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Pinkfluffychicken
Lieutenant Commander


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

PostPosted: Tue Feb 19, 2008 3:25 pm    Post subject: Reply with quote

Aaaaah! This Romulan heart was warmed by your account. Patience is at the heart of successful cloaking tactics, and the Commander in your battle is to be commended for his display of this quality. I remind you of that great Romulan poet Kiplingus' poem If, "If you can keep your head when all about Are losing theirs and blaming it on you ... You'll make an excellent War Eagle Captain, my son."

Incidentally, how did you get 5 Fs on the map as well as 2 S and 3 R ( say "Aaah") torps? Surely only 4?

In a different Universe certain political issues have become clearer. It seems that we have a three way Hydran Klingon Federation Alliance (Tripod?) vs a Gorn Tholian Lyran Kzinti looser alliance (in that the Kzinti and the Lyran get all hissy and spitty at the bare mention of the idea they might be allied, though it's not so much of a case of cat-with-tail vs cat-without-tail as cat-without-hair vs cat-with-LOTS-of-hair. Fortunately they have the Gorn and the Tholian between them). Half of the players have their turn 14s in to me, so we'll soon see what this means in terms of fighting. So far it's been a lot of building up of Empires in terms of exploring and exploiting planets and building up of shipyard capacities and there are only now beginning to be signs that the players are starting to put a major emphasis on fleet expansion.

The reason to go through this whole period rather than just give the players maps with completely pre-designed empires and borders with other powers is to give them a sense of ownership of the Empires they have built themselves. It seems to be working. On the other hand, there has been a decided lack of ship explosions (except for the Klingon, going through E5s like firecrackers). I'm tempted to say that having invited warriors into the battle circle I've actually GOT a bunch of teenagers dancing round their handbags and a deranged thug beating himself up in the corner. But that would be cruel. So I won't. Wink
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Wed Feb 20, 2008 1:26 am    Post subject: Reply with quote

Your campaign seems like it is going nicely my friend!

I too believe in not giving each player a 'finished' product in terms of an already established empire and borders, we did something very similar to your exploration. literally the borders and empire shapes and sizes took place on turns 1-6.

also in regards to the 5 plasma f' the Kinga Eagle has a legendary Romulan weapons officer with Legendary Officer ability "gatling Plasma" allowing one f to be a two shot tube.

Smile
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dstancliffe
Lieutenant JG


Joined: 24 Oct 2007
Posts: 36

PostPosted: Wed Feb 20, 2008 1:22 pm    Post subject: Re: Battle! Reply with quote

The Gorn admiral must be kicking himself for that.

One query:

PallidaMors wrote:
The romulan flagship had completly restored thier front shield at the end of turn 1


Don't shield repairs happen at the start of the turn? Or are you talking about something else?
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Wed Feb 20, 2008 3:31 pm    Post subject: Reply with quote

Don't shield repairs happen at the start of the turn? Or are you talking about something else?

Yes sir that is correct, I shouls have editted my commentray a little better. The Romulan Conor, rotated 5 points at the end of turn 1 from shield 6, then at the start of turn 1, after declaring baseline speeed.....ect the DN then used power to restore the #1 shield..of course doing this cost alot, but the baseline speed declared was zero.

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Starfury
Lieutenant Commander


Joined: 03 Nov 2006
Posts: 302

PostPosted: Thu Feb 21, 2008 2:54 pm    Post subject: Re: Battle! Reply with quote

PallidaMors wrote:
Greetings.

well we were finally able to assemble and begin one of 7 battles that need to be fought from turn 8.

and here is what transpired:

A Romulan invasion fleet consisting of the following;

Con DN, Imperial Wrath
King Eagle, Praetors Sword
War Eagle, Bloodwing

proceeded across the Gorn Border, at the same time you will probably recall that there was multiple border raids carried out between both empires in prelude to this attack.

The Gorn swiftly responded with thier own fleet that moved to intercept and engage the Romulans.

