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October 12, 2008 |
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Sell your stuff or turn those old games into new!
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Don't see what your looking for? Create a Want List!
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Federation Commander - Klingon Border |
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Run and Gun in a deep space dogfight! Your ship is running at full power and the engines are set for half-impulse. Photons are pre-loaded with anti-matter and power is available for the phaser banks. Batteries are standing by to reinforce the shields.
There is the enemy! A crafty Klingon in a D7 Battlecruiser has charged across the border, ignoring your orders to stop or withdraw. He is going to do a fly-by at 80,000 kilometers and tactical intelligence says his disruptors are fully armed!
Swing your ship directly into his path. He will learn that going head-to-head with a photon-armed cruiser is not a good career move, and you're hardly going to give him a "drive by" shot at your ship and let him get out of range.
Fire photons! Fire Phasers! His shields are down, but your own shields held at least for now. The Klingon turns and heads back for the border, a string of insults sneering over subspace.
Congratulations, you're playing Federation Commander on the Klingon Border!
Comparisons with Star Fleet Battles are inevitable, but Federation Commander is a new game system, designed from the ground up to be fast-playing. It is far more than just "SFB Lite." It uses the best concepts from the best-selling space combat game of all time with Euro-Game production values and ease of play.
Key points include:
A typical duel takes one hour, not four hours. The largest fleet battles take four hours, not four days. Energy is spent "on the fly" via a marker on a sliding scale. Damage allocation involves 95% fewer die rolls. Each turn has 75% fewer decision steps. Ship diagrams are laminated (multiple use, no photocopies!). The rulebook is 5% as big; they can learn it in 30 minutes. Expansions include more fun, not complex new rules.
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