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[ERROR] No.19081422 [Reply] [Original] [4plebs] [archived.moe]

The classic Star Fleet Battles reinvented with the popular A Call to Arms starship combat rule set.

There are Klingons off the starboard bow. Fight them off Jim!

>Star Fleet general

>> No.19081486

>>19081422

So, you were talking about a Klingons Vs Romulan 500pt game?

>> No.19081501

So, for those that don't know, the Star Fleet universe is based on the classic 1960s Star Trek, and was expande upon after the end of the classic series.

However this has lead to a game universe that is significantly different from the later Trek movies and TV shows.

You get the classic series factions such as The United Federation of Planets, the Klingon Empire, and the Romulan Empire, but you also get a few factions that are only given passing mentions on the classic show, or were from the short-lived Star Trek cartoon.

>> No.19081538

>>19081486
>So, you were talking about a Klingons Vs Romulan 500pt game?

Yes. In the Flames of War thread I had mentioned that I'm trying to figgure out a list for an upcomming 500pt match between my Klingons and a Friend who wants to play Romulans.

I was thinking of taking two Klingon D7 Battlecruisers and a D6 Battlecruiser.

You had mentioned something about 2 D6's and a D7C?

>> No.19081549

>>19081501
>or were from the short-lived Star Trek cartoon.

Such as the Kzinti.

Yes, those Kzinti.

Who in SFB are the defacto masters of guided missile combat. Who for reasons unknown were nerfed to hell and back with the latest errata.

>> No.19081602

>>19081549
I was also talking about the Gorn, the Tholians, and the Orion Pirates.

And I keep hearing that the Kzinti have been nerfed, but in my limited experience with the game their primary weapon, Drones, don't seem that badly underpowered.

There are a lot of defenses against Drones, but they still pack a punch when they hit.

>> No.19081644

>>19081538
>You had mentioned something about 2 D6's and a D7C?

In the January Errata, they reduced the D7 to 170pts, took two phaser-2's off the side banks (which had their arcs changed to A,P and A,S) and then put them in a turret.

The D7C variant changed them to PH-1's instead, +1 Marine, +2 Transporters +1 ADD +1 Command but kept the 30pt increase.

This makes the D7C a nice easy to calculate 200pts, with 5 PH-1's with excellent coverage, 4 Disrupters and a pair of drones. Plus some decent PH-2's for anti-drone work.

All in all, it made the D7C a fucking steal, and nicely replaced the C7 for "Klingon vessel that does all the heavy lifting" since that got a 30 point cost increase for it's +1 Command.

>>19081602
>There are a lot of defenses against Drones, but they still pack a punch when they hit.

Well, that's the thing, there were ALREADY a load of defences against Drones in place, did we really need to make them only capable of hitting on a 5+ past 18"? As it stands, Disruptors are now the best long range weapon in the game instead of Drones.

And it's all because they mishandled the Gorn.

>> No.19081774

>>19081644
Huh... I'm pretty sure the April Errata made the D& 175 again and the D7C 205.

I'll have to double check that.

>Disruptors are now the best long range weapon in the game

As a Klingon player that makes me very happy.

>they mishandled the Gorn.

I keep hearing that as well. Something about not doing their anti-drone defenses properly and making them too non-maneuverable.

>> No.19081847

>>19081538
>Yes. In the Flames of War thread I had mentioned that I'm trying to figgure out a list for an upcomming 500pt match between my Klingons and a Friend who wants to play Romulans.

The thing with Romulan fleets is, like I was saying, there are so many different permutations that he could go with.
I mean if it were me? I'd know I'm up against a fleet that's at it's best around 12", has the agility to keep itself at that range and unlike me, will cause damage much more reliably and constantly.
Plus you have drones I cannot easily counter.

I'd probably go KRC (230pts) SkyHawk (130) (360) and then spend the rest of the points on a WarEagle. Both the KRC and Skyhawk have the tractors to deal with Drones, and the WarHawk and KRC both have big fearsome firepower, and with a bit of luck I can use one to juke you into the other.

>> No.19081977

>>19081847
Hrm... OK.

Any advice for Klingons going against Romulans?

>>19081774
>I'll have to double check that.

Yeah, unless it's a misprint, the April 18th version of the eratta has the D7 Battlecruiser still at 175pts, but with the other changes you had mentioned. Which would make the D7C Command Cruiser 205pts.

