SFB Campaign Rules

 

The Admiral’s Edition

 

The General War in SFB

By Jeremy Gray

Revision 3.0.2 – June 15, 2003

 

 

TABLE OF CONTENTS

A0 The Sequence of Play

B0 The Strategic Map

     B1 General

     B2 Alliance Setup

     B3 Coalition Setup

     B4 Independent Powers Setup

B5 Neutral Powers Setup

B6 Emerging Powers Setup

B7 Unclaimed Planets Setup

C0 Strategic Movement

C1 Strategic Speed

C2 Operation Movement

C3 Reaction

C4 Zone of Control

C5 Pinning

C6 Retreat

C7 Retrograde

C8 Screening

C9 Cloaking Devices

C10 Independent Operations

C11 Off Map Areas

C12 Possession of Planets

C13 WYN Radiation Zone

D0 Economics

     D1 Collecting EPs

     D2 Controlling Planets

     D3 Paying of Deficit Spending

     D4 Survey in Off Map Areas

     D5 Moving EPs to Allies

E0 Logistics and Production

E1 Ship Supply

E2 Determine In Supply Status

E3 Order New Construction

E4 Planetary Defenses

E5 Large Orbital Bases

E6 Reveal Completed Builds

E7 Production and Replacement of Ground Forces

E8 Mothballed Ships

F0 Command Limits

F1 Command Ratings

     F2 Weighted Command Costs

     F3 Carrier Groups

     F4 Attrition Units

G0 Combat

G1 The Tactical Map

G2 Battles in a previously occupied strategic hex

G3 Meeting Battles

G4 Screening Battles

G5 Pinning Battles

G6 Planetary Defenses setup

G7 Other Combat Notes

G8 Ground Combat Procedures

H0 Repairs

H1 Field Repairs

H2 Post-Pinning Battle Repairs

H3 Repair Facilities

I0 Special Rules

I1 Legendary Officers

I2 Patrols

I3 Raids

I4 Orion Mercenaries

I5 X-ships

I6 Monster Scenarios

J0 Rules Resolution – a note from the GM

K0 Credits


A0 The Sequence of Play

 

1. Collect EPs

2. Pay Off Last Turn's Deficit Spending

3. Order New Construction (written, secretly)

4. Determine In-Supply Status of Ships and Resupply

5. Plot Operational Movement (written, secretly)

6. Operational Movement (one pulse at a time)

a. Ships with plotted movement move

      b. Ships without plotted movement may react

      c. X-Ships have the option of using their extra movement.

      d. Determine pinning results

7. Resolve Combat Hexes

Pinning battles are fought

Survivors of pinning battles repair damage

Surviving pinned ships complete movement

Non-pinning battles are fought

8.  Retrograde Movement

9.  Repair Ships

10. Reveal Completed Builds


B0 The Strategic Map

B1 General: The campaign is organized to be played by two teams, the Alliance and the Coalition.  All other neutral and independant races will be nominally controlled the GM, except as noted in their rules. Each team will have three levels of players.  Each team will have the following:

1.    One “Commander-in-Chief”.  This will be the “Admiral” in charge of the Federation and the Klingon Empire.  These players will manage these races on the strategic level, but will have some additional responsibilities.  They will act as the representative for all players on their team to the GM for rules issues, disputes, etc.  They will be responsible for resolving issues that develop within their own team.  They are not to be a tyrant that directs all other players how to manage their races and play their battles, but they should facilitate cooperation between all races in their alliance.  These players must have a strong knowledge of all of these rules and a willingness to commit considerable time to assist his teammates and the GM. The will be carefully selected by the GM as they will be critical to keeping this large campaign format on track.

2.    One “Admiral” per race.  These players will be responsible for all strategic aspects of their assigned race.  They should have a good knowledge of all the campaign rules and be prepared to manage all economic and strategic functions.  The admiral in charge of the Federation and Klingon Empire will also serve as “Commander-in-Chief” for their team (see above).  If a race joins either alliance (a possibility in some cases) a new Admiral will be selected from available “Captains” to manage them.  These players are free to manage their races as they wish, but the “Commander-in-Chief” is provided to help them work with their allies and achieve grander strategic objective.  As fleets within each alliance become mixed, the Admirals wil need to work well together in order for their team to succeed.

3.    Some number of “Captains”.  These are players who play the SFB battles generated by the campaign.  “Admirals” may play these games as well of course, but too many games will be generated for the Admirals to play alone.  “Captains” need to have a conversant knowledge of the campaign rules and the strategic situation, so that they can help the “Admirals” achieve their strategic goals through tactical success.  The must be willing to take some directions from the Admiral, like “if the dreadnought gets pounded, pull it out of the battle”, but they need not be micromanaged by their Admirals.  The represent the field commanders who must transform their Admiral’s intent to success on the battlefield (or battlespace in this case).  They may play games in person or using SFBOL.

