03-14-2010, 11:01 PM
For each ship in the task force the player will randomly draw a number of cards equal to number of modules in the ship. These are the modules that have been assigned by command central using their complex analysis allocation process, not! In reality of the game, this is the non-efficient process of module allocation for the shadow war. You cannot always get what you ask for in this messed up war. After drawing the modules you can now allocate them to your ships.
After selecting the cards you must assign each module into the ships as you suit. Each card must be assigned to a modular compartment by marking the suite or module name on the ship record sheet. You keep the cards you have selected as a reference point and to stop creative allocators, aka the cheats.
However this is a chance one can use their leadership ability to pull some strings and hope to get better equipment by using diplomacy and tack. The captain can use the Leadership skill to attempt to request a better module for the upcoming battle. To do so the captain must have a least a leadership skill level above a three to attempt acquisition a new module. The can make only one request per module slot.
To call in a favor the captain can make a request for a replace a module they have selected. Modules can be redrawn up to the favors allotted for the leadership skill level and a favor will only replace one module. You cannot call in favor on a module twice. If you call in a favor on a module and the new module select is not a good choice. You cannot call in another favor on that module again, since your favor did not pan out.
To call in a favor place or state the card you drew so all players can see it. Then draw another card secretly, you do not have to show the card. At this point you can keep the existing select module or the new one.
After selecting the cards you must assign each module into the ships as you suit. Each card must be assigned to a modular compartment by marking the suite or module name on the ship record sheet. You keep the cards you have selected as a reference point and to stop creative allocators, aka the cheats.
However this is a chance one can use their leadership ability to pull some strings and hope to get better equipment by using diplomacy and tack. The captain can use the Leadership skill to attempt to request a better module for the upcoming battle. To do so the captain must have a least a leadership skill level above a three to attempt acquisition a new module. The can make only one request per module slot.
To call in a favor the captain can make a request for a replace a module they have selected. Modules can be redrawn up to the favors allotted for the leadership skill level and a favor will only replace one module. You cannot call in favor on a module twice. If you call in a favor on a module and the new module select is not a good choice. You cannot call in another favor on that module again, since your favor did not pan out.
To call in a favor place or state the card you drew so all players can see it. Then draw another card secretly, you do not have to show the card. At this point you can keep the existing select module or the new one.