Penal ships

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m1a1dat
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Penal ships

Post by m1a1dat »

I've seen a few of the Klingon penal shops printed, do they have special rules? I can't find them. Do they have the poor/degraded crews and other things that they do in SFB?
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dharras
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Re: Penal ships

Post by dharras »

m1a1dat wrote:I've seen a few of the Klingon penal shops printed, do they have special rules? I can't find them. Do they have the poor/degraded crews and other things that they do in SFB?
I think thats the degraded crew rule (5X), which amongst other things stops it having the 'safe' HET, less benefit from evasive manoeuvres, less shuttles (if it has more than one).
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Post by terryoc »

Yes, penal ships have degraded crews.
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Post by Steve Cole »

I sent a note to Mike West that penal ships seem a fun borders of maddness thing for CL43.
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Post by mjwest »

Right now, all that happens is that Penal ships must use the (5X) Degrade Crew rules (their Point Values already include the "rebate"). That is the only limitation (which should be more than enough!).

I will see what else can be/needs be added to make Penal ships more "interesting" than just having Degrade Crews. Regardless, that is their primary distinguishing characteristic.
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Nerroth
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Post by Nerroth »

Maybe a chance at mutiny, Mike?
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Post by mjwest »

Nerroth wrote:Maybe a chance at mutiny, Mike?
Maybe ...

;)
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m1a1dat
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Post by m1a1dat »

I figured it would be borders of madness but just didn't know where to find the info. Based on the low bpv compared to the normal version of the ship i figured it would have the degraded crew.
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Post by Steve Cole »

I am not sure I want mutiny in FC, even in BoM.
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Post by mjwest »

Yes, Klingon penal ships are designed to be used in base Federation Commander by simply using the ship cards as published with the Degrade Crew rules in effect. Degraded crews are not BoM, and are part of the base rules. So, penal ships are completely usable.

Any penal rules for BoM will be to add more "flavor".
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Post by mjwest »

Steve Cole wrote:I am not sure I want mutiny in FC, even in BoM.
I am not making any promises they will appear. I am simply promising I will try to make them work. If they don't, they don't. If they do, great.
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terryoc
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Post by terryoc »

Perhaps as an addendum to the "control stations" rule. As the rules are written, if you knock out the control stations on a regular ship, the ship suffers certain penalties. Perhaps if you disable all the control stations on a penal ship, the ship mutinies and comes under the control of the opposing player. It's difficult enough to achieve that it won't come up often, but adds a bit of flavour.
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Post by Steve Cole »

I think it very unlikely that the ship would come under control of the opposing player. Surrender is a possibility (not usable in the current battle), but simply "going back home" is far more likely.
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Post by Dan Ibekwe »

It might depend on who they were fighting. If facing the democratic, freedom loving, human (and others) rights going-on-about Federation, surrender; if facing the Kzinti, run away. Very fast.

Other things penal ships might not be good at would be damage control (only half as many repair points per tum?) and systems operation (any tractor or transporter operation fails on a roll of a '6'?).
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dharras
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Post by dharras »

Dan Ibekwe wrote:It might depend on who they were fighting. If facing the democratic, freedom loving, human (and others) rights going-on-about Federation, surrender; if facing the Kzinti, run away. Very fast.
Wouldn't the Feds most likely stick them in a holding area (mutiny at least ought to be a universal crime) for a dignified length of time and then return them in an exchange of prisoners (along with the ship, possibly in pieces) whilst the Kzinti or Hydrans are likely to go "Ship? Nope, no Klingon ship came here or was ever seen at our secret research facilities in multiple pieces, and none of your subject races are enjoying a permanent vacation at our leisure facilities" :wink:
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