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<p> We just build ships this turn then start fighting in the
next?</p>
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<br>
Yes. We've discussed this before the campaign start, and the
consensus was to build your own fleets.<br>
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<li>How will weapon status be determined? Are we going with a
roll as last campaign with a bonus for scouts and
attacking? Or are there new rules?</li>
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<br>
I know there was some discussion towards going back to the fixed
Weapon Status. As I understand it, there was no consensus to change
things. If you guys would like to go back to a system where the
Weapon Status was fixed on a scenario-basis (typically used to
balance the starting conditions a bit), then I can set that up.<br>
<br>
Currently, we are still using the random WS chart.<br>
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<li>I see Frax were allowed again in the campaign, can we
build conjectural units then?</li>
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<br>
No. Conjectural units are not allowed in this campaign. For purposes
of allowing empires to play, the Peladine and Frax units, and the
module C6 ships (Carnivon and Paravian) are allowed to be played.<br>
<br>
Allowing conjectural units would allow conjectural Battleships
(which the Klingon B10 and Seltorian Hive Ship are notable
exceptions), the "Unbuilt Variants" found in the Romulan Heavy Hawk
series and other places, and certain other ships.<br>
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<li>I want to build a Monitor, I cannot find it in the build
ship list. Bug?</li>
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<br>
Intentional. There are no monitors and auxiliaries (with notable
exceptions among most of the WYN ships and the occasional specialty
ship) in the database. The mobility issues that Monitors and
auxiliaries have cannot be modeled in the campaign. The rebate
monitors receive will probably unbalance scenarios in their favor.<br>
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<li>How do I buy the fighters for my ships that carry them?</li>
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<br>
The ships that carry fighters have the fighter cost rolled into the
cost of the ship and there is a notation in the ship name as to what
fighters they carry. It is assumed that a casual inspection of the
SSD or (in most cases) noting the description for the unit in the
appropriate section-R rule, would be sufficient to tell how many of
a given type of fighter a ship will carry.<br>
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<li>How are borders working? Same as last campaign or is
there a new system in place to open and close them?</li>
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<br>
Same rules are in place there. The only that has changed in the
rewards and penalties of scenarios is that INCOME has changed to EP.<br>
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<li>What year are we starting at? 174 as we talked about?</li>
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<br>
Yes. Logging into the game, and examining the left-hand sidebar will
tell you the current year of the campaign, the email of the
moderator, whether conjectural units are allowed, and other datum
about the game.<br>
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<li>How is the command rating gonna work this time around? Do
we have a limit on what we can send based on scenario?</li>
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<br>
Some scenarios have limits of how many or what type of ships may be
assigned to them. The only blanket campaign-wide statements that can
be made about command structures is in the campaign rules document.
In summary we are using the rules of (S8.0), except where noted in
the campaign rules or in the scenario. (The scenario text overrides
the campaign rules, as they apply only to that situation.)<br>
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<li>Are we still using hidden T-Bomb deployment from shuttle
hatch?</li>
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<br>
Yes. It seemed the consensus was to keep the hidden-mine rule as
presented in the campaign rules.<br>
<br>
--Matt<br>
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