Omega Conversion Project
Moderators: mjwest, Albiegamer
When it comes to the antimatter cannon, I'm not exactly sure why it was introduced; I guess it might not hurt overly much to try the ACs out with the standard and double shot modes for now, and worry about caseless later.
I'll post up a revised AC rule soon, but first; after having a look at a certain entry in CL41, I figured it was time to stick on a little Kraftwerk!
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(5OH) DREX SUPERCOMPUTERS
As in the Alpha Octant, many Omega empires experimented with the concept of super-intelligent battle computers (5A3). With one exception, they all fell into the same range of problems which prevented the operation of such supercomputers.
The sole exception was the Drex Unity. The Drex had a critical advantage which facilitated the development on ship-board supercomputers; the ability of their robotic crews to interface directly with the on-board CPU.
(5OH1) GENERAL RULE
(5OH1a) Supercomputer Use: All Drex starships, along with their orbital and deep-range bases, employ supercomputers; which use many, but not all, features noted for other empires' experimental units. The Point Value of Drex starships includes the presence of these supercomputers.
(5OH1b) Control Spaces: Drex units do not possess Bridge, Auxiliary Control, or Emergency Bridge boxes, though some have separate Flag Bridge boxes. In place of non-Flag boxes lie an array of CPU boxes; as long as at least one of these boxes remain active, the supercomputer operated normally. CPU boxes are disabled on "Bridge" (but not "Emer") hits.
Note: As Drex computers are fully integrated into the ship, they cannot be destroyed under (5A3b); should a Drex ship have all of its CPU boxes disabled, the computer will function normally once again should at least one CPU box be repaired. CPU boxes can be attacked directly via hit-and-run raids.
(5OH1c) Reliable: Due to the highly efficient degree of refinement the Drex have reached with their software and hardware systems, Drex supercomputers never fail or risk going into Berzerker mode, as standard supercomputers do under (5A3d) and (5A3e) respectively. Note that this precludes the circumstance under which deactivating the computer is required under (5A3c).
(5OH2) ADVANTAGES
(5OH2a) Pre-Existing Advantage List: The following rules from (5A3a) are applicable for Drex supercomputers:
*(5A3a2) Movement,
*(5A3a5) Direct-Fire Weapons,
*(5A3a6) Probes,
*(5A3a7) Repairs.
Note: Other advantages listed under (5A3a) are not applicable; for example, Drex ships do not have additional robot Marines as other ships would under (5A3a8), but rely on their standard complement of (already robotic) Marine squads.
(5OH2b) Evasive Maneuvers: Drex ships may perform evasive maneuvers at half of the normal cost; however, they do not gain the advantage of (5A3a3), and remain under the restrictions of (2D4b).
(5OH2c) High Energy Turns: Drex ships have two "safe" High Energy Turns; they risk breakdown under (2D2b) on a third or further attempt. The bonus non-Drex supercomputers gain under (5A3a4) does not apply; the ship will break down on a roll of 1-3 as normal.
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How is that?
I'll post up a revised AC rule soon, but first; after having a look at a certain entry in CL41, I figured it was time to stick on a little Kraftwerk!
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(5OH) DREX SUPERCOMPUTERS
As in the Alpha Octant, many Omega empires experimented with the concept of super-intelligent battle computers (5A3). With one exception, they all fell into the same range of problems which prevented the operation of such supercomputers.
The sole exception was the Drex Unity. The Drex had a critical advantage which facilitated the development on ship-board supercomputers; the ability of their robotic crews to interface directly with the on-board CPU.
(5OH1) GENERAL RULE
(5OH1a) Supercomputer Use: All Drex starships, along with their orbital and deep-range bases, employ supercomputers; which use many, but not all, features noted for other empires' experimental units. The Point Value of Drex starships includes the presence of these supercomputers.
(5OH1b) Control Spaces: Drex units do not possess Bridge, Auxiliary Control, or Emergency Bridge boxes, though some have separate Flag Bridge boxes. In place of non-Flag boxes lie an array of CPU boxes; as long as at least one of these boxes remain active, the supercomputer operated normally. CPU boxes are disabled on "Bridge" (but not "Emer") hits.
Note: As Drex computers are fully integrated into the ship, they cannot be destroyed under (5A3b); should a Drex ship have all of its CPU boxes disabled, the computer will function normally once again should at least one CPU box be repaired. CPU boxes can be attacked directly via hit-and-run raids.
(5OH1c) Reliable: Due to the highly efficient degree of refinement the Drex have reached with their software and hardware systems, Drex supercomputers never fail or risk going into Berzerker mode, as standard supercomputers do under (5A3d) and (5A3e) respectively. Note that this precludes the circumstance under which deactivating the computer is required under (5A3c).
(5OH2) ADVANTAGES
(5OH2a) Pre-Existing Advantage List: The following rules from (5A3a) are applicable for Drex supercomputers:
*(5A3a2) Movement,
*(5A3a5) Direct-Fire Weapons,
*(5A3a6) Probes,
*(5A3a7) Repairs.
Note: Other advantages listed under (5A3a) are not applicable; for example, Drex ships do not have additional robot Marines as other ships would under (5A3a8), but rely on their standard complement of (already robotic) Marine squads.
(5OH2b) Evasive Maneuvers: Drex ships may perform evasive maneuvers at half of the normal cost; however, they do not gain the advantage of (5A3a3), and remain under the restrictions of (2D4b).
(5OH2c) High Energy Turns: Drex ships have two "safe" High Energy Turns; they risk breakdown under (2D2b) on a third or further attempt. The bonus non-Drex supercomputers gain under (5A3a4) does not apply; the ship will break down on a roll of 1-3 as normal.
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How is that?
Last edited by Nerroth on Tue Jul 20, 2010 5:51 pm, edited 1 time in total.
I took the caseless option out. If we end up needing it, it can go back in later.
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(4O1J) ANTIMATTER CANNONS
The primary heavy weapon of the Koligahr Solidarity fleet, the antimatter cannon represents one of the ways in which the aquatic species demonstrate their mastery of antimatter usage. It fires a matter/antimatter warhead against its target, which detonates on contact with its target.
(4O1J1) GENERAL RULE
(4O1J1a) Ship Card: Each ‘AC’ box on the Ship Card represents one antimatter cannon. It is disabled by a single point of damage, counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1J1b) Firing Rate: Each antimatter cannon may fire once (and only once) during any given turn, and may not be fired within 8 impulses of firing in a previous turn. Mark the Impulse of firing on the Antimatter Cannon Impulse Used Track accordingly.
(4O1J1c) Ammunition: There is no need to keep track of “antimatter cannon ammunition� since these weapons are armed directly from the engine power grid.
(4O1J1d) Range: Antimatter cannons have a range of 25 hexes.
(4O1J1e) Caseless Antimatter: In Star Fleet Battles, antimatter cannons possess the ability to fire the antimatter portion of their warhead separately, in a 'caseless' mode. (This is primarily of use against unshielded targets.) For the time being, this function is not used in Federation Commander.
(4O1J2) FIRING PROCEDURE
Antimatter cannons may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(4O1J2a) Step 1: The player owning and firing the antimatter cannon announces which weapon is firing (which must not be Disabled) at which target (which must be between zero and twenty-five hexes away).
(4O1J2b) Step 2: The player owning and firing the antimatter cannon pays three Energy Points to fire the antimatter cannon with a standard shot, or six Energy Points for an overload shot.
(4O1J2c) Step 3: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(4O1J2d) Step 4: One die is rolled for each antimatter cannon. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the roll to hit is successful, apply the listed damage for the type of shot fired.
Example: A Koligahr heavy cruiser fires four microphaser-1s and two overloaded antimatter cannon shots at a Mæsron dreadnought at range four. The Koligahr successfully rolls to hit with all five weapons, which would result in sixteen damage points from the microphaser-1s (4 per PM-1) and twenty-four damage points from the overloaded antimatter cannon shots (12 per shot); for a total of forty damage points applied to the target vessel.
