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Supernovae

 
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Pinkfluffychicken
Lieutenant Commander


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

PostPosted: Fri Mar 20, 2009 2:19 pm    Post subject: Supernovae Reply with quote

Hi folks.

Are there any Supernova rules for Fed Commander yet?

If so, could anyone tell me where to find them, please?

If not, would it make sense to just use the SFB Supernova rules?

Thank you.
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sbartholome
Ensign


Joined: 17 Dec 2008
Posts: 13

PostPosted: Fri Mar 20, 2009 4:37 pm    Post subject: Reply with quote

You could use the rules from SFB, but you have to take in account of the movement impulse difference between SFB and FC.
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junior
Captain


Joined: 08 May 2007
Posts: 803

PostPosted: Fri Mar 20, 2009 5:38 pm    Post subject: Reply with quote

The rule from SFB, if I remember correctly, is basically that you have a "wall of death" (i.e. the edge of the blast wave) that starts at a given hexrow and moves one hex toward the far side of the board per turn. Anything in the same hexrow or behind it is instantly destroyed.

Something like that would be fairly easy to adapt to FedCom.

And I would imagine that an official version of the rule will appear in whichever product introduces the Sun Snake to Fed Com.
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Pinkfluffychicken
Lieutenant Commander


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

PostPosted: Fri Mar 20, 2009 8:43 pm    Post subject: Reply with quote

Thanks guys. We'll just use the SFB rules, moving the Wall of Death at the end of Imp 4, and 5 box shields for the nebula.
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Mike
Captain


Joined: 07 May 2007
Posts: 1526
Location: South Carolina

PostPosted: Sat Mar 21, 2009 1:16 pm    Post subject: Reply with quote

I submitted a rewrite for FedCom of the basic Sun Snake scenario to ADB awhile back, but haven't heard anything back from them. No "yea's", "nay's" or even "it's on standby", so I don't know what gives with it.
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 3437
Location: Dallas, Texas

PostPosted: Sat Mar 21, 2009 9:29 pm    Post subject: Reply with quote

Don't forget the automatic (4A4) -3 shift. If everyone is running around with no (or only 5-point) shields, they need to have a hard time hitting.
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