cost of the ship.

Ship characteristics may be upgrade to any level (but not above 16) for a cost of 10X the number raised to, and you only may move up 1 step before purchasing the next level. Example a ship with a weapons characteristic of 4 wants to be moved to at least a 6 to avoid any negative rolls. the controlling player would spend 50 to raise from 4 to 5 (10X the number raised to in this case 5) then the player would spend 60 to raise to level 6.

C. Movement: you may at this time move any amount of ships from one adjoining border fleet to another border fleet. The Home fleet may have ships moved to any border fleet and conversly any border fleet may move ships to the home fleet (thay all count as adjoining)

D. Assign/recall patrol ships and raiders: players now assign patrol ships and raiders by placing the ship data in the appropriate box on the laminate map, any ships on patrol or assigned as raiders previously may now be recalled into fleets as needed, or reclassified.

E. Declare raids: resolve Empire and Orion raids and patrol rolls




F. System combat: players may at this time declare war (or not) and engage ships against an entire system, the key is that the attacking fleet must have enough ships in the initial attack to be able to invade each sector in the front line of the system. also the defending player must have enough defense ships to place a ship in each sector, if not then you must move back tot he next line of defense until you have enough ships in your defense to place at least one vessel in each sector.

The Attacking and defending players may collect any amount of ships for the defense or attack. When the attack begins each player secretly assigns thier ships into the secot attacked or defended. remaining ships not used may be placed into reserve to be used in later lines of battle or for counter attack. Ships placed in reserve do not have to wait a full turn to be placed into battle.

Ships in reserve may join into any battle 1-6 turns after the battle starts in tactical mode (roll 1-6 to determine)

The ships for attack and defense are drawn from that assigned border fleet, other ships may be brought in from other border fleets or from patrol ship or raider ship pools but not until at least 1 turn has past.

G. Research: you may spend 50 Production points for a research roll on a ship card of your choice, please use the research chart below.

1 failure, cost is 100 for the roll
2-3 failure, cost is 50
4-5 success, cost is 50
6 sucess, cost is only 25 for the roll

2. Trade alliances: players may negotiate a trade alliance with each other through diplomacy or through NPC empires through the Game Master. the benefits of having trade is that once you have negotiaded a trade alliance you may start buying freighters which will add additional PP's each turn up to a maximum of 25% of your total empire PP total, each empire may have a maximum of only 2 such trade alliances. which could in effect boost you to 150% of yout total economy.

3. Cloaking: Empires with ships that can cloak gain the following benefit, at the beginning of each system defense the defending player may place thier ships in the sectors after the attacker has announced thier deployment and placed thier forces in the sectors, also the Romulans may use this when invading. roll 1-6 for each sector attacked a roll of 1-3 indicates failure and the player with cloaking ships must place thier ships as normal, a 4-6 indicates success. (for romulans this is a 1-2 failure 3-6 success) also the Federation gains the special ability to add to the roll of the cloaking players die roll do to superior base sensors.







4. Raids/Patrols: Raids may be announced during the raid step and each raiding ship makes a raid roll, also for each raider roll the empire being raided may make a patrol roll for each patrol ship. Each raider and patrol ship may only have a maximum of 1 roll per turn. the steps are as follows.
1. Raiding empire rolls on raid chart
2. Defending empire rolls on patrol chart (battles are fought as needed)
3. Raiding empire rolls on raid results chart

Raid chart
1-2 Raid is a failure you find no freighters
3 Small convoy 4d6+2 freighters
4 medium convoy 6d6+5 freighters
5 large convoy 4d10+2 freighters
6 Huge convoy 6d10+5 freighters

Patrol Chart
1-2 no interception
3-5 interception, resolve battle if patrol vessel is destoryed then roll raid results.
6 interception, convoy escapes

Raid Results charts
1 convoy escapes into the warp
2-3 25% of convoy is destroyed
4 50%
5 75%
6 100%

freighters lost in the convoy are deducted from the empires freighter pool and so is ther collection value on empire production.


5. Orion Pirates: you may purchase oirion pirates to condust raids of profit for your empire if you wish these raids if successful will generate PP's for the employing power but do not deduct from the empire being raided. (it is assumed that the raid may acquire art, plans, records, secrets..ect) you will follow 5 steps for using the orions.

