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Omega Conversion Project
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Nerroth
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PostPosted: Fri Aug 20, 2010 4:13 pm    Post subject: Reply with quote

I'm not in too much of a hurry to throw out the regular TG weapon table; but so far as the arming goes, maybe a single set of 8 boxes could be used, which the player would fill out to the amount required over the course of two turns' worth of Energy Allocation?

(The weapon may be flexible, but should still be tricky; not least due to the reduced firing opportunities in FC.)


As regards the missiles, I suppose rounding the prices up or down wouldn't hurt for the time being; though again I'd ask people to try the standard missile first, before looking at whether or not the three current upgrade options are the most viable.
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Nerroth
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PostPosted: Fri Aug 27, 2010 12:37 am    Post subject: Reply with quote

So, time for the Probr stuff.


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(4O1BQ) QUANTUM PHASERS
Developed originally by the fiercely territorial Ryn Enclave, a felinoid empire indigenous to the hollow Nebula that bears their name, quantum phaser technology was 'acquired' by the Probr Revolution, which had lacked any kind of phaser armament on their ships beforehand. Quantum phaser technology gradually spread to the Loriyill Collective and Chlorophon Association, and was adopted by the Bolosco Merchant Guilds a year after the Probr signed a treaty (alongside the Trobrin) with the extra-galactic traders in 2499. As a weapon system, it is optimised less for close-range hitting power and more towards providing a somewhat increased long-range ability to the firing ship; a trait aided by the weapon's natural resistance to adverse targeting shifts, due to its use of multiple small "quantum beams" to carpet the area around a target's location.

(4O1BQ1) GENERAL RULE
(4O1BQ1a) Ship Card:
Each ‘PQ’ box on the Ship Card (often marked PQ-1, PQ-2 or PQ-3) represents one quantum phaser. It is disabled by a single point of damage, counts as a ‘phaser’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1BQ1b) Firing Rate: Each quantum phaser can fire once (and only once) during any given turn. As with an Alpha Octant phaser, one can fire a quantum phaser on the last Impulse of a given turn and again on the first Impulse of the subsequent turn.
(4O1BQ1c) Ammunition: There is no need to keep track of “quantum phaser ammunition” since these weapons are armed directly from the engine power grid.
(4O1BQ1d) Range: Phaser-Q1s and -Q2s have a range of 25 hexes; Phaser-Q3s have a maximum range of seven hexes.
(4O1BQ1e) Resistance to Adjustments: As a useful side-effect of the way in which quantum beams carpet the target area, the ability of an opponent to mitigate the opportunities for quantum phaser users to land hits upon their targets is significantly reduced. Subtract 2 from any adjustments which would otherwise affect the target unit under (4A); +1 or +2 become +0, while +3 is reduced to +1. Note this means that no shift greater than +1 is possible against this weapon. (Other non-Phaser-Q direct-fire weapons in the same volley do not benefit from this rule.)

(4O1BQ2) TYPES OF PHASER-Qs
There are three types of quantum phasers seen on Probr, Bolosco, and other vessels in Federation Commander, as follows:
(4O1BQ2a) Phaser-Q1: The quantum equivalent to the Phaser-1 seen in the Alpha Octant, these cost one Energy Point to fire. It is marked PQ-1 on the Ship Cards.
(4O1BQ2a) Phaser-Q2: Unlike Alpha Phaser-2s, these weapons are intended for long-range fire against smaller units (such as tachyon missiles and shuttles). These cost one Energy Point to fire, and are marked PQ-2 on the Ship Cards.
(4O1BQ2c) Phaser-Q3: Akin to the Alpha Phaser-3, and similarly used as a short-range defense and attack weapon. This costs ½ of an Energy Point to fire, and is marked PQ-3 on the Ship Cards.
(4O1BQ2d) Tables: Each of these quantum phasers has a specific Quantum Phaser Combat Table. A Phaser-Q1 or -Q2 mount may be down-fired as a Phaser-Q3; which counts as the one allowed firing of that mount for the turn in question. However, a Phaser-Q1 may not be fired as a Phaser-Q2, and a -Q2 cannot be fired as a -Q1.

