Campaign Kickoff
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Campaign Kickoff
Sooo, we've all got our fleets now. Has everyone read the campaign rules? When do we want to light this candle?
Another daring escape for the intrepid Spaceman Spiff!
Re: Campaign Kickoff
Ken's Fleet Initiative Role: 7 (6+1)
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Re: Campaign Kickoff
Bob's Fleet Initiative 7+1 = 8 (roll sent to nukehavoc@gmail.com)
Another daring escape for the intrepid Spaceman Spiff!
Re: Campaign Kickoff
Tom's Fleet Initiative 7+1 = 8 (roll sent to nukehavoc@gmail.com)
"Good, bad, I'm the guy with the gun."
- Lars Porsenna
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Re: Campaign Kickoff
Damon's fleet initiative:
Roll(2d6)+0:
3,3,+0
Total:6
Roll(2d6)+0:
3,3,+0
Total:6
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
Re: Campaign Kickoff
Bob, Tom - please roll off to break the tie.
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Re: Campaign Kickoff
(1+4) +1 = 6
Also, we're waiting on Lance
Also, we're waiting on Lance
Another daring escape for the intrepid Spaceman Spiff!
Re: Campaign Kickoff
We're also waiting on Lance to read the campaign rules - sorry! I will do so ASAP.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
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Re: Campaign Kickoff
Lol! No problem, man.erilar wrote:We're also waiting on Lance to read the campaign rules - sorry! I will do so ASAP.
Another daring escape for the intrepid Spaceman Spiff!
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Re: Campaign Kickoff
Quick summary for everyone:
1) Roll initiative, 2d6 + modifiers
High roller chooses which strategic target he is attempting to control. Other players choose in initiative order whether or not to oppose the first player. Multiple players can contest a single strategic target.
After the high roller chooses his target and everyone chooses to oppose or not, the second player chooses his target, and everyone chooses to oppose his play or not.
Every player gets the chance to choose a target. Every other player get the choice to oppose or not.
NOTE: Your ships can only take part in one battle per turn.
2) Determine battles (ie, Bob is trying to take the Jump Gate, Ken is opposing. Lance is trying to control the asteroid, Tom and Damon are both opposing. Or Maybe Tom and Damon are both going after different targets, and so neither Lance, Tom or Damon get into a battle, they just take control of their targets).
2a) Roll randomly for fleet point totals.
2b) Roll randomly for battle scenario.
3) Schedule and fight the battles.
4) Assign ship experience (pg 76-77)
5) Repair and reinforce fleet (pg 77-79)
1) Roll initiative, 2d6 + modifiers
High roller chooses which strategic target he is attempting to control. Other players choose in initiative order whether or not to oppose the first player. Multiple players can contest a single strategic target.
After the high roller chooses his target and everyone chooses to oppose or not, the second player chooses his target, and everyone chooses to oppose his play or not.
Every player gets the chance to choose a target. Every other player get the choice to oppose or not.
NOTE: Your ships can only take part in one battle per turn.
2) Determine battles (ie, Bob is trying to take the Jump Gate, Ken is opposing. Lance is trying to control the asteroid, Tom and Damon are both opposing. Or Maybe Tom and Damon are both going after different targets, and so neither Lance, Tom or Damon get into a battle, they just take control of their targets).
2a) Roll randomly for fleet point totals.
2b) Roll randomly for battle scenario.
3) Schedule and fight the battles.
4) Assign ship experience (pg 76-77)
5) Repair and reinforce fleet (pg 77-79)
Another daring escape for the intrepid Spaceman Spiff!
Re: Campaign Kickoff
re-roll:
(5+3)+1=9
in the interest of full disclosure, my six marauders are distributed thusly:
Stealthship Svetlana: 3 Marauders
Light Carrier Proskovia: 3 Marauders
(5+3)+1=9
in the interest of full disclosure, my six marauders are distributed thusly:
Stealthship Svetlana: 3 Marauders
Light Carrier Proskovia: 3 Marauders
"Good, bad, I'm the guy with the gun."
Re: Campaign Kickoff
I will be reading this info over lunch today, so I'll get you my rolls by tonight! (Dice roller site blocked at work...)
Tom, I would propose that we *shouldn't* have to divulge where our tougher troops are stationed. These numbers should be written down privately to discourage, err, creative ret-conning, but otherwise I think that an aggressor shouldn't find out how many rabid-cyber-commando-jedi-death-troops you're packing until they try to take that particular ship. Just my opinion.
Tom, I would propose that we *shouldn't* have to divulge where our tougher troops are stationed. These numbers should be written down privately to discourage, err, creative ret-conning, but otherwise I think that an aggressor shouldn't find out how many rabid-cyber-commando-jedi-death-troops you're packing until they try to take that particular ship. Just my opinion.
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer
Re: Campaign Kickoff
I completely agree, but since Bob and Ken posted, I figured it would only be fair this time around. Trying to forget which ships are stacked is like trying not to think about...no, not thinking about...ACH! I thought about it.Tom, I would propose that we *shouldn't* have to divulge where our tougher troops are stationed. These numbers should be written down privately to discourage, err, creative ret-conning, but otherwise I think that an aggressor shouldn't find out how many rabid-cyber-commando-jedi-death-troops you're packing until they try to take that particular ship. Just my opinion.
"Good, bad, I'm the guy with the gun."
- EvilGenius
- Posts: 6722
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Re: Campaign Kickoff
So initiatve order for this round is:
Lance
Tom
Bob
Ken
Damon
Lance, choose your target!!
Lance
Tom
Bob
Ken
Damon
Lance, choose your target!!
Another daring escape for the intrepid Spaceman Spiff!
Re: Campaign Kickoff
Admiral Lance-ahmed: "We claim the Nalderan jumpgate in the name of the Kurgen Kaliphate! Bring it, infidel jackals!"
"This enemy you cannot kill. You can only drive it back damaged into the depths, and teach your children to watch the waves for its return." - Quellcrist Falconer