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One thing that's worth noting about v2 of the Koligahr CA Ship Card: The Point Value should only be 115. The extra 2 points includes the ACG refit, which this ship (with its max of four points per generator, not six) isn't shown as having.
That said, if it turns out the ship needs the refit, the power charts might need changing; but for now, the rules for the ACG go as far as four.
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(4O1J) ANTIMATTER CANNONS
The primary heavy weapon of the Koligahr Solidarity fleet, the antimatter cannon represents one of the ways in which the aquatic species demonstrate their mastery of antimatter usage. It fires a matter/antimatter warhead against its target, which detonates on contact with its target.
(4O1J1) GENERAL RULE
(4O1J1a) Ship Card: Each ‘AC’ box on the Ship Card represents one antimatter cannon. It is disabled by a single point of damage, counts as a ‘torpedo’ when using the Damage Allocation Table, and is repaired by four repair points.
(4O1J1b) Firing Rate: Each antimatter cannon may fire once (and only once) during any given turn, and may not be fired within 8 impulses of firing in a previous turn. Mark the Impulse of firing on the Antimatter Cannon Impulse Used Track accordingly.
(4O1J1c) Ammunition: There is no need to keep track of “antimatter cannon ammunition� since these weapons are armed directly from the engine power grid.
(4O1J1d) Range: Antimatter cannons have a range of 25 hexes.
(4O1J1e) Caseless Antimatter: In Star Fleet Battles, antimatter cannons possess the ability to fire the antimatter portion of their warhead separately, in a 'caseless' mode. (This is primarily of use against unshielded targets.) For the time being, this function is not used in Federation Commander.
(4O1J2) FIRING PROCEDURE
Antimatter cannons may be fired during the Offensive Fire Phase (1E2d) of the Sequence of Play. Use the following procedure:
(4O1J2a) Step 1: The player owning and firing the antimatter cannon announces which weapon is firing (which must not be Disabled) at which target (which must be between zero and twenty-five hexes away).
(4O1J2b) Step 2: The player owning and firing the antimatter cannon pays three Energy Points to fire the antimatter cannon with a standard shot, or six Energy Points for an overload shot.
(4O1J2c) Step 3: The range is calculated (3A5). If the target is out of range, the weapon cannot be fired.
(4O1J2d) Step 4: One die is rolled for each antimatter cannon. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the roll to hit is successful, apply the listed damage for the type of shot fired.
Example: A Koligahr heavy cruiser fires four microphaser-1s and two overloaded antimatter cannon shots at a Mæsron dreadnought at range four. The Koligahr successfully rolls to hit with all five weapons, which would result in sixteen damage points from the microphaser-1s (4 per PM-1) and twenty-four damage points from the overloaded antimatter cannon shots (12 per shot); for a total of forty damage points applied to the target vessel.
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One thing that's worth noting about v2 of the Koligahr CA Ship Card: The Point Value should only be 115. The extra 2 points includes the ACG refit, which this ship (with its max of four points per generator, not six) isn't shown as having.
That said, if it turns out the ship needs the refit, the power charts might need changing; but for now, the rules for the ACG go as far as four.
By the way, if there is anyone looking to give the bubble ship a go, I could suggest a couple of potential adversaries:
*The Throne of Ozymondas.
Take the Middle Years Orion CR from Briefing #2, add the cloak, stick photons in the wing mounts and a phaser-1 in the prow.
For the ship as it was between 2575 and 2577, replace the prow Ph-1 with a disruptor.
And if you want to try something new, also replace the lone battery with a tachyon missile rack and up the cost of the ship by three points, to get the post-2577 edition. (It might be an idea to start with the standard missiles initially, to see how they work out.)
*Something Andromedan.
You could try the ship out against a Python, or maybe have two CAs (or one CA and the Throne) fight a Conquistador-Cobra combination.
Of course, both options could be good fodder for Iridani or other playtest ships as and if/when they appear, too!
*The Throne of Ozymondas.