The Gorn Fleet consisted of the following:

HDN, Hammer of the Tri-Star
DD, Black Raptor
FF, Fedifensor

the two fleets faced off, the prize...a level 4 secotr for the romulans if they are victorious, also given the powerful ships involved either empire could be seriously set back if there was a major defeat.

the Romulan ships came in at speed 8 and proceeded to cloak, moving towards the gorn formation cautiously and keeping in mind that they had higher levels of plasma and phasers as a group. (3 plasma R!!, 2 S, 5 F)

The Gorns came in fast, the HDN a massive capitol ship escorted by the two smaller gorn ships, they closed on turn 1, the Romulans stayed cloaked.

AT the end of turn 1 the Gorns used the Carronade with satisfactory results, at range 4 the fleet opened fire with 5 carronades and 16 p-1 all targeted on the Condor. the mighty Romulan Flagship shook with the shock of the attack bu thte front shield held, due to excellent power reserves in teh DN for shield reinforcement against each volley from the 3 differetn ships.

The romulans were not baited and they stayed cloaked. on trun 2 the Gorns closed to range 1, the Romulans went to speed 0 and the gorns decalred speed 24 for all 3 ships!. at the end of impulse 1 the gorns and the romulans were at range 1, the gorns again unleased massive carronades and pahser fire. The target the Condor DN. The romulan flagship had completly restored thier front shield at the end of turn 1 and now they had to see if at range 1 they could dhrug off this close range attack.

The gorns fired, the romulan DN front sheild collapsed and they scored 4 internal hits, the two fleets passed each other, the gorns sliped beehind the romlulans. the next impulse the romulans acclerated and moved to 0+1 and then HETd!!! they had started to uncloak on impulse 1 after the direct fire salvo of the gorn fleet. seeing the gorn power grid and determing that now the gorn fleet with thier speed 24 and having fired all those weapons that they could not outrun the plasma's!!

So the romulans turned, and three powerful Romulan vessels de-cloaked, at the the edn of the other phase in impule 2 they were completely out of cloack, the gorns had moved 3 hexes forward, on the seeking waepons phase the Romulans fired ...all Plasma Torps.

3 R
2 S
5 F

targeting the HDN....the Gorn admiral looked at the movement looked at his power and realized that he could not outrun ther incoming toprs, and all phasers had been used against the cloaked ships.

The GOrns...withdrew, disengaging from the endge of the map just beofre the torps hit and eviscerated the Heavy DN.

the Romulans won, they were awarded 15 VP, for each ship. Both empires tested 2 things.

1 the Gorns tested thier Caronade
2. the Romulans tested thier cloak at close range against a Gorn Fleet.

To be continued.....................


The Gorn should've left the DN alone and concentrated on crippling/killing the escorts first. While the Condor is a nice prize, removing the WE or KE from the battle would've been smarter because they've got smaller shields and are easier to get through.

If the Gorn was really feeling a bit nuts...he could've overrun at 24, bolted ALL the plasma into the Condor then kept moving to recharge. That might've blown a big hole in the shield and the ship; with the Romulan fleet at 0 they'd be able to open some distance before having to engage again.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sun Feb 24, 2008 5:15 pm    Post subject: Reply with quote

hi thanks for the reply, I will try to answer for the Gorn Admirals tactics, though he will most likely post himself later.

The odds of hiting with the bolt at less than with the carronade, the carronade hits automatically at the range that the gorn ships were. Also the plasma torp has to be fully armed before the bolt can be fired, and at turn 1 the only torps fully armed were the f''s the rest of the big torps were on turn 2 of arming.

even if it had been turn 2, the carronade is still the better way to go, especially if you want to overrun, once you are at range 5 or less, the carronade hits automatically, and actually ignores the +4 to the range that occurs when firing at cloaked ships (though it still loses 50% of the damage). while the bolt still has to roll to hit and will suffer the +4 to range and the 50% reduction in damage. so the odds are better.

also of the escorts, there is only a 6 point difference on the front shield between the KE and the DN, now the WE has only 24 and would make an ok target. at the expense of the mighty DN being able to divert all power to weapons, movement and such.....

so those are my thoughts...As a veteran Romulan Admiral...we shall see what my esteemed opponent has to say when he posts.