1. Purchase an orion pirate ship, the cost is 10% of the squadron value of the ship.

2. consult the Orion relations chart to see if your payment attempt work to actually find and hire an orion ship. note that you may affect this roll by having used the orions succesfully in the past see below.


Orion Usage
1-3 successful contracts no change
4-6 +1 on die roll, -1 on profit cut roll
7-10 +2,-2
11+ +3,-3

Orion relations chart roll 1d6
1-2 no contact loss 100% of the cost
3 no contact loss 50%
4 yes double the initial cost
5-6 yes

3. Now consult the raid results chart, you roll a 1d10 and determine the PP's potentially gained as well as a 1d10 x5 to determine the cut being taken by the orion.

Orion raid results chart roll 1d10

1 failure
2 20 cost 1d10X5 % (5-50% cut to orions)
3 30
4 40
5 50
6 60
7 70
8 80
9 90
10 100

4. now consult the defense chart, the defending player may at thier option opt not to defend and only use a freighter then there is no battle, and the player takes the profit (minus the cut)

Defense chart (roll 1d6)

1-2 failure
3 1 freighter type 1 escort of 130 value or less
4 2 freighter type 1 escort of 130 or less
5 3 " " 2 escorts of 130 or less
6 4" " 1 escort of 130 or less,1 escort of 130 or more

Freighter types may be exchanged for any freighter or transport in the defending empires freighter pool. escorts are choosen from the patrol pool.



SHIP CHARACTERISCTICS:

6. Ships: each ship in the game is in effect unique with thier own construction traits and officers and crew. Each ship will be recorded on an individual Ship log which will serve as the ships "character sheet" on this log you will record the name of the ship, track victory points and name the captain and track all the officers experience.

First of all roll the 1d20 or 5d4 for each of the 6 ship characteristics, record this on the ship log ship characteristics may be increased by one of two methods, upgrades or using victory points to achieve scores above 16.

Cost in VP's is 1 per number raised to, (a 16 to a 17 would cost 17 VP)

Ship Characteristics:

Hull 1-6 take 1 extra hit for each 10 scored
7-16 none
17-20 reduce 1 internal for each 20 scored
21 reduce 1 internal for each 10 scored
22 reduce 1 internal for each 5 scored

Weapons 1-6 negative 1 modifier to all roles
7-16 nothing
17-20 add 1 to one weapon on each volley
21 add 2 to one weapon on each volley
22 add 1 to all weapons on volley

Power 1-6 subtract 1 each turn from batteries
7-16 nothing
17-20 add 1 power
21 add 2 power
22 add 3 power

Command 1-6 add 1 to number of hexes to fulfill turnmode
7-16 nothing
17-20 chance of HET failure reduced by 1
21 subtract 1 to number of hexes to fulfill turn
22 gain an extra free HET

General 1-6 energy cost for trans/trac is doubled
7-16 nothing
17-20 add 1 to range of transporters/Tractors
21 transporters may carry X2 marines
22 Energy cost of trans/trac is halved





7. Legendary Officers and Experience:

Officer Level Charts:

Any Officer
Level Victory points Abilities
1 0-12 none
2 13-24 Choose one
3 25-50 Choose one plus any from level 2*
4 51- Choose one plus any from level 3*
* applies only to Captains and First Officers, all other officers choose from one pool.

Officer Abilities

Captain

Level 2 Abilities Description

Margin of victory once a turn captain may re-roll any one die roll
Discipline once a turn captain may have any one officer roll re-rolled.
Combat strategies once per turn captain may change facing of ship by 1 hex facing.
Command star 1 Captain gains 1 of 3 stars for promotion to commodore.
Command tactics once per turn step captain may move ship 1 hex in current facing after fire is declared

Level 3 abilities Description

command star 2 captain gains 2nd of 3 stars for promotion
Captains sacrifice captain re-direct any one internal hit per volley into another system.
Vision/Recruitment Captain may promote another officer to next level. (this can only be used once in and only on one officer) and also captain may (once) recruit any 2nd level officer of any one type (except captain)for current ship
Prerogative of command once per turn captain may use any one officer skill one level below(from current officers on ship)

Command structure ship has command even if all command systems are destroyed.

Academy Mastery Counter any officer single ability, once per impulse.


Level 4 abilities Description

Command star 3 Captain gains 3rd of 3 stars and can be promoted to Commodore.

Legend Captain becomes legendary, may use any other officers ability 2-4 once per impulse from current officers on ship.

Confusion at the end of sub pulse 4 on any one impulse captain may choose to turn the facing of any enemy ship by one hex facing.

Master strategist re-roll any one die of choice each impulse.
Superiority Counter any single captain ability once per turn.




Officer Abilities

First Officer

Level 2 abilities Description

Indirect attack Cost of arming suicide shuttles halved
Crew Training add 1 point to damage control each turn
Absolute responsibility First officer adds 1 to marine rolls when defending
Command star 1 acquires 1 of 3 stars for promotion to level 2 captain
Defense Matrix all shields have 1 point of reinforcement per turn

Level 3 abilities Description

Command star 2 add second star of 3

Ship Acumen Counter any single ship enhanced characteristic, once per impulse.


Level 4 Abilities Description

Executive Privilege Counter any non-captain ability once per impulse

Sword and Shield command First officer can coordinate Navigator and Weapons officer to use Sabre Fighting.


Note: only the Captain and XO have abilites that area classed into levels, the rest of the officers classes may choose any of the abilities as they raise in level.


Engineer

Abilities Description

Provide power add 1 power each turn
Ships Steward add 1 to damage control rating
Emergency power add 1 free hex of movement once a turn on any subpulse.
Reach of many add 1 to range of transporters
Hand of the Ship add 1 to range of tractor beams



Weapons Officer

Abilities Description

Duelist Add 1 to any single die roll when attacking
Shield Wall Re-roll any single defense roll on an impulse
Re-calibrate once per turn you may re-roll the hit location for a volley.
Marksman Once a turn, Weapons officer may Choose a single internal, sacrifice all other hits from volley.
Countermeasures counter any single Weapons ability, from an officer or through ship characteristics.
Whirlwind Reduce arming time on a single multi-arm direct fire weapon by one impulse.
Sword Allows direct fire weapons to be used while conducting evasive action.(cannot be usedwithout Navigator with Shield Movement ability

Navigator

Abilities Description

Star Beacon auto Disengagement on any ending impulse
Evasive Mastery Ship takes one less impulse to come out of evasive action.
Shield Allows direct fire weapons to be used whileconducting evasive action.(cannot be used without Weapons Officer with Sword Ability)
Expert Maneuvering Gain a free HET
Efficient Geometry HET costs 3
Profiler Terrain/Web movement restrictions halved



Marine Commander

Abilities Description

Legion of Honor Marine major acts as 2 boarding parties
Jugular strike +1 on hit and run roles for impulse
Morale of the Empire Add +1 to rolls when defending
Masters Duel Call out other Marine major for one on one duel
Use opposed D6 roll to determine victor. Winning side gains +1 on attack
Assassinate During boarding action Marine Commander may choose to attempt to kill opposing ships officers. Roll 1d6 1-3 no success, 4, marine Commander killed, 5 marine Commander and target killed, 6 target killed.
Ship Conqueror +1 on roles when attacking



7. Victory Point Chart

Description Victory Points

Score internal hit 1
Score 1/4 internal hits on enemy 3
Score 50% hits 6
Cripple 7
Destroy 10

Win scenario 10-20

Kill officers 2 Vp per level

Roleplay 1-10

Lose scenario -5
Get crippled -4
25% dmg -2
do not roleplay -2-5
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larator
Ensign


Joined: 02 Dec 2006
Posts: 17

PostPosted: Sat Sep 29, 2007 3:15 pm    Post subject: Here is the ship log Reply with quote

FEDERATION COMMANDER
SHIP LOG

Ship Class:____________________ Race:_______________________

Ship Name:____________________ Commander:_________________

Victory Points:__________________ Honors:______________________


Crew Data Chart Abilities_________________

Captain
Level: 1 2 3 4* _________________

First Officer
Level: 1 2 3 4* __________________

Engineer
Level: 1 2 3 4* __________________

Weapons Officer
Level: 1 2 3 4* __________________

Navigator
Level: 1 2 3 4* __________________

Marine Commander
Level: 1 2 3 4* __________________


*Indicates Legendary Officer

Ship Data Chart:__________________________________________________________________

Ship Characteristics: Notes:

Hull: _____

Weapons: _____

Power: _____

Command: _____

General: _____
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larator
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Joined: 02 Dec 2006
Posts: 17

PostPosted: Sat Sep 29, 2007 4:35 pm    Post subject: Reply with quote

Please send me feedback.