(4O1BQ3) FIRING PROCEDURE
Quantum phasers may be fired during the Defensive Fire Phase (1E2c) (only against seeking weapons which have impacted on the ship) or during the Offensive Fire Phase (1E2d) (against any target) of the Sequence of Play. In either case, use the following procedure:
(4O1BQ3a) Step 1: Determine the Range (3A5) to the Target. (In the case of Defensive Fire, this is always 1.)
(4O1BQ3b) Step 2: Select a quantum phaser you wish to fire. The weapon must be able to fire in the direction of the target, that is, the target must be within its firing arc (3B) of the quantum phaser and within range.
(4O1BQ3c) Step 3: Pay the cost of firing the quantum phaser (one, or one-half Energy Points depending on what phaser type you are firing); see (4B2).
(4O1BQ3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Quantum Phaser Table for the type of quantum phaser you fired and determine whether the weapon has hit the target. Note rule (4O1BQ1e) when determining potential adjustments under (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the weapon hits, apply the listed damage points to the target facing.
Example: A Probr heavy cruiser wants to fire two phaser-Q1s at the Auroran raider cruiser Throne of Ozymondas, which is currently under evasive maneuvers. It determines that the chosen phaser-Q1s are within arc and are not damaged. Two energy points are paid and the phaser-Q1s are fired. Count the range (let us say five hexes for this example). Comparing the range to die rolls of “2” and "1" would usually mean a total of seven (3+4) damage points would be scored on the target facing. As the Throne is under evasive maneuvering and has its natural stealth coating bonus, its normal adjustment to incoming fire is +3; however, the Phaser-Q1s ignore the first two points of adjustment, only suffering a +1 penalty. Thus, the die rolls are adjusted to "3" and "2"; resulting in a total of five (2+3) damage points against the target facing.


-----


EDIT: TA rules; they might be a bit messy.


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(4O1L) TARGET ACCENTUATORS

As the Probr Revolution pursued its first wave of expansion into the Omega Octant, one of the sites they came across was a derelict battle fortress, from an empire long since faded into history. The Probr were able to take some of the technology discovered at this find and adapt it into the target accentuator; an enhanced fire control system seen on many Probr ships of the line. The TA enabled the Probr to add a new dimension to the high-energy acceptance torpedoes they had 'inherited' from THEM; the ability to enable a specially-prepared torpedo to travel at warp factor four towards a target suitably 'painted' with a marking subspace beacon, for a limited time during its flight.

(4O1L1) GENERAL RULE
(2O1L1a) Ship Card: Each ‘TA’ box on the Ship Card represents one target accentuator. Each is armed and fired independently of the others; energy costs given are for each target accentuator, not the ship's entire arsenal. Each target accentuator is disabled by a single point of damage, counts as a ‘drone’ when using the Damage Allocation Table, and is repaired by four repair points.
(2O1L1b) Firing Rate: Each target accentuator can fire once (and only once) every second turn.
(2O1L1c) Ammunition: There is no need to keep track of “target accentuator ammunition” since it is armed directly from the engine power grid.
(2O1L1d) Range: target accentuators have a range between 5 of 24 hexes; they have a myopic zone preventing the targeting of a unit 4 or less hexes away from the firing unit.

(2O1L2) ARMING TARGET ACCENTUATORS
Target accentuators must be armed over the course of two subsequent turns. The arming player applies one Energy Point per accentuator per turn, for a total of two Energy Points over the course of two turns.
(2O1L2a) Arming: Target accentuators can only be armed during Energy Allocation. During Energy Allocation of the first turn, you may pay one Energy Point per target accentuator you wish to load and mark the “P” (Preload) box on the Target Accentuator Arming track for that specific target accentuator. During Energy Allocation of the second turn, you pay another Energy Point and mark the “L” (Loaded) box on the Target Accentuator Arming track for that specific accentuator. (If you do not pay the Energy Point to complete the loading cycle, the Pre-Load mark is erased.) You can then fire the target accentuator during any Direct-Fire Weapons phase of the turn.
(2O1L2b) Holding: If you have not fired the target accentuator by the end of the second arming turn, you will have to pay one-half of an Energy Points to “hold” the accentuator. You can do this for as many turns as you wish.
(2O1L2c) Pre-Game Arming: At the start of each scenario, the Probr player has the option to have a Pre-Load mark for each target accentuator on the ship, reflecting loading of that weapon on the previous turn. This would allow him to pay Energy Points on the first turn to complete the arming of target accentuators (otherwise he would have no target accentuators to fire on the first turn). Special scenario rules might prohibit this if the Probr ship did not have time or energy to pre-load the target accentuators. Note that if the player takes this option, he cannot count the ship's batteries in determining his starting energy.