Thanks!
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Last edited by PallidaMors on Sun Feb 24, 2008 11:19 pm; edited 1 time in total
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dstancliffe
Lieutenant JG


Joined: 24 Oct 2007
Posts: 36

PostPosted: Sun Feb 24, 2008 10:39 pm    Post subject: Reply with quote

PallidaMors wrote:
the +4 to the range and die roll...the bolt still has to roll to hit and will suffer the +4 to die rolls


Cloaks don't affect die rolls, though, just range and damage.


The Gorn shouldn't have fired the Fs at all, IMHO. As soon as they're gone, it'll take three turns before he gets the option to fire Fs again. That's a disadvantage which is simply not worth trading for a few boxes of shield.

He should have stayed on the Romulans, kept speed up (using side-slips, decels, friendly tractors, late-turn emergency decels as appropriate to keep close to fighting range/arc) and kept firing phasers every impulse 8 until the Romulans decide to surface. And should target the KE. The DN is big enough to absorb hits, and the WE is already slow. The KE is the best place for damage to inconvenience the Romulan fleet.

But firing off so much phaser energy early in the turn so that he couldn't outrun the plasma return strike was obviously the big mistake.
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PallidaMors
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Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Sun Feb 24, 2008 11:20 pm    Post subject: Reply with quote

thanks for the correction, I meant +4 to range....LOL
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DArc_Tangent
Lieutenant JG


Joined: 14 Sep 2007
Posts: 64
Location: Sacramento, California

PostPosted: Tue Feb 26, 2008 4:47 am    Post subject: Gorn/Rom Redux Reply with quote

I was under no illusion that the Gorn fleet could take on and destroy the Rom fleet. We fight on a fixed map and outrunning 3 Pl R's is a pain. We were out-gunned from the start. As was pointed out, the DN took the worst punishment I dished out and still came out smelling like a rose next turn. Not having engaged in battle with cloaked ships before in this campaign (or Fed Com) I was there to test the effectiveness of phasers and the Carronade against fully cloaked ships. I learned 3 things:
1) The weakest link is the small cloaked ship (I should've unloaded on the WE instead of the DN. The KE would've shrugged off the damage nearly as easily as the DN.
2) As was pointed out, wait until Imp 8 to unload, or risk plasma overrun.
3) I won't say at this time Idea

I had placed myself in position to escape if things went south (as they quickly did when I unloaded everything end of imp 1 - turn 2). If I had gone after the WE and managed to cripple it, or at least take out its Pl-R, I think I would've stuck around - playing out the battle. I wasn't going to risk losing the HDN in a pitched battle unless the odds were more even.

Question regarding the Carronade: the rules state that ANY energy in the (F only) launcher can be used to fire as a carronade, but additional energy may be added at the time of firing to a max of 7. If I'm reading this correctly, it means I can apply 2 for 1st turn arming (after have discharged the launcher a previous turn) and then fire it that turn, adding up to 5 additional points at the time of firing...all in a single turn - which makes the carronade a relatively effective anti-cloak weapon. Have I interpreted the rule correctly?
And - can a carronade shot be used against a ship which is NOT cloaked? If so, how effective would it be?
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OGOPTIMUS
Captain


Joined: 10 Nov 2006
Posts: 980

PostPosted: Tue Feb 26, 2008 8:00 am    Post subject: Reply with quote

Actually since it's a plasma F, you can only add one point of energy at the start of the turn. Then at the instant of firing you can add up to 4 more points of power for a maximum of 5.

This is a nice weapon since it guarantees damage every turn. It's only going to give you 4 points after the damage reduction for cloaked ships, but it's something.

yes you can use it against anything else. I've done so with the Fed DDL and DNF to good effect (see the thread in the Tactics section of the board).
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Wed Feb 27, 2008 6:30 am    Post subject: Reply with quote

to true......

the Gorns are in for a nasty suprise in the next two battles that have to be resolved on Sunday here is the rundown of matches to be fought.

