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Omega Conversion Project
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Nerroth
Fleet Captain


Joined: 08 Oct 2006
Posts: 1744
Location: Ontario, Canada

PostPosted: Wed Jan 26, 2011 8:55 pm    Post subject: Reply with quote

This is the current revision of the SRC rules; with thanks to Mike West for helping sort a few matters out.

Quote:
(4ΩM) SHORT-RANGE CANNONS

When the Orion Raider Cruiser Throne of Ozymondas agreed terms with the government of Aurora III, it transpired that one of the systems found stored in its cargo bay was a prototype Klingon anti-drone system. For a time, this system was left languishing in storage, with no immediate use for the device.
However, when the Auroran Navy found itself faced with neighbors operating tachyon missiles, which a standard anti-drone could not readily counter, the Aurorans modified the prototype system into a weapon more suited to their needs. The short-range cannon replaces the anti-drone's high-speed missiles with an energy-assisted explosive shell. This increases the flexibility of the system, but at the cost of requiring energy to operate.

(4ΩM1) GENERAL RULE

Unless noted below, short-range cannons work in exactly the same fashion as anti-drones, as detailed in (4E).
(4ΩM1a) Ship Card: Each “SRC” box on the Ship Card represents one short range cannon. It is disabled by one “drone” Damage Point, and is repaired by four Repair Points. Like anti-drones, each short-range cannon may be fired once per impulse. Unlike anti-drones, there is an energy cost (of one-half of an Energy Point) to fire a short-range cannon. Also unlike anti-drones, short-range cannons have hemispheric firing arcs; the arc for a given short-range cannon is noted on the Ship Card.
(4ΩM1b) Ammunition: As with an anti-drone, each short-range cannon mount has a limited supply of ammunition (12 rounds), shown as a track on the Ship Card, as well as an Impulse Used track to match. There is no equivalent of the Federation combined drone/anti-drone rack for short-range cannons and other such weapons (such as tachyon missiles). A short-range cannon may not fire anti-drone rounds.
(4ΩM1c) Overloads: Short-range cannons cannot be overloaded.
(4ΩM1d) Reloads: Short-range cannons follow the same reload procedure as anti-drones, as detailed under (4E1d).
(4ΩM1e) Targets: Short-range cannons, due to their more powerful warheads, are capable of damaging a wider variety of targets than an anti-drone can. Separate damage listings are noted below depending on whether the target is a ship, shuttle, or drone. Note that, unlike anti-drones, short-range cannons treat tachyon missiles as drones, not as shuttles. (This is a key distinction that explains why the FRA was keen to develop this weapon.)

(4ΩM2) DEFENSIVE FIRE
Short-range cannons can be fired during the Defensive Fire Phase (1E2c) of the Sequence of Play, at the same time as anti-drones. The player who owns the ship firing the short-range cannon uses the following procedure.
(4ΩM2a) Step 1: He announces which short-range cannon he is firing (which must be un-disabled) and the target (which must be a drone, tachyon missile or suicide shuttle within the firing arc of the short-range cannon in question).Other players can confirm this data (or show it not to be true) and point out any rule or condition which would prevent firing.
(4ΩM2b) Step 2: The player owning and firing the anti-drone expends one-half of an Energy Point, and rolls one die. If the result is a 1-4, a hit is scored; if the result is a 5-6, the shot misses.
(4ΩM2c) Step 3: If the target is a drone or tachyon missile, a hit scores eight Damage Points upon it. If the target is a suicide shuttle, score six Damage Points upon it.
(4ΩM2d) Step 4: If the target is not destroyed (by the short-range cannon shot), then the target could be engaged by phasers in the next step of the Defensive Fire Phase (1E2c).

(4ΩM3) OFFENSIVE FIRE
Short-range cannons can be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. The player who owns the ship firing the short-range cannon uses the following procedure.
(4ΩM3a) Step 1: He announces which short-range cannon he is firing (which must be un-disabled), and the target (which must be within two hexes of the ship, and within the cannon’s firing arc). Other players can confirm this data (or show it not to be true) and point out any rule or condition which would prevent firing.
(4ΩM3b) Step 2: The player owning and firing the short-range cannon rolls one die. If the result is a 1-3, the target is hit. If the result is 4-6, the target was missed. If the target is a drone or tachyon missile, a hit scores six Damage Points upon it. If the target is a shuttle or fighter, score four Damage Points upon it. If the target is a ship, score two Damage Points upon it.
Example: An Auroran Battlecruiser (which, in this case, does not possess the tachyon missile refit) has an inbound M-era tachyon missile in its #6 shield facing at range one, while a second, T-era missile has impacted upon its #3 facing. In the Defensive Fire Phase, it elects to use the ship’s starboard short-range cannon (which has an RS firing arc) at the impacted T-missile. One-half of an Energy Point is paid and the short-range cannon is fired. It rolls a “4” to hit, scoring eight Damage Points on the missile; not enough to destroy it, but enough to require only four additional Damage Points from the ship’s phaser suite to finish it off. In the Offensive Fire Phase, the ship wants to fire its port short-range cannon (with an LS firing arc) at the inbound M-missile. It determines that the chosen short-range cannon is within range, is within arc, and is not disabled. One-half of an Energy Point is paid and the short-range cannon is fired. A die roll of “3” results in a hit, which scores a total of six Damage Points on the missile.

