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Federation Commander A NEW fast paced board game of starship combat!
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Mon Jan 07, 2008 5:30 am Post subject: new turn report |
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Many things happened on this last night of campaign gaming, to summarize please review below:
1. the TSE and the Federation 'almost' engaged in what could have been a pivotal battle the TSE invaded in mass across the Federation border with 9 ships into 4 border sectors. The Federation whose fleet was spread across exploration and border assignments only had 4 ships on the TSE border and choose to stand and fight in a rather larger (level5) sector. the TSE appeared with a NCA, 2 NCL and then withdrew. but managed to take 3 other federation sectors.
2. the Romulans placed into active duty the first DN on the game, the RIS Condor Dreadnaught "Messiah"
3. the Seltorians jpined the Federation!! creating a true UFP the embattled Seltorians joined the Federation, giving the Federation player 17 ships and a vast economy on par now with the TS eand he Gorns and Romulans.
4. The romulans cancelled thier trade treaty with the federation since they had declared war on the seltorians.
5. the ROmulans and Klingons joined into a miliatry alliance
6. the Klingons invaded the Federation...with a D-5W and a D-5, the Federation responded with 2 Seltorian NCA
7. next friday the Federation and the Klingons will join in glorious and bloody battle to seal the fate of the eastern border of the newly created United Federation, as Imperial Ships of the Klingon Navy and Federation cruisers contest a level 5 sector. _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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Commodore Mendez Lieutenant JG
Joined: 07 Jan 2008 Posts: 73 Location: Seattle
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Posted: Mon Jan 07, 2008 5:38 am Post subject: |
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This is great, it took me about an hour to go through and print all the rules, I have couple of questions:
1. how do fast warships work?
2. do you have a full description of the TSE
3. what about the other races?
4. how do you gain experiance?
5. do you have any other race abilites for the romulans or the Kziniti?
6.please keep this going! i have 5 players in washington that are going to love this. |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Sat Jan 12, 2008 5:02 am Post subject: |
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ok thanks for the post Commodore, here are the answers.
to number 1, fastwarships get an additional move during strategic phase, they also can react to a battle after a battle has been completed, if they were in one. Example: if a defending fleet consisted of 4 ships defedning a level 5 sector. the ships are divided inbetween the 2 front maps that the battle will be fought. if one of the squadrons had a fast warship ,then when the battle in one map is done that fast warship may roll 1d6 to see how many turns it will take to show up in the other battle running on the other side of the sector.
As to #2: I do not have full description of the TSE, suffice to say it is the miror federation from "mirror Mirror TOS episode #19" in game terms they do have a few different abilites than the federation however they are as folllows:
1. non of their ships use the Photon torpedo, all torp mounts are replaced with particle cannons on the ships card, they do com efrom the same universe as the Seltorians in my game so they share this technology.
2. they have strategic Cloaking on the campaign map, allowing them the same defensive advantage that the romulans enjoy.
#3 Lyran, ISC and Hydran's are in the game but frozen on the map until the supplements come out.
#4 you gain experience (victory points) through winning the battles, scenarios, going on missions, and roleplaying when in battle.
#5 no race abilites are ready yet for the romulans or Kzinti, there are currently racial abilites for the Federation and Klingons....
thanks! _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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Terran Star Empire Ensign
Joined: 18 Jan 2008 Posts: 5 Location: Citrus Heights, CA
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Posted: Fri Jan 18, 2008 11:30 am Post subject: |
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_________________ Live Fast and Conquer!!!
Last edited by Terran Star Empire on Sun Jun 08, 2008 8:30 am; edited 3 times in total |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Mon Jan 21, 2008 4:12 am Post subject: Death of the USS Triumph |
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Well the Klingon forces and the Seltorians (under the flag of the United federation of Planets) engaged.
the contest was to decide the fate of a Federation level 6 sector and most likely the far eastern edge of the Federation border.