1. gorn HDD VS. Rom WE/Snp

2. Gorn HDD Vs. Rom Seahk/Snp

3. Klingon D5w/D-5/F-5w Vs. Seltorian NCA, 2xCl, 4Xff (seltorian fleet caight at anchor, KLingons get 1-3 free turns)

4. Fed FF VS TSE FF
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Starnite
Lieutenant JG


Joined: 02 Mar 2007
Posts: 30
Location: Amherst NY

PostPosted: Wed Feb 27, 2008 7:19 am    Post subject: Organized Reply with quote

Yes, I was bored at work, rules now numbered, some minor tweaks made to some systems for clerity, addition corrections made, some name changes for less confusion (weapon changed to tactical for officer title for example)

Some questions in the next post, enjoy!

Empire

Campaign setting
Version 1.2 A (revised with rule numbers and ascetic changes)

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 respective 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:
1.0 Game set up
1.1 Existing Empire Rules
1.1.1 Map Setup
1.1.2 Starting Budget
1.1.3 Fleet Setup
1.1.4 Navel Composition Rules
1.1.5 Basic Hull Definition
1.2 Exploring Empires Rules
1.2.1 Setup
1.2.2
2.0 Command and control
2.1 Command Ratings
3.0 Turn sequence
3.1 Economy
3.2 Collection of Production
3.3
4.0 Movement
5.0 Combat
6.0 Research
7.0 Trade
8.0 Romulan Cloaking
9.0 Raids/Patrols
10.0 Orion Pirates
11.0 Ship characteristics
12.0 Legendary Officers
12.1 Officer Charts
12.2 Captain
12.3 First Officer
12.4 Engineer
12.5 Tactical
12.6 Navigator
12.7 Marine
13.0 Racial Special Abilities
13.02 Federation
13.03 Klingon
13.04 Romulan
13.05 Kzinti
13.06 Gorn
13.07 Tholian
13.08 Orion
13.09 Hydran
13.10 Andromidan
13.11 Lyran
13.12 WYN
13.13 ISC
13.14 Seltorian

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


============================

1.0 - Game set up
(Note there are 2 methods for game set-up and 2 sector rules systems)


1.1 Method 1: Existing Empires, maps provided by the umpire.


1.1.1 Players randomly determine the value of each hex on the campaign map using 1d6, record the value on the laminate map.

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
The Capitol Home system is 6 lines, 21 sectors, 6 lines


1.1.2 System Chart:

System Size | Defense Line | Sectors per Line | Defenses/Planets |
Tiny | 1st line | 2 | Nothing |
(prod 10) | 2nd line | 1 | Base Station |

Small | 1st line | 3 | 2 Base Stations |
(prod 10) | 2nd line | 2 | Nothing |
| 3rd line | 1 | 1 colony, 1 bats |

Medium | 1st line | 4 | 2 Base Stations |
(prod 20) | 2nd line | 3 | 1 Bats |
| 3rd line | 2 | Nothing |
| 4th line | 1 | SB, Minor World |

Huge | 1st line | 5 | 2 Base Sta., 1 Bats |
(prod 40) | 2nd line | 4 | Nothing |
| 3rd line | 3 | 1 SB |
| 4th line | 2 | 2 Base Stations |
| 5th line | 1 | SB, Major World |

Home System | 1st line | 6 | 2 Base Sta., 2 Bats |
(prod 100) | 2nd line | 5 | 2 SB |
| 3rd line | 4 | Nothing |
| 4th line | 3 | SB |
| 5th line | 2 | 2 Bats |
| 6th line | 1 | Home World, SB |


1.1.3 Starting Budget

Empire buying points: 3000 each
Tholians begin with 2,000 and their home system has 100PV
The Wyns start with 1,500 and their home system provides 100PV
The Orion’s start with 6 cartels each with 1000 PV


1.1.4 Fleet Set up:

Using the maps that supplied by the umpire, 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 Dreadnoughts and Battle ships may not be on patrol.