>> No.19082079

>>19081977
>Yeah, unless it's a misprint, the April 18th version of the eratta has the D7 Battlecruiser still at 175pts, but with the other changes you had mentioned. Which would make the D7C Command Cruiser 205pts.

It's entirely possible that they've changed that back.

In terms of general tactics, stay out of his front arcs as best possible, most of his damage comes from Plasma, and when he DOES pop up out of cloak, hammer him with Drones since his defences against them are poor. His shields are great, his hull is generally weak, so bleed-through with phasers will work well.

>> No.19082226

>>19082079
>stay out of his front arcs as best possible

That doesn't sound too hard, especially since Klingons seem to be more maneuverable than Romulans.

But there are some plasma launchers that can fire into other arcs. Those might be harder to avoid.

What about defending against Plasma? Does that work the same as defending against Drones?

>> No.19082258

>>19082226
>But there are some plasma launchers that can fire into other arcs. Those might be harder to avoid.

You can handle those with defensive phasers, the only thing you need to really worry about is the Plas-R, and those are never in any arc but F.

>What about defending against Plasma? Does that work the same as defending against Drones?

You can't ADD or Tractor them, but you can still defensive phaser and outrun them.

>> No.19082411

Huh... OK.

As I've said, I'm still a complete and total noob for this game, so any advice is welcome.

Also, any tips on painting? I'm thinking of going for green Klingons and I'm not sure what colors to use.

I've seen some dark green Klingons done very well, but I've also seen some gray-ish green and tan-ish green paint jobs for Klingons too.

>> No.19082428

>>19082411
>Also, any tips on painting? I'm thinking of going for green Klingons and I'm not sure what colors to use.

Sorry, I'm still having trouble just putting my Fed starter together.

>> No.19082511

>>19082428
I was half-thinking of picking up some Federation ships as well to use in some demo games.

I want to see this game gain some popularity and nothing says Trek like Klingons vs Federation.

Even if it isn't really 100% Trek as most people know it... *shrug*

>> No.19082553

>>19082511

The only problem with the Fed starter is getting everything straight. It's SO easy to get a wonky nacelle, or a saucer section that isn't parallel to the engineering section.

It would have been a lot easier all round if they'd just stuck with resin.

>> No.19082676

>>19082553
>It would have been a lot easier all round if they'd just stuck with resin.

Possibly, but they didn't know what the fuck they were doing with the resin either.

That's what caused all the production delays in the first place.

>> No.19083715

So, what can you guys tell me about the various races?

So far it seems from reading the thread that:

Klingons are maneuverable and have a pretty good heavy weapon in disruptors.

The Gorn are not very manuverable.

And the Romulans are sneaky since they can closk, and have a pretty powerful heavy weapon in their Plasma.

Care to go into any more detail on these three?

And what about the other races?

>> No.19084004

>>19083715
>Klingons are maneuverable and have a pretty good heavy weapon in disruptors.

Disruptors don't do as much damage as say Drones or Photons, but they have excellent range, excellent accuracy and are above all else, reliable.

>The Gorn are not very manuverable.

They're a lot better now that lumbering's been removed from the game. Gorn are all about blunt force trauma, getting as close as you can and firing off multiple plasma AD at your opponent. Which you can now do.

>And the Romulans are sneaky since they can closk, and have a pretty powerful heavy weapon in their Plasma.

Yeah, although you shouldn't think that cloaking all the time is viable, it reduces your speed to half. They also have three fleets in one: Old style Warbirds with low HP, armoured and high shields. Klingon refits which maintain their agility and forward shields, and the new series which has balanced Shields and HP as well as modern equipment.

>Other races

Kzinti
Missile spam. You have no advantage other than missile spam. Your entire gameplan is bringing as many drones as you physically can to a target, overwhelming it's drone defenses and taking it down in a hail of devestating criticals.
Slapdash drone nerfs make this much more difficult to do.

Feds
If the Klingons naval combat style is one of careful positioning, subtlety and finesse, the Federation's style has all the skill of an anvil. Hit's about as hard too.
Photons and PH-1's, those are your damage dealers. Photons do a reliable amount of damage, can be overloaded, and will miss at over half range. How you use them will detirmine the game. Your Phasers are your bread and butter, use them to put the pressure on, look for bleed-throughs, and deal crits. Basically, barrel in as close as you can, unload everything and then try to get out and rearm your photons.

>> No.19084301

>>19083715
>Care to go into any more detail on these three?

I'm a bit of a noob at this game but I'll tell you what I can.