 

The campaign begins in Y168. Each year is broken up into four turns sometimes referred to as Spring, Summer, Fall, and Winter. So, turn 1 is spring of Y168, turn 2 is summer of Y168, turn 3 is fall of Y168, etc.

 

After each admiral has set his initial ship placement, everyone will play out a turn 1. During turn 1, the entire map remains at peace.  Ships may not move outside the colored perimeter defined on the map or move in reaction (this prevents any combat except raids and patrols). All other functions, such as EP collection, construction, raids, patrols, retrograde movement, etc., occur normally.  At the end of turn 1, the Organians, who have enforced an uneasy peace, disappear, and all races are free to engage in combat.

 

Each race present on the map begins with an initial setup described in the remainder of section B0. Each race begins with a set allotment of ships along with a variable amount of extra EPs. Those extra EPs may be used to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for them. For this purchase (only), all ships are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

 

 

Click for larger view

 

The map includes terrain pre-defined in random locations.  All homeworlds, major planets, and minor planets have atmospheres.  Moons and small planets have no atmosphere.  Gas Giants are shown on the map.  Each is unique:

Hydran Lost Colonies - Radius 3, rings 1 hex thick.

0305W - Radius 6, rings 1 hex thick.

0414W - Radius 6, No rings.

0725W - Radius 3, rings 1 hex thick.

0930W - Radius 5, rings 3 hexes thick.

1822W - Radius 2, No rings.

2501W - Radius 6, rings 2 hexes thick.

0127E - Radius 5, rings 2 hexes thick.

1611E - Radius 4, No rings.

1730E – Radius 5, No rings.

 

B2 Alliance Setup:  The Alliance is initially composed of four races: Federation, Gorn, Kzinti, and Hydran.  The initial setup for each of these races is described below:

 

Federation

1 Homeworld in 0810E, which produces 50 EPs per turn, has a GBPT on each hex facing, and is orbited by a Starbase and a shipyard consisting of one Class II, and two Class III construction docks.

3 Major Planets in 0207E, 0611E, and 1115E, which produce 25 EPs per turn, and have GBPT on three hex sides (A,C,E).  Each of these planets is orbited by a shipyard consisting of one Class IV construction dock.

4 Minor Planets that produce 15 EPs per turn, and have a GBD1 on each hex facing.

1 Neutral Planet (Orion, see B5) in 0815E, which provides the Federation with 15 EPs per turn.

11 Base Stations in pre-defined locations

2 Fleet Repair Docks located at any Federation planet at start.

2 Mobile Bases stored at any Federation base or planet at start.

An active fleet, positioned in Federation territory at the player’s option, consisting of: 2xCC, 4xCAR, 1xGSC, 4xDD, 2xSC, 6xFFG, 3xTUG.

A mothballed fleet, in storage at 0810E, consisting of: 2xDN, 4xCL.

318 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 200EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

Fed ships do not included AWR refits unless noted.

 

Kzinti

1 Homeworld in 2401W, which produces 50 EPs per turn, has a GBDD on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II, one Class III, and one class IV construction dock.

1 Major Planet in 2205W, which produce 20 EPs per turn, has GBDD on four hex sides (B,C,E,F), GHD on two hex sides (A,D), and is orbited by a shipyard consisting of one Class IV construction dock.

3 Minor Planets that produce 15 EPs per turn, and have a GBDD on each hex facing.

6 Base Stations in pre-defined locations

1 Fleet Repair Dock located at any Kzinti planet at start.

1 Mobile Base stored at any Kzinti base or planet at start.

An active fleet, positioned in Kzinti territory at the player’s option, consisting of: 1xDN, 1xCV (12xAAS), 1xCC, 2xBC, 1xCLC, 2xCL, 1xCLE, 1xDD, 3xFF, 1xEFF, 1xSF, 1xTGT, 1xTGC.

244 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 100EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

Kzinti ships do not include fleet refits, such as the "C-10" or "C-12" refits.

 

Gorn

1 Homeworld in 2204E that produces 50 EPs per turn, has a GBDP on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II and one Class III construction dock.

2 Major Planets in 2309E, and 2402E that produce 25 EPs per turn, have GBDP ground bases on three hex sides (A,C,E), and are orbited by a shipyard consisting of one Class IV construction dock.