To reiterate you must have:
1 Fleet for each boarder
1 Home Fleet
1 Patrol Fleet (optional)
1 Exploration fleet (optional)


1.1.5 Navy Composition Rules:

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 assigned 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

200 or above 10%
130-199 40%
129 or less 50%

If there is an imbalance due to combat losses, then all purchases must be made to bring the Navy back to these balances.


1.1.6 Basic hulls are defined as your race's equivilant to FF, DD, CL, CA, and DN.


1.2 Revised Set up: (current Campaign setting)


1.2.1 - Setup

Utilising a blank 8x11 sheet of hex graph paper, randomly position all playing empires you wish to have in your campaign, then use the following rules.

A. The starting hex of each race counts as their home system and is considered to have all the starting bases as referenced above for a home system. Also it produces 100 EP's.

B. Each empire starts the game with 2 Frigates and no freighters

C. Following the standard turn sequence for movement each empire moves their frigates into empty and adjacent hexes, and then rolls on the exploration chart to determine what was discovered in the hex.

D. Base production points for each hex is only 50% of total, and you cannot collect the other 50% until you have purchased the necessary freighters to haul the 'top 50%' of the production of the system.



1.2.2 - Exploration charts:
For each hex entered roll the type of sector discovered.

A: Sector type roll 1d6

1-4 minor sector
5-6 major sector

B: Then roll on the minor or major sector results table below.

Minor sector roll 1d6
1-3 empty contains sparse resources, maybe asteroids or other mining.
4-5 tiny contains a small mining world or large planetoid
6 small valuable small world

Major sector roll 1d6
1-3 medium contains a valuable medium sized colony world
4-5 large contains a large world, very valuable
6 huge a true second home world, very rare and valuable


1.2.3 - System Chart

|Rank | Size |Lines|Maps|Production|
|1 |empty | 1 | 1 | 2 |
|2 |tiny | 1 | 1 | 5 |
|3 |small | 1 | 1 | 10 |
|4 |medium| 2 | 2 | 20 |
|5 |large | 2 | 3 | 30 |
|6 |huge | 3 | 6 | 40 |

These sectors have no starting bases, they must be purchased is desired and placed and recorded on the empire map.

Home sector is as above in 1.1.1

======================================

2.0 - Command and Control

The command rating is applied to certain 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.


2.1 - 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 organised.

Actual Command Cruisers have a rating of 6 as do Battlestations and Starbases. Dreadnoughts and Battle ships have a rating of 8.

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 fleet strength can be ships with flag bridges or command cruisers.

Note that only 1 leader type (ship possessing a Flag Bridge may be in any given fleet that goes into battle) also each fleet may not have more than 1 dreadnought or Battleship when going into battle.

===================================

3.0 - 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 applies only to the first line of battle in system battles or any patrol/raid actions.


3.1 Economy:

If an empire is not engaged in formal war the maximum amount of production it can use that is assigned to ship or base construction is 50%, it is assumed during peace time that the rest of the empire economy is spent in worthy endeavours.

If an empire goes to ear then it may use it’s full production value (providing it has the sufficient merchant marine to move the remaining 50%) for wartime construction on ships and bases. Due to the extreme stress that wartime economies have on empires an empire may only stay on wartime economy for 4 turns, after the 4th turn the economy goes back to peacetime even if the empire is still at war.


3.2 Collection of Production
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 possession 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 freighters 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.


3.2.1 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 their total production, if any of those freighters are lost then you loss the corresponding amount each turn until you purchase extra freighters to bring your merchant marine back up to capacity.

(Please note is using the revised set up rules then each empire must purchase their initial freighters)


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

Buy ships
Ships cost the same amount of the Squadron ship cost on their 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 upgrade 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
Each empire may spend 50PV to make a research roll.

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.

=============================

4.0 - 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 conversely any border fleet may move ships to the home fleet (they all count as adjoining)


4.1 Fast warships: Fast warships may be moved once again after movement has occurred, this is useful that if you are attacked you may divert a fast warship(s) from an adjoining border fleet to aid on another border, you May also move fast warships from border fleet duty to patrol status (but not Raider status) without allocating them in advance.


