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)