(2O1L3) FIRING TARGET ACCENTUATORS
Target Accentuators may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. The player who owns the ship firing the target accentuator uses the following procedure.
(2O1L3a) Step 1: He announces which target accentuator he is firing (which must not be disabled) and the target (which must be within range of the target accentuator). Other players can confirm the data, or show it not to be true, and point out any rule or condition which would prevent firing.
(2O1L3b) Step 2: The range (3A5) is calculated. If the target is out of range of the target accentuator, the weapon cannot be fired.
(2O1L3c) Step 3: One die is rolled for each target accentuator. The result of the die roll may be modified (4A4) by various considerations including Evasive Maneuvering (2D4) by the target or by Orion Stealth coatings (5L2). Cross-reference the result with the Range on the Target Accentuator Table to determine if the target accentuator hit or missed. If a hit is scored, mark the Impulse of firing upon the Target Accentuator Impulse Used Track for the given weapon.
(2O1L3d) Step 4: No damage is inflicted upon the target by the TA itself. Rather, the effect is the number if Impulses of accentuation the target is under (2 Impulses). Accentuated HEAT torpedoes will move towards the target at speed 64 (8 hexes per Impulse). No target can be accentuated for more than 4 Impulses in a given period of 8 Impulses, counting the 8 Impulses from the first Impulse of accentuation. Extra Impulses' worth of effect from multiple TAs have no effect. The effect of TAs are not cumulative; one may choose to overlap the effects from one of more TAs upon a given target, but no additional benefit is gained from two or more painting the target simultaneously. Note that the 'painting' ship must keep the target in range (and in arc) for the accentuator to maintain its full effectiveness; if the target is closer than 5 or further than 24 hexes by the Direct-Fire Phase of a subsequent Impulse, and/or is no longer in the TA's firing arc, the remaining benefit of the TA is lost.
Note: Accentuated HEAT torpedoes sharing the same target need not be fired from the same unit in order to receive the benefit; nor need the TA be limited to accentuating the firing ship's own array (if any) of accentuated HEAT torpedoes. In tactical terms, this allows one Probr vessel to guide other ships' accentuated HEATs towards a common target.
Example: A Probr dreadnought has three accentuated HEATs in flight, all heading towards the same target (a Trobrin heavy cruiser at range ten). The Probr captain decides to use one of his ship's armed TAs to try and 'paint' the Trobrin ship in the Direct-Fire Phase of Impulse #3. He rolls a "2" to hit, which is not adjusted in this instance; this results in the TA successfully managing to hit. This allows the three accentuated HEATs to travel in the subsequent Impulse at speed 64; moving two hexes per sub-pulse. The Probr captain must keep the Trobrin ship in range and in arc by the Direct-Fire Phase of Impulse #4 in order for the effect of the TA to continue into Impulse #5.


-------


(4O2E) HIGH-ENERGY ACCEPTANCE TORPEDOES

The primary ship-mounted weapon developed by the species known as THEM, the Probr 'inherited' this weapon in the wake of the Revolution; one of the few legacies of THEM to survive the xenocidal fury of that exceedingly violent era. Initially, the HEAT had only one function, somewhat akin to those seen in Alpha Octant Plasma-F or Plasma-G torpedoes; the discovery of alien technology from a derelict battle fortress allowed the Probr to develop a unique accentuation option for this weapon system. While accentuated, a HEAT torpedo can, for a time, travel at warp four while its target is suitably 'painted'; this provided a very useful advantage to the Probr fleet when dealing with their many foes.

