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VendoViper
Feb 8, 2011

Can't touch this.


So what do I need to know about Star Fleet Battles?

Well have you ever seen Star Trek? If so then you should be pretty good, while this game is more about allocating exactly four points of warp energy to charge the phaser capacitor to make sure they ready to fire by impulse 16 when you expect to have the Bird of Prey you are chasing lined up for a shot with you dorsal Phaser bank, your Chief Engineer (me) ought to be able to figure out vague orders like, go as fast as possible, but make sure the shoots bang parts work. But remember Scotty isn’t a miracle worker, at a certain point there just won't be enough juice around to do everything at full power, so you do have to make choices.

So What Is Star Trek Fleet Battles?

Star Fleet Battles is a wonderfully complex board game concerned with simulating combat between space faring vessels from the Star Trek: The Original Series Universe. Of course everything about Star Fleet Battles is “inspired” by Star Trek for Copyright Reasons.
Star Fleet Battles is from a time from before computer games were A Thing (mostly the 80s), and it shows, whoever designed this board game really wanted to make a computer game.



I mean look at this thing, it looks like the design specifications for a piece of enterprise Fortan software.

I feel Like I Have Played This as a Video Game Though
You are not wrong, Star Fleet Command, and Start Fleet Command 2 are fantastic implementations of Star Fleet Battles, but with a real time game system instead of being turn based. Unfortunately these games are kind of Ugly and Jenky, and the AI is pretty bad. To make matters worse, when they made the third game in the series they left the Star Fleet Battles roots behind, and just became a kind of unremarkable lovely game. In fact the cadet rules pdf included on the Star Fleet Command 2 disk are the only reason I ever learned about Star Fleet Battles.

So How Do You Play?

I am not going to go over all the rules here, just some basics to get everyone started, but every ship in play is described by one of these, a Ship Status Display



Hold Up, this is just BattleTech

Well, this technically came first, but yes this is BattleTech but Star Trek, now where were we?

Star Fleet Battles is a strange hybrid between an IGOUGO and WEGO system, while opposing player’s orders are not actually executed simultaneously each “turn” is broken down into 32 sub turns called “impulses.” Both players are playing during each turn. In any given impulse the ship that is moving faster gets to act first. Before each turn players need to allocate energy, this is done in secret, the amount of energy they have to allocate depends on the size of their warp engines, and the amount of damage they have taken. Energy is allocated to life support, shields, shield reinforcement, movement, charging weapons (for heavy weapons sometimes over multiple turns), charging or maintaining tractor beams, readying transporter actions for boarders or mines, damage control, ECM and ECCM, and probably a few other things.

Who is out there?
Federation

The Federation, America in Space! The federation is made up of many different races but is mainly run by Humans. They say they are on a mission of exploration, but it is a mission of economic expansion. The more races and systems they can bring into their system of government the larger their grip on the galaxy becomes. In peacetime representatives and merchants from the Federation can be found all across the galaxy. Their borders are surrounded by “Neutral Zones,” wide areas of space where other governments are prohibited from colonizing or stationing forces. Yet these zones are heavily patrolled by Federation ships, and dotted with their colonies.
Federation ships tend to be well balanced, and well equipped. Photon Torpedoes give Federation ships a lot of punch at close range.

Klingons

The Klingon Empire, the USSR in space! Except not communist, and they sort of have a bushido Japanese thing going on in later shows. Much like the Federation, the Klingon Empire is made up of many different races, except in their case they tend to not be members by choice. Slightly more than half their navy are crewed with impressed members of subject races. Klingon ships are designed with special security stations placed strategically around the ship to keep the crew in line.
A relatively poor space power, Klingon ships are mostly armed with Phaser IIs, a smaller weaker version of the Phasor I. To help pack some punch into their ships Klingons are outfitted with Disruptors, accurate to a longer range than the Federation torpedos. They also heavily employ seeking missile weapons called Drones.

Romulans

The Romulan Star Empire, all glory to Rome (in space). The Romulan Star Empire is ruled by a hereditary emperor, and a senate made up of the heads of ancient noble houses and high placed military families. They are the most aggressive space empire, although their territory is quite large, it contains the fewest habitable planets. The Romulan Star Empire contains no other sentient races.
Romulans are closely related to Vulcans, but where Vulcans are cool and calculating Romulans are fiery and passionate, (you know, because of the space Italian thing). Romulans see themselves as the rightful rulers of the galaxy, and see personal honor as the most important thing in life.
In recent years the Romulan Star Empire began buying warships from the Klingons, but all romulan ships are equipped with cloaking devices and they employ a powerful seeking weapon the Plasma Torpedo.

Kzinti

Kzinti you may know from Larry Niven’s Known Universe stories, they made the jump to Star Trek in 1973 when Larry Niven wrote an episode for Star Trek: The Animated Series.
The Kzinti have long been ruled inappropriate for membership in the Federation because of their inconvenient habit of eating their prisoners. While the Kzinti Hegemony has grown to control worlds with sentient beings, they don’t allow them off world.
The Kzinti Hegemony is a Monarchy, and their expansion through the galaxy has constantly been hampered by civil wars and succession crisis.
Kzinti much like their traditional enemies the Klingons use Phasers and Disruptors, but they were the first empire to rely heavily on carriers. Their carrier and striker carrier craft can deploy numerous fighter craft, each armed with a Phaser III and a pair of seeking drones.

Gorn

The Gorn Confederation is made up sentient lizards, far stronger than any Human man, they can pick up far larger styrofoam rocks. Their region of space is spare and contains few habitable worlds and no other sentient species. While they briefly engaged in war with the Federation, they quickly decided that the enemy of their enemy was their friend, and joined in an alliance with the Federation against the Romulan Star Empire, their more aggressive neighbor.
Their ships are armed with Phasers, and Plasma Torpedoes. They also carry a large complement of shuttles, and redundant shuttle bays. Unlike their Romulan adversaries who depend on their cloaking devices to help them survive the long reload time on Plasma Torpedos, the Gorn mount multiple launchers on most of their hulls.

etc.
Included in the basic source book are also the Tholians, a crystalline race not native to our galaxy. As well as the Orion Pirates, a collection merchant criminal cartels operating across all empires.