>Klingons
Are all about the maneuverability.They will dance around most other opponents allowing you to stay out of their most dangerous firing arcs while keeping them in yours. They have pretty good shields, especially in the front arc, but are slighty weak in hull points. Like most races they use Phasers for their primary weapon, and have Drones(seeking missiles) and Disruptors for their heavy weapons.

>Gorn
They fly like a brick, and are just as durable. Shields and hull points are typically equal. They are absolutely covered in Phasers, and use Plasma Torpedoes as their heavy weaponry.

>Romulans
They have an odd assortment of different ships. The classic series style Romulan Bird of Prey and a whole series of ships of similar design, ships that the purchased from the Klingons, and a later design that seems to merge both. All of their ships are equiped with cloaking devices and as such the Romulans would seem to play like submarines would in a normal naval game decloak(surface), fire your weaponry, cloak(submerge) and then reload for another pass. They also use Plasma Torpedoes for their heavy weaponry, but seem to use it more as their primary weapon as opposed to other races that use their heavy weaponry more as a secondary weapon.

>Continued

>> No.19084322

>>19084301
>Continued

>And what about the other races?

>Federation
Have good shields and equally good hull points. They use Phasers with wide(180 degree) firing arcs as their primary weapon. Their Heavy weapons are Photon Torpedoes and Drones.

>Kzinti
Have roughly equal shield and hull points. They use their heavy weapons, Drones and Disruptors as their primary weapons with Phasers playing the role of secondary weapon.

>Tholians
Placeholder as fuck. They olny have 3 ships and they're not quite up to par with the other races. They have slightly better shields than hull points and are very agile. They have Phasers and Disruptors, but I'm not sure which one they typically use as their primary weapon. They are also supposed to be able to spin their infamous Tholian Webs, but there are not currently any rules for how those are actually supposed to work.

>Orion Pirates
Only have 3 ships. They have variable weapons that the player can choose. Seem to be about a highly customizable style of play.

>> No.19085050

Bumping with an example ship stat block.

>> No.19086636

>>19085050
Can anybody explain what some of this stuff actually means?

Things like range, arc, and attack dice are easy enough to figure out, but what about stuff like Accurate, Precise, and Devastating? What do those mean in game terms?

>> No.19086866

>>19086636

>Accurate + X
Makes it easier for your attacks to hit their target. Hits are on a 4+ normally, and accurate adds whatever the number is to your d6 roll to see if it's a hit.

>Precise + X
Makes it more likely that any successful hit against the hull(one that doesn't get absorbed by the shields) will be a critical hit. It adds the number to the d6 roll on the Attack chart. A roll of 1 does nothing. 2-5 are normal hull hits. A 6 or higher will become a critical hit against one of the ship's systems.

>Devastating + X
Add the number to any critical hit. So a weapon with Devestating + 1 would cause a level 2 critical hit on it's first critical hit(one for a normal crit and one for the Devestating + 1).

>Multi-hit X
Exactly what it sounds like. Each successful hit counts as what ever the number of the multi-hit trait is. For multi-hit 2, it's two hits. For multi-hit d6, roll a d6 and see how many hits it counts as.

>Kill Zone X
The number is a range in inches. Inside this range all successful his count double. Weapons that don't have Multi-hit count as having Multi-hit 2. Weapons that already have Multi-hit count as having their normal Multi-hit number doubled.

>> No.19089692

Bumoing

>> No.19090569

>>19082511
>Even if it isn't really 100% Trek as most people know it...

Care to explain? I seems to be pretty blatantly 60's Trek, or at least heavily based on it.

>> No.19090744

>>19090569
The license that was given to the creators of Star Fleet Battles by Paramount only covered the original series, the short-lived cartoon, and a few technical manuals since those were the only things that existed at the time.

Everything else the creators of the game had to make up themselves.

After the Kirk movies, The Next Generation, and the other shows came out, this lead to a vastly different Game Universe than Star Trek as most people know it today.

So it is essentially Classic Star Trek with a few additions, but it's not the Star trek universe that most people are familiar with today.

>> No.19091461

>>19090744
Better universe for gaming, though. Leave the movie-verse to the LARPers-in-denial that are the Trekkers.

>> No.19091610

>>19091461
>Better universe for gaming, though.

For wargaming? Of course it is. This Federation is actually quite bad-ass when push comes to shove.

Not that the Dominion War era Federation isn't also bad-ass when they need to be, but TNG was very much about always finding the peaceful non-violent solution.

>Leave the movie-verse to the LARPers-in-denial that are the Trekkers.