NOte the TSE is the Terran Star Empire (the mirror universe Federation) they are in the campaign and after a massive offensive currently control 50% of the Federation, Earth has been subjugated and the Federation capital is currently on the planet Vulcan, with Star fleet operations being centered in the Rigel system.

The TSE miniatures are painted with mirror universe logos, sowd and planet on the disk and the disk is wreathed in imperial olive leaves.

Pete
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Hamanu
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Joined: 24 Sep 2007
Posts: 7
Location: Opatija, Croatia

PostPosted: Sat Sep 29, 2007 9:24 pm    Post subject: Reply with quote

1. Could you clarify how exactly systems are distributed? What size map do you use and does each hex contain an inhabited system? I.E. there is no "empty space?" I'm also not entirely clear as to what the sectors and lines are supposed to represent. Sorry if this is a common term in SFB Embarassed


2. What does promotion to Commodore mean to a captain? Does he have to spend all of his experience just to gain the three starts, and he cannot select other 2nd and 3rd level abilities except those that give him these?
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larator
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Joined: 02 Dec 2006
Posts: 17

PostPosted: Sun Sep 30, 2007 12:05 am    Post subject: Reply with quote

OK great questions let me clarify,

1. the systems at the start of each game are randomly rolled up in each hex of each empire, with the following exception. Each empire has a home system which generates 100 Ep and has 8 lines.

so how this would look is on your hex map you roll a D6 to determine the system size for each and every hex. (note the Orions and Wyn which on my map only have 1 hex are both home systems.

2. Sectors are each the number of areas in each line that have to be defended or attacked when a system is invaded. Example a tiny system (1) has 2 lines and 3 sectors. the first line has 2 sectors and the back final line has 1 sector (plus a Base station and colony world) in order for an invading empire to take the Hex all sectors must be taken. so for a tiny system there is the possibiliby of 3 separate battles (one for each sector)

Let's hypothosize:

The Romulans invade the Gorn Confederation with 5 ships onto a tiny system on the border.

The romulan player must have enough ships to engae each of the front line sectors in order to invade ( in this example there are 5 ships, the player only needs 2 because there are 2 sectors) the romulan player then divides his invading fleet into 2 forces one for each sector, he places 2 in each secotr and holds the 5th ship for reserve (roll a \D6 to see how manay rounds into a actaul FC battle to see when this reserve ship is available)

Then the Gorn player selects defending ships from his Romulan border fleet (the player has a total of 12 ships on the border and selects 6 ) the Gorn player splits the defending forces into equal sets of 3.

Then the 2 battles are resolved using FC,

Then if the attacking player won at least 50% of the battles then the attack may continue to the 2nd line and third sector.

Lets look at a huge system:

it would have 5 lines with a total of 15 sectors (15 differnet potential battles to be fought and won for the ataking player to take this hex on the strategic empire map.

the first line has 2 base stations ( each in thier own sector on the far ends of the sector line and 1 BATS in the middle sector and 2 blank or empty sectors) 50% of these front 5 sectors have to be victories in battle before the attacking player can move to the next line of the system....this goes on until there is a vistor or the attacking player is pushed back and out.

Next question:

the advantage of a captain using his/her ability slots to be promoted to commodore has great advantage a commodore adds 2 to the command rating of a fleet, this type of flag officer can tip the balance of power in large engagements.

I am working on Both Commodore and Admiral ability sets than can be gained. A commodore would potentialy look like this.

at second level the captain chooses command star1
at third level the captain would choose command star 2 and one ability from level one ( say command tactics is choosen)
at 4th level the captain chooses command star 3 and any level 2 ability ( say perogative of Command)

then the captain can be promoted to Commodore, and start gaining commodore abilities, there is only 2 levels in the flag officer level)

I hope this answers the questions!