WEAPONS
Phasers
The standard weapon of the Federation and … Phasers come in three different size Class III to Class I, with Class I phasera being the largest. Class III phasers can be found on shuttle craft, or intended for use as point defense weapons on larger ships. The are relatively rapid firing but you need to be pretty close in to reliably score a hit.
You don’t allocate energy to individual Phasers themselves, but rather to a Phaser capacitor. A ships Phaser capacitor is conveniently exactly as large as required to fire all un-destroyed Phasers on board. Once energy is allocated to the capacitor it is only used up by firing. Phaser capacitor energy can be used to fire any Phaser on board. Phasers can be fired once per turn.
Phasers don’t miss, but they do variable damage based on range. Once you are firing at a target further than 5 hexes (for a phaser one) you are no longer guaranteed damage.

Disruptors
The standard weapons for the Klingons, faster firing and longer ranged and less damaging than Photon Torpedos, Disruptors require two units of energy to charge. Disruptor energy must be used to fire the Disruptor the same turn it was charged and Disruptors may be fired every turn. Disruptors can be overloaded for double the energy, but overloaded Disruptors have a short maximum range of 8 hexes, and will cause damage to you if fired at point blank range.

Photon Torpedoes
Photon Torpedoes are the heavy weapons of the Federation. Unlike Disruptors they have no damage fall off. While they have a high maximum range, they are only reasonably accurate close in. Photon Torpedoes are slow firing, requiring two energy on two consecutive turns to fire. If a Torpedo is not fired on the turn it is fully armed, it is lost unless one point of energy is allocated to maintain it. Photon torpedoes can be armed with proximity fuses (when they are first charging) giving them half damage, a minimum range of 8 hexes, and an increased chance to hit. Or they can be overloaded with variable amounts of energy (up to 2x), gain a maximum range of 8 and do more damage. Charged overloaded torpedoes always require 2 points of energy to hold after charging.

Plasma Torpedoes
The torpedo weapon used by the Romulus's and Gorn. Unlike a Photon torpedo this is a seeking weapon, and it will chase its target relentlessly. However over time the Plasma Torpedo dissipates, so if you can evade it for long enough it will become harmless. Plasma Torpedo launcher come in different size, larger ones can load a smaller class Torpedo if the need arises. Charging a Plasma Torpedo can be done while cloaked, but requires a specific amount of energy over three turns, with a larger amount of energy required on the third turn. They can be fired in Enveloping Plasma Torpedo mode (which must be declared on the first turn of arming, and paid with double the energy on the third turn), but an Enveloping Plasma Torpedo damages all six shield facings at once. Gorns can fire their Plasma Torpedos in “Shotgun” mode, where based on the size of their tube multiple class-F (the smallest) torpedoes are launched. You can shotgun a Plasma torpedo in the last turn of arming by paying double the cost for that round of arming. Finally most classes of Plasma Torpedo can be fired as a “bolt” turning it into a lovely an ineffecient direct fire weapon that you paid way too much energy for.
While being chased by a Plasma Torpedo, you can attempt to target it with Phasers (and Phasers alone) to try and dissipate some of its power.

Drones
Seeking missile weapons, they will also seek their target relentlessly, but they have effectively infinite range. Different classes of “rack” hold more or fewer drones, and can handle launching different numbers of drones at once. Different classes of drones do different amounts of damage and have different speeds. Drones do not require energy to fire, but they are the only main weapon system with limited ammunition.

Weirder Stuff
There are other weapons, Expanding Field Generators, Web Generators come to mind. There are also mines, which you can either chuck out the back of your ship, or use transporters to teleport into a nearby hex (after dropping one of your shields of course).
Shuttles can be launched as countermeasures for seeking weapons (wild weasel), as low rent fighters (some ships have real fighters through), or to carry a suicidal anti-matter payload to the enemy.
Also once you have dropped your enemies shields, you can transport parties of marines on board to try and sabotage or even carry the ship.

Firing Arcs
Every weapon on a ship's SSD indicate the firing arc, this indicates which hexes can be targeted with that specific weapon. There are lots of different arcs, and some quirks from ship to ship, for example most Klingon Front Extended arc phasers can additionally fire in a line directly behind them.

ENERGY ALLOCATION

Energy can be allocated to lots of different areas:

Engines: This makes you go faster.
Weapons: This lets you charge your phasers, torpedoes, etc.
Shields: Some amount of energy needs to be spent to keep your shields up, more can be spent to either specifically or generally reinforce your shields.
Batteries: This lets you save power for later use.
Systems: There are several systems you must power every turn, fire control, life support. Transporters: For when you need to move mines or marines around.
Damage Control: Spend energy (up to your damage control limit) to repair broken shields, or attempt to repair damaged systems or weapons.
Tractor Beams: If your ship has tractor beams you can assign energy to them to use to try and hold an enemy in the same relative position, or to try and prevent a drone from impacting your ship.

Most of the time you either start from needing a certain weapon to be charged, or needing to move a certain speed and work backwards from there to figure out where to put your power.

MOVEMENT

When playing face to face, each player will just move their ships on the correct impulses, but Star Fleet Battles is also designed to work with a system of pre-plotted movement. Where after each player allocated their energy (allowing them to know how fast they can go), they then pre-plot movement.

If you know where you want to go, or want to be pretty exact listing off the exact hexes you want to travel through you can exactly plot your movement. But if you want to be more reactive during a turn, you can give orders to:

Follow another ship (friendly, enemy or neutral). You will move directly towards, follow behind the specified ship.

Station keeping, try to keep the specified ship in the same relative position as when the order was set.

Evade, just try to escape weapons range of the specified ship, favoring stronger shields and disabled enemy weapon arcs.

Or pretty much any other order you can think of, and I will do my best, orbit, close to range, etc.

WEAPONS FIRE

In the section on plotted movement the game explicitly forbids plotting weapons fire, dropping mines, teleporting borders, engaging tractor beams etc, but we don't have time to stop at each impulse and wait for input, so we will have to come up with a system where you can delegate most of this stuff to your weapons officer (still me). Checkov might occasionally pop off a little early, but since this is an LP and not tournament play, I will know the full outcome of movement and should be able to execute your wishes to the best of the strategic situation.
Because this is going to hopefully be a participatory LP, we can’t stop to get orders all the time, so we will have to bastardize the rules a little bit. I will be running full turns in between posts outlying what happened during that turn and the current state of the board. So instead of choosing which weapons to fire when, you will give orders from a choice of options

Return Fire: Return fire setting will fire available weapons at a ship that has fired on you. This can be useful because damage is simultaneous, if their attack knocks out some of your weapons, you still get to fire them!
Hold Fire: Save your shots not matter what, useful if you really want to get in close, or if you aren’t going to be allocating enough energy to recharge your weapons
Target Shield: Pick a shield on the enemy ship that you think you will be able to bring weapons to bear on, and if the opportunity arises fire at it. Useful to try and hit weakened shields to get damage through.
Chance to Hit Threshold: For heavy weapons, pick between 20%, 80% chance to hit.
Range Threshold: Direct fire weapons, think Phasers, always hit, so pick a range you want to fire at, and if that range threshold is met during the turn you will fire.

