Members | Sign In
Modiphius > STAR TREK: ADVENTURES
avatar

Fleet Engagements

posted Mar 15, 2018 19:44:31 by PatricHenson
The new fleet engagements system is exciting and looks like a lot of fun! It would even work nicely as a miniatures game. It would be easy to work starbases in as well.

I couldn't help but notice that there aren't any benefits for 4+ Science. Is this by design or was that mistakenly omitted? I think maybe being able to move 1 zone after the enemy uses Feint might be a good benefit for science.

Also, it would be nice if there were some sort of benefit for ships that have no disciplines at 1 or 5 so there would be a reason to field ships with a bonus on 3 different stats. As is, they can only have a 4 in a single discipline, which makes them less desirable since other ships with +2 in one and +1 in the other can have 4 in each with the right mission profile. I would probably go with a reroll of a set number of CD (perhaps half of scale, rounded down?) for ships that are more well-rounded.
[Last edited Mar 15, 2018 19:45:49]
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
page   1 2 next last
16 replies
avatar
Nathan.Dowdell said Mar 15, 2018 21:06:11
Science vessels don't really get a look-in where fleet actions are concerned, mainly because science vessels aren't the kind of thing Starfleet typically wants to deploy in fleet actions. Once I get a chance to look over the book's text again, though, I'll see about suggesting some uses.

As for ships without a 5 in one Department... The Admiralty rules, which these are meant to be used alongside, charge extra for ships with a 5 in one Discipline, which serves as a balancing element for them. At least, that's the underlying intent. If people want to expand further from my foundations, they're welcome to.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
avatar
Deadmanwalking said Mar 15, 2018 21:17:10
Well, the thing about that is that, per the Fleet Engagement rules, the bonuses kick in at 4+ (for everything but Science, which understandably has no bonus as you say) and the cost hike doesn't kick in until 5. So, from a min-max perspective, a, say, Akira Class Crisis and Emergency Response Ship with Security 4 and Medicine 4 provides both the Security and Medicine benefits without costing anything beyond its Scale.

The cost hike being at 4+ instead of only at 5 would definitely solve the issue, though (the Science thing being a separate issue entirely).
[Last edited Mar 16, 2018 02:22:35]
avatar
PatricHenson said Mar 15, 2018 23:31:30
Once I get a chance to look over the book's text again, though, I'll see about suggesting some uses.

That'd be great! I understand they aren't ideal for the battlefield, but it'd be nice for them to have some sort of benefit. They are Starfleet crews after all, scientists can concoct some unique strategies. Not to mention that it devalues ships with science bonuses if they can't be used in FE. I had also considered -1 attack and +2 defense for science might work well.
The Admiralty rules, which these are meant to be used alongside, charge extra for ships with a 5 in one Discipline, which serves as a balancing element for them.

I noticed that. Does that mean ships with 5 in one discipline have +1 power?
It would be nice to have an added bonus for ships with no diciplines of 1 since, as written, there would never be a reason to field a Galaxy class when you could use an Excelsior, Akira, Nebula, Sydney, etc.
[Last edited Mar 16, 2018 00:00:13]
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
Shran said Mar 16, 2018 16:02:46
I agree. With these rules, it doesn't make sense to put ships with a Department score of 5 in your fleet. They cost more but don't provide any additional benefit. The benefits for fleet actions start at 4+, so it would be reasonable to increase the Squadron Points of ships with a Department score of 4+ rather than 5.
avatar
PatricHenson said Mar 16, 2018 19:22:13
I think a +1 power bonus for having a ship with a discipline of 5 and adding a bonus to ships without a 1 or a 5 in any discipline would even things out better than an increase in cost for 4s. Adding that and a bonus to science would make for the most variety of useful classes + mission profiles.
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
Shran said Mar 16, 2018 20:36:56
By "power", do you mean fleet strength?

I fear that this makes the strength calculation unnecessarily complex. I prefer simpler rules: Ships that contribute something more to the fleet (i.e. Department 4+), should cost more. All other ships are roughly the same. I haven't played any fleet encounters yet, maybe your approach is more tactical and less boring.
avatar
PatricHenson said Mar 16, 2018 23:07:09
Yes, fleet strength. Sorry, I'm not used to the terminology yet. I think it would be less complicated than keeping track of who has 4+ in this or that. If a defiant class has 5 in tactical, it would be 4 instead of 3. The advantage would be that you could get a decent bonus for a greater variety of combinations. Right now, there is no purpose in using a ship with 5 in one discipline or one without two 4s.
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
PatricHenson said Mar 17, 2018 18:46:42
For ships like Galaxy, Ambassador, Miranda and other 3 +1 ships, another option for a "well rounded" perk could be to ignore/mitigate the subsequent attack/defense penalty if you have no departments at 1 or 5.
[Last edited Mar 17, 2018 18:50:58]
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
avatar
Nathan.Dowdell said Mar 19, 2018 12:49:37
A lot of this discussion implies that the players get a choice in what ships are available. I see no reason why the players should be the ones determining the composition of a fleet under their command, even if they're playing an Admiralty game: you fight the battle with the ships available, and the qualities that make a ship valuable in a fleet engagement may not be all that relevant to other kinds of activities.
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
avatar
Deadmanwalking said Mar 19, 2018 13:16:59
True, if the GM is selecting the ships, but the rules give players the option of doing so as well in an Admiralty game, so point costs should probably be balanced with that in mind. I mean, if the GM is just assigning ships, point values are sorta immaterial anyway, so the point costs should directly equate to the usefulness of the ships gained in a way that is balanced when ships are selected.

I'll repeat that just making it so the +1 point cost is at 4+ in a Department (rather than only at 5) fixes this intuitively and easily.
[Last edited Mar 19, 2018 13:35:39]
avatar
Elijah said Apr 09, 2018 14:06:26
How would the the Player Character Task bonus of re-rolling attack/defense dice work if the Faster Resolution system is used? I was thinking for every 6CD get a +1 and then you can re-roll any that are actually rolled?
avatar
SpencerSanders said May 29, 2018 01:19:58
This is going to sound stupid, but what new Fleet Engagement rules. Has a new book come out that I have somehow missed?
avatar
PicardX said May 29, 2018 02:00:02
The PDF has been out since the pre-order went live for those who made the pre-order.
avatar
jonrcrew said May 29, 2018 09:02:34
Specifically, the Command Division book :)
avatar
SpencerSanders said May 31, 2018 03:03:06
OK, I have the book but haven't been able to read it through.
Odd that Fleet Engagements isn't in the Table of Contest or mentioned in the index.

Things have been busy and I read hard-copy better than PDF's.

Thanks for the info, I probably would have never noticed it, or at least not until I had played/run the game enough to add the book.
Login below to reply: