federation commander campaign
Moderators: mjwest, Albiegamer
- Democratus
- Lieutenant JG
- Posts: 36
- Joined: Tue Aug 19, 2008 1:51 pm
- Location: Austin, TX
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Here is a rough summary of the 1.5 changes.
1. A better economic model, enhanced with different avenues for a player to take thier empire.
2. VIctory conditions, empires can announce short term or long term goals, upon completeting them, Empire level Influence points as well as victory points for the empires fleet and stations will be granted. (this one will be cool!)
3. Re-arranged Orion Charts for raids, and spies
4. Fleet upkeep rules, for all the ships that are in service in an Empire
5. Enhanced Movememnt rules (explained in more detail)
6. New Fleet and Admiral rules for creating fleets, Admirals in the game will become important and a needed comoditiy in creating fleets regardless of command rating of the ship, this will only apply to when a DN or BB is used as the flag ship.
7. Re-organization of the Orion, more detailed and organized rules for he Cartels and the use of mercanaries
8. New set up requirements, smaller map though with more detailed system and sector rules, which will encompass the new economic model plus better terrain and exploration possibilities. though the map would be smaller the overall strategic value increases and a more interesting campaign map will generate randomly through play.
9. Automatic combat results chart for small fleet or large fleet actions where the players wish to push the "auto reslve buttone" for their game on certain battles.
10. more defined convoy rules now incompassing Q-ships and the various other trader types.
11. better research model. at the start of the game all empires only begin with the stock ships from the published game accesories. all other ships in communiques, Captains Log..ect will have to be researched though not at great cost.
12. Cmapaing level influence points: these points can be used to influence dice rolls at either the campaign level or tactical level, they can also be used for trade and or for barter.
13. better exploration rules and requirements, this will link with he riicher system rules and what can be found and built upon in a system.
14. the systems will have three main points of development as they evovle from minor colonies to thriving major systems in the game.
1. military
2. econmic
3. Research
1. A better economic model, enhanced with different avenues for a player to take thier empire.
2. VIctory conditions, empires can announce short term or long term goals, upon completeting them, Empire level Influence points as well as victory points for the empires fleet and stations will be granted. (this one will be cool!)
3. Re-arranged Orion Charts for raids, and spies
4. Fleet upkeep rules, for all the ships that are in service in an Empire
5. Enhanced Movememnt rules (explained in more detail)
6. New Fleet and Admiral rules for creating fleets, Admirals in the game will become important and a needed comoditiy in creating fleets regardless of command rating of the ship, this will only apply to when a DN or BB is used as the flag ship.
7. Re-organization of the Orion, more detailed and organized rules for he Cartels and the use of mercanaries
8. New set up requirements, smaller map though with more detailed system and sector rules, which will encompass the new economic model plus better terrain and exploration possibilities. though the map would be smaller the overall strategic value increases and a more interesting campaign map will generate randomly through play.
9. Automatic combat results chart for small fleet or large fleet actions where the players wish to push the "auto reslve buttone" for their game on certain battles.
10. more defined convoy rules now incompassing Q-ships and the various other trader types.
11. better research model. at the start of the game all empires only begin with the stock ships from the published game accesories. all other ships in communiques, Captains Log..ect will have to be researched though not at great cost.
12. Cmapaing level influence points: these points can be used to influence dice rolls at either the campaign level or tactical level, they can also be used for trade and or for barter.
13. better exploration rules and requirements, this will link with he riicher system rules and what can be found and built upon in a system.
14. the systems will have three main points of development as they evovle from minor colonies to thriving major systems in the game.
1. military
2. econmic
3. Research
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- Commodore Mendez
- Lieutenant JG
- Posts: 73
- Joined: Mon Jan 07, 2008 5:33 am
- Location: Seattle
I just read the last few stories that have been written on this thread, and all I have to say is that I am very impressed. I really liked the description of the Mirror Gorns, and the appearance of the federation. also the twist in the plot is enough to make me give up playing my D&D campaign and forge all my storytelling into a game like this.
My compliments!
My compliments!
"thats no moon...."
