Star Wars Sim Forum: Roleplay, Simming and Fan Fiction
SIMMING UNIVERSES => SWA | Flashpoint (PAUSED) => Topic started by: SWSF Hale on October 12, 2019, 10:32:41 PM
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This thread will be used to post all housekeeping items, rulings, or other announcements pertaining to the Beta Campaign.
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- Each player may activate 1 Champion + 1 Black Ops Agent at the start of the campaign.
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- Starfighters and Auxiliaries cannot be DISABLED, but they do take ion damage in the same way as turbolaser, laser, and warhead damage. In effect, SF/AUX could be completely destroyed by ions only. Once we get through this first campaign I'll see if I can tweak the specs to allow for SF/AUX to be disabled, but the current "Durability" rating is meant to be an overall indicator of physical strength.
- Starfighter and Auxiliary ATTACK RUNS may be used against enemy VEHICLES only. Infantry have the natural ability to scatter and use terrain features to avoid concerted air strikes.
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New rules added to the Warbook:
- HYPERSPACE MOVEMENT -- There is no travel time between systems, but entering hyperspace requires 1 AP. Note that you do not get to replenish your Action Points until a new round begins, and so an attacking force should always start their turn with -1 AP for Light CAP and SF/AUX and -3 AP for Heavy CAPs (as to reflect the AP it took to move to that system via hyperspace). If a capital ship performs an attack that depletes most of their AP, and they use their last AP to enter hyperspace, that capital ship's total AP would be 0 when they exit hyperspace elsewhere. If they exit hyperspace in a contested system, that capital ship must wait until the current round is done before it can replenish its AP. If that capital ship exists hyperspace in a non-contested system, then it must wait 24 hours to "cool down" before its full AP is restored.
- FOG OF WAR -- Planetary facilities are considered common knowledge. Space PDF locations and Ground PDF complements are considered unknown until ComScan occurs. Hyperspace destinations must be posted.
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Made some changes to a few units to improve performance. I got rid of the Smuggler and Pirate, and rolled them into "Mercenary." The "Tactical Consultant" adds some Capital Ship bonuses to round out what Black Ops can do for you.
COLONEL. +3 UCR, x3 Attack and x3 Durability to any INF or GAV.
MERCENARY. +2 UCR, +3 AP, and x2 DUR to any SF or AUX.
TACTICAL CONSULTANT. +1 AP to a Capital Ship.
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Change to specs:
- Capital Ship Laser Cannons now have a +1 UCR vs SF/AUX bonus. Happy hunting!
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Some reiterations of the rules:
- The X-grid, aka Deep Space Zone, is a contiguous and ambiguous grid space. While in this grid, you do not need to post headings. It's only when you exit Deep Space that headings are required.
- Starfighters and Auxiliaries DO NOT have to post headings.