Seeking weapons designated to be fired will be released at the most favorable point of the turn.

So whats the plan?

Well depending on participation, I think it would be fun to run through a campaign, where posters who want to be captains can help their faction reach galactic dominance. The system is capable of handling scenarios with quite a few ships at once.

If you are interested in being a captain just pipe up in the thread, and I will add you to the list. Also we should figure out which race we want to play as, go ahead and cast your votes now.

Over the next few days while we tally votes, I will post a short prologue/tutorial.

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VendoViper
Feb 8, 2011

Can't touch this.
wanabe spacemen
Tagichatn
Added Space
Gnoman

votes for blufor
Romulans: 1
Federation: 2
Klingon: 0
Kzinti: 0
Gorn: 0
Tholians: 1
Hydrians: 0

VendoViper fucked around with this message at 02:42 on Jun 25, 2017

VendoViper
Feb 8, 2011

Can't touch this.
[reserved]

VendoViper
Feb 8, 2011

Can't touch this.

Added Space posted:

I was in that attempt. It ended when an unnamed goon swaggered in, said he was world ranked in this board game, and flipped the table when his orders weren't implemented in precisely the right way.

That said, I'd love another go. I'd like to play Romulans, it's fun to scuttle around under cloak.

This will be a learning experience for everyone involved. After chewing through the Cadet rules I found on the Star Fleet Command 2 CD, printing out the counters and then playing against myself a few times I got completely hooked on the "idea" of Star Fleet Battles. I bought the Captains Basic Edition several years ago, and then never convinced anyone to play it with me.

I have a pretty good grasp on the idea, and not having to do everything in real time will make it easier. But we will have to figure out some modifications to the rules to make play by post work, so no one should be expecting a "Pure" SFB experience. That said, when processing turns I will be tracking impulses and all that. Any errors in carrying out player orders should be chalked up to either some techno babble about leaking phaser coolant in the weapons deck, or command and control issues with officers hesitating or getting nervous. Remember a Captain gives the orders, but her crew are not machines.

wedgekree posted:

Awesome! Great to see a SFB game. Watching!

Also I know there was a SFB campaign a few years ago on the forums, you might look to that for how to handle it.

I would be interested to know how it was run, especially if there is anything to be learned in presentation. There is a lot going on in a game of SFB, and since the publisher is, shall we say touchy about IP, I want to try and communicate it without just uploading SSDs.

In preparation for this LP I have been working on a custom VASsaL module for rendering the board state, it has been a fun project. So far I have automated facing, TurnMode, made little shield graphics that go up and down. I have not found a good way to implement SSDs or energy tracking in my module. There is an official Federation Commander module, but they haven't found a good way either, they have objects you can click the boxes on, but its built out of about a 1000 layers, and I don't have the time or the will to implement that when paper or a spreadsheet will do the job better anyway.

VendoViper fucked around with this message at 18:31 on Jun 16, 2017

VendoViper
Feb 8, 2011

Can't touch this.
Captain’s Log - 2265.156
Federation Light Cruiser USS Kelvin
Captain Hammond Commanding.


On patrol between the Capella System and Sherman’s Planet on the Klingon border.

A shipment of supplies bound for Sherman’s Planet has failed to arrive on schedule two weeks ago and Starfleet fears the worst. The constant stream of supply ships to the edges of Federation space makes an enticing target for pirates.

The merchant freighter Bueyes was being escorted by an outdated Paris-class light cruiser, the Minnow. Their last message indicated that the Bueyes was experiencing engine trouble near the charted asteroid C582-6. We are making best possible speed to their last known location.

The continued development of the colony is critical to establishing firm control over the region, which the Empire has long coveted. No pirate activity can be allowed along this vital shipping lane.

2265.158

Hammond walked briskly through the turbolift doors onto the bridge of his first command. He had been aboard only three months, and still getting used to sitting in the command chair. Clearing the space between the door the captain's chair in several long strides, he made eye contact with his first officer commander Vasily. “Have we reached visual range of the asteroid?”

“We are on the edge of visual range sir, C582-6 should be in sight in moments.”

With a curt nod to Vasily, Hammond sank into his chair. “Any sign of the Bueyes or the Minnow on long range scans Lieutenant Cray?”

Without looking up from her scanning port, her eyes bathed in blue light from the screen, she replied “No sir, no sign of either ship, nor any debris…” she trailed off. “Hold on, i’m detecting a heat signature from behind the asteroid, it just came out of nowhere!”

“On screen,” commanded Hammond.

The asteroid shifted to life on the main viewing screen, small in the large display at the maximum magnification of the ship’s telescope. A small orange speck danced on its periphery, Hammond ludicrously stood, as if getting closer to the screen would make the anomaly any more clear, “What is that?”

Alarms blared from the tactical officer’s station, “Sir!” exclaimed Lieutenant Barker, “It’s a Drone, locked on and heading this way.”

“Vasily, red alert, all crew to battle stations.”


Situation

The USS Kelvin is a recently updated model Federation Light Cruiser it is heavily armed and armored for its size. The first Viceroy class Light Cruiser left the yards in the year 60. 300 Souls serve aboard, including her complement of 80 marines.

Her engines produce 20 units of warp energy a turn, and 4 units of impulse energy. With two points of energy stored in fusion batteries. There are four administrative shuttles in the shuttle bay.

Armed in the forward arc with 4 photon torpedo tubes, and two phaser ones, and an additional two phasor ones in both the left and right side arcs.

The Kelvin is well protected with strong deflector screens (24,20,18,18,18,20).

The weight of arms and armor slows the Kelvin down with a movement cost of ⅔ warp energy per hex, and TurnMode rating of C.