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
thanks....Commodore Mendez wrote:I just read the last few stories that have been written on this thread, and all I have to say is that I am very impressed. I really liked the description of the Mirror Gorns, and the appearance of the federation. also the twist in the plot is enough to make me give up playing my D&D campaign and forge all my storytelling into a game like this.
My compliments!
PM
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- DArc_Tangent
- Lieutenant JG
- Posts: 64
- Joined: Fri Sep 14, 2007 10:09 pm
- Location: Sacramento, California
The mirror Gornies ARE the harsh and cruel creatures the Feds thought the non-mirror gornies were at Cestus III. Romulans are Romulans, no matter which universe it seems.pinecone wrote:I hope the feds can convince the mirror gornies and romies that they aren't the harsh, cruel people that the mirror gornies and romies think they are.
What did the Federation Player think of this new development?
As to the question: the Federation was recently relegated to Non-Player Empire status...so the game master was running them at the time.
Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?�
Wow! This is quite an overhaul! Eagerly anticipated!
PallidaMors wrote:Here is a rough summary of the 1.5 changes.
1. A better economic model, enhanced with different avenues for a player to take thier empire.
2. VIctory conditions, empires can announce short term or long term goals, upon completeting them, Empire level Influence points as well as victory points for the empires fleet and stations will be granted. (this one will be cool!)
3. Re-arranged Orion Charts for raids, and spies
4. Fleet upkeep rules, for all the ships that are in service in an Empire
5. Enhanced Movememnt rules (explained in more detail)
6. New Fleet and Admiral rules for creating fleets, Admirals in the game will become important and a needed comoditiy in creating fleets regardless of command rating of the ship, this will only apply to when a DN or BB is used as the flag ship.
7. Re-organization of the Orion, more detailed and organized rules for he Cartels and the use of mercanaries
8. New set up requirements, smaller map though with more detailed system and sector rules, which will encompass the new economic model plus better terrain and exploration possibilities. though the map would be smaller the overall strategic value increases and a more interesting campaign map will generate randomly through play.
9. Automatic combat results chart for small fleet or large fleet actions where the players wish to push the "auto reslve buttone" for their game on certain battles.
10. more defined convoy rules now incompassing Q-ships and the various other trader types.
11. better research model. at the start of the game all empires only begin with the stock ships from the published game accesories. all other ships in communiques, Captains Log..ect will have to be researched though not at great cost.
12. Cmapaing level influence points: these points can be used to influence dice rolls at either the campaign level or tactical level, they can also be used for trade and or for barter.
13. better exploration rules and requirements, this will link with he riicher system rules and what can be found and built upon in a system.
14. the systems will have three main points of development as they evovle from minor colonies to thriving major systems in the game.
1. military
2. econmic
3. Research
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
more 1.5 changes
thanks for the feedback.
probably four of the greatest changes that will come tot he game are the following:
1. Admirals and Govenors, we will no longer be using command ratings for ship types instead the command rating will be tied directly to the ability of an Admiral, all Admirals will start with a base CR and then with experience they can raise up that CR, so a high level Admiral will be a terror indeed!
2. Govenors will be a new addition as well, they will add a command token each to the players empire command token total and will be able to help the system they are assigned to to grow it's military, econmic and research potential. Govenors can only be placed where there is a BATS or Starbase.
3. the big one...Command tokens, each and every action that a player takes in the game will take a certain number of command tokens, purchasing, attacks, raids, research, spies, exploration...ect, each empire will start with a base number, and you can add 1 command token to the total pool for each Govenor and Admiral.
4. Raids will now be system specific, with a cooresponding raid result and interception result chart for each type of system, basically if you want to get a nice hit for your raid you will need to raid a high level system, of course that will bring risks...as there will be more opportunity to get caught!!
thanks for the feedback.
probably four of the greatest changes that will come tot he game are the following:
1. Admirals and Govenors, we will no longer be using command ratings for ship types instead the command rating will be tied directly to the ability of an Admiral, all Admirals will start with a base CR and then with experience they can raise up that CR, so a high level Admiral will be a terror indeed!