Take the Middle Years Orion CR from Briefing #2, add the cloak, stick photons in the wing mounts and a phaser-1 in the prow.
For the ship as it was between 2575 and 2577, replace the prow Ph-1 with a disruptor.
And if you want to try something new, also replace the lone battery with a tachyon missile rack and up the cost of the ship by three points, to get the post-2577 edition. (It might be an idea to start with the standard missiles initially, to see how they work out.)
*Something Andromedan.
You could try the ship out against a Python, or maybe have two CAs (or one CA and the Throne) fight a Conquistador-Cobra combination.
Of course, both options could be good fodder for Iridani or other playtest ships as and if/when they appear, too!
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DKeith2011
- Lieutenant Commander
- Posts: 209
- Joined: Mon Jul 16, 2007 6:49 pm
- Location: Oklahoma
After a year and change it looks like real life has decided to let me have a hobby again.
Been reading back over the thread and it looks like a lot of progress has been made. Hopefully I'll be able to get back in with some work on my personal favorite Omega race, the Souldra.
Nerroth, if you could look back over my ideas for Dark Matter Pulsars (fill another hole in the Phaser section) from the first post in this thread and convert them into the standard used here now I would appreciate it.
My plans for conversion go something like this.
Dark Matter Damage Procedure (DMDP)
Drop it completely or substitute something similar but simpler. This has to be decided before the weapons can be finalized.
I'm toying with the idea that boxes destroyed by the DM weapons cost half as much to repair as normal. This would represent the systems being scrambled and disabled, leaving the crew alive, stranded and awaiting a far darker fate unless they work really fast.
Alternatively, DM damage could simply be unable to cause a ship to explode. This accomplishes much the same thing and is even simpler.
Opinions anyone?
Dark Matter Pulsar (DMP)
Simple phaser conversion after the DMDP question is settled. Mostly done back in the first post in this thread.
Dark Matter Torpedo (DMT)
Dirt simple plasma conversion after the DMDP question is answered.
Soul Shields
To pay energy or not to pay energy, that is the question.
The elimination of housekeeping energy costs in FC means the Souldra will have a substantial energy surplus in comparison to other Omega ships if they don't have to buy their shield boxes.
Options would be to keep the energy costs exactly as they are in SFB and pay for them or reduce the number of boxes available and get them for free.
Opinions anyone?
Dimensional Phasing
Relatively simple conversion of the cloak rules should work here.
Soul Shards
To paraphrase Amy Pond, here's where things get complicated kids.
I have some ideas for these nasty little buggers but nothing solid enough to share yet.
Been reading back over the thread and it looks like a lot of progress has been made. Hopefully I'll be able to get back in with some work on my personal favorite Omega race, the Souldra.
Nerroth, if you could look back over my ideas for Dark Matter Pulsars (fill another hole in the Phaser section) from the first post in this thread and convert them into the standard used here now I would appreciate it.
My plans for conversion go something like this.
Dark Matter Damage Procedure (DMDP)
Drop it completely or substitute something similar but simpler. This has to be decided before the weapons can be finalized.
I'm toying with the idea that boxes destroyed by the DM weapons cost half as much to repair as normal. This would represent the systems being scrambled and disabled, leaving the crew alive, stranded and awaiting a far darker fate unless they work really fast.
Alternatively, DM damage could simply be unable to cause a ship to explode. This accomplishes much the same thing and is even simpler.
Opinions anyone?
Dark Matter Pulsar (DMP)
Simple phaser conversion after the DMDP question is settled. Mostly done back in the first post in this thread.
Dark Matter Torpedo (DMT)
Dirt simple plasma conversion after the DMDP question is answered.
Soul Shields
To pay energy or not to pay energy, that is the question.
The elimination of housekeeping energy costs in FC means the Souldra will have a substantial energy surplus in comparison to other Omega ships if they don't have to buy their shield boxes.
Options would be to keep the energy costs exactly as they are in SFB and pay for them or reduce the number of boxes available and get them for free.
Opinions anyone?
Dimensional Phasing
Relatively simple conversion of the cloak rules should work here.