Expecting to find a debris field, or a ship in distress at asteroid C582-6 commander Hammond does not have his phasers energized nor his shields up, but starts the turn at speed 8. Your previous speed only matters for the next turn, because there is a maximum acceleration limit, you can’t coast on last turns speed without continuing to spend warp energy on movement.

Map

VendoViper
Feb 8, 2011

Can't touch this.

Gnoman posted:

From what I know of ADB's policies, you're kind of on thin ice with this. I used Maptool when I ran the abortive campaign that has been talked about here.

As far as I can tell even talking about this game puts you on thin ice with the people who sell it.

VendoViper
Feb 8, 2011

Can't touch this.
Turn 1
Orders
Raise Shields, energize phasers, Load Tubes A and B with Photon Torpedoes, load Tubes C and D with proximity fuse torpedos make your speed 12, take us in!

[That’s 2 points to maintain the shields, as well as 1 for life support and 1 for fire control. 6 energy for charging photon torpedoes, 1 for energizing Phasers, a special rule for turning on your guns for fluff reasons that means we won’t be able to fire this turn. As well as 8 points of energy assigned to movement.]

From the far side of the asteroid a Klingon F5 Frigate, the IKV Fang, comes screaming out.

Orders
Raise Shields, Set speed to 21, charge all Phasers. Head straight towards the CL, and try to get behind them. Hold Fire unless the range is less than 3 (the point where Phaser 2s are guaranteed damage). Also another rule quirk, after impulse 24, firing a weapon counts as having fired it for the whole of the next turn, that prevents you from firing right at the end of a turn and then again right at the beginning. So you might want to specify if you want to make sure to not fire after the “impulse of decision.”

Seeing the Klingon closing quickly, and with no weapons ready this turn, the USS Kelvin starts side slipping away. Since the Kelvin needs to move three hexes in a straight line before it can turn at this speed, Hammond saves his turn until the last moment. No matter what he does, the Fang will get behind him, and since the Fang closed the distance so quickly, he is now regretting those proximity fused photons now.



So it turns out that VASsaL will only render movement trails that appear in the map window when you use the image capture tool, but renders at different resolutions based on your zoom level. So, I might have to take pictures at different scales once things get more interesting.

VendoViper fucked around with this message at 04:30 on Jun 17, 2017

VendoViper
Feb 8, 2011

Can't touch this.
FWIW the Klingon started this scenario traveling at speed 12, so was able to accelerate up to 21 during this turn, also they were in a state of weapons readiness since they were laying in ambush, so all of their Phasers are likely charged, judging by the fact that they didn't fire Disruptors.

We could allocate energy next turn for a High Energy Turn. With the Kelvin's breakdown number (4-6), and the first HET of the scenario bonus of -2 to the dice roll, it might even work out. However, between the energy needed to bring Phasers online and the cost of the HET (5 hexes worth of movement), we wouldn't get very far. Breakdowns look really bad, you get stuck in place facing a random direction for half a turn, one quarter of your crew dies, you lose one fifth of your warp power, and take two points of internal damage.

Keep the back seat captaining coming, if you want to throw out ideas for the Klingon as well be my guest. I want this to be a quick primer on what the game is about and then get y'all into the captains chair.

VendoViper
Feb 8, 2011

Can't touch this.
There are also the Cadet Rules which are free. They are organized in a series is scenarios that introduce concepts in a guided manner. It also comes with some "cadet" ships, they work on the same idea as what we are using here. I used an image of a cadet ship for the picture of a SSD in the OP because it is part of this free PDF.

Cadet Training

Annoyingly they don't host it directly, they make you go through the checkout of some RPG PDF sites, but just checkout as guest and you are there.

The Cadet rules should get you up to speed with most of the basics.

VendoViper fucked around with this message at 15:33 on Jun 17, 2017

VendoViper
Feb 8, 2011

Can't touch this.
Also I think I am going to have to increase the size of all of my graphics if I want it to look better, anyone know how to resize 50 Inkscape svgs at once?

VendoViper
Feb 8, 2011

Can't touch this.
Turn 2

Energy Allocation:

Full power to the Phaser Capacitor, remove proximity fuses from photons (there is apparently no cost for this, you just have to do it during energy allocation, the only drawback is you can’t overload torpedos that previously had proximity fuses) and finish charging photon torpedoes, all four tubes. Engine power to 6 (spd 9).

Movement:
Close to range 2, attempt to keep the IKV Fang in the Forward Arc.

Firing:
Hold fire until range 2, if the IKV Fang is going to be able to leave the Forward Arc fire the full forward arc. Save side batteries for point defense, or shots on downed deflectors.

Both the Kelvin and the Fang slow as they divert power to weapons and shields, preparing to batter each other. The Fang launches a second drone.

With neither ship having met their turn mode the distance between them evaporates as they race together. The Klingon, moving faster moves on impulse 3, bringing the range to 3, but holds fire until the next impulse, when the federation ship closes the distance to 2.

Impulse 4: FIRE FIRE FIRE
The Kelvin unleashes a barrage with all four Photon Torpedoes, and 2 Phaser Is from the forward battery targeting the Fang. One Phaser I from the port battery targeting the drone in hex 1519.

The Fang returns fire with 2 forward mounted Phaser IIs, and 2 Disruptors.

USS Kelvin:
Photon A: Hammond rolls 2 Hit! 8 Damage
Photon B: Hammond rolls 5 Hit! 8 Damage
Photon C: Hammond rolls 2 Hit! 8 Damage
Photon D: Hammond rolls 4 Hit! 8 Damage

Phaser I 1: Hammond rolls 5 4 Damage!
Phaser I 2: Hammond rolls 3 5 Damage!
Phaser I 3: Hammond rolls 1 7 Damage! The drone is destroyed.

IKV Fang:
Disruptor A: Klingon rolls 6 Miss!
Disruptor B: Klingon rolls 3 Hit! 4 Damage

Phasor II 1: Klingon rolls 4 4 Damage!
Phaser II 2: Klingon rolls 1 5 Damage!

Damage Allocation:

The Fang had 5 points of reinforcement in the number 1 shield, bringing total shield strength to an effective 26. Having received 41 points of damage, the Fang takes 16 points of damage on internals.

Rear Hull, Drone Launcher, Phaser II #1 (FA), Forward Hull, Rear Hull, Phaser II #2 (FA), Rear Hull, Bridge, Forward Hull, Phaser II #3 (RX), Phaser II #4 (RX), Right Warp Engine, Disruptor A, Left Warp Engine, Right Warp Engine, Right Warp Engine.

