federation commander campaign
Posted: Sat Sep 08, 2007 6:03 pm
Hello, here in Sacramento my group ( the warcollege) has succesfully innovated a strategic level campaign with FC. each player controls a host nation, with the gamemaster providing control for the remainig 'npc' nations.
each race has between 20-30 ships depending on thier initital purchases, we use a pyramid appraoch to building fleets that only allows 10% of any nations fleet to be capitol ships, 30% to be cruisers and the remaining 60% are made of up ships that cost 130 or less.
we use a small laminated galaxy map, and each hex on the map is a system that is rated a certain level, each hex results in a tiered batle much like that found in SFB's the admirals game.
there are patrol ships and raiders, orion pirates and monsters.
most intriguing in the game si that each ship is unigue, while being the standard ship on the ship card, each ship also has the possibility of unique enhancments based uppon rolling up of 5 characteristis that every ship has.
1. hull
2. weapons
3. energy
4. command
5, general
these are similiar to many RPG character stats.
then each ship is tracked for victory points (experience) and as time goes on and more VP's are accrued you can spend these points to raise the level of 1 of 6 officers on eah ship.
1. captain
2. the XO
3. weapons officer
4. navigator
5. marine commander
6. engineer
each level of officer 1-4 possible allows the controlling player to choose form a listy of level abnilities to apply to the officer.
example a level 2 XO ability that is available is called
Absolute repsonsibility, if you have a ship with a lvl 2 XO that has choosen this you gain an +1 on all defending marine rolls, when boarded.
another example is racial specific abilities
Klingon marine commanders can shoose "paladin of the empire" a level 4 skill.
we use a very simple a flexible command system for controlling the amount of ships allowed in each fleet and squadron, we also have created a strategic movement system that makes it possbile to not have to keep the game 'set up' for weeks and months with counters and ships locations marked. this we did away with and found an easier and fluid movement system.
any one else out there with a campaing?
I would love to hear about it, an maybe swap ideas.
my rules so far are.
1. game set up
2. command and control
3. turn sequence.
4. movement
5. combat
6. research
7. trade
8. romulan cloaking (strategic)
9. raids/patrols
10. orion pirate use and hiring
11. ship characteristics (with ship character sheet)
12. legendary officer and level skills by officer class.
each race has between 20-30 ships depending on thier initital purchases, we use a pyramid appraoch to building fleets that only allows 10% of any nations fleet to be capitol ships, 30% to be cruisers and the remaining 60% are made of up ships that cost 130 or less.
we use a small laminated galaxy map, and each hex on the map is a system that is rated a certain level, each hex results in a tiered batle much like that found in SFB's the admirals game.
there are patrol ships and raiders, orion pirates and monsters.
most intriguing in the game si that each ship is unigue, while being the standard ship on the ship card, each ship also has the possibility of unique enhancments based uppon rolling up of 5 characteristis that every ship has.
1. hull
2. weapons
3. energy
4. command
5, general
these are similiar to many RPG character stats.
then each ship is tracked for victory points (experience) and as time goes on and more VP's are accrued you can spend these points to raise the level of 1 of 6 officers on eah ship.
1. captain
2. the XO
3. weapons officer
4. navigator
5. marine commander
6. engineer
each level of officer 1-4 possible allows the controlling player to choose form a listy of level abnilities to apply to the officer.
example a level 2 XO ability that is available is called
Absolute repsonsibility, if you have a ship with a lvl 2 XO that has choosen this you gain an +1 on all defending marine rolls, when boarded.
another example is racial specific abilities
Klingon marine commanders can shoose "paladin of the empire" a level 4 skill.
we use a very simple a flexible command system for controlling the amount of ships allowed in each fleet and squadron, we also have created a strategic movement system that makes it possbile to not have to keep the game 'set up' for weeks and months with counters and ships locations marked. this we did away with and found an easier and fluid movement system.
any one else out there with a campaing?
I would love to hear about it, an maybe swap ideas.
my rules so far are.
1. game set up
2. command and control
3. turn sequence.
4. movement
5. combat
6. research
7. trade
8. romulan cloaking (strategic)
9. raids/patrols
10. orion pirate use and hiring
11. ship characteristics (with ship character sheet)
12. legendary officer and level skills by officer class.