2. Govenors will be a new addition as well, they will add a command token each to the players empire command token total and will be able to help the system they are assigned to to grow it's military, econmic and research potential. Govenors can only be placed where there is a BATS or Starbase.
3. the big one...Command tokens, each and every action that a player takes in the game will take a certain number of command tokens, purchasing, attacks, raids, research, spies, exploration...ect, each empire will start with a base number, and you can add 1 command token to the total pool for each Govenor and Admiral.
4. Raids will now be system specific, with a cooresponding raid result and interception result chart for each type of system, basically if you want to get a nice hit for your raid you will need to raid a high level system, of course that will bring risks...as there will be more opportunity to get caught!!
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
while I have considered that at mnay points, the answer is no I am not going to do that, I find the mirror universe in my campaign provides good story telling opportunities and that is where I want to leave it. unless the palyers really wanted to go into it, then I would consider changing the campaign dynamic.pinecone wrote:Are you going to play a mirror universe capaign alongside the other one now?
PM
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- DArc_Tangent
- Lieutenant JG
- Posts: 64
- Joined: Fri Sep 14, 2007 10:09 pm
- Location: Sacramento, California
And, of course, we've already seem what happens when mirror empires collide.PallidaMors wrote:while I have considered that at mnay points, the answer is no I am not going to do that, I find the mirror universe in my campaign provides good story telling opportunities and that is where I want to leave it. unless the palyers really wanted to go into it, then I would consider changing the campaign dynamic.pinecone wrote:Are you going to play a mirror universe capaign alongside the other one now?
PM
Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?�
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
turn 14 battles
Greetings,
Turn 14 is concluded, the battles (all one of them ) from turn 14 has been fought!
Last night the combined forces of the TSE grand Alliance engaged the forces of the Klingon Empire in the wormhole system in the Klingon Empire!
all the players of our campaign were in attendance, including th enewest member of the campaign who has joined and is now running te Hydran Monarchy! we welcome him to the War college!
the battle began at 8:30 (once we were ready to go) and then ended with Klingon Withdrawal and surrender of the Wormhole system at 1:30 AM. The battle involved over 20 ships! most of them Alliance ships.
Order of battle:
Klingon:
1XB-10 battleship, 1X C-7 BCH, 3X D-5, 1X KR (romulan KR in Klingon service)
3XFD-7 in reserve due to arrive 3 turns into the battle.
Alliance fleet, this fleet was lead by the 1st Tholian Assault Fleet and supported by TSE, Gorn and Kzinti ships.
Tholian: 1X BB, 2XNCA, 2XDD, 1X Photon CW
TSE: 1XCC, 4XNCA
Gorn: 1X CC, 1XHDD
Kzinti:1XDW
The Klingons were determined to fight to the last ship, only the inevitable approach of Morning called this battle off!
the Ships were brutal to each other, the KLingons fought with Klingon determination een in the face of overwhelming odds, the came at us in the good old style of the Klingon Empire! Straight ahead and all weapons hot. The Alliance fleet outnumbering the Klingon fleet 2 to 1 cooly embraced thier foe.
Battle losses:
Klingon:
Destroyed 1 D-5 warcruiser the IKV Slasher, with a LVL 3 Captain.
the B-10 was crippled and withdrew burning.
Alliance:
Both Tholian NCA's were shot up, one was crippled the other sustained about 40% damage.
no frame hits were scored in either fleet with the exception of the destroyed D-5
the Tholians NCA Avenger was Crippled but still operational, the Tholian NCA BAstion was corely damaged but not quite crippled. the Avenger took direct fire from the B-10 and the C-7, while the Bastion took ifre from the 2 remaining D-5's at range of 1-3. The B-10 took the fire of the entire alliance fleet with the excpetion of the Gorn ships which were waiting for the Tholians to web snare the behomoth batleship then lay it open to the keel with plasma's. the Neo Tholian ships produced a tapestry of cast webs that forced the klignon formation apart, the web tactice worked ok, there was one oversight that the Klingons were able to capitalize on that only made the web barriers about 60% effective. the klingon D-5 died under a blaze of aliance fire with the masive Tholian Battleship the Sword of the Holdfast starting the volley , then then the TSE Cruiser squadron opened up and the Klingon ship simply ceased to exist.