Pete

p.scott9@comcast.net
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larator
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PostPosted: Sun Sep 30, 2007 3:32 am    Post subject: a great Ship Reply with quote

as a fyi one of the most fearsome ships in our campaign is the KRC Subjugator
the ship has the following

hull 15
weapons 17
command 16
Power 18
General 10

A lvl 3 captain with (Discipline, Command tactics)
A lvl 2 XO with ( Defense Matrix)
A Lvl 2 weapons officer with (Whirlwind)

a very formidible ship, with a long a illustrious career, currently serving as the flagship for the gorn/romulan border fleet, and much ahted by the gorn, having survived 5 skirmishes (scenarios)
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Sedistik
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Joined: 19 Sep 2007
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PostPosted: Mon Oct 01, 2007 1:16 pm    Post subject: Reply with quote

thanks for posting that stuff.
Going to read check it all out soon (I hope).
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Carnifex
Ensign


Joined: 19 Oct 2006
Posts: 19

PostPosted: Thu Oct 11, 2007 7:00 am    Post subject: Reply with quote

Interesting stuff.

I was thinking about some kind of campaign system using the F&E map, myself. I'll have to take a good look over those rules you've come up with.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 473
Location: Seattle, Wa

PostPosted: Wed Oct 24, 2007 4:57 am    Post subject: Very nice! Reply with quote

This is Great!
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PallidaMors
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Posts: 473
Location: Seattle, Wa

PostPosted: Sat Oct 27, 2007 2:58 am    Post subject: new ship added to the campaign Reply with quote

a privateer was added to the Federation, the ship is named the BlackGuard

Orion CA

level 4 legendary Captain
with
combat strategies
pirate hand
defense cloak
ebon defender


ship characterisctice

Hull 19
Weapons 21
command 18
power 16
general 18
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Pinkfluffychicken
Lieutenant Commander


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

PostPosted: Mon Oct 29, 2007 11:44 am    Post subject: Reply with quote

larator: Most interesting. Thank you. Your system sounds a lot of fun and gives players real interest in individual ships. Very much in the spirit of Star Trek itself. Like it! Smile The one question that kept popping into my head as I read through it was "How long does it take to administer this?"

I'm asking because admin is the bane of campaigns - certainly from the point of view of the poor GM. So far (turn 10) I'm staying on top of it reasonably comfortably in our universe, but I have to admit that as the rules develop and clarify, one of the main considerations in my mind is how any proposed development will affect the administration of turns.

chuckle. Incidentally, we have come up with very similar raiding rules!
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PallidaMors
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PostPosted: Wed Oct 31, 2007 4:50 am    Post subject: adm time ( pallidamors formerly known as Larator) Reply with quote

Hello my freind on the Thames.

the adm time is actaully relativley finite, when we gather it takes about 45 minutes to process the 5 steps for a turn, and then it is all about the battles and victory points,

thanks for your kind commetns, we are trully having fun with this.

The addition of the Blackguard really threw the Romulan player off when he chaned against it on a raid roll. the Roms had 2 SPH assigned to patrol duty and when the fed player announced a raid the federation got lucky and chaned upon a large freighter convoy. the romulan empire responded by pulling both patrol SPH into the mix. one of them actaully got the interception roll before the raid happened.

The Orion CA captured the Romulan SPH Gladius!!

all under Federation letter of marque

Pete ( by the way my screen name changed from Larator to this)
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Creator Empire 1,4 campaingn rles and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
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Pinkfluffychicken
Lieutenant Commander


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

PostPosted: Sun Nov 04, 2007 1:09 pm    Post subject: Reply with quote

PallidaMors: Completely open admin sessions. I see. It spreads the load very nicely between players, but the more players the more likely it is someone will miss an admin session or two - even for you lads in College - and I gather the Gorn and Klingons are run by the same player already. Without meaning any disrespect to the player in question I would expect that to cause problems before too long (no matter how good a role player he is).

Please don't take the above as negative criticism! I'm looking at the pros and cons to see what I can steal and use in my campaign, and commenting on the basis of our experiences. The big meta-problem with our campaign is that it requires one sucker (me) not to have the fun of running an empire and stitching up his friends. The biggest problem within the campaign itself is making sure the various Races are administered (planets, economy, ship locations and movement) in ways I can track easily and quickly. The fun of watching the lab rats running around mazes of their own creation is a partial compensation but you can't share the jokes with anyone. chuckle. Ah. The loneliness of godhood. Wink

Even have to watch what I say here, since at least one player posts on these boards. The real compensation is watching "history" unfold.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 473
Location: Seattle, Wa

PostPosted: Sun Nov 04, 2007 4:05 pm    Post subject: admin time Reply with quote

removed
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Creator Empire 1,4 campaingn rles and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing


Last edited by PallidaMors on Fri Mar 28, 2008 4:53 pm; edited 1 time in total
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