Soul Shards
To paraphrase Amy Pond, here's where things get complicated kids.
I have some ideas for these nasty little buggers but nothing solid enough to share yet.
Last edited by DKeith2011 on Tue Jul 27, 2010 5:31 pm, edited 1 time in total.
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Rick Smith
- Lieutenant Commander
- Posts: 261
- Joined: Tue Sep 02, 2008 3:56 am
With DKeith2011 championing the Souldra and Barry Kirk pulling for the Singers, all we need is for someone to step up on behalf of the Loriyill to complete the triad!
However, while I definitely would want to see the Souldra show up (alongside the Singers and Loriyill, as I noted before) I wouldn't count any of the three among the first or second (or third, depending on how soon a Drex-Ymatrian-Worb trio might be an option) batch of empires I'd want to see worked on.
But then, it's not my call to make, so...
Rules-wise, I'd say the DMDP could be worked in (with a note confirming ships can still blow up due to frame damage) though when it comes to Shards, I feel that the Black Shard is the only type which is an absolute must.
Figuring out how the thing would actually work in an FC context is the kicker.
Oh, since Andros have to pay for their panels, there might be a precedent for making the Souldra pay some kind of premium, if the power curves demand it.
And don't rush things, Rick!
However, while I definitely would want to see the Souldra show up (alongside the Singers and Loriyill, as I noted before) I wouldn't count any of the three among the first or second (or third, depending on how soon a Drex-Ymatrian-Worb trio might be an option) batch of empires I'd want to see worked on.
But then, it's not my call to make, so...
Rules-wise, I'd say the DMDP could be worked in (with a note confirming ships can still blow up due to frame damage) though when it comes to Shards, I feel that the Black Shard is the only type which is an absolute must.
Figuring out how the thing would actually work in an FC context is the kicker.
Oh, since Andros have to pay for their panels, there might be a precedent for making the Souldra pay some kind of premium, if the power curves demand it.
And don't rush things, Rick!
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DKeith2011
- Lieutenant Commander
- Posts: 209
- Joined: Mon Jul 16, 2007 6:49 pm
- Location: Oklahoma
Hoping to be able to order W&P this week, need to see how the Andros convert since the DMDP has special rules for PA Panels in SFB.
My main goal is to get as much of the original material converted into a workable form for testing ASAP, never know when a weird loophole might crop up.
I'm looking at making the Black shard a hybrid of several of the original shard types. Effectively make them a kind of multi-role fighter. Maybe equip them with 2 L-DMP and 1 L-DMT, the latter only if there are rules for fighter seeking weapons in existence that I've missed.
I'll leave publishing order concerns to the powers that be.
My main goal is to get as much of the original material converted into a workable form for testing ASAP, never know when a weird loophole might crop up.
I'm looking at making the Black shard a hybrid of several of the original shard types. Effectively make them a kind of multi-role fighter. Maybe equip them with 2 L-DMP and 1 L-DMT, the latter only if there are rules for fighter seeking weapons in existence that I've missed.
I'll leave publishing order concerns to the powers that be.
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Rick Smith
- Lieutenant Commander
- Posts: 261
- Joined: Tue Sep 02, 2008 3:56 am
Hi everyone. I have to make use of our intermittent power here in DC to throw
this ship up for adjustments or play-testing. SVC was very kind to post the ship
card in the Commander's Circle as well as put it on Facebook!
http://www.starfleetgames.com/federatio ... test.shtml
Hope everyone enjoys it.
Onward to the Auroran CLA...

this ship up for adjustments or play-testing. SVC was very kind to post the ship
card in the Commander's Circle as well as put it on Facebook!
http://www.starfleetgames.com/federatio ... test.shtml
Hope everyone enjoys it.
Onward to the Auroran CLA...

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Rick Smith
- Lieutenant Commander
- Posts: 261
- Joined: Tue Sep 02, 2008 3:56 am
-
Rick Smith
- Lieutenant Commander
- Posts: 261
- Joined: Tue Sep 02, 2008 3:56 am
Okay.