LARPers-in-denial? Why do you call them that?

>> No.19093091

>>19091610
>TNG was very much about always finding the peaceful non-violent solution.

I think there was actually something in the show-runners guide for TNG that said that the mission was an automatic failure if the crew were forced to fire their weapons.

>> No.19093985

>>19093091

When Roddenberry was running the show, perhaps.

Then we got DS9, and RDM and Ira Steven Behr running shit.

I honestly would love to write a TNG variant rules for ACTA, but there's just not really any model support.

>> No.19094316

>>19093985
Back in December there was a fuck-ton of hype for this game here on /tg/ and even talk of doing a "Modern Trek" fan project to include stuff from TNG, DS9, Voyager, and the Picard movies.

Unfortunately the hype for this game has died down significantly if the slow pace of this thread is anything to GI by.

It's a shame, even as a fan project I would have loved to see the Difiant, the Enterprise D & E, as well as Voyager statted up for the A Call to Arms rule set.

That being said, I still love the Clasic Series feel of the game as it is.

>> No.19094367

>>19094316
>anything to GI by.

anything to go by.

I swear, I should start speaking Klingon. I'd make much more sense.

>> No.19094392

>>19094316
>Unfortunately the hype for this game has died down significantly if the slow pace of this thread is anything to GI by.


That is because of the huge issues they had at launch because they were stupid and tried to rush it for christmas. I didn't get my book until late February and by the time I got it I just lost interest in playing it.

Some of the guys I introduced it to at the store are playing it though, so I should probably stop being an apathetic fuck and check it out. Especially since some of the stupid has been errata'd from the sound of it.

I mean I did enjoy the couple games I actually played...

>> No.19094525

>>19094392
>That is because of the huge issues they had at launch because they were stupid and tried to rush it for christmas.

yeah, they didn't know what they were doing with the resin models, and they didn't anticipate the demand would be as huge as it was.

But that seems to be fixed now that they've switched to metal minis.

>I didn't get my book until late February and by the time I got it I just lost interest in playing it.

I can kinda understand that. I was willing to wait things out though and have just recently begun playing it as Klingons.

>Some of the guys I introduced it to at the store are playing it though, so I should probably stop being an apathetic fuck and check it out.

Give it a shot. It seems to be a solid game. There is a bit of "book keeping" to keep track of on all of your ships, but it's nowhere near as clunky as the older Star Fleet Battles, or Federation Commander that it's based on.

>Especially since some of the stupid has been errata'd from the sound of it.

You'll still hear some occasional moaning from Gorn and Kzinti players from what I keep seeing on the Mongoose Games forums. A lot of the stupid has been worked out of the game, but in the case of Drones, the solution isn't all that much more intelligent. At least ftom the Kzinti point of view.

>I mean I did enjoy the couple games I actually played...

Then you probably will enjoy it if you try to seriously get into it again.

People like you are the kind of people that need to get back into this game if it's going to take off at all.

>> No.19094622

>>19094525

Yeah, I can just be sooo damn apathetic at times. The energy and enthusiasm I put into it before release really didn't help.

Hell, I even made ship sheets for it, I think the guys still might be using them, though I probably need to adjust them for errata (or someone already did).

>> No.19094738

>>19094622
I've got my own pretty accurate ship sheets that a friend made up.

They seem to be accurate up to the most recent errata.

>> No.19094882

>>19094738
<Pic related.

Although now on closer inspection all the ships in the pdf he sent me have the same number of check-boxes for shields and hull damage that the Callahan does.

I'll have to get him to fix that.

>> No.19094896

>>19094882
And of course I forget my damn image.

*facepalm

>> No.19095902

>>19094896
>>19094622

Speaking of Ship reference sheets, the official Mongoose reference cards look pretty good.

http://blog.mongoosepublishing.co.uk/?p=255

>> No.19096469

>>19095902

They're not terrible.

I understand the official cards have to have the ship picture, but I feel they wasted a bunch of space on the Critical thing. I can't help but feel if they re-arranged things a bit they could fit on two ship's worth of shield/hull boxes (like how I put several on my sheet, though admittedly mine is a full printed page).

Sure it doesn't really matter for those dreadnoughts, but what about frigates and destroyers, whom you're likely to have several of? Cruisers too.


By the way, are the War-Era Federation designs out yet?

>> No.19096545

>>19096469
>By the way, are the War-Era Federation designs out yet?

http://www.mongoosepublishing.com/us/miniatures/ctastarfleet/federation.html?p=2

Looks like they are.

>> No.19096797

>>19096469
>but what about the ships you're likely to have several of?

The blog post mentions that they will have multiples of the more common ships in the various fleets.

>> No.19096813

>>19096545
>http://www.mongoosepublishing.com/us/miniatures/ctastarfleet/federation.html?p=2

They came out pretty well. I like that the included the blue trim and red rings on the saucer.

I hope they still plan on eventually producing their own version of the border boxes.

>> No.19096840

>>19096797

Yeah, but they'll still be on different cards.


Just an opinion thing I guess. Nothing wrong with the way they're doing it. Just not how I'd do it.

>> No.19096956

>>19096840
Meh... Whatever floats your boat. Both options are equally effective ways to do it.

On a different note, does anybody know what the standard game size for this is looking to be?

>> No.19097216

>>19096956

I don't really know the answer to that yet.

I've been mostly playing games at 500points, enough to get you maybe 3 or 4 ships depending on the faction.

But I'm still a total noob, so I've been keeping the fleet sizes small on purpose as I learn the game.

>> No.19097711

>>No modern trek model support
I actually have a Lakota-class (Enterprise B) model in the right scale that I'm using as a master for Centaur, Lakota, Pre-refit Excelsior, and Jupp-class ships. The new Clix game has shit scaling, but several of the models are actually right in the correct size range (Rhode Island class, Intrepid Class, and possibly some of the others), and I'm sure you could hand-wave the Vorchas &c as long as the base was the right size

Sculpting the Defiant has failed twice so far, though, and I'm not sure it's worth it to me at this point

>> No.19097804

>>19097711

I'm almost afraid to see how the Defiant would stat out for this rule set. That thing was a one-ship navy.

As for lack of models... There are some decent approximations of TNG & DS9 ships on Shapeways. You just have to know what your are looking for, and look past the silly names that they use to avoid getting raped by copyright lawyers.

>> No.19097810

Only problem I can really see with integrating the "modern" ships is Annular phaser banks possibly reordering the power curve, and the fact that disruptors are actually the main weapons of virtually every species in the Alpha and Beta quadrants - Phasers are routinely hinted to be fiddly, fragile, and only really in use by the Federation, Bajor, and the Cardies.
Disruptor turrets equivalent to PH-3, or just refulffing, would fix that.

I'd write off the Pulsed Phaser Cannon on the Defiant and Miranda classes as short-ranged disruptors, or possibly multi-hit phasers. Then there's the Spinal Phaser Lance on the Dreadnought refit of the Galaxy-class...

Cardassian fleets would be boring, you're only rocking 2-3 ship classes until the Dominion show up, which adds, what, 3? Even with command variants they're giving the Tholians a run for their money.

Giving Klinks cloaking devices is also something of a game-changer, even if it's only on refitted D-boats (strip some weapons?) and Birds-of-Prey.

D'Deridex and Mogai, not to mention the Scimitar, would be hi-fucking-larious in the right hands. Cloak, plasma, disruptor beam installations.. Mmmm.

Then there's the ships and factions from the MMO, which can at least take credit for making Nausiccans and Gorn look really badass, but.. yeah, not quite comfortable with that.

>> No.19097919

>>19097804
>>the Defiant
A one-ship navy that sank, and almost went down about 6 times. That said...

Light shields, heavily-armored, ECM (Stealth 6+ naturally?), Cloaking device. 1 Shuttle. Fast, Agile, Command (the other Defiant-class ships might or might not have cloaks or Command, but with Ben Sisko or Worf on the bridge.. well, she's in good hands)
Weapon Mounts
Quantum torpedoes (Multihit d3, Devastating +1, Precise, possibly a longer range) 2 Tubes fore and 1 aft.
Pulse Phaser cannon (2 Multi-hit d3 PH-2s, F arc only)
Possibly a couple ph-3 turrets for point-defense, since the rules demand them.

Basically a Frigate that takes hull hits like a cruiser, cloaks, and fucking rapes face when it drops out. Killzoning the PPCs and Overloading Quantums will leave enemies unhappy, to say the least.

Not sure about points though.

>> No.19097982

>>19097804
>>There are some decent approximations of TNG & DS9 ships on Shapeways
Yep. I'd share some links, but Mongoose (or a white-knighting pussy within our own ranks) seems to have been watching the last couple threads - anything even remotely sketchy that's been pointed at has been hit with a C&D within the week.
I still needs me my DS9 Klinks, TYVM.

>> No.19098211

>>19097982

That sucks.

Although the right generic key words will probably still find you what you are looking for.

>> No.19099712

>>19097919
>A one-ship navy that sank, and almost went down about 6 times.

Compared to the number of times you see a Miranda class die onscreen by the end of the Dominion War?
I mean good god, you retired the Constitution class which this thing is just a smaller weaker version of, why the hell are you keeping this thing around?

>> No.19099976

>>19099712

You retire it from Starfleet and hand it over to some Federation member system or another as a system defence/anti-raider vessel.

And then the Federation finds itself embroiled in an intergalactic war that Starfleet alone has not the numbers/resources to fight as-is, so they go around and press these older ships back into service...

>> No.19100026

>>19099976

Makes sense.

...actually, I think I statted out the basic rules for X-Ships a while back, that could help in doing stuff for NextGen.
Lemme see if I still have it.

>> No.19100032

Well, it seems those rules have gone bye-bye, but I'll go through the book and try to remake the rules.

>> No.19100098

SHIELDS
X-Shields bleedthrough at half rate. So, we can either completely remove bleedthrough, or we can make it so bleedthrough hits only do half the amount of hits.
Probably the half-hits option.

X-Aegis
X-Ships don't need to declare all of the systems he will be using to take down drones, he can simply use them one by one until the drones are gone.

X-Phasers can be overloaded

Rapid-Pulse AA mode
X-Phasers can fire in a rapid point defence, each PH-1 or PH-2 firing in Rapid Pulse doubles the number of AD it has against drones and plasma.

X-Disruptors have a longer range (say 20%?)

Fast Loading Photons
Photon Torpedoes may be fired on the same turn as they are reloaded.

Control Limits
X-Ships can fire as many drones or guided weapons as as many (or few!) ships as they wish.

Fastloading Plasma
Ships can fire their plasma torpedoes on the same turn as they are reloaded. However they fire with the same stats as a Type-F Plasma instead of which type they actually are.
DOES NOT APPLY TO TYPE-D PLASMA

Fast Cloaking
X-Ships cloaking may do so at the end of their turn, and without spending a special action to do so.

I'd be willing to hear further discussion on this. But that seems to be the most salient points.

>> No.19100159

>>19100098
So, putting it all together, here's the TMP Enterprise.

CX Federation Advanced Cruiser 325pts
Turn: 6
Shields: 32
Damage: 32/11
Marines: 8
Craft: 4 Shuttles
Traits: Command +1, Labs 8, Transporter 3, Tractors 2

Weapon / Range / Arc / AD / Special
Phaser-1 / 18 / FH / 4 / Accurate +2 , Kill Zone 8, Precise
Phaser-1 / 18 / SH / 3 / Accurate +2 , Kill Zone 8, Precise
Phaser-1 / 18 / PH / 3 / Accurate +2 , Kill Zone 8, Precise
Phaser-1 / 18 / T / 2 / Accurate +2 , Kill Zone 8, Precise
Photons / 15 / F / 4 / Devastating +1, Multihit 4, Reload
Drones / 36 / T / 2 / Devastating +1, Multihit D6, Seeking

>> No.19100839

>>19100098
Wow. That's some powerful stuff.

Are you basing this on the older Star Fleet games, TNG era ship capabilities, or a bit of both?

>> No.19101171

>>19100839

Rules straight from the X-Ships book.

>> No.19102594

>> No.19103630

>>19101171
I kinda guessed that was the case.

Seems like that stuff would be very overpowered compared to normal ships. You'd probably have to pay a ton of extra points for the X-Ships.

>> No.19103802

>>19103630

You do. The CX is nearly twice the cost of a regular Connie.

>> No.19104569

>>19103802
And the Fed CX that you posted up is armed with all the X-weapons and stuff that you posted earlier in the thread?

Ouch.

Also, how did you figure out the points cost for the CX you posted?

>> No.19107032

>>19104569

SFB points cost multiplied by 1.45 that's the basic ratio for these conversions.
Converted FedCom price costs have a 1.25 multiplier.

...I didn't work out the FedCom - SFB price differences until AFTER I'd done PF's and the entire Quari simulator race fleet.

>> No.19107067

>>19107032
Ah ok.

>> No.19108309

>>19107032
Is there a good SFB or FedCom torrent out there somewhere?

I wouldn't mind taking a look at the older games from the Star Fleet universe to get some better knowledge of the setting, as well as some of the other races and ship types.

Even the "simulator race fleets" you mentioned sound cool.

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