This thread is for asking rules questions. When answering questions in this thread, please provide a citation for your answer.
http://intelser.org/forums/index.php?topic=3326.15 (http://intelser.org/forums/index.php?topic=3326.15)
Ok here is what bother's me about this.
The central thing going back in this game is the GM faction's have to follow all of the rule's that the player factions have to follow.
This is what makes it possible to beat the Terran Hegemony which is a rather nice component of the game (need multiple factions working together but it is possible).
The Attacks on Atreus and Oriente? Completely legitimate. That is exactly how rebellion intelligence operations work.
This thing with the Federated Sun's coming through Pella II? Yeah no. Allied or Hostile movement.
While I would be willing to let it slide for the purpose's of a GM run event and will. I do not at this time understand how this is being done.
If it is a one off and I just need to run with it? Fine. I need a GM to state that up front, and I will.
But with in the rule's this is not possible as posted.
Not trying to attack anyone. We are all adult's. I want some clarification. If this is the wrong forum to ask this question fine and I will apologize for that but the fact is whatever the answer is. That answer needs to be made available even if it is "Here is how you do it under the Rule's Chaos".
Its a one off as part of the FWL Rebellion storyline. Note the assumed bad guys on Regulus, and the person bossing the FS force.
Fine. Post force's then let's move this forward.
Just to clairfy, from a game mechanical POV, the FS used allied movement to get there. Who approved that allied movement is a good question, as it certainly wasn't anyone on Atreus.
Not to beat a dead horse. But all allied and hostile movements are required to be posted in the Movement SubForum. Who had authorized it could have been hidden from me successfully with a ??? instead of the inchar information.
This did not happen.
Quote from: chaosxtreme on September 18, 2011, 07:15:30 PM
Not to beat a dead horse. But all allied and hostile movements are required to be posted in the Movement SubForum. Who had authorized it could have been hidden from me successfully with a ??? instead of the inchar information.
This did not happen.
You are absolutely correct that it did not; this error occured because pertinent rule was promulgated while I was absent and I had overlooked it (not that that's an excuse... its just why the oversight happened). As this isn't the way the movement rules are intended to work, I'll be clarifying soon but until then any future "malfeasance moves" will be properly posted.
What is the distance of 1 hex? Is it 30 LYs?
Quote from: Fatebringer on September 23, 2011, 03:21:32 PM
What is the distance of 1 hex? Is it 30 LYs?
That's the intention. I know that when the map was moved from "abstract shapes" to hexes they made some small modifications so I can't guarantee its a perfect 1:1 to the canon arrangement, but it should roughly match up.
Thanks I needed that for my write up :P
Oooh, a new question. ;)
At Flastebro, forces were encircled and captured. By the crit definition, the forces go to Salvage, but the hex is contested due to 1 FP of Guerillas running to the hills.
How does this play out. These are forces that were encircled and captured... it's not like we're going thru salvage piles for this... we have them.
Quote from: Fatebringer on September 27, 2011, 05:37:12 PM
Oooh, a new question. ;)
At Flastebro, forces were encircled and captured. By the crit definition, the forces go to Salvage, but the hex is contested due to 1 FP of Guerillas running to the hills.
How does this play out. These are forces that were encircled and captured... it's not like we're going thru salvage piles for this... we have them.
That's a good question actually. By the way the rules are written right now, you can't convert that salvage into resources or repair unless you have control of the hex... you could I guess fluff it as your techs being harassed by snipers etc and thus not being able to repair/refit the equipment for use, but its something I'll have to look.... well, today actually. As you happen to mention it I'm working on revisions to the crit tables and I should be posting them soon. I will try to address this in those rules.
Nice :)
The new Guerilla warfare rules mention Castles Brians and Super-Fortifications. When will creation rules of this kind be available to non-GM factions?
Quote from: Fatebringer on October 05, 2011, 04:18:32 PM
The new Guerilla warfare rules mention Castles Brians and Super-Fortifications. When will creation rules of this kind be available to non-GM factions?
Its on the list of features to add, but I don't have a firm timeframe. It might be in for turn 6 if the other rules it depends on are ready to roll out, but I can't promise that yet.
I'm asking again because the GM staff and rules have changed so much since the last time I got a response to this.
The past ruling regarding Clans and Warship designs put up by Hugin was that the Clanners never had / threw out the old Star League designs for the warships they upgraded to Clan variants.
The reason I keep asking this is because I disagree with this heartily as it forces the Clans to pay the x10 multiplier for all the designs they have except for the Carrack wich is a worthless design in my eyes. I'd rather have a comitatus than a Carrack, but Comitatus are LF Mobile as well :P
Anyway, are we sticking with this in the future? And will we have lists of what every faction has access to in addition to the Equipment Charts? That way we know what is available to us for projects to swap units later as I expect more of the rules slip into the foray of Flashpoint.
Quote from: Fatebringer on October 05, 2011, 06:54:25 PM
I'm asking again because the GM staff and rules have changed so much since the last time I got a response to this.
The past ruling regarding Clans and Warship designs put up by Hugin was that the Clanners never had / threw out the old Star League designs for the warships they upgraded to Clan variants.
The reason I keep asking this is because I disagree with this heartily as it forces the Clans to pay the x10 multiplier for all the designs they have except for the Carrack wich is a worthless design in my eyes. I'd rather have a comitatus than a Carrack, but Comitatus are LF Mobile as well :P
Anyway, are we sticking with this in the future? And will we have lists of what every faction has access to in addition to the Equipment Charts? That way we know what is available to us for projects to swap units later as I expect more of the rules slip into the foray of Flashpoint.
A couple of things:
1) When Real Transport comes in, the obscene LFB cost modifier is going to be nerfed considerably. Mobile cost modifier will be reduced somewhat as well.
2) I'm honestly not a big fan of new construction of obsolete designs. To me, it feels like a rules exploit (i.e. taking advantage of the fact that some of the old designs are better in an absolute stats sense) and its anti-canon because it results in the modern designs that should be getting built not being built.
3) I recognize however that the choices available warships wise are not sufficient. My plan is that in the less-near future, probably after all the new rules are implemented, to develop and make available a range of non-canon designs to fill in the "holes" in the current warship list. This will probably be accompanied to some extent by nerfing the current warship access lists since some ships have proliferated beyond what is really believable.
4) So to answer your question, we are "kind of" sticking with it, but are taking other steps to ameliorate the underlying problems.
5) In the R&D rules there will be a new type of commodity that is basically a data core which contains intellectual property. By means of this commodity, you can "store" designs that are not currently on your table for later use. Data cores can be the target of objective raids to steal or destroy the data, just like in canon. Details will follow in the R&D rules.
Thank you for that imput. It was very enlightening.
Are there going to be any Spec Ops Missions created for countering Bio and Nuclear agents on a planet if you know they're there?
I particularly like the idea of Spec Ops teams being prepped for NBC Environments and sent on Dissarmament missions.
Quote from: Fatebringer on October 07, 2011, 07:27:37 PM
Are there going to be any Spec Ops Missions created for countering Bio and Nuclear agents on a planet if you know they're there?
I particularly like the idea of Spec Ops teams being prepped for NBC Environments and sent on Dissarmament missions.
That's an interesting idea. I'll look into cooking up something along those lines. In the meanwhile, feel free to post any suggestions you have.
Suggestion:
NBC Training. Seriously. Not everyone is going to be trained to handle, deploy, or defend against Nuclear/biological/chemical attack-typically this would be a specialist unit all their own-knowing how to don a Mask and MOPP Gear isn't even remotely the same thing as being able to handle a sarin gas shell or disarm a dial-a-yeild nuke.
NBC units should be separate line-items with a minimum FP value all their own, and a cost multiplier to reflect their 'specialness', possibly related to the start up costs for Nuclear/Bio/Chem tokens, without them, you suffer a penalty on your rolls either dealing with, or employing, NBC weapons.
It's just a rough idea, but seems to me that whether you're looking at it historically, or at modern militaries, or into the future, if a weapon is uncommon or rare, generally most troops won't have the training to use it, store it, deploy it, or clean up after it.
The question was asked to me what happens if a hex where production activity is happening changes ownership (or becomes contested). In the past, we've ruled that production happens at the very last moment of the turn; if you lose control of the hex that production is lost, with a partial exception for multi-turn builds like warships that just lost that turn's worth of production.
I'll try to get this into the rulebook for next turn.
So I have a question, all my former capellan troops need to roll a loyalty roll to see if they engage their former brethren, we went over it and I guess those are the rules.
Now if my troops need to roll I feel the capellan rebels should also have to roll, since they are in the same situation as my troops; engaging their former brethren.
The same rules should apply to both forces.
Quote from: Holt on October 24, 2011, 01:04:48 AM
So I have a question, all my former capellan troops need to roll a loyalty roll to see if they engage their former brethren, we went over it and I guess those are the rules.
Now if my troops need to roll I feel the capellan rebels should also have to roll, since they are in the same situation as my troops; engaging their former brethren.
The same rules should apply to both forces.
The rules do not apply to all of your units. As noted earlier, it only applies to a small subset of your ex-Capellan forces.