(4O2E1) GENERAL RULES

With the following exceptions listed below, high energy acceptance torpedoes (referred to hereafter as HEATs) operate in the same manner as plasma torpedoes, as described in (4J).
(4O2E1a) Ship Card: Each HEAT launch tube is marked as a HEAT on the Ship Card; there is only one type of HEAT launcher. Each launcher counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O2E1b) Firing Rate: HEATs require three turns to arm and may be launched (or held) on the third Turn of arming; note there is a fast-load option allowing for the full arming of a HEAT in two turns.
(4O2E1c) Ammunition: As with plasma torpedoes under (4J1c), there is no need to keep track on "HEAT ammunition".
(4O2E1d) Types of Implosion Torpedoes: There are two types of HEATs; both can be armed in the same launcher.
Standard HEATs: The original type of HEAT, it has a lower arming cost, but is not affected by the use of target accentuators.
Accentuated HEATs: An innovation developed after the incorporation of TA technology, it has both a higher arming cost and a somewhat reduced warhead; these are off-set by the ability to have their speed increased when en route towards their target.
(4O2E1e) Tracking Arcs: As with plasma torpedoes, HEATs have tracking arcs designated on their Ship Cards. The arcs in question are listed on the Cards in question.
(4O2E1f) Seekers only: Note that unlike plasma torpedoes, HEATs do not have a bolt mode, nor a carronade mode. They operate as seeking weapons only.
(4O2E1f) Re-Targeting: In Star Fleet Battles, HEATs have a (virtually) unique ability to be re-targeted in mid-flight. For the time being, this function is not present in Federation Commander.

(4O2E2) ARMING HIGH-ENERGY ACCEPTANCE TORPEDOES
HEATs are armed over a three-turn period by the ship's power grid. The amount of power required depends on the type of torpedo being armed. Any given HEAT launcher may arm either a standard or accentuated HEAT.
(4O2E2a) Arming Procedure: HEATs can only be armed during Energy Allocation (not later in the turn). During Energy Allocation of each of the three turns, the player must add the amount of energy required by the chart below:
Warhead Turn #1 Turn #2 Turn #3 Hold
Standard 2 2 2 1
Accentuated 2 2 3 1.5
(4O2E2b) Fast-loading: HEATs can be fast-loaded as either standard or accentuated torpedoes in the Energy Allocation phase of the second turn of arming; simply apply 4 Energy Points' worth to arm a HEAT as a standard load, or 5 Energy Points as an accentuated version.
Note: One is not required to specify which type of HEAT is being armed until the final turn of arming (either the third turn if armed normally, or the second turn if fast-loaded); the decision is in the hands of the arming player in the last turn of arming, whichever they decide it to be.

(4O2E3) HIGH-ENERGY ACCEPTANCE TORPEDOES IN COMBAT
HEATs use the same procedures as plasma torpedoes under (4J3), with the following exceptions.
(4O2E3a) Seeking Weapon Control: Unlike plasma torpedoes, HEATs require the use of a seeking weapon control channel, as drones do.
(2O2A3b) Speed: Standard HEATs, as well as accentuated HEATs when not travelling towards a target 'painted' by a target accentuator, travel at speed 32. While travelling towards a 'painted' target, accentuated HEATs move at speed 64; two hexes per sub-pulse.

Torpedo Impulse of Impact
Type 1 2 3 4 5 6
Standard 16 16 12 8 4 0
Accentuated 12 12 9 6 3 0

(4O2E3c) Increased Phaser Resistance: HEATs have a greater degree of resilience when targeted by enemy direct fire. The ratio of damage against a HEAT warhead (of either type) when fired upon by most phaser types is 3:1; it takes 3 damage points from most phaser types to reduce the incoming warhead by 1 point. Note that microphasers, due to their improved ratio against plasma-type weapons, have a 2:1 ratio against HEATs; 2 damage points from a Phaser-M degrade a HEAT warhead by one point.


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pauls
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PostPosted: Mon Sep 06, 2010 3:06 pm    Post subject: Reply with quote

Back from holiday, I will try and get a Maesron vs Trobin playtest in this week if anyone has FC ready SSd for these they can find my email address in the profile section of the BBS and I would be most grateful.

Paul
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Nerroth
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PostPosted: Mon Sep 06, 2010 3:51 pm    Post subject: Reply with quote

I should say that I won't be online a lot this week; it's my birthday today, and with family over for a visit, I'll be busy in real-world-land.

I'm sure you won't mind my absence, though.
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Nerroth
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PostPosted: Mon Oct 04, 2010 2:02 am    Post subject: Reply with quote

With the half-pack files on offer for the Frax, it seems to me that 6 at a time might be a good way to get things going, if/when the time comes to get proper Omega Ship Cards in publication.


It would be fairly straightforward to do introductory single-empire six-packs for the Mæsrons, Trobrin, Probr et al, as well as a pack which covers all 4 of the generic hulls with a couple of bonus choices.


For example:

Mæsron Alliance Pack A
*Dreadnought
*Heavy Cruiser
*Light Cruiser
*Destroyer
*Frigate
*Border Outpost

Trobrin Empire Pack A
*Deep Space Dreadnought
*Command Cruiser
*Heavy Cruiser
*Frigate Leader
*Frigate
*Small Station

Probr Revolution Pack A
*Dreadnought
*Heavy Cruiser
*Light Cruiser**
*Destroyer
*Frigate
*Logistics Base

**The Probr CL would be a 'new' ship, though one already mentioned in the Probr R-section in SFB (as having a DD centre hull attached to a pair of cruiser wings).

Generic/Other Pack A
*Large Freighter
*Small Freighter
*Passenger Liner
*Express Boat
*Mæsron Small Battle Freighter
*Vulpa Insurgent Blockade Runner


Other empires could be treated in a similar manner; though I'd still like to have the FRA split between 'old' (pre-Kraknora) and 'new' hull packs, if possible.



Any thoughts?
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PostPosted: Mon Oct 04, 2010 2:21 pm    Post subject: Reply with quote

This looks good - would the special rules for the Ω weapons be included with their respective races?
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Nerroth
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PostPosted: Mon Oct 04, 2010 4:39 pm    Post subject: Reply with quote

In principle, you could include the weapons that certain empires need in their starter packs; then add to them later on if needed.

(For example, a Vari starter pack would stick with their three original weapons, then add the particle splitter torpedo to a subsequent pack, the way the third Frax pack comes with Axion torp rules.)


I guess you'd have to make clear which packs count as 'core' or 'supplemental' files, in terms of what rules they include.


On the other hand, might it be better to have a separate pdf for all of the rules, charts, ship descriptions and background details one might need for a given set of ship packs (akin to the supporting file for the Briefing #2 ship packs)?


I'm not too sure.
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Steve Cole
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PostPosted: Mon Oct 04, 2010 5:43 pm    Post subject: Reply with quote

That's one plan for future products, but the playtest pack will probably be one or two squadron packs for several empires with rules. I saw the ship playtest pack last week and was blown away.
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PostPosted: Mon Oct 04, 2010 6:01 pm    Post subject: Reply with quote

I kinda like the idea of and "all in one" type of pack. So you get the basic ships for the Probr and all the required rules for the included ships in one pack.

The down side is that one would have to buy 2 packs minimum to be able to play Ω games (which doubles the start up cost).

However, if the playtest pack moves to become Ω1 and includes some ships from multiple empires then you could "specialize" for subsequent packages. I don't know how popular single-empire collections would be (and how much less popular single-empire Ω collections would be).
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Steve Cole
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PostPosted: Tue Oct 05, 2010 3:27 pm    Post subject: Reply with quote

Let's get the playtest pack out there first and see how it goes.
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PostPosted: Tue Oct 26, 2010 6:31 pm    Post subject: Reply with quote

The Omega Playtest Rules packet has been finished (to the point that playest rules can be finished) and has been passed on to SVC for approval. Just wanted to let everyone who has shown interest in this project know that things are progressing! Thanks for your patience.
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Jean
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PostPosted: Tue Oct 26, 2010 7:36 pm    Post subject: Reply with quote

Just a reminder that SVC may not be able to get to it for a bit as the next three weeks must be focused on getting out CL #42.
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PostPosted: Tue Oct 26, 2010 7:47 pm    Post subject: Reply with quote

Oh, that doesn't worry me at all, Jean. I know that this is probably the lowest of low things on his radar. I mean, he didn't even consider it for a product until recently and he's got a business to run. And even then, he may not like it. After all, he's the boss.

I'm just happy he let me go and attempt to do this for him. It was very nice of him and a fun project for me. Got to stretch my design muscle a bit.

So, yes...no need for any pressure, stress or warp speed on anyones part. Smile
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PostPosted: Wed Oct 27, 2010 3:53 pm    Post subject: Reply with quote

I need to talk to Jean and to Leanna and see if they want to post it, or sell it, or email it to a select few, or just hide it in the cookie jar.
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PostPosted: Wed Oct 27, 2010 4:00 pm    Post subject: Reply with quote

Haha! To the cookie jar with it!
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