The Kelvin took 13 damage to to number 1 shield, leaving 11 points of shield.



Impuse 8:

The IKV Fang fires its remaining Phasor II at the Kelvin in defiance.

Phasor II 5: Klingon rolls 6 3 Damage! against shield number 2.

The Kelvin has 17 points left on shield number 2.

In retaliation Hammond fires both Starboard Phaser I s against shield number 3 on IKV Fang.

Phasor I 5: Hammond rolls 2 7 Damage!
Phasor I 6: Hammond rolls 2 7 Damage!

The Fang only has 9 points of shield, meaning 5 more internals are hit.
Rear Hull, Phaser II #5, Rear Hull, Impulse, Tractor.

Her teeth pulled, the Fang crosses the Kelvin’s wake and makes a run for it.



Impulse 18:

Captain hammond fires a Phaser I from the port Phaser bank at the remaining drone.

Phaser I 3: Hammond rolls 6 3 Damage the drone is not destroyed.



Rules check Going to have to go back and dig into the rule book, but here the Federation player declared a volley during the direct-fire weapons phase of an Impulse, resolution of declared weapons occurs in a separate step, so I belive in effect, you can’t add in more fire this impulse. But since captains have an option to declare fire even on impulses where they do not move, Hammond should get another shot on the drone in Impulse 19 before it can close the distance.

Impulse 19:
Captain Hammond fires a Phaser I from the port Phaser bank at the remaining drone.

Phaser I 4: Hammond rolls 5 4 Damage the drone is destroyed!



After a pair of devastating volleys the IKV Fang is left toothless, and burning. Hull breaches on multiple decks. Their only hope to run.

VendoViper
Feb 8, 2011

Can't touch this.
Playing With Plasma - Turn 0

Commanders Record - Stardate 2266.34

Preator Vrax has decreed the long simmering border conflict between the Romulan Star Empire and the Gorn Confederation shall be fully ignited. Our Turma of War Eagles has been dispatched to cross the border in secret, seek out Gorn patrols of similar or weaker force, engage, and finally destroy them. Our orders are to cause as much havoc as possible with the GSC Navy without putting our ships at risk, to help draw attention away from the border.

The final aim of this operation is to clear a path for an invasion fleet to reach Axelot II, the most prosperous colony on the border between our two empires. Our duty is to obey. All glory to the Empire!

Situation
The Turma of War Eagles, the Esemer commanded by Added Space, and the Cathex commanded by Tagichatn, have happened upon a likely target. A small squadron of Gorn ships made up of the GSC Destroyer Viper, and GSC Cruiser Asp. The Gorn ships are on patrol in a cluster of belt objects in the Koreb system, they have been warned that Romulans have slipped past the GSC border nets as other Gorn ships have already come under attack from other Romulan raiding parties. Their shields and phasers have been armed.

You have spotted their ships barely in time, their sensor echos were masked as they passed behind the various chunks of floating rocks. Your phasers and shields have also been raised, but you are not cloaked. The Gorn know you are here.

Added Space

Tagichatn


Gorn DD

Gorn CA


Situation Map


Romulan Zoom


Gorn Zoom

VendoViper
Feb 8, 2011

Can't touch this.
For anyone following along at home, for context check out "The Balance Of Terror" from ToS Season 1. The Romulans make their screen debut. In that episode they are piloting a much older "Bird of Prey" without warp engines. These War Eagles are much more advanced, developed in response to their encounter with the Enterprise.

If you can look past the Styrofoam debris, and the inexplicable raining plaster and drywall inside a space ship under attack "The Balance Of Terror" is actually really quite good tv and holds up well.

VendoViper
Feb 8, 2011

Can't touch this.

wedgekree posted:

Think t least the mission summary for the Kelvin described them coming onto the debris cloud with hte implication that the Klingon ship had already explodied them in ambush.

That's correct, the Klingons had done a much better job ambushing the supply vessel's escort (maybe they had more ships on hand). They boarded and captured the freighter and sent it back home with a prize crew.

I wanted to move on to getting players in the game ASAP and the only vote was for Romulan, so that narrative thread will have to serve as a vignette.

I look forward to the number of plasma torpedoes we will see thrown in this scenario. Unfortunately the table mind games will be harder to pull off with the same player actually performing all the moves. To help with this I am going to be pre plotting the Gorn movement fully, with a break rule to evade launched torpedoes to the best of their ability.

VendoViper
Feb 8, 2011

Can't touch this.
Playing With Plasma - Turn 1

The crew of the Esemer stand huddled around the central control console. Each Lieutenant studiously minding his station, each painfully aware of the cold glare leveled at them by their Commander.

“We are reaching the outskirts of the nearest Gorn base in this sector, be on your guard,” the ships Centurion called to them.

The sensors officer jumped to attention “Commander. I’ve spotted them, passing between the rocks, the Gorn.” The junior officer delivered this in a clipped voice, barely controlling his excitement at spotting the enemy.

Commander Added Space looked to the communications officer, “Signal the Cathex, attack pattern Delta!”

Both War Eagles begin to charge their weapons in unison and continue at a steady speed towards the asteroid belt. Both Gorn ships suddenly burst to life on the sensor displays of both Romulan ships, automated alarm systems blaring at the sure sight of enemy vessels. The Gorn were plain to see on visual sensors as well, their engines had jumped to life, both ships slamming to the maximum speed their warp engines could bring them up to from their previous leisurely patrol speed. The Gorn Destroyer, being closer to their enemy looping around to allow their less maneuverable companion to catch up.

"The Gorn must have detected the charging of our weapons systems sir." Observed a Lieutenant.

"Quiet!" yelled the Centurion, and all four of the Junior Officers snapped to attention.

Energy Allocation

Both war eagles energize fire control, shields, and life support [4], fully charge the Phaser Capacitors [6], begin charging Plasma Torpedoes [2], reserve warp power for Cloaking [6], and set off towards the enemy at speed factor 8.

SSDs

Romulan:
Added Space

Tagichatn


Gorn:
DD

CA


Maps

Overview


Romulan


Gorn


Edit:

Sorry about the hosed up movement trails, my "slip" button is broken so I had to drag the ships, and it ends up putting the movement trail onto a hex spline instead of to the hex center. Hopefully I can track down that bug and fix it before the next turn.

Also a little rules update about Cloaking devices, if you did your homework and watched the historical material (The Balance of Terror) you will know that the sensors on board the Enterprise had no trouble at all detecting the general motion and speed of the Romulan vessel under cloak (once they knew what to look for), but they could not gain a weapons lock. That is how cloaking devices work in Star Fleet Battles, your ship's position is not hidden, but your effective range is increased for all relevant calculations. Also there are some complex interactions for "sensor locks" which are a requisite for firing at all, but I wont be outlining them all here, suffice to say once you are cloaked it is not a sure thing that anyone will be able to even shoot at you, and if they try they are likely to have no effect.

However, cloaking and de-cloaking are not instantaneous, it takes 5 "impulses" to fully cloak or de-cloak and during that time you are progressively more or less vulnerable. Since impulses will all happen while I am executing your orders, if you can think for example of a reason you might want to start cloaking or de-cloaking during the next turn, make sure to give me guidelines to work with.

Oh and you can't fire while cloaked, cloaking, or de-cloaking, but you can charge your weapons, if you intend to stay cloaked for a whole turn you don't need to allocate energy to fire control (but make sure you have at least 1 battery point or reserve warp in case something unforeseen happens to turn it back on). If a seeking weapon is chasing you and you cloak, there is a good chance it will lose track.

VendoViper fucked around with this message at 06:09 on Jun 23, 2017

VendoViper
Feb 8, 2011

Can't touch this.

wedgekree posted:

Randoly do the War Eagles have Nuclear Space Mines or not?

Each War Eagle has a complement of 5 space mines. They can either be dropped into a hex as you leave it, or if you drop a shield arc for an impulse and have your transporter charged, placed in a hex some distance that I don't know off hand away.

VendoViper
Feb 8, 2011

Can't touch this.
Looks like War Eagles have one Nuclear Space Mine, which must be dropped out the shuttlebay. And transporter mines can be placed up to 5 hexes away.

VendoViper
Feb 8, 2011

Can't touch this.
I only own the Captains Basic Set. So unless we switch over to Federation Commander (I have the Klingon Border). We will need to wait for me to get at least a SSD book to make the Tholians interesting, as mine only has a Corvette. The Tholian web device does look neat. What is up with Hydrans?

VendoViper
Feb 8, 2011

Can't touch this.
Looks like their deal is fighters and fusion beams, while I don't have them in my rule book, guessing from the SSDs I see floating around the internet, they look like they are probably the heavy weapon version of Phasers.

VendoViper
Feb 8, 2011

Can't touch this.
Just checking that the plan is still to allocate for cloak?

VendoViper
Feb 8, 2011

Can't touch this.
Playing with Plasma - Turn 2

Energy Allocation
Both War Eagles allocate energy in the same manner as before, except with their Phaser Capacitors fully charged they have 6 additional energy which is routed to general shield reinforcement.

Both Gorn ships accelerate further then turn to cross the asteroid belt. The Romulan War Eagles are moving slowly are are able to turn more often. The Gorn Captains, overeager in their zeal, find themselves unable to maneuver before traveling four and five hexes respectively, while the romulans only need to traverse two.

Judging the the situation, the Romulan Commanders give the order to turn in and attack. The Captain of the Gorn Destroyer realizes his mistake too late, desperately he tries to turn his ship away, but he has already committed his vessel to cross in front of the pair of War Eagles at close range.

Impulse 22

Seeing that the Gorn Destroyer will move out of their forward arc on the next impulse Commanders Tagichatn and Added Space both reach the same conclusion, FIRE!

Tagichatn declares volley of 4 Phaser Is in the forward arc. Target Gorn DD, Arc 2, Range 4.
Added Space declares volley of 4 Phaser 1s in the forward arc. Target Gorn DD, Arc 2 Range 3.

Gorn DD The Gorn returns fire in kind, volley 2 Phaser 1s in the Forward Extended, and Right Side arcs. Target Added Space, Arc 2 Range 3.



Rolls
Tagichatn
Rolls 6 : 2 Damage
Rolls 5 : 3 Damage
Rolls 1 : 5 Damage
Rolls 2 : 5 Damage

Added Space
Rolls 2 : 5 Damage
Rolls 4 : 4 Damage
Rolls 6 : 3 Damage
Rolls 5 : 4 Damage

Gorn DD
Rolls 1 : 6 Damage
Rolls 6 : 3 Damage

Results

Added Space Takes 9 Points of Damage to Shield 2. With 3 points of general reinforcement, that leaves Shield 2 at 19.

Gorn DD Takes 31 Points of Damage to Shield 2. With 10 points absorbed by the Shield, Gorn DD takes 21 points of internal Damage.

The concentrated Phaser fire is too much for the Destroyers number two shield and it immediately collapses. Eight Phaser beams play across the unprotected hull of the Destroyer. Both main decks of the ship rupture and start venting into space. The Phaser arrays on either side of the ship are sheared off, and the deck of a shuttle bay explodes in flame.

Both warp engines flicker as a beam crosses from one nacelle to the other, along the way the ship’s battery and reactor explode sending debris flying from the ship to rattle about the deflector screens and settle in a cloud behind the ship.

Maps
Overview


Close Up


SSDs
Added Space
http://imgur.com/FjeV0PA.png[/timg]

Tagichatn


Gorn CA


Gorn DD

VendoViper fucked around with this message at 06:42 on Jun 25, 2017

VendoViper
Feb 8, 2011

Can't touch this.
I think it has actually. I will have to check the rules again, but I want to say every ten points of damage destroys a crew unit.

VendoViper
Feb 8, 2011

Can't touch this.
Luckily for the Romulans next turn is turn 3. Unfortunately for me that means I will need to handle like five plasma torpedoes and four ships. I really need to figure out how to automate the impulse chart. On the bright side though plasma torpedoes move every impulse.

VendoViper
Feb 8, 2011

Can't touch this.
Playing With Plasma - Turn 3

An indicator light comes on the weapons terminal of the Cathex, Plas-R charged. The warning light flashing, reminding the weapons officer that if he doesn’t release the immense charge of plasma towards the enemy soon, his ship will be consumed.

The Commander has given orders to fire at the last possible moment however, so he waits.

“Sir!” The sensor operator exclaims, “Gorn Cruiser has launched a Class S plasma torpedo, heading strait for us!”

SSDs
Added Space

Tagichatn


Gorn CA

Gorn DD


Impulse 2


Impulse 3


Commander Tagichatn dismissed the officer with a curt wave, “Continue our attack!” knowing full well that with concentrated Phaser fire his ship would remain unharmed.