The defending force of a Seltorian NCA the USS Triumph engaged and fought for several hours against the IKV Blood Vengance a D-5W.
This battle was awesome to observe, with the battle map equally split with asteroids for terrain.
The two ships moved for position and then began in earnest to carry forth the will of each empire that they served.
The Seltorian NCA called to action stations on the approach of the IKV blood vengance, huge insectoid Marines moved into positon for boarding action, as the captain of the Triumph in his hive like command module sent mental thoughts through to the crew preparing calling them to station, the MAssive Particle cannons begain to cycle and warm up.
The Klingon D-5W Boodvengance, is brand new and the best ship in the fledging Klingon Fleet, carrying the pride of the Emperor. the ship went to battle stations and spun up the Disruptors and assumed flank speed and moved in for the glory of battle.
Both ships received massive damage in this scenario, the tactis involved were complex as both ships were captained by experienced and veteran players.
but finally on turn 6 the Seltorian NCA, burning and with many hundreds dead all throughout the ship, called for the last HET of the game to try vainly to bring thier last PC to bear on the dreadfully wounded Blood Vengance. during the HET the NCA failed the roll, and broke down, the resulting 10 internal hits caused to ship to flare up like a super nova, and then throughout that sector the debris of the ship and crew sped outward from the site of the explosion.
The Blood Vengance received 20 Victory points for this battle, and took remarkably no frame hits, so the Klingon player will not have to pay for repair costs at the strategic level of the campaign. the Bllod Vengance will join the D-5 Warcruiser Basher, which also has a victory under it's name against the Seltorians as well.
This will most likely setle the fate of the sector, the Seltorians (Federation) have one more NCA in this sector the USS prometheus. but to fight on will mean the NCA goes alone aginst the D-5W Blood Vengance and the D-5 Basher...
Anyone...what do you advise the Seltorian (federation Commander??)
please let us know, and we will post results.
should the Federation Withdraw? and lose the Level 6 Sector or should the NCA stay and attempt to win against the combined squadron of the D-5W and the D-5? _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing |
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Commodore Mendez Lieutenant JG
Joined: 07 Jan 2008 Posts: 73 Location: Seattle
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Posted: Tue Jan 22, 2008 1:22 am Post subject: Stay and fight! |
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Stay and fight,
otherwise the Klingons will never stop.
and perhaps you can take one of them with you. |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Tue Jan 22, 2008 5:47 am Post subject: new officer abilites |
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here are all the officer abiliites so far....
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-directs 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 officer’s 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.
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 acquire 1 of 3 stars for promotion to level 2 captain
Defence 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 co-ordinate Navigator and
Weapons officer to use Sabre Fighting.
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
Duellist Add 1 to any single die roll when attacking
Shield Wall Re-roll any single defence 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 used without 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 while conducting evasive action. (Cannot be used without Weapons Officer with Sword Ability)
Expert Manoeuvring Gain a free HET
Efficient Geometry HET costs 3
Profiler Terrain/Web movement restrictions halved
Marine Commander
Abilities Description
Legion of Honour Marine major acts as 2 boarding parties
Jugular strike +1 on hit and run roles for impulse
Moral 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. Racial Abilities (By Race)
The following abilities are all specific to the owning race and as such may not be used by other empires, the Captain and XO abilities are all level specific and may be acquired at that given level. The abilities for all other officers have unless otherwise noted in the description a requirement of needing to have at least one ability from the general pool before you can choose a racial skill.
The Federation
Captains Bluff Cpt Lvl 3 Use ability Captain has 25% to win scenario by creating an elaborate hoax, that causes the enemy captain to withdraw due to a perceived catastrophic danger.
Veterans Captain Bluff Cpt Lvl 4 as above but % chance is 35%, or Captain may opt to roll 15% or less, to have the enemy captain surrender his ship.
Shield Harmonics XO lvl 3 Move up to 10 points from an adjacent shield as opposed to 5 points, during end of turn phase.
