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Federation Commander?
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<blockquote data-quote="Aaron2" data-source="post: 4984280" data-attributes="member: 1436"><p>I've played both SFB and Fed Com. Here's the lowdown. Fedcom simplified the game by:</p><p></p><p>-All energy is treated as "reserve" energy. You pay as you go except for movement.</p><p></p><p>-There are four speeds (0, 8, 16, or 24). In each of the impulses you get 4 sub-impulses where you can change your speed by 1 up or down at the cost of 1 energy (more or less depending on the size of your ship). The sub-impulse thing works pretty much the same and the difference between that and the regular 32 impulse SFB turn sequence is minor.</p><p></p><p>-There are drones but they all go speed 24. All are regular drones with no special or wierd version</p><p></p><p>-No ECM</p><p></p><p>-No Fighters ('cept Hydran). Fighters don't launch drones and shuttles don't have phasers. No wild weasles or other shuttle nonsense.</p><p></p><p>-A simplifed DAC. </p><p></p><p>-Most of the special "terrain" rules are turned into special scenario rules.</p><p></p><p>-Most of the wierd weapon options (prox fuse and plasma shotgun forex) are gone.</p><p></p><p>-Odd things like ESGs and cloaking have been simplifed. Since there is no "lock-on", cloak rules just take the SFB rules for broken lock-on and apply them in all cases. </p><p></p><p>-All ships are assumed to have all refits. There are not YIS dates for ships.</p><p></p><p></p><p></p><p>All-in-all, I prefer SFB but only because I'm familiar enough with the rules to play it by-the-book. Also, since I own most of the SSDs anyway, its not cost effective to buy them again. The game is pretty expensive for what you get. You can, however, just buy the rulebook and use your SFB SSDs.</p></blockquote><p></p>
[QUOTE="Aaron2, post: 4984280, member: 1436"] I've played both SFB and Fed Com. Here's the lowdown. Fedcom simplified the game by: -All energy is treated as "reserve" energy. You pay as you go except for movement. -There are four speeds (0, 8, 16, or 24). In each of the impulses you get 4 sub-impulses where you can change your speed by 1 up or down at the cost of 1 energy (more or less depending on the size of your ship). The sub-impulse thing works pretty much the same and the difference between that and the regular 32 impulse SFB turn sequence is minor. -There are drones but they all go speed 24. All are regular drones with no special or wierd version -No ECM -No Fighters ('cept Hydran). Fighters don't launch drones and shuttles don't have phasers. No wild weasles or other shuttle nonsense. -A simplifed DAC. -Most of the special "terrain" rules are turned into special scenario rules. -Most of the wierd weapon options (prox fuse and plasma shotgun forex) are gone. -Odd things like ESGs and cloaking have been simplifed. Since there is no "lock-on", cloak rules just take the SFB rules for broken lock-on and apply them in all cases. -All ships are assumed to have all refits. There are not YIS dates for ships. All-in-all, I prefer SFB but only because I'm familiar enough with the rules to play it by-the-book. Also, since I own most of the SSDs anyway, its not cost effective to buy them again. The game is pretty expensive for what you get. You can, however, just buy the rulebook and use your SFB SSDs. [/QUOTE]
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