Impulse 4

As the Gorn Plasma Torpedo reached point blank range Commander Tagichatn gave the order to fire all forward Phasers at the incoming torpedo.

Tagichatn rolls 3 for 5 Damage on the Gorn Torpedo.
Tagichatn rolls 6 for 4 Damage on the Gorn Torpedo.
Tagichatn rolls 1 for 8 Damage on the Gorn Torpedo.
Tagichatn rolls 5 for 4 Damage on the Gorn Torpedo.

The full forward battery of Phaser Is converge on the incoming torpedo reducing its strength from 30 to 9.

The next moment the torpedo slams into the Cathex’s shield arc number 1 dealing 9 points of damage.

Impulse 5

Commander Added Space, realizing the Gorn Cruiser is about to leave his Plasma-Rs Forward Arc gives the order to Fire.

Impulse 6

With the Gorn CA about to leave his forward arc, Commander Tagichatn gives the order to Fire!

Impulse 7


With 100 points of Plasma Torpedo one Hex off the starboard bow, the Gorn Captain gives the futile order to fire a Phaser I.

Gorn Commander rolls 6 reducing Added Spaces torpedo by 4 points.

Impulse 8


Impulse 10


The Gorn Cruiser is slammed with 96 points of damage on shield arc 3. His shields absorb 16 points of damage, leaving 80 points of internal damage.

When the bright flash subsides nothing remains.

“I am not even picking up debris on sensors sir, we’ve atomized them.”

Impulse 15

Commander Added Space ordered his Helmsman to break and attack the fleeing Gorn Destroyer. But as soon as he turned and committed to his new course, the Destroyer turned back away from the pair of War Eagles. “No matter, now he will be trapped between two fires.”

But before allowing the Destroyer to leave his Forward Arc, he orders the full bank of Phaser Is to fire.



Commander Added Space declares a volley of four Phaser Is firing on the Gorn Destroyer at range 3 against shield arc number 4.

Commander Added Space rolls 2 for 5 Damage.
Commander Added Space rolls 4 for 4 Damage.
Commander Added Space rolls 2 for 5 Damage.
Commander Added Space rolls 3 for 4 Damage.

The Gorn Destroyer takes 18 damage in arc 4, the strength 7 shield quickly collapses under the onslaught, allowing 11 internal damage to rock the ship.

The Destroyer takes yet more severe damage, critically struck in the emergency bridge, the ship is without a command center, and its senior leadership are dead.

Unable to re-route remaining power fully to the engines to make an escape, the Gorn on board have no hope, as the pair of War Eagles move in for the kill.



(I forgot to turn off the rear shield on the DD in this image, it is in fact down from the last Phaser volley from the Esemer)

VendoViper fucked around with this message at 06:27 on Jun 28, 2017

VendoViper
Feb 8, 2011

Can't touch this.
If we want to maintain the concrete of the captain and crew being human(oid) beings communicating with their voices and pressing buttons to make everything happen, an impulse would have to be at least several seconds. According to the rule book though each hex is 10,000 Kilometers and moving 10 hexes in a turn means you are moving 10 times the speed of light. So traveling 10 hexes at 10 times the speed of light take 0.03 seconds, if you ignore relativity, which of course you can't.

VendoViper
Feb 8, 2011

Can't touch this.
That is about how I am thinking of them when I get distracted and write lovely Star Trek Fan Fiction during the turn updates.

VendoViper
Feb 8, 2011

Can't touch this.

Added Space posted:

I thought torpedoes diminished pretty quickly, like a point every 1-2 hexes they moved.

So did I, but I think that comes from Star Fleet Command, turns out that Type-Rs do full damage out to 10 hexes!

VendoViper
Feb 8, 2011

Can't touch this.
I think we also learned that Plasmas are standoff weapons, despite their damage fall off. Things might have gone better for the Gorn if they had simply skulked out of range until turn three, and then gotten 3 plasmas into space at about range 10.

VendoViper
Feb 8, 2011

Can't touch this.
It has not died! Life has just gotten in the way a bit. Let's get it rolling again. Any new captains? I'll put up a scenario vote in the next day or so soon.

VendoViper fucked around with this message at 23:40 on Jul 9, 2017

VendoViper
Feb 8, 2011

Can't touch this.
The Gorn Destroyer moves helplessly through space, burning, out of control, its engines still set to full power. The two Romulan captains call a war council to decide their next move.

Scenario Vote

A (Romulan scenario): Destroy the Gorn DD, leave no opportunity for their crew to affect repairs and give warning to the Gornish fleet. Continue cruising towards Axelot II.
B (Romulan scenario): Cloak and allow the Gorn to escape, trail the DD and monitor the situation hoping to ambush any ships which come to its aid.
C (Federation scenario): Hunt down the pirates harassing shipping lanes around on the Klingon Border.
D (Federation scenario): The lights of Gorn are lit, a Federation task force is sent to the aid of their ally.

Please vote in bold, and if you are interested in being a Captain please speak up!

VendoViper
Feb 8, 2011

Can't touch this.
Stardate 2265.189
Federation Subspace Dispatch
To all ships on patrolling in or around the Capella system -stop-
Klingon raiding activity reported -stop-
Execute standing order 37 -stop-
Form convoys with nearest fellow Star Ship -stop-

Stardate 2265.192
The USS Vienna and Oslo have joined together on patrol and are making best possible speed towards the last known location of the civilian freighter Torro. They are both older model Light Cruisers, but have recently undergone an experimental re-fitting.

If they received the warning, and heeded it, the Torro should be making its way back to Starbase Four, but the Commodore onboard the Vienna can only hope it isn’t too late.

USS Vienna

USS Oslo


Still need some Captains! And I also need another day or two to make some art assets, and fix some bugs in my module.

VendoViper
Feb 8, 2011

Can't touch this.
"Rack had two reloads prior to Y175, three thereafter. One Reload is entirely ADDs."

So I did have it a little wrong, however, i've never been clear on how to read the drone rack SSD boxes, it isn't actually explained anywhere. It has four bisected boxes, I am assuming that the left sub-box is reload 1 and the right sub-box is reload two, and then to the right of each sub box is a super narrow column of three boxes, I guess that is for the three reload variant? Anyway it seems really obnoxious to use, luckily we will be using spreadsheets!

To get even further into the weeds in the rules, I have given these cruisers the plus refit almost three star years early! :btroll:

Customizing drone load-outs is very much in, you have available Type I - VI. Upon actually reading the rule book instead of just the SSD it appears that Anti-Drones, and type VI (anti-fighter I guess) drones take up half space. The Type G rack has 4 available space per reload, and you can mix and match one type of Drone and AntiDrones in whatever configuration you like for the loadout and the reload. Also during a turn where you don't fire you can reload 2 space worth of drones.

VendoViper fucked around with this message at 04:30 on Jul 21, 2017

VendoViper
Feb 8, 2011

Can't touch this.
The critical fact I was missing was the half size drone types! Now it is obvious, no wonder they don't have a diagram explaining how to use it in the manual /s :).

But seriously thanks for laying it out.

VendoViper
Feb 8, 2011

Can't touch this.
Sorry this has been languishing, stupid real life. I haven't made any progress on new assets, but since I have something that reads as Fed and something that reads as Klingon lets just roll with it. Will put up turn 0 of the scenario tonight. Any other steely eyed spacepeople keen to be a Star Ship Captain?

VendoViper
Feb 8, 2011

Can't touch this.
On The Klingon Border - Turn 0

The USS Oslo and Vienna, responding to a Federation blast message, have joined together and plotted an intercept course for the expected position of the Torro, a heavy civilian freighter with a full load of corbomite. They are moving from the neutral zone towards Starbase Four well within Federation space.

Upon reaching the expected interception point they are met with empty space, with no sign of residual energy or space debris on scanners it appears that the squadron has arrived before their quarry. The two ships have begun station keeping in the area hopeful that the Torro will arrive.

Suddenly two energy spikes appear on sensors, a Klingon D6 Battlecruiser with a F5 Frigate have moved into sensors range, Klingon ships operating this deep in Federation space can only mean one thing, all out war has been declared by the Empire.

Scenario
The Klingon ships are after the Torro, which will arrive within the next 3 turns (randomly). The Klingon ships win the scenario if they destroy the Torro, the Federation ships win if the Torro can exit from the opposite side of the map from which it enters. The Torro is expected to enter from the "east" side of the map.

SSDs
USS Vienna

USS Oslo


IKV Bastion

IKV Talon


[b]Map



[b]Details

The Federation Light Cruisers (old)+ have one load of Drones, and one load of Anti-Drones, it is up to the captains discretion how to load these, but it will need to be part of your first orders.

Sorry I didn't get around to making new assets, hopefully I will be able to swap out the Klingon Frigate image for a Battlecruiser one, I just have to get around to doing the vector art.

Still open for more captains, or whatever.

VendoViper
Feb 8, 2011

Can't touch this.

Gnoman posted:

The D6 alone is almost a match for both Federation ships put together, and there's a time crunch. The upside is that the F5 is a fairly pathetic little ship with low firepower and no damage sinks to speak of.

I will admit, running this thread has already exceeded the number of turns of Star Fleet Battles I have played out in all other contexts. So If my scenario design is a bit wonky, you will have to be forgiving. However to craft this one I did use the "Battle Points" listed on the SSDs I have. Are these wildly inaccurate? This scenario is currently stacked 222 Federation to 184 Klingon.


wedgekree posted:

Yeeowch, thsi is gonna be a mess. Uhm, presuming that we're allowed to set weapon conditions at scenario start? Theoretically we can have photons already loaded, if we have any shuttles load them as suicides. Reinforce frontal shields, go at max viable speed to the Klingons. Use the drones as cover/strip off defending phasers, max ECM as availble, go for alpha strike with the overloads, then the suicides.

ECM is very much available, as are all the fun flavors of shuttle. I will have to go and re-consult the rules to get the exact details but the idea is you allocate energy to ECM, and then compare that to the energy your opponent has allocated to ECCM and if you come out on top you count as further away when resolving attacks.

Also I will try to come up with a better way to represent available and loaded drones in my spreadsheet, I just kind of shoved them in there.

VendoViper fucked around with this message at 16:15 on Aug 2, 2017

VendoViper
Feb 8, 2011

Can't touch this.


Are the mighty Federation captains afraid to do battle! If all Federation captains are as timid as you the Imperial victory will be swift!


Neckbeard Klingon says choose your orders!

VendoViper
Feb 8, 2011

Can't touch this.
Quick clarification, I understand 13 A to mean moving "north" on the map.


VendoViper fucked around with this message at 20:24 on Aug 9, 2017

VendoViper
Feb 8, 2011

Can't touch this.
On The Klingon Border - Turn 1

SSDs
USS Vienna

USS Oslo


IKV Fang

IKV Bastion


Both Klingon vessels loose drones and accelerate forward. Entering the scenario at speed 8 maximum acceleration limits them to speed 18 on heading E.

The Federation vessels (retconned to entering the scenario at a speed of 3 or greater) accelerate to speed 13, dumping maximal energy into photons. Both cruisers turn to the left and set out on heading A.

With an ECM rating of 8, the USS Oslo imposes a shift of +3 on the D6’s die rolls. Although the Oslo is in range of the Bastion’s Disruptor batteries, their ECM would make all attacks guaranteed misses. The captain of the Bastion knows this since ECM ratings are announced at the start of the turn after energy allocation.

map

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VendoViper
Feb 8, 2011

Can't touch this.

Xenocides posted:

An ECM rating of 8 is a +2 shift. You take the square root of the total amount of ECM to get the modifier and round down. You get +1 at 1, +2 at 4, +3 at 9, +4 at 16, and it continues but I have never seen anyone get to 25.

Yup, my bad, weapons were still auto miss. Not to mention it was 6 points to ECM, not 8. Don't fly drunk.


Xenocides posted:

Also a persnickety point but the Federation CL has a Type G drone rack. That drone rack comes standard with a full load of whatever drones you buy plus a full set of reloads plus a full set of ADD reloads. Unless the scenario is in Y175 or later in which case they get another reload.

The CLs probably should have loaded a scatter-pack shuttle each to distract the Klingons.

That is how I had read it at first as well. These Old CLs have been given the plus refit a few years early.

Rack had two reloads prior to Y175, three thereafter. One reload is entirely ADDs.

The only confusion is if a "Reload" of Drones can be construed to include the Drones that are already loaded into the rack.

VendoViper fucked around with this message at 22:21 on Aug 13, 2017

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