Victory Points:
Klingons: 70 (internal hits) + 85 (crippled nca)=155/10=15/5shipe =3 VP each, Gamemaster awarded an additional 6 for excellent fighting and so each of the Klingon ships received 9 VP!!
Alliance: 49 (internals)+ 233 (disengaged)+ 186 (crippled B-10) + 118 (destroyed D-5) = 586/10=59/ 14 ships = 5VP each ship + GM awarded 5 for winning the scenario= 10 VP for each of the 14 Alliance ships!
Next Friday we start turn 15! and with turn 15 we implement the first of the new 1.5 rules. the new rules will be done by Sunday and posted here as well...if you like.
Regards:
PM
Turn 14 is concluded, the battles (all one of them ) from turn 14 has been fought!
Last night the combined forces of the TSE grand Alliance engaged the forces of the Klingon Empire in the wormhole system in the Klingon Empire!
all the players of our campaign were in attendance, including th enewest member of the campaign who has joined and is now running te Hydran Monarchy! we welcome him to the War college!
the battle began at 8:30 (once we were ready to go) and then ended with Klingon Withdrawal and surrender of the Wormhole system at 1:30 AM. The battle involved over 20 ships! most of them Alliance ships.
Order of battle:
Klingon:
1XB-10 battleship, 1X C-7 BCH, 3X D-5, 1X KR (romulan KR in Klingon service)
3XFD-7 in reserve due to arrive 3 turns into the battle.
Alliance fleet, this fleet was lead by the 1st Tholian Assault Fleet and supported by TSE, Gorn and Kzinti ships.
Tholian: 1X BB, 2XNCA, 2XDD, 1X Photon CW
TSE: 1XCC, 4XNCA
Gorn: 1X CC, 1XHDD
Kzinti:1XDW
The Klingons were determined to fight to the last ship, only the inevitable approach of Morning called this battle off!
the Ships were brutal to each other, the KLingons fought with Klingon determination een in the face of overwhelming odds, the came at us in the good old style of the Klingon Empire! Straight ahead and all weapons hot. The Alliance fleet outnumbering the Klingon fleet 2 to 1 cooly embraced thier foe.
Battle losses:
Klingon:
Destroyed 1 D-5 warcruiser the IKV Slasher, with a LVL 3 Captain.
the B-10 was crippled and withdrew burning.
Alliance:
Both Tholian NCA's were shot up, one was crippled the other sustained about 40% damage.
no frame hits were scored in either fleet with the exception of the destroyed D-5
the Tholians NCA Avenger was Crippled but still operational, the Tholian NCA BAstion was corely damaged but not quite crippled. the Avenger took direct fire from the B-10 and the C-7, while the Bastion took ifre from the 2 remaining D-5's at range of 1-3. The B-10 took the fire of the entire alliance fleet with the excpetion of the Gorn ships which were waiting for the Tholians to web snare the behomoth batleship then lay it open to the keel with plasma's. the Neo Tholian ships produced a tapestry of cast webs that forced the klignon formation apart, the web tactice worked ok, there was one oversight that the Klingons were able to capitalize on that only made the web barriers about 60% effective. the klingon D-5 died under a blaze of aliance fire with the masive Tholian Battleship the Sword of the Holdfast starting the volley , then then the TSE Cruiser squadron opened up and the Klingon ship simply ceased to exist.
Victory Points:
Klingons: 70 (internal hits) + 85 (crippled nca)=155/10=15/5shipe =3 VP each, Gamemaster awarded an additional 6 for excellent fighting and so each of the Klingon ships received 9 VP!!
Alliance: 49 (internals)+ 233 (disengaged)+ 186 (crippled B-10) + 118 (destroyed D-5) = 586/10=59/ 14 ships = 5VP each ship + GM awarded 5 for winning the scenario= 10 VP for each of the 14 Alliance ships!
Next Friday we start turn 15! and with turn 15 we implement the first of the new 1.5 rules. the new rules will be done by Sunday and posted here as well...if you like.
Regards:
PM
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing