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Federation Commander
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Federation Commander : ウィキペディア英語版
Federation Commander

''Federation Commander'' is a tactical starship combat board wargame system, produced and developed by Amarillo Design Bureau Inc. (ADB) It is designed to represent combat between vessels of various factions in the Star Fleet Universe, such as the United Federation of Planets and the Klingon Empire. The Star Fleet Universe is based upon a licence to use properties in the fictional Star Trek universe as it stood in 1979. Thus it includes the original series and the animated series as well as fan contributions but diverges from then and does not include anything from the movies or any subsequent television series. Much of the combat in Federation Commander is said to take place around the time of the fictional "General War", a large scale conflict in the Milky Way that involved prolonged conflict between a multitude of star-faring cultures.
''Federation Commander'' is largely based on ''Star Fleet Battles'' (''SFB''), and carries over many of its basic rules and game dynamics. It was designed to be a game which would be similar to ''Star Fleet Battles'', but which would provide more ease of learning and playability. It provides a balance between tactical nuance and ease of playability, in order to provide a game which is more accessible for newer gamers, or those with limited time constraints.〔

Some ''Star Fleet Battles'' rules were omitted from the game, in order to make gameplay more streamlined, and to eliminate some processes which some players found overly complex. Another motive was to make game rules and dynamics more understandable for new players.〔
(【引用サイトリンク】 title=Federation Commander; SFB Rules Not Used )

== Game rules and dynamics ==

Combat takes place as two or more players each control one or more starships represented by counters that move across a hexagonally gridded map that may include astronomical features such as stars, planets and asteroids. Players captain their ships by allocating energy to movement and a few specialised systems at the start of each turn. The turn is divided into eight sub-steps called impulses in which movement takes place and additional energy is used to activate weapons, reinforce shields and use other shipboard systems such as transporters. Depending on the capabilities of a ship it is given a particular points value. This value is used to balance game play ensuring that one side does not have an overwhelming advantage over another and can be used to calculate victory points to determine a winner by totalling the value of destroyed or disabled vessels. Scenarios exist that allow variation in the specific winning condition, such as rescuing crew from a crippled ship, gaining sensor information from a planet, escorting a freighter or surviving for a specified number of turns in the face of unbeatable odds.
Information about each starship (or base or space monster) is fully contained on ship diagrams (one on each side of a single ship card). Colour-coded boxes over the ship's silhouette represent its weapons, shields, number of shuttlecraft, available warp and impulse power etc. Each starship has one diagram in a more detailed Squadron scale - the kind of scale seen in ''Star Fleet Battles'' - and another, more simplified one in Fleet scale - a similar scale to the Cadet scale seen in ''SFB''. (Examples of ship cards in PDF format may be found (here ).) Ship cards are laminated with plastic so that they may be written upon with erasable markers and reused, obviating the need to photocopy multiple copies of ship information.
Both scales use the same rule system, allowing gamers to play a fast-paced duel or starbase assault in Fleet scale, or a more detailed cruiser clash or squadron battle in the aptly titled Squadron scale.
A list of questions and answers concerning ''Federation Commander'' - and its differences from ''Star Fleet Battles'' - is available (here ).
The game uses much of the same mechanisms as ''Star Fleet Battles'', such as power allocation, multiple systems, and ship maneuvering. However, it gets rid of some processes which some found burdensome, such as atmospheric maneuvering, and Marine guards defending aboard ships.〔
Power allocation is handled differently, in that power does not have to be fully allocated at the start of each turn. Players can make new decisions during a turn by using a "pay-as-you-go" power allocation system, which creates a more realistic feeling of actually commanding a ship.〔


抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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