Improved Shield XO lvl 4 Shield bleed damage occurs at 15 pts.
Harmonics (if combined with Weapons officer ability Master Shield harmonics then prevent all shield bleed damage.)
Master Shield Harmonics Weapons Officer Add +1 to shield reinforcement capacity per volley, cost is still one energy token.
Emergency Weapons engineer at the end of any impulse a direct fire weapon of choice may be re-charged during the same impulse and fired again, cost in energy tokens is double the normal.
Emergency Warp Power Navigator Navigator must already have Star Beacon, plus the mandatory 1 other ability. If so at the end of any impulse owning player may move ship up to 3 hexes away from current location on same heading.
The klingons
Sabre Dance Cpt Lvl 4 this powerful ability when used in conjunction with the XO weapons Master and the weapons officer Weapons Geometry allows the Klingon ship to fire Disrupters at the next lower range category, though energy cost is +1
Weapons Master XO lvl 2 Linked to Sabre Dance
Weapons Geometry Weapons Linked to Sabre Dance
Target engines only Weapons once per turn a single volley automatically scores internal on the power damage chart.
Wolves Manoeuvre Navigator Once per turn, ship may make a 60- degree turn even if turn mode is not satisfied, turn mode is reset to zero.
The Terran Star Empire
Guillotine Weapons If bridge is hit roll 1d6 to kill any officer 1-2
Indicates a fatality (if no bridge then any rem-
aining control system
Agonizer Booth XO Lvl 3 add 1 to damage die for one weapon per
Volley.
Captains Justice Cpt lvl 3 add 1 to damage die for one weapon per
Volley (2) if combined with agonizer booth
KZINIT HEGEMONY
Mass Drones Weapons May use 1 shuttle as a scatter pack (4)
Drones on shuttle and pulled from racks.
Maximum of 1 shuttle per scenario. _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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Sneaky Scot Commander
Joined: 11 Jan 2007 Posts: 480 Location: Tintern, Monmouthshire
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Posted: Tue Jan 22, 2008 9:27 am Post subject: |
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I think I'd ask for reinforcements! Failing that, run away and come back with a suitable fleet of vengance!! _________________ Nothing is quite as persuasive as a disruptor pistol on slow burn and a rotisserie...... |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Wed Jan 23, 2008 5:07 am Post subject: Romulan and a few other officer abilities |
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The Terran Star Empire
Guillotine Weapons If bridge is hit roll 1d6 to kill any officer 1-2
Indicates a fatality (if no bridge then any rem-
aining control system
Agonizer Booth XO Lvl 3 add 1 to damage die for one weapon per
Volley.
Captains Justice Cpt lvl 3 add 1 to damage die for one weapon per
Volley (2) if combined with agonizer booth
Protect the Empire XO lvl 4 Ignore damage from any one direct fire
Weapon on a roll of 1-2 on a d6
Live by the Sword Marine Major sacrifice marine major and gain +10 boarding
Parties for one round of marine combat.
KZINIT HEGEMONY
Mass Drones Weapons may use 1 shuttle as a scatter pack (4)
Drones on shuttle and pulled from racks.
Maximum of 1 shuttle per scenario.
ROMULAN STAR EMPIRE
One last duty Cpt lvl 2 ship may self-destruct on any end of turn
Phase, this must be declared 5 impulses in
Advance of the end of the turn.
Lord Centurion XO lvl3 cloaking device costs 25% less _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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Pinkfluffychicken Lieutenant Commander
Joined: 08 Aug 2007 Posts: 217 Location: Kingston-upon-Thames
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Posted: Fri Jan 25, 2008 11:23 am Post subject: |
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Turn 13 of our campaign now in and processed. Lots of rushing around and forming of alliances but little actual fighting (apart, of course, from the Klingon, who'd probably fight himself [a la Fight Club] if no-one else did). Is this the calm before the storm or the puddle outside the door? Tune in for next month's confused installment. _________________ Famous last words #11: "That's a very big fleet!" |
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Pinkfluffychicken Lieutenant Commander
Joined: 08 Aug 2007 Posts: 217 Location: Kingston-upon-Thames
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Posted: Fri Jan 25, 2008 7:45 pm Post subject: |
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Quote: | Anyone...what do you advise the Seltorian (federation Commander??) |
If you stay you will die. Will that gain you anything strategically? Time to bring up reinforcements, perhaps? If so, you might think about staying and causing as much pain as you can before dying, but you will die.