1 Minor Planet that produces 15 EPs per turn, and have a GBD1 on each hex facing.

6 Base Stations in pre-defined locations

1 Fleet Repair Dock located at any Gorn planet at start.

1 Mobile Base stored at any Gorn base or planet at start.

An active fleet, positioned in Gorn territory at the player’s option, consisting of: 1xCC, 2xCA, 2xCL, 1xSR, 2xDDL, 4xDD, 1xSC, 2xTUG

242 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 100EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

 

Hydran

1 Homeworld in 0327W that produces 50 EPs per turn, has a GBDH on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II, one class III, and one Class IV construction dock.

1 Major Planet in 0522E which produces 25 EPs per turn, has GBDP (Hydran version) on three hex sides (A,C,E), and is orbited by a shipyard consisting of one Class IV construction dock.

1 Minor Planet that produces 15 EPs per turn, and have a GBFB on each hex facing.

2 Gas Giants in 0725 and 0930 that have a SAMS in orbit and produce 20 EPs per turn.

1 Gas Giant in the Lost Colonies which produces 20 EPs per turn, and is orbited by a BATS and a shipyard consisting of one Class IV construction dock.

5 Base Stations in pre-defined locations

1 Fleet Repair Dock located at any Hydran planet at start.

1 Mobile Base stored at any Hydran base or planet at start.

An active fleet, positioned in Hydran territory at the player’s option, consisting of: 1xTEM, 1xLM, 1xLB, 2xRN, 1xDG, 1xHR, 2xLN, 1xKN, 1xCRU, 1xSAR, 2xHN, 2xCU, 2xPGS, 2xTUG.

199 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 100EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

Hydran ships have standard loads of Stinger-1 fighters.

Hydran ships do have the capability to hold fusion beams.

 

B3 Coalition Setup:  The Coalition is initially composed of three races: Klingon, Romulan, and Lyran.  The initial setup for each of these races is described below:

 

Klingon

1 Homeworld in 2726W, which produces 50 EPs per turn, has a GBDD on each hex facing, and is orbited by a Starbase (Stasis Equipped) and a shipyard consisting of one Class II, and two Class III construction docks.

3 Major Planets in 1815W, 2020W, and 0326E, which produce 25 EPs per turn, and have GBDDs on three hex sides (A,C,E).  Each of these planets is orbited by a shipyard consisting of one Class IV construction dock.

4 Minor Planets that produce 15 EPs per turn, and have a GBD2 on each hex facing.

1 Emerging Power (Vudar, see B6) in 2130W, which provides the Klingons with 15 EPs per turn.

11 Base Stations in pre-defined locations

2 Fleet Repair Docks located at any Klingon planet at start.

2 Mobile Bases stored at any Klingon base or planet at start.

An active fleet, positioned in Klingon territory at the player’s option, consisting of: 1xC8B, 1xC9B, 2xD7C, 2xD7B, 1xD7AB, 1xD7N, 1xD6C, 1xD6B, 1xD6J, 1xD5, 3xF5C, 3xF5B, 2xF5J, 2xF5S, 2xE4B, 2xE4J, 1xE4S, 1xTGA, 2xTGB.

A mothballed fleet, in storage at 2726W, consisting of: 1xC6, 3xD6, 3xF5, 3xE4.

One ship may be placed in the leased survey area in Lyran space at start.

403 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 250EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

Klingon ships are equipped with DERFACS and/or UIM if standard equipment.

 

Romulan

1 Homeworld in 2326E, which produces 50 EPs per turn, has a GBDP on each hex facing, and is orbited by a Starbase and a shipyard consisting of one Class II and one Class III construction dock.

1 Homeworld in 2026E, which produces 50 EPs per turn, has a GBDP base on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class III and one Class IV construction dock.

1 Major Planet in 2621E, which produces 25 EPs per turn, has GBDPs on three hex sides (A,C,E), and is orbited by a shipyard consisting of one Class IV construction dock.

3 Minor Planets that produce 15 EPs per turn, and have a GBD1 on each hex facing.

6 Base Stations in pre-defined locations

2 Fleet Repair Docks located at any Romulan planet at start.

2 Mobile Bases stored at any Romulan base or planet at start.

An active fleet, positioned in Romulan territory at the player’s option, consisting of: 1xKRC, 2xK7R, 2xKR, 1xK5C, 2xK5R, 2xKRT, 2xSPA, 2xSKA, 1xWVL, 2xWE, 2xBH, 1xFAL, 2xSNA.

255 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 150EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

All Romulan bases are equipped with cloaks.

 

Lyran

1 Homeworld in 0508W, which produces 50 EPs per turn, has a GBDD on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II, one Class III, and one class IV construction dock.

2 Major Planet in 0403W and 0911W, which produce 25 EPs per turn, have GBDDs on three hex sides (A,C,E), and are orbited by a shipyard consisting of one Class IV construction dock.