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Barry Kirk
Lieutenant JG


Joined: 26 Dec 2008
Posts: 46
Location: York, PA

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

From a discussion I've had with Gary. I understand that the Koligahr will most likely be in the next update to the FC: Omega project.

The Koligahr and several other races use micro phasers and one of the peculiarities of micro phasers in SFB is that they are much better at damaging plasma than any other phaser type.

In SFB micro phasers damage most types of plasma at 1/1 instead of 1/2. They damage HEAT at 1/2 instead of 1/3.

Since they tend to have a higher average damage output than alpha quadrant phasers at close range and than on top of that they essentially do double damage against plasma. Any ship equipped with micro phasers is going to chew up a plasma armed ship.

Example, a Koligahr CA armed with 8 PM-1 and 2 PM-3 all able to fire in the front centerline has a plasma S impact it's #1 shield at a range where that plasma would do 30 damage, if it fires 5 PM-1 at the plasma, it completely negates the plasma!!! This is automatic since the PM-1s do 6 points of damage each at that range, no more and no less.

By comparison, a Fed CC with 8 P1 and 2 P3, in the same situation if it fired all of it's phasers at the plasma would do an average of 50 damage to the plasma reducing it by 25 points. It would still have 5 points left on it.

That same Koligahr, if it ran into two plasma S in the same impulse, again both impacting on the #1 shield, could fire 5 PM-1 at the one plasma killing it and fire the remaing 3 PM-1 and both PM-3 at the other plasma doing 26 damage to it and reducing it to 4 points of damage.

So, that Koligahr CA can ram two plasma S at point blank range and take less shield damage than a Fed CA ramming only a single plasma S!!!

In FC there are no Enveloping and no pseudo plasma. A Koligahr can just walk right through a volley of plasma torpedoes without ill effect. Sure it burns it's phasers doing it, but it still has it's anti-matter cannons and anti-matter cloud generator to dish out offensive punch on it's target.

The following turn, it gets to use it's phasers against a target which has no plasma deterrent.

A Gorn Dreadnaught could probably take a Koligahr CA, but that's about what it would take.

Can we get rid of the enhanced plasma damage for micro phasers please?

I would also ask for that in SFB, but I don't think I'll get anywhere with that.

Below is my data to back this up.

For regular alpha P1

Range 0 Average damage is 6.5
Range 1 Average damage is 5.33
Range 2 Average damage is 4.83

Whereas PM-1

Range 0 Average damage is 7.0
Range 1 Average damage is 6.0
Range 2 Average damage is 5.0

For regular alpha P3

Range 0 Average damage is 3.83
Range 1 Average damage is 3.67
Range 2 Average damage is 3.00

Whereas PM-3

Range 0 Average damage is 4.0
Range 1 Average damage is 4.0
Range 2 Average damage is 3.0
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Nerroth
Fleet Captain


Joined: 08 Oct 2006
Posts: 1744
Location: Ontario, Canada

PostPosted: Sat Mar 05, 2011 10:42 pm    Post subject: Reply with quote

As I posted on the BBS, I should clarify that the Koligahr are in the next batch of empires that I would wish to consider for development in FC, but that they (and anyone else) would at least have to wait for the five empires that are in the current playtest pack to get up and running before being made open for consideration.

But even if it might be a while before I turn to them, I'd feel obliged to base their microphaser rules on their SFB originals; only if the change is made in Star Fleet Battles would I feel comfortable departing from the improved ratio in FC.
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Barry Kirk
Lieutenant JG


Joined: 26 Dec 2008
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Location: York, PA

PostPosted: Sun Mar 06, 2011 4:48 pm    Post subject: Reply with quote

Well, I've put in my request with the two Steve's to have the original offending rule (OE1.225) deleted from SFB.
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Nerroth
Fleet Captain


Joined: 08 Oct 2006
Posts: 1744
Location: Ontario, Canada

PostPosted: Tue Mar 22, 2011 6:41 am    Post subject: Reply with quote

A few more thoughts on the Omega fighter squadron thing.


*For the Mæsron Alliance, the strike carrier has a 14-strong squadron; eight superiority fighters, four tachyon-gun-armed assault fighters and two missile fighters.

*The Trobrin scout carrier doubles as one of the Empire's heavy scout platforms. It has an eleven-strong squadron; seven superiority fighters, two bolt and two torp craft.

*The Probr CVS is the easiest of the five; it only takes superiority fighters for its twelve-strong squadrons. The torpedo fighters could be ignored unless any of the Probr fighter bases are on the table.

*With two carrier modules, an Iridani galleon can carry twelve fighters; they tend to take one fighter type per module. So, maybe one could start with six superiority fighters from one module, and six FEB fighters from the other.

*The FRA CVS has twelve fighters for its squadron; once the Aurorans mature their fighter doctrines, they go with eight SRC-armed Doberman fighters, usually alongside four light photon-armed Rottweiler assault fighters. In FC, the optional Ballistic fighter could be an interesting option (maybe replacing two Rottweilers), but it could just as easily be skipped.
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