Capturing ships with Marines

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Paul Grogan
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Capturing ships with Marines

Post by Paul Grogan »

Last night, 6 Gorn marines beamed over to a Large Freighter to try and take control of it. Because there are no marines on board the frieghter, it was just a case of scoring 4 casualty hits, since there are 4 orange boxes on the freighter.

At the end of turn 1, they scored 1 casualty. How do you mark this?
Is the box actually destroyed? I dont think so.

What we did is put a dot in the box to show that it was a casualty, but this doesnt count as damaged and cannot be repaired with damage control.

I think that is correct - the example in the book shows that the bridge of the hood is captured. It then mentions that since the Klingons are now unopposed, they capture the ship - They dont mention anything about having to roll dice or anything - so should capture be automatic if there are no marines?
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asguard101
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Post by asguard101 »

I think you still need "extra" damage to remove the command of the ship after the marines are gone. I could be wrong though.
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mjwest
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Re: Capturing ships with Marines

Post by mjwest »

Paul Grogan wrote:Last night, 6 Gorn marines beamed over to a Large Freighter to try and take control of it. Because there are no marines on board the frieghter, it was just a case of scoring 4 casualty hits, since there are 4 orange boxes on the freighter.
This is correct. Once the four casualty points are scored, the freighter is captured.
At the end of turn 1, they scored 1 casualty. How do you mark this?
Is the box actually destroyed? I dont think so.

What we did is put a dot in the box to show that it was a casualty, but this doesnt count as damaged and cannot be repaired with damage control.
No, the box is not actually destroyed. Use whatever means you want to mark the boxes that have been captured. Your method is perfectly fine. It works.
I think that is correct - the example in the book shows that the bridge of the hood is captured. It then mentions that since the Klingons are now unopposed, they capture the ship - They dont mention anything about having to roll dice or anything - so should capture be automatic if there are no marines?
Not exactly. The example was just assuming that the Klingons roll sufficiently well to capture the last two boxes during the next turn. The only way the 13 marines could not capture the two boxes would be by rolling snake eyes. Any other result is a capture. (Presumably the unmentioned two Auxiliary Control boxes had been destroyed due to damage prior to the boarding attempt.)
asguard101 wrote:I think you still need "extra" damage to remove the command of the ship after the marines are gone. I could be wrong though.
If by "extra" damage you mean damage points equal to the number of control boxes, then, yes. But that would be it.
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Kang
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Post by Kang »

Paul beat me to it - but I was also going to add this next question.

Once that freighter had been captured [or any ship for that matter], is it allowed for the 'new' owner of the ship to use its weapons? I seemed to think it wasn't, but then I'm an ex-SFB player so of course I would think that.

I couldn't find any such rule prohibiting the full use of a captured ship; is there one?
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Post by Kang »

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Post by mjwest »

Kang wrote:I couldn't find any such rule prohibiting the full use of a captured ship; is there one?
Yup, (3E2) Capture.

A captured ship is under very severe movement and weapons restrictions. The rule lists what cannot be done. To turn it around, here is what you can do combat-wise:
- Move at a base speed of 16 or less, with no changes.
- Fire weapons in the Defensive Fire Phase only.
Note also there are no restrictions on tractors or transporters.

Basically, it is allowed to defend itself against impacted seeking weapons and run away.
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Kang
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Post by Kang »

Ah, yes - thank you. And it's in the rules index too, no less.

Some 'Rules Lawyer' I am! :oops:
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