2 Minor Planets that produce 15 EPs per turn, and have a GBD2 on each hex facing.

6 Base Stations in pre-defined locations

1 Fleet Repair Dock located at any Lyran planet at start.

1 Mobile Base stored at any Lyran base or planet at start.

An active fleet, positioned in Lyran territory at the player’s option, consisting of: 1xCC, 2xCA, 2xCL, 1xJGP, 2xCW, 1xDWL, 2xDW, 2xDD, 1xSC, 1xFF, 1xTGP, 1xTGC.

239 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 100EPs worth of ground forces distributed at player’s option to planets.  See section E7.

All ships are unrefitted unless noted.

Lyran ships are equipped with DERFACS and/or UIM if standard equipment.

Lyran ships do have ESG capacitors and power packs (where applicable).

 

B4 Independent Powers Setup: A number of independent races appear on the campaign map at start.  These independents are nominally controlled by the GM or another neutral party.  They will not leave their own territory or engage in any type of combat (including raids or patrols), but can use operational and retrograde movement within their own territory to maintain defensive positions.  They generate EPs that can be used to build or improve ships or other facilities, just as any other race would, though their small economies will limit how much they can actually produce. 

 

If any Alliance or Coalition ships enter an independent power’s territory for any reason, control of the independent power will immediately transfer to the players on the “side” which did not invade (They, in effect, join the Alliance or the Coalition, which ever did not violate their territory).  At that point, the players gain immediate control of the race, including movement and production, and the race functions exactly like any other player controlled race.  Their ships may leave their territory and engage in combat (including raids or patrols).

 

(A strategic note: While it would seem that attacking a independent power would be counterproductive – driving an additional race into the enemy’s camp – it may have some strategic value.  Most independents have the capacity to produce as significant number of EPs each turn and possess facilities such as bases and shipyards that, if captured, would significantly enhance the position of the conqueror.  In addition, most independent powers are weak enough to make complete conquest of their territory by one or more major powers a real possibility – if a concerted effort can be mounted to quickly conquer a independent, the gains may outweigh the risks.) 

 

The Independent Powers initially include races: ISC, Tholian, and LDR.  The initial setup for each of these races is described below:

 

ISC

1 Homeworld in the ISC off-map area that produces 50 EPs per turn, has a GBDP on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II and one Class III construction dock.

1 Major Planet in 3013E which produces 20 EPs per turn, has GBDPs on three hex sides (A,C,E), and is orbited by a shipyard consisting of one Class IV construction dock.

1 Minor Planet which produces 15 EPs per turn, and have a GBD1 ground base on each hex facing.

3 Base Stations in pre-defined locations

1 Fleet Repair Dock located at any ISC planet at start.

An active fleet, positioned in ISC territory at the GM’s option, consisting of: 1xDNE, 1xCA, 1xCL, 1xCM, 1xCPF, 3xDD, 1xSC, 3xFF, 1xTUG.

110 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 50EPs worth of ground forces distributed at GM’s option to planets.  See section E7.

All ships are unrefitted unless noted.

No ISC Ships have rear-firing Plasma-Fs at the start of the campaign, but all ships have the Ph-3 refit.

 

Tholian

1 Homeworld in 0830E that produces 50 EPs per turn, has a GBDD each hex facing, and is orbited by a BATS and a shipyard consisting of one Class II construction dock.

3 Base Stations in pre-defined locations

An active fleet, positioned in Tholian territory at the GM’s option, consisting of: 1xD, 1xCA, 2xDD, 1xDPC, 2xPC, 1xSC, 2xCPC.

110 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

In the reveal completed builds step in Fall Y177, a mothballed Neo-Tholian fleet arrives in 0830E, consisting of: 1xNDN, 1xNCA, 2xNCL.

Ground Forces: 50EPs worth of ground forces.  See section E7.

All ships are unrefitted unless noted.

Tholian ships do not include snares.

 

Lyran Democratic Republic

1 Homeworld in 1015W that produces 50 EPs per turn, has a GBDD on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class III construction dock (this dock may not build any ship larger than a war cruiser or variant, but it may be used for any LDR conversions).

3 Base Stations in pre-defined locations

An active fleet, positioned in LDR territory at the GM’s option, consisting of: 1xCA, 1xCL, 1xCW, 1xSC, 1xDW, 2xFF, 1xMP, 2xPOL.

85 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

Ground Forces: 50EPs worth of ground forces.  See section E7.

All ships are unrefitted unless noted.

LDR ships are equipped with DERFACS and/or UIM if standard equipment.

LDR ships do have ESG capacitors and power packs (where applicable).

