Advanced Battleships, Battleships, Carriers in squadrens of one.
Cruisers in squadrens of four. Cruiser squadrens may add one Patrol Cruiser in additon.
Frigates in squadrens of five.
Two to Four Escorts may be added to an Adv. Battleship, Battleship, or Carrier.
One Patrol Cruiser and Two Escorts may be fielded as a Long Range Patrol squadren.
Sunday, July 31, 2011
EDF Long Range Patrol
Before the war, the most common sightings of Kingdom ships were the Kingdom's long range patrols. These squadrens often appeared from seemingly no-where to aid civilian ships under pirate attack.
If you're fleet contains civilian vessels, you can field one long range patrol squadren. The squadren will only remain on the field as long as there are civilian vessels to protect. The patrol is not deployed with the rest of your fleet, instead coming in on one of the edges on the second turn.
A long range patrol squadren consists of one Patrol Cruiser and two Escort Destroyers.
This is one of the few exceptions when an escort is attached to a smaller vessel.
If you're fleet contains civilian vessels, you can field one long range patrol squadren. The squadren will only remain on the field as long as there are civilian vessels to protect. The patrol is not deployed with the rest of your fleet, instead coming in on one of the edges on the second turn.
A long range patrol squadren consists of one Patrol Cruiser and two Escort Destroyers.
This is one of the few exceptions when an escort is attached to a smaller vessel.
Friday, May 6, 2011
Firestorm Armada - The (Independent) Kingdom - Overview of New Faction
The Kingdom
The Kingdom (sometimes referred to as The Independent Kingdom) is a minor non-aligned power operating in, but not based in, the Storm Zone.
Not much is known about The Kingdom, but the following has been pieced together by various intelligence, journalist, economic, and think-tank organizations.
The Kingdom (TK) is not actually located within the Storm Zone. It's not entirely clear where the Kingdom is located. However it appears that TK exploited the power vacuum between the major powers and set up numerous resource gathering, heavy zero-grav industries, and logistical outposts throughout the Storm Zone.
TK systems appear to be located at random throughout the zone. Scattered and isolated, they appear to be connected by chains of hidden logistical outposts. There is no clear count of TK systems as TK seems to jealously protect their existence by eliminating any ships that stumble upon them. There are only a few known hubs, which serve as market hubs for pirates, traders, and corporations, which are open to the public. Though access and movement throughout these orbital stations is tightly controlled.There are even fewer known mining and manufacturing systems.Only those operations that are simply too large to hide are known. Even in these couple of systems ships are warned to leave immediately or be destroyed.
In what may seem like a contradiction to the above behavior, TK seems to have a rather benevolent view of civilian shipping. TK naval patrols often aid civilian merchant vessels in distress or under pirate attack. Infact the TK seems to follow some sort of agressive policy of neutrality of civilian shipping. Recently this has brought it into conflict with the major powers as both sides regularly raid what they view as enemy merchant vessles.
(to be continued)
The Kingdom (sometimes referred to as The Independent Kingdom) is a minor non-aligned power operating in, but not based in, the Storm Zone.
Not much is known about The Kingdom, but the following has been pieced together by various intelligence, journalist, economic, and think-tank organizations.
The Kingdom (TK) is not actually located within the Storm Zone. It's not entirely clear where the Kingdom is located. However it appears that TK exploited the power vacuum between the major powers and set up numerous resource gathering, heavy zero-grav industries, and logistical outposts throughout the Storm Zone.
TK systems appear to be located at random throughout the zone. Scattered and isolated, they appear to be connected by chains of hidden logistical outposts. There is no clear count of TK systems as TK seems to jealously protect their existence by eliminating any ships that stumble upon them. There are only a few known hubs, which serve as market hubs for pirates, traders, and corporations, which are open to the public. Though access and movement throughout these orbital stations is tightly controlled.There are even fewer known mining and manufacturing systems.Only those operations that are simply too large to hide are known. Even in these couple of systems ships are warned to leave immediately or be destroyed.
In what may seem like a contradiction to the above behavior, TK seems to have a rather benevolent view of civilian shipping. TK naval patrols often aid civilian merchant vessels in distress or under pirate attack. Infact the TK seems to follow some sort of agressive policy of neutrality of civilian shipping. Recently this has brought it into conflict with the major powers as both sides regularly raid what they view as enemy merchant vessles.
