Omega Playtest Feedback
Posted: Fri Oct 29, 2010 11:40 am
Please place your feedback here.
A NEW fast paced board game of starship combat!
https://www.starfleetgames.com/federation/phpBB3/
https://www.starfleetgames.com/federation/phpBB3/viewtopic.php?t=3337
Raider Cruiser (CR): When the Orion raider Throne of Ozymondas arrived in the Aurora system in 2530, its crew might have expected to profit from the impending wave of expansion by the Federation. When fate brought the ship, along with the rest of the system, to Omega, they instead found an opportunity which would secure their place in history.
The Throne started its service a year later, and with its stealth systems and cloaking device soon proved how uniquely placed it was to act as the eyes and ears of the Republic. As the Navy built itself up at home, the Throne reached out into the Omega Octant, delivering vital information and technology to Aurora III on many occasions.
Long after it had been written off as “overdue from mission� in the Alpha Octant, the exploits of the Throne of Ozymondas had became the stuff of Auroran legend.
Note: The Throne can be represented using the Middle Years Raider Cruiser from the printed Briefing #2 book and the Briefing #2 Ship Pack B file on e23. In Squadron Scale, the Throne is equipped with a cloaking device, as well as photon torpedoes in its Y and Z option mounts. Prior to 2575, option mount A is equipped with a Phaser-1; this is replaced with a disruptor from 2575 onwards.
To experiment with the ship as it served after 2577, replace the lone port battery with a tachyon missile launcher and increase the Point Value of the ship to 113.
(4OA1e) Resistance to Adjustments: As a useful side-effect of the way in which quantum beams carpet the target area, the ability of an opponent to mitigate the opportunities for quantum phaser users to land hits upon their targets is significantly reduced. Subtract 2 from any adjustments which would otherwise affect the target unit under (4A); +1 or +2 become +0, while +3 is reduced to +1. Note this means that no shift greater than +1 is possible against this weapon. (Other non-Phaser-Q direct-fire weapons in the same volley do not benefit from this rule.)
(4OA3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Quantum Phaser Table for the type of quantum phaser you fired and determine whether the weapon has hit the target. Note rule (4OA1e) when determining potential adjustments under (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings. If the weapon hits, apply the listed damage points to the target facing.
Example: A Probr heavy cruiser wants to fire two phaser-Q1s at the Auroran raider cruiser Throne of Ozymondas, which is currently under evasive maneuvers. It determines that the chosen phaser-Q1s are within arc and are not damaged. Two energy points are paid and the phaser-Q1s are fired. Count the range (let us say five hexes for this example). Comparing the range to die rolls of “2� and "1" would usually mean a total of seven (3+4) damage points would be scored on the target facing. As the Throne is under evasive maneuvering and has its natural stealth coating bonus, its normal adjustment to incoming fire is +3; however, the Phaser-Q1s ignore the first two points of adjustment, only suffering a +1 penalty. Thus, the die rolls are adjusted to "3" and "2"; resulting in a total of five (2+3) damage points against the target facing.
(4OB1e) Improved Accuracy: One ‘built-in’ aspect of radiation phaser fire is its relatively high degree of accuracy. When faced with an adjustment under (4A4), such as Evasive Maneuvering (2D4) or Orion Stealth coatings (5L2), each point of modification reduces the damage scored by the radiation phaser by .5 damage points.
In other words, a +1 shift reduces the damage scored by .5, a +2 shift reduces it by 1, and a +3 shift reduces by 1.5 damage points.)
(4OB3d) Step 4: Consult the range as listed on Cross-Index on the Table for the type of radiation phaser you fired and apply the number of Damage Points noted. There is no need for a die roll. Round down any fractions caused through radiation phaser fire in a single volley. Note (4OB1e) when evaluating any adjustments under (4A).
Note: Phaser-Rs can, under some circumstances, do a half-point of damage. This is resolved by adding all of the fire in a given volley and rounding down to the next whole number. Any remaining half-points are lost immediately.
Example: A Trobrin deep space dreadnought wants to fire five radiation phaser-1s at an Auroran armored cruiser, which is currently under evasive maneuvers. It determines that the chosen phaser-R1s are within arc and are not damaged. Five energy points are paid, one for each weapon, and the phaser-R1s are fired. Count the range (let us say five hexes for this example). Comparing the range to the relevant entry on the weapon chart results in 3.5 damage points scored per radiation phaser. The two levels of adjustment caused by the target’s evasive maneuvering equals a reduction of each radiation phaser’s result by one damage point, to 2.5 damage points apiece. This times five totals 12.5 damage points. However, as the remaining half-point is lost, only twelve damage points are scored against the target unit.
(4OC3d) Step 4: Roll one six-sided die. Use the result of this die roll and the range to Cross-Index on the Wide-Angle Phaser Table for the type of wide angle phaser you fired and determine the damage. The result is the number of Damage Points scored. This might be adjusted (4A) by various considerations including Evasive Maneuvering (2D4) by the target or by (5L2) Orion Stealth coatings.
Example: An Iridani clipper wants to fire two wide-angle phaser-1s at a Trobrin heavy cruiser. It determines that the chosen phaser-W1s are within arc and not damaged. Two energy points are paid, one for each weapon, and the phaser-W1s are fired. Count the range (let us say three hexes for this example). Comparing the range to die rolls of “5� and "3" mean that a total of seven (4+3) damage points were scored on the target vessel.
(5OB) IRIDANI MODULES
Most Iridani starships are designed with the application of one or more modules in mind. (Indeed, the relevant ships cannot operate without all of these module slots filled.) The modular system is at the very core of the operation of Iridani Quests, since the variety of modules available allow an Iridani vessel to perform a wide range of tasks, in order to fulfill the terms of the Quest the commanding officer may be placed under.
For the time being, each modular Iridani ship in Federation Commander is assumed to have a common set of modules already attached to each ship of a certain class type. These modules are considered part of the ship for all purposes.
Should the desire arise for more detailed rules concerning the application of specific modules to a given Iridani ship, these options may be presented in a future product.
Note: As a point of clarification, the playtest Galleon-B is considered to be equipped with a VIP and Weapons module; these are noted on the Ship Card, but for now are only of note for those wishing to compare the ship to its SFB counterpart.
The lower turn mode in the right-hand column is used when all of the L Warp and R Warp engine boxes are disabled on the ship; the turn mode returns to the higher value once at least one L or R warp engine box (in either wing) is restored.
The lower turn mode in the right-hand column is used when all of the L Warp OR all of the R Warp engine boxes are disabled on the ship; the turn mode returns to the higher value once at least one L AND one R warp engine box (in both wings) is restored.
Do these look better than the ones we currently have? If so, they could go into the file revision. If not, what would you prefer instead?Middle years missile.
Explosion: 12
Armor: 10
Speed: 24
BPV Adjustment: 1
Transition years missile.
Explosion: 16
Armor: 12
Speed: 32
BPV Adjustment: 3
Late years missile.
Explosion: 20
Armor: 14
Speed: 32
BPV Adjustment: 5