 

B5 Neutral Powers Setup: A number of neutral races appear on the campaign map at start.  These neutral powers are nominally controlled by the GM or another neutral party.  They occupy a single strategic hex and will not leave their own territory or engage in any type of combat (including raids or patrols).  They generate EPs that can be used to build or improve ships or other facilities, just as any other race would, though their small economies will limit how much they can actually produce. 

 

If attacked, these races will be controlled in combat by a player from the opposing side (the one which did not attack – Coalition or Alliance).  Once the battle is complete, the neutral will return to GM control (unless the neutral races is conquered of course).

 

If attacked simultaneously by the Coalition and the Alliance, they will be controlled by the player with the lower of the two Combat BPVs in the battle and integrated into a single fleet for command limit purposes.  If this fleet exceeds the command limit of the available flagship, ships belonging to the controlling player must be left out of the battle before any neutral ships are excluded.  These excluded ships may not join the same battle later.  If the attacker with the higher BPV is defeated (all forces disengaged, captured, or destroyed), control of the neutral forces will pass to the defeated player for the remainder of the battle and the remaining forces will fight against each other until the battle is concluded.  Once the battle is complete, the neutral will return to GM control (unless the neutral races is conquered of course).

 

Note that as neutral powers only occupy a single hex, they have no place to retreat to if defeated.  They will always fight to the death.  If they can not use all of their ships in a single battle, it may be necessary to play additional battles in the same strategic turn to resolve the situation, as described in section G7.

 

The Neutral Powers initially include two races: WYN and Orion Enclave.  The initial setup for each of these races is described below:

 

WYN

1 Homeworld in 1508W that produces 50 EPs per turn, has a GBDD on each hex facing, and is orbited by a BATS and a shipyard consisting of one Class IV construction dock. (This dock may build Large Auxiliaries or size class 3 Purchased Orion hulls listed in the MSC. One AxDN may be built, but it takes six turns to complete.  The shipyard may be used for any WYN conversions. It may not build ships received by from other races, but can convert them).

An active fleet in 1508W consisting of: 1xOCR, 2xOLR, 1xLDD (1xZ2), 3xZFF (3xAAS), 1xKG2, 3xAxC

90 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.  Weapons for the option mounts in various WYN ships must adhere to the limits in (G15.442).

Ground Forces: 50EPs worth of ground forces.  See section E7.

In the reveal completed builds step in Spring Y180, the WYN receive one Class III construction dock and a 350 EP bonus. This reflects the Usurper’s secret effort to prepare for the War of Return.  From the beginning of Y184, the WYN are treated as an Independent Power (see section B4) rather than a Neutral.  This does not occur if the WYN cluster has been conquered by an outside power prior to this date.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

Disruptor-equipped ships include DERFACS and/or UIM if standard equipment.

The LDD does have an ESG capacitor.

 

Orion Enclave

1 Major Planet in 0815E which produces 25 EPs per turn, has a GBPT on each hex facing, and is orbited by an Orion BS and a shipyard consisting of one Class III construction dock.  This planet also provides 15 EPs to the Federation economy each turn and acts as a Federation supply point.  If isolated from the Federation (no line of supply) then the enclave retains these 15 EPs and may use them in addition to the normal 25 EPs produced by the planet.  If the Alliance ever attacks the enclave, the 15 EPs will no longer be supplied to the Federation and planet will provide 40 EPs for Orion use each turn.  The Enclave will no longer act as a Federation supply point if attacked by the Alliance.  If the Enclave is ever captured by a foreign power (Alliance or Coalition), it will only produce 20 EPs per turn – the extra EPs resulted from illicit pirate activity and will no longer be available.

An active fleet in 0158E consisting of: 1xCA, 1xHR, 1xMR, 1xAR, 2xSAL, 2xCR, 4xLR, 2xSLV.

50 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.  Weapons for the option mounts in various Orion enclave ships must adhere to the limits in (G15.441) for the Dragon (Capital) Cartel (R8.1).

Ground Forces: 25EPs worth of ground forces.  See section E7.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

 

B6 Emerging Powers Setup: A number of races appear or become a factor on the campaign map at a later point in the campaign.  These emerging powers are initially controlled by the GM or another neutral party, but may transfer to player control under the conditions described in their rules.  They occupy a single strategic hex and will not leave their own territory or engage in any type of combat (including raids or patrols) while under GM or neutral control.  They generate EPs that can be used to build or improve ships or other facilities, just as any other race would, though their small economies will limit how much they can actually produce. 

 

The Emerging Powers include two races: The Vudar and the Seltorians.  The setup for each of these races is described below:

 

Vudar (Established at campaign start)

1 Major Planet in 2130W which produces 25 EPs per turn, has a Ion Cannon ground base on each hex facing, and is orbited by an Vudar MISS and a shipyard consisting of one Class III construction dock. 

-          From start until Spring Y178: This planet also provides 15 EPs to the Klingon economy each turn.  If isolated from the Klingon Empire (no line of supply) then the enclave retains these 15 EPs and may use them in addition to the normal 25 EPs produced by the planet.  If the Coalition ever attacks the enclave, the 15 EPs will no longer be supplied to the Klingons and the Vudar will declare independence (see below).  If the Enclave is attacked by the Alliance during this period, it will act as a neutral power (see B5) – and maintain their apparent loyal relationship with the Klingons.  If captured by a foreign power (Alliance or Coalition), the planet will only produce 25 EPs per turn – the extra EP production will be sabotaged by the Vudar resistance and will no longer be available.

-          From Spring Y178 (or when attacked by the Coalition): Unless the Vudar have been previously conquered, the Vudar declare independence from the Klingon Empire, receive an immediate 200 EP bonus, and are treated as an independent power (see B4).  The planet produces 40 EPs per turn. 

At campaign start, the Vudar possess an active fleet in 2130W consisting of: 1xCLK, 2xDDK, 3xFFK.

50 EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships or bases.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.  No additional Klingon service ships may be built – all other ships must use Vudar technology.

Ground Forces: 25EPs worth of ground forces.  See section E7.

All ships are unrefitted unless noted.

All drone racks are equipped with either Type I or IV speed-8 drones (upgrades to speed 20 or other modules must be paid).

 

Seltorian (Arrive in 0330E in the reveal completed builds step during Fall Y181)

The Seltorians do not initially possess any planets and rely totally on their one Hive Ship.  It arrives carrying 200 EPs and produces an additional 50 EPs per turn.  It acts as a Class III and a Class IV construction dock.  The Hive Ship is always assumed to have a strategic speed of 2, regardless of what it might be carrying internally.  Seltorian ships can only be supplied by the Hive Ship and the Hive Ship must always remain within nine hexes of the nearest Tholian base or planet.  If the Hive Ship ever finds itself outside of this range, it must move toward another Tholian base or planet until is satisfies this requirement.  If no Tholian bases or Tholian controlled planets remain, then the Seltorians will treat the nearest surviving Tholian ships as a valid base or planet for purposes of this rule and will pursue them instead.

The initial Seltorian fleet accompanying the Hive Ship consists of: 1xCA, 1xCL, 2xDD, 1xSC, 3xFF.

100 EPs of the initial 200 EPs on the Hive Ship is available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for ships prior to the Seltorian arrival.  For this purchase (only), all ships and fighters are purchased at combat, not economic, BPV.

 

The Seltorians are really only interested in the Tholians – the status of the Tholians will dictate the Seltorian activity once they arrive.

If the Tholians have been conquered and all Tholian ships destroyed, the Seltorians will depart the galaxy.

If the Tholians have joined the Alliance or the Coalition, the Seltorians will join the opposing side.

If the Tholians are still independent, the Seltorians will become independent as well.  They will remain in 0330E in an independent status - building up strength to eventually attack the Tholians – until one of the following occurs:

-          Either the Alliance of the Coalition attacks the Tholians.  The Seltorians will the join the side that is attacking the Tholians and will be controlled by players from that side.

-          If the Seltorians are attacked by the Coalition or the Alliance, the will join the opposing side just as any other independent would.

 

If the Tholians are totally destroyed (all ships captured or destroyed and all territory conquered), the Seltorians will abandon any planets they may have claimed and be removed from play. With no Tholians left to fight, they will move elsewhere.

 

B7 Unclaimed Planets Setup: The remaining planets on the map in the unshaded areas at start are “unclaimed”.  Each has some measure of local defense, but none of them are powerful enough to be a major factor beyond there local area (their own strategic hex).  They produce EPs for the race that captures them, but they do not generate any EPs for themselves when not under control of some other power (so they cannot no improve or expand their own starting defenses).  Once these starting defenses are eliminated, they cannot produce any more - even if they are vacated at some point by all foreign powers.

 

If attacked, these planets will fight exactly as a neutral power (B5) would.  The chart below lists the ships used for local defense, any ground or orbital bases, and any ground forces (used for ground combat – see section G8).

 

Location

EPs produced once conquered

Defenses

0817W

15 per turn

Purchased Hydran GEN (2xStinger-1), 3xGBFB (facing A,C,E), 10xBPs, 2xGCVs

1324W

15 per turn

F-AS (Fusion, 1xT-bomb), 2xGBDH (facing A,D), 4xGBD2 (facing B,C,E,F), 10xBPs, 4xHeavy Weapons Squads

1403W

15 per turn

Purchased Lyran SAM (1xSciM, 1xHBM, 6xKzinti AAS), 3xGBDD (facing A,C,E), 10xBPs, 1xGAV

1829W

15 per turn

Purchased Klingon E3 (1 T-bomb), 3xGBDD (facing A,C,E), 15xBPs

2010W

15 per turn

F-AL (Disruptor, 1xT-bomb), 3xGBD1 (facing A,C,E), 10xBPs, 2xAPVs

2513W

25 per turn

Purchased Fed AxCVL (6xF4, 6xF8), 3xGBDP (facing A,C,E), 1xFGB-S (facing A, 6xA6), 20xBPs, 3xTanks

2918W

15 per turn

Purchased Fed POL (no refits, 2 T-bombs), 3xGBD1 (facing A,C,E), 10xBPs, 2xGCV

0622E

15 per turn

F-AL (Drone), 3xGBDD (facing A,C,E), 15xBPs

1121E

15 per turn

Purchased Federation S-Q, 3xGBPT (facing A,C,E), 10xBPs, 1xGAV

1719E

15 per turn

Purchased Romulan S-Q (includes NSM), 3xGBD1 (facing A,C,E), 10xBPs, 4xHeavy Weapons Squads

2315E

15 per turn

F-AS (Plasma-F, 1xT-bomb), 3xGBD2 (facing A,C,E), 3xGBDF on moon (facing A,C,E), 15xBPs, 1xTank

Note: None of the ground based phasers listed for the unclaimed planets are Hydran versions (which use Ph-Gs), but the DBDHs and GBFBs do include their normal gatlings.  Expendable items on ships and fighters only (drones, T-bombs, NSMs, PPTs, shuttles) are replaced after each battle for free.  Fighters and Boarding Parties lost are not replaced.  All drones are speed 20, Type Is and Type-VIs (on fighters) only.

 

 

C0 Strategic Movement

 

C1 Strategic Speed: Strategic ship speed is determined by calculating the ship's current maximum SFB speed, only using warp power, ignoring the speed-31 limit, and dividing that speed by 7.5, dropping fractions. This number may be zero. In that case, or if a ship is without warp engines altogether either through design or because the warp engines were dropped, a ship with at least 1 operational impulse engine may move at speed one via Non-Tactical-Warp.  Fast ships, specifically Fast Cruisers (Module R6) and Light Dreadnoughts (Module R7) add two to their maximum SFB speed, ignoring the speed 31 limit, before dividing by 7.5 (This will give them an undamaged speed of 5 strategically, matched only by X-ships).

 

The movement cost of tugs carrying pods or pallets should be listed on the SSD. The movement cost of towing ground or mobile bases is listed in the annexes in Module G1. This cost is added to the basic movement cost of the tug. If a ship will towing another unit at some point in operational movement, it will use the speed it would have while towing for the entire operational movement sequence, not just the period it is towing (this rule is necessary to prevent a “tractor yo-yo” allowing ships to move faster than normally possible).  This applies to tugs with pods as well.  Picking up or dropping pods or other towed items does not force the ship to halt its movement for a strategic impulse.  However, setting up or breaking down a MB does require the ship to stop temporarily.  See section E5.

 

If a ship is not in supply this turn, its speed is reduced by half, rounding fractions up.

 

Traveling while cloaked will reduce this speed.

 

C2. Operational Movement: All normal ship movement is plotted secretly in the plot operational movement step. Once plotted, movement cannot be changed. Retrograde movement is not plotted.

 

Maximum ship speed should be 5 hexes per turn. Movement occurs using the following chart:

 

Ship moving at speed:

Imp   1     2     3     4     5    

 

1     -     -     1     1     1    

 

2     -     1     -     2     2    

 

3     1     -     2     -     3    

 

4     -     2     -     3     4    

 

5     -     -     3     4     5    

 

Traveling through hexes with certain types of terrain (nebula, variable pulsars, dust clouds, asteroid fields, or ion storms) require an extra pulse of movement.  Vudar ships do not require an extra pulse of movement to traverse an ion storm.  The WYN radiation zone has special effects on movement, see C13.

 

During each impulse, the following occurs:

 

a. Ships with plotted movement move

 

All ships that are plotted to move this impulse move simultaneously. None of this movement can react to anyone else's at this point, so it can safely be done on the main map in any player order.

 

b. Ships without plotted movement may react

 

Ships that are not plotted to move this turn may now react enemy ships that have moved into or through (but not out of) their Zone of Control.  See the reaction rules below.