(to be continued)
Tuesday, May 3, 2011
Firestorm Armada - Comet Empire Carrier - Ship Stats
Comet Empire Carrier
DR: 5 CR: 9 MV: 7 HP: 8 CP: 7 AP: 5 PD: 6 SH:1 FW: 8
Weapon Systems
Port/Starboard RB1: 7 RB2: 8 RB3: 6
Torps Forward RB1: 7 RB2: 7 RB3: 8 RB4: 8
MARs
Experienced Engineers, Deck Crews
Points: 115
Wednesday, April 27, 2011
Firestorm Armada - Alternate Weapon Systems for EDF ships
The EDF battleships both sport powerful but single target weapon systems. While this does make the EDF ships cheaper, at also leaves them more inflexible as they are unable to engage more than one target. A possible solution would be to split the forward and aft turret batteries into two separate weapon systems.
Single System Turret
RB1: 12 RB2: 16 RB3: 8 RB4: 5
Fore/Aft Turrets
RB1: 8 RB2: 11 RB3: 6 RB4: 4
Linked, this would give approximately the same effectiveness against a single target, and add more flexibility.
There is an issue with the escort in that escorts cannot have turrets. A possible fix would be to make the weapon forward arc, and add +1 to PD.
Single System Turret
RB1: 12 RB2: 16 RB3: 8 RB4: 5
Fore/Aft Turrets
RB1: 8 RB2: 11 RB3: 6 RB4: 4
Linked, this would give approximately the same effectiveness against a single target, and add more flexibility.
There is an issue with the escort in that escorts cannot have turrets. A possible fix would be to make the weapon forward arc, and add +1 to PD.
Firestorm Armada - EDF Super-Battleship Andromeda - Ship Stats
EDF Super-Battleship Andromeda
DR: 8 CR: 11 MV: 7 HP: 10 CP: 6 AP: 6 PD: 7 SH: 2
Weapon Systems
Turrets (360deg) RB1: 12 RB2: 16 RB3: 8 RB4: 5
Wave Motion Gun* RB1: 15 RB2: 18 RB3: 12 RB4: 9
Torps (360deg) RB1: 7 RB2: 7 RB3: 8 RB4: 8
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Experienced Engineers, Hull Tearer Ammo (Turrets)
Cost: 200
Firestorm Armada - EDF Escort Destroyer - Ship Stats
EDF Escort Destroyer
DR: 3 CR: 6 MV: 10 HP: 2 CP: 2 AP: 1 PD: 1
Weapon Systems
Turrets (360deg) RB1: 3 RB2: 4
MARs
Small Target, Target Resolution
Cost: 20
DR: 3 CR: 6 MV: 10 HP: 2 CP: 2 AP: 1 PD: 1
Weapon Systems
Turrets (360deg) RB1: 3 RB2: 4
MARs
Small Target, Target Resolution
Cost: 20
Firestorm Armada - EDF Patrol Cruiser - Ship Stats
EDF Patrol Cruiser
DR: 4 CR: 6 MV: 10 HP: 4 CP: 3 AP: 2 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Wave Motion Gun* RB1: 6 RB2: 7 RB3: 5 RB4: 4
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Scout, Counter Measures
Cost: 50
DR: 4 CR: 6 MV: 10 HP: 4 CP: 3 AP: 2 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Wave Motion Gun* RB1: 6 RB2: 7 RB3: 5 RB4: 4
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Scout, Counter Measures
Cost: 50
Firestorm Armada - EDF Destroyer - Ship Stats
EDF Destroyer (cruiser in FA)
DR: 4 CR: 7 MV: 8 HP: 4 CP: 4 AP: 3 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Fixed Forward RB1: 4 RB2: 6 RB3: 4
MARs
Experienced Engineers
Cost: 65
DR: 4 CR: 7 MV: 8 HP: 4 CP: 4 AP: 3 PD: 3 SH: 1
Weapon Systems
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Turrets (360deg) RB1: 4 RB2: 6 RB3: 4
Fixed Forward RB1: 4 RB2: 6 RB3: 4
MARs
Experienced Engineers
Cost: 65
Firestorm Armada - EDF Main Force Battleship - Ship Stats
EDF Main Force Battleship
DR: 6 CR: 11 MV: 6 HP: 8 CP: 4 AP: 4 PD: 6 SH: 2
Weapon Systems
Turrets (360deg) RB1: 12 RB2: 16 RB3: 8 RB4: 5
Wave Motion Gun* RB1: 15 RB2: 18 RB3: 12 RB4: 9
Torps (360deg) RB1: 6 RB2: 6 RB3: 7 RB4: 7
* Cannot fire turrets or torps when using WMG. WMG is Fixed Forward arc.
MARs
Experienced Engineers, Hull Tearer Ammo (Turrets)
Cost: 180
Tuesday, April 26, 2011
First!
Test post.
Current Projects
Current Projects
- Painting
- FoW Jagdpanther
- FoW Terrain
- Rules
- EDF ship stats for Firestorm Armada
- Campaign rules for Firestorm Armada
- Online
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- FoW
- Firestorm Armada
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