If there is no clear strategic gain to be had by staying the best option is to get out and come back with reinforcements. Your ship is valuable and probably not easy to replace. _________________ Famous last words #11: "That's a very big fleet!" |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Sat Jan 26, 2008 5:44 pm Post subject: Turn 7 |
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Well man y things happened on our most recent game turn (last night in fact)
1. The Federation Commander did follow the advice and pulled back the NCA from the klingon attack force.
2. many of the empires employed the Orion Pirates and pulled in quite the haul in terms of production points, with 2 interesting developments in the pirate effect. First the TSE employed elements of the Van Geldur Cartel in the Federation and Orion agents manageed to plant a 10 point bomb on a Federation starship, which one at this point is unknown...but it will be revealed in the next battle...yikes!
3. the Klingons employed the Blackthorn cartel and they paid of a handsome reward...THE EXACT LOCATION OF THE FEDERATION BORDER FLEET AT ANCHOR!!!! the Klingons have jumped on this one and launched a perimtive strike against this fleet.
New Ships bought this turn.
The TSE added a Command Cruiser
The Federation added a Fast Cruiser
the Kzinti added a Heavy Dreadnaught
the Romulans and Klingons both put a light raiding dreadnaught into service ( a C-5 and a Shrike) both by the way started raiding the shipping lanes, but on this first turn of action neither light raider found anything. The C-5 raided into Federation Territory and the Romulan Shrike..the RIS Imperial Sovereign raided into the Gorn.
The Gorn bought a Heavy DN...yikes
The gorn raided along the romulan frontier, all gorn raiders have been intercepted by ROmulan escort ships and there will be battles needed to be resolved.
actually here is the breakdown of the 5 upcoming battles that need to be resolved from last nights turn.
1. Gorn Vs Romulan
Gorn HDD Vs Romulan WE and Skyhawk
2. Gorn vs. Romulan
Gorn HDD vs Rom Seahawk and Skyhawk
3. Federation vs klingon
KLingon D5-w and F-5W vs, Fed NCA, and 2xff
4. TSE vs Federation
TSE ff vs Fed ff
5. The will be big,.....
Romulan VS Gorn, the Romulans take raiding into thier territory pretty seriously and replyed to the Gorn raiding by invading the Gorn Confederation.
Romulan Condor DN, King Eagle and War Eagle VS. Gorn HDN, DD, ff
this should prove to be an intersting series of battles.
Good luck to all commanders and empires.... _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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John Schneder II Lieutenant SG
Joined: 28 Jan 2007 Posts: 102 Location: Cincinnati, OH
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Posted: Sat Jan 26, 2008 8:00 pm Post subject: |
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I've been enjoying reading this maybe its time to make it have its own board topic, or any other Fed Com campaign for that matter. _________________ One of the guys that sculpts the minis (Starline 2400) |
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PallidaMors Commander
Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Sun Jan 27, 2008 12:14 am Post subject: |
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thank you for the compliment and I am glad you enjoy our little campaign..how do I go about setting it up? _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing |
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Scoutdad Commodore
Joined: 09 Oct 2006 Posts: 4755 Location: Middle Tennessee
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Posted: Sun Jan 27, 2008 12:53 am Post subject: |
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email Matt at ADB and ask for a new topic to be created for Federation Commander Campaigns and then ask him to move this thread into the new topic. _________________ Commander, Battlegroup Murfreesboro
Department Head, ACTASF |
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