Campaign rules
summary
-Admiral's Game
mechanic.
-FCR system from the CDH with a multiple oof 4 vice 5.
-1 year per campaign turn.
-Fixed, pre-designed fleets at start, withh a small number of flex points to by a
ship or two per race. Dominated by pre-GW ships
-Pre-designed production schedule (forces small ships), with flex points each
year to purchase refits, extra ships, fighters, make conversions. All purchases
at economic BPV
-Fighter replacements and upgrades in accoordance with the U0.0 section. Pilot
quality used and tracked.
-Crew quality assigned at start (a hand fuull of poor and outstanding crews).
Experience point system used (modified - don't track individual drone kills,
etc, double experience points).
-Legendary Officers awarded at the end of each campaign turn.
-Commanders Options on all ships limited tto 10%
-Flexible escort rule in effect
-Conjectional ships allowed on a by mutuall consent, historical limits on
production apply.
-All SBs reduced to BATS, all BATS reducedd to BS.
-Patrols behind the lines. The “lines” adjjacent to the “battle line” must be
patrolled by a minimum of one ship. Up
to half may be patrolled by a squadron.
Squadrons use an FCR multiple of 2 (which keeps most squadrons very
small). Patrol ships may be ships in
reserve that are scheduled for conversion or refit (they fight in their
unrefited state), or attacking player retreat ships. They may not be overhaul ships.
-Random encounters (Orions, minor races (LLDR, Vudar, WYN, ISC, Jindos), Andros,
Monsters).
-Survey missions. A survey ship may be asssigned to the survey area. At the end of the campaign turn, roll three
dice. The total is the number of RPs
earned from survey work.
Random Encounters – Patrol ships in these scenarios gain triple experience
points, rather than the normal double, in addition to any rewards listed below.
Random Mission Chart (roll two
2 D6)
2 (SH2.0) The
Surprise Reversed (BS)– Squadrons may only send a single ship (even a carrier
with no escorts). Patrol ship is the attacker, select defending race using
racial charts, use (SH2.63) for size class 4 attackers. Defender may select other RPW ships of
similar size and cost with agreement from the GMs. If the Patrol ship achieves
a tactical victory or better, roll for a legendary officer. If the Patrols ship achieves an astonishing
victory, make no roll – receive a legendary Captain.
3 (SG10.0)
Visitor from Andromeda (C2) – Squadrons of 400BPV or less use (SG10.62), may
select a COQ (w/Cobra), RAV (w/Cobra) or IMP. Single ships will face PYT.
Patrol ship(s) gain a 100-point experience bonus for an Andromedan loss.
Non-patrol player earns 20 RPs for an Andromedan victory.
4 (SG52.0)
Raid on a Mining Camp (S2) – Add patrol ship to the defender side and Orion
ship(s) of equal BPV to the Orion side (No CA, BC, or BCH hulls). Defender
earns 3 RPs for every crystal saved, attacker earns 3 RPs for every crystal
recovered (max RPs available: 36)
5 (SG13.0)
Carrier Strike (J1) – Select attacking race fighters using racial chart, use a
12-fighter strike carrier fighter group for the year. If the defender has a squadron of more than 200 BPV, use a
24-fighter strike carrier fighter group.
Patrol ship(s) is defending a convoy (roll for specific type
below). Defender gains 0.25 RPs for every
cargo box that survives; attacker gains 0.25 RPs for every cargo box destroyed.
6 (SG4.0)
Basic Piracy (BS) – Patrol ship(s) is defending a convoy (roll for specific
type below). Orion ship(s) equal to 125% of Patrol BPV (No CA, BC, or BCH
hulls). Attacker gains 0.5 RPs for every cargo box captured. Defender gains 1
point of additional Commander’s Option items for the next campaign turn for
every surviving cargo box (no ship may have more than 20% CO’s options, normal
campaign limit is 10%).
7 (SG1.0) The
Duel (BS) – Select a single opposing ship of equal BPV using the racial charts. Orion raiders and enforcers are added as an
additional option on the racial chart (would be a roll of 5 on a d5). Patrol ship gains additional experience
points equal to one half of the victory percentage in (S2.3). Attacking race gains RPs equal to one
quarter of the victory points received (S2.21)
8 Monster
Scenario – Select Monster on the monster chart. Patrol ship gains additional
experience points equal to one half of the victory percentage in (S2.3). Attacking race gains RPs equal to one half
of the victory points received (S2.21).
If scenario is a win/lose battle, the Patrol player earns 75 experience
points for a win or the attacker earns 15 RPs for a win.
9 (SH67.0)
Diplomatic Immunity (R2) – Select an Orion ship (or ships if facing a patrol
squadron) equal to 0.7 of the Patrol player BPV. If the Patrol player is using a squadron, the flagship is
carrying the diplomats and is the only ship under scenario restrictions. For patrol player gains .25 RPs for every
delegate saved. The attacking player
gains .5 RPs for every delegate killed or captured.
10 (SG40.0) The
Weakest Link (R1) - Select an attacking force equal to the BPV of the defending
ships + 50BPV using the racial charts below.
Orion raiders (No CA, BC, or BCH hulls) are added as an additional
option on the racial chart (would be a roll of 5 on a d5). Patrol ship gains additional experience
points equal to one half of the victory percentage in (S2.3). Attacking race gains RPs equal to one
quarter of the victory points received (S2.21)
11 (SG55.0)
Race to the Base (S2) – Attacker selects an Orion force of at least two ships
equal to 175 BPV or 1.5 times the BPV of the escort(s), which ever is
higher. Orions do not have to abide by
(SG55.45) but must select a “home” or “operating” cartel in the patrol player’s
territory. This will dictate available
options. Defender gains 0.25 RPs for
every cargo box that survives; attacker gains 0.5 RPs for every cargo box
captured.
12 (T7S1.0)
Intercept! (C2) – Select a number of Andromedan satellite ships equal to the
BPV of the Patrol ship(s). No
Andromedan ships may have a displacement device, and the minimum Andromedan
ship is 1 Viper. The Patrol player
earns 10 RPs for every ship that does not escape, the Andro player gains 10 RPs
for every ship that escapes.
Racial Opponent Chart for
Alliance Patrols
1 Klingon
2 Romulan
3 Lyran
4 Regional
Minor
Racial Opponent Chart for
Coalition Patrols
1 Federation
2 Kzinti
3 Gorn
(or Hydran for Klingons/Lyrans – 50/50 chance)
4 Regional
Minor
Regional Minors
Federation – Tholian
Klingon – LDR, Vudar, WYN,
Tholian, (Seltorian)
Romulan – Tholian, ISC
Kzinti – WYN
Gorn – ISC, (Paravians)
Hydran – LDR, Vudar
Lyran – LDR, WYN, (Carnivon)
Convoys
1 1xF-L,
2xF-S, 1xSmall Q-ship
2 1xF-OL,
1xAPT
3 1xF-AL,
2xF-AS
4 3xFT
5 1xFCR or
Priority Transport/Cargo FF (of patrol race), 1xF-RL, F-S
6 2xF-L,
1xLarge Q-ship
Monsters
1 (SM1.0) The
Planet Crusher (BS) – adjust size by (SM1.7)
2 (SM2.0) The
Space Amoeba (BS)– adjust size by (SM2.7)
3 (SM3.0) The
Morey Eel of Space (BS) – adjust by (SM3.7)
4 (SM4.0) The
Cosmic Cloud (BS) – adjust size by (SM4.7)
5 (SM5.0)
Space Dragon (AM) – One or more dragons of equal BPV selected using (SM7.461)
6 (SM14.0)
The Ice Monster – adjust size by (SM14.74)