4.2 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. Note the only ships that can be assigned to patrol or raids are any non-dreadnought or +200 PV ships, with the exception of Light Raiding Dreadnoughts, which may be used to Raid and also patrol.


4.3 Declare raids: resolve Empire and Orion raids and patrol rolls

=============================

5.0 - 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 defence ships to place a ship in each sector, if not then you must move back tot he next line of defence until you have enough ships in your defence to place at least one vessel in each sector.

The Attacking and defending players may collect any amount of ships for the defence or attack. When the attack begins each player secretly assigns his or her ships into the sector 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.


5.1 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 defence 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.

=============================

6.0 - 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 failure, cost is 25%
6 success


6.1 Research categories:

You may research in the following areas:

1. Heavy weapons
2. Modify a single existing ship with new weapons or add a heavy weapon
3. New ship type
4. Unlock a captured empires weapons technology
5. Special Systems

=============================

7.0 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 negotiated 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 your total economy.

=============================

8.0 Cloaking: Empires with ships that can cloak gain the following benefit, at the beginning of each system defence the defending player may place their ships in the sectors after the attacker has announced their deployment and placed their forces in the sectors, also the Romulans may use this when invading.


8.1 Cloak check:

Roll 1-6 for each sector attacked:
0-3 indicates failure and the player with cloaking ships must place their ships as normal, a
4-7 indicates success.

Romulans add 1 to the roll
Federation (with a base in the stratigic hex) subtracts 1 from the roll due to superior base sensors

=============================

9.0 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


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


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


9.3 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 empire freighter pool and so is their collection value on empire production.


9.4 Special Raiding Rules


9.4.1 Fast cruisers:
All cruisers or ships designated as "fast" add 1 to all rolls for raiding and patrol results.


9.4.2 Light Raiding Dreadnoughts:
Light Raiding Dreadnoughts may be assigned to both raids and to patrol runs and though they do not receive any modifier for the raid or the patrol they do receive a +1 when resolving results.

=================================================

10.0 - Orion Pirates:
You may purchase Orion pirates to conduct 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, and secrets) you will follow 5 steps for using the Orion’s.


10.1 Negotiations


10.1.1 Purchase an Orion pirate ship, the cost is 10% of the squadron value of the ship.


10.1.2 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 Orion’s successfully in the past see below.

Orion Usage Chart
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 lose 100% of the cost
3 no contact lose 50% of the cost
4 yes, but double the initial cost
5-6 yes


10.1.3 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 (the Take)
1 failure
2 20
3 30
4 40
5 50
6 60
7 70
8 80
9 90
10 100

Orion's Cartel's Cut is 1d10*5% of the take, please remember the cut may be less due to the usage chart results


10.1.4 Now consult the defence chart, the defending player may at their option opt not to defend and only use a freighter then there is no battle, and the player takes the profit (minus the cut)

Defence chart (roll 1d6)
1-2 failure, the pirate did not find any prey.
3 1 freighter, 1 escort of 130 value or less
4 2 freighters, 1 escort of 130 or less
5 3 freighters, 2 escorts of 130 or less
6 4 freighters, 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 chosen from the patrol pool.

==================================================

11.0 - Ship Characteristics

Each ship in the game is in effect unique with their 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.

Alternativly, have each ship start with 1's in all stats, and must gain experiance. A good alternative for use with the alternative start up rules.

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

Ship Characteristics:


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


11.2 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 weapons on each volley
22 add 1 to all weapons on volley


11.3 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


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


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

=================================================================================

12.0 - Legendary Officers and Experience:


12.1 Officer Level Charts:

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


12.2 Captain

Level 1 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 2 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 3 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.


12.3 First Officer

Level 1 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 2 abilities Description

-Command star 2 : add second star of 3

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

Level 3 Abilities Description

-Executive Privilege : Counter any non-captain ability once per impulse

-Sword and Shield : First officer can co-ordinate Navigator and Weapons officer to use Sabre Fighting.

-Command Star 3 : Promoted to Captain level 2 and given his own ship.


12.4 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


12.5 Tactical 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)


12.6 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


12.7 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: on a 1-3-no success, 4-marine Commander killed, 5-marine Commander and target killed, 6-target killed.

-Ship Conqueror : +1 on rolls when boarding and capture attempts

=====================================

13.0 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.


13.2 The United Federation of Planets

Captains Bluff (Cpt Lvl 2)- 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 3)- 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 2)- Move up to 10 points from an adjacent shield as opposed to 5 points, during end of turn phase.

Improved Shield (XO lvl 3)- Shield bleed damage occurs at 15 pts.
- includes "Harmonics" (if combined with Weapons officer ability Master Shield harmonics then prevent all shield bleed damage.)

Master Shield Harmonics (Tactical) 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.


13.3 The klingon Empire

Sabre Dance (Cpt Lvl 3)- 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 1)- Linked to Sabre Dance

Weapons Geometry (Tactical)- Linked to Sabre Dance

Target engines only (Tactical)- 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.


13.5 KZINIT HEGEMONY

Mass Drones (Tactical)- May use 1 shuttle as a scatter pack up to 4 Drones may be placed on a shuttle. Drones are pulled from racks. Maximum of 1 shuttle per scenario.


13.15 The Terran Star Empire

Guillotine (Tactical)- If bridge is hit roll 1d6 to kill any officer 1-2 Indicates a fatality (if no bridge then any remaining control system)

Agonizer Booth (XO Lvl 2)- add 1 to damage die for one weapon per Volley.

Captains Justice (Cpt lvl 2)- add 1 to damage die for one weapon per Volley (2 if combined with agonizer booth)
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Starnite
Lieutenant JG


Joined: 02 Mar 2007
Posts: 30
Location: Amherst NY

PostPosted: Wed Feb 27, 2008 7:36 am    Post subject: Reply with quote

And here are the comments and questions

Cost of upgrades. upgrades are way too expensive to buy. If you get unlucky on the ship roll, and end up with a ship with all ones for stats, say a fed FF for example, spending money to fix it up is insane.

Fed FF 78 points. Using the 1d20 method the USS Lucky ended up with the stats:
Hull :1
Weapons:1
Power :1
Command:1
General:1

To upgrade this ship to all 7's would cost 1350 pv or more then 17 times the cost of the ship it's self. Cheaper to execute the crew and scuttle the ship and make a new one. Has anyone else noted this in the campaign?

Experiance would cost it 135 exps.


Production points.

According to what I read, each hex produces X PP, which durring peacetime you can harvest X/2. According to the freighter rules, you can get X/2 for free, with no extra freighters needed. This seems to indicate that freighters are only needed on a war time footing, or that without freighters, you can only get x/4 PP. I think these rules need some clerification.

Hydran fighters, how are these going to be handled for replacements?

Captain and Xo abilities, currently no way to get level 4. Re-adjusted charts to make more sense to me
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Wed Feb 27, 2008 3:04 pm    Post subject: Reply with quote

Nicely done Starnite!

Your observations on the refit of a ship is acurate, and i was and am going to adjust the refit rules (especially now after your research into the matter!) and the levelling system for the legendaries.

also in 1.3 the freighter and production rules are cleared up, there will not be a peacetime vs. wartime footing. but there will be another enhancement that explains wartime attrition on the economy overall.

for now assume that all hexes produce at maximum, but you can only get the top 50% of each hexes worth with the freighters. (excpet your home system were you get the full amount)

Version 1.3 comes out in March,

I really appreciate your work on this,

Pete
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review rules on the Federation Commander Campaign post, 123,000 views and growing
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Starnite
Lieutenant JG


Joined: 02 Mar 2007
Posts: 30
Location: Amherst NY

PostPosted: Wed Feb 27, 2008 6:26 pm    Post subject: Reply with quote

No problem, I was trying to make it easier for me to read parts and find things, and figured I might as well go whole hog on it. I am looking forward to 1.3 coming out!
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