In line with the 12-ship-per-module format, I've re-arranged the list I was gonna work with, and devised a set of three possible options for a 'launch day' array:
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Module 1:
*Federal Republic of Aurora (5):
Armored Cruiser (CLA)
Light Cruiser (CL)
Frigate (FF)
Pocket Battlestation (PBT)
Raider Cruiser (CR)
*Trobrin Empire (6):
Deep Space Dreadnought (DN)
Command Cruiser (CC)
Heavy Cruiser (CA)
Frigate Leader (FFL)
Frigate (FF)
Small Station (SS)
*Bolosco Merchant Guilds (1):
Merchant Cruiser (MC)
Module 2:
*Iridani Questors (7):
Brigantine (BG)
Galleon (GL)
Clipper (CP)
Barque (BQ)
Caravel (CR)
Yawl (YW)
Supply Dock (SD)
*Qixa Amalgamate (3):
Speeder (CT)
Runner (DDT)
Trading Post (TP)
*Bolosco Merchant Guilds (1):
Mercenary Dreadnought (MD)
*Generic (1):
Civilian Large Freighter (FL)
Module 3:
*Mæsron Alliance (6):
Dreadnought (DN)
Heavy Cruiser (CA)
Light Cruiser (CL)
Destroyer (DD)
Frigate (FF)
Outpost Base (OB)
*Koligahr Solidarity (5):
Dreadnought (DN)
Heavy Cruiser (CA)
Destroyer (DD)
Patrol Boat (PB)
Relocatable Base (RLB)
*Generic (1):
Civilian Small Freighter (FS)
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Note that the Koligahr and Qixa have been added in. The bubble-jellies are a good rival for the Alliance, we have playtest rules already, and Rick's fine sample Ship Card; while the Qixa trade ships also have playtest rules and would not need any of that messy in-Cloud business for now.
Plus, the MW and BB are held in reserve for now.
How is that looking so far?
In line with the 12-ship-per-module format, I've re-arranged the list I was gonna work with, and devised a set of three possible options for a 'launch day' array:
-----
Module 1:
*Federal Republic of Aurora (5):
Armored Cruiser (CLA)
Light Cruiser (CL)
Frigate (FF)
Pocket Battlestation (PBT)
Raider Cruiser (CR)
*Trobrin Empire (6):
Deep Space Dreadnought (DN)
Command Cruiser (CC)
Heavy Cruiser (CA)
Frigate Leader (FFL)
Frigate (FF)
Small Station (SS)
*Bolosco Merchant Guilds (1):
Merchant Cruiser (MC)
Module 2:
*Iridani Questors (7):
Brigantine (BG)
Galleon (GL)
Clipper (CP)
Barque (BQ)
Caravel (CR)
Yawl (YW)
Supply Dock (SD)
*Qixa Amalgamate (3):
Speeder (CT)
Runner (DDT)
Trading Post (TP)
*Bolosco Merchant Guilds (1):
Mercenary Dreadnought (MD)
*Generic (1):
Civilian Large Freighter (FL)
Module 3:
*Mæsron Alliance (6):
Dreadnought (DN)
Heavy Cruiser (CA)
Light Cruiser (CL)
Destroyer (DD)
Frigate (FF)
Outpost Base (OB)
*Koligahr Solidarity (5):
Dreadnought (DN)
Heavy Cruiser (CA)
Destroyer (DD)
Patrol Boat (PB)
Relocatable Base (RLB)
*Generic (1):
Civilian Small Freighter (FS)
-----
Note that the Koligahr and Qixa have been added in. The bubble-jellies are a good rival for the Alliance, we have playtest rules already, and Rick's fine sample Ship Card; while the Qixa trade ships also have playtest rules and would not need any of that messy in-Cloud business for now.
Plus, the MW and BB are held in reserve for now.
How is that looking so far?
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DKeith2011
- Lieutenant Commander
- Posts: 209
- Joined: Mon Jul 16, 2007 6:49 pm
- Location: Oklahoma