 

c. Determine pinning and screening results

 

At this time, it is determined which ships in a fleet are pinned by an enemy force, following the pinning and screening rules.

 

C3 Reaction Movement: Ships that are not plotted to move may react to pin enemy ships that have moved into or through (but not out of) their Zone of Control. 

 

Allied ships within the ZoC of a large orbital base (BS, BATS, SB) may react to enemy ships also within that bases ZoC, even if they have plotted movement. This will end the movement of that fleet.

 

A ship may not make more than one reaction move per turn. Ships moving in reaction must move directly and immediately to the hex containing the fleet being pinned. A player may move only some of the ships in a fleet to intercept an enemy fleet, but the detecting ship must move with them, unless the detecting unit is a planet or base.   Ships must react immediately to movement.  Therefore, if a ship moves on pulse 3, any reactions must occur to it on pulse 3, if at all.  If a player elects not to react and the ship does not move again after pulse 3, no further opportunities to react exist.

 

Ships, fleets, etc., cannot and do not block LoS for reaction purposes.  However, reacting units CAN be screened if they move through the same hex as enemy ships, under the screening rules.  If enemy ships are in the same hex as the reacting fleet, they may attempt to screen some or all of these reacting ships when they attempt to move. 

 

A reacting ship may not move more than its maximum speed in hexes or a number of hexes equal to its remaining movement for that strategic turn.

 

C4 Zone of Control: This is the area around a unit in which its sensors allow it to react to enemy movement. Standard combat vessels have a zone of control of 1 hex (i.e. the 6 hexes surrounding the hex the ship is in). Scouts, X-Ships, and standard ships with legendary science officers have a zone of control of 2 hexes. Planets with full 360 degree coverage by ground stations equipped with special sensors, mobile bases, SAMS, X-Ships and scout ships with legendary science officers all have a zone of control 3 hexes in radius. Larger orbital bases have a special zone of control 3 hexes in radius.

 

The ZoC of a fleet is considered to be the best ZoC of its member ships. In other words, a fleet with a scout ship has, as a whole, a ZoC of 2 hexes.

 

Allied ships within the ZoC (3 hex radius) of a large orbital base (BS or BATS) may react to any enemy ships also within that ZoC, even if they have plotted movement.

 

“Line of sight” for reaction movement is blocked by certain kinds of terrain, including: nebulae, variable pulsars, heat zones, ion storms, and black holes.  If a ship moves into OR "behind" one of the terrain types that blocks LOS of reaction movement, it may not be reacted to.  Likewise, a ship in a hex with one of those terrain types, it may not react.  Think of it as similar to firing into or out of an asteroid hex.

 

If a fleet is traveling cloaked, it is detected and reacted to as if it is one hex further away from the detecting unit.

 

C5 Pinning: The pinning procedure begins when one fleet enters the hex containing an enemy fleet (by reaction or operational movement). If one of the two fleets attempts to leave the hex while the other one stays, the fleet holding position has the option of trying to "pin" all or part of the departing fleet. He may, of course, choose to let his foe exit without interference.

 

The pinning fleet can force a number of ships to stay and fight equal to its own numbers. Cloaking devices may modify this. The owner of the fleet moving on gets to choose which ships get pinned, and which ships move on.  He may choose to keep all of his ships together to fight the pinning battle, or allow any excess ships to continue moving.  

 

Only ships (or ship-equivalents – see below) may pin other ships. Fixed defenses such as bases, defense satellites, and ground-based defenses may not affect a fleet trying to move into, through, or out of the hex. Base or planetary-based fighters or PFs may move to pin enemy units in the same hex as a base, but these will be treated as operating independently – see section C10. 

 

Each PF flotilla, fighter squadron, or bomber squadron operating independently is treated a “ship equivalent” for purposes of pinning.  In other words, a flotilla or squadron operating independently can pin one enemy ship in that hex.  This does not apply to squadrons or flotillas that enter a battle with their carrier or tender, or PFs carried casually.  Independent squadrons and flotillas used in pinning must obey all of the rules in section C10 and the maximums allowed for such units in a single battle by section F0. 

 

A pinning force must be a legal combat fleet, and follow the command limit rules in F0.  The ships the pinned player uses in the pinning battle must also form a legal fleet following the rules in F0.  If it is not possible for the pinned player to assemble a fleet equal in number to the pinning force from his available ships in the hex (perhaps due to a lack of a command ship with a sufficient command rating), he must form the largest legal fleet possible from his available ships in the hex and retreat a number of ships necessary to equal the number of ships in the pinning fleet, if available (these ships may not move on, nor may they participate in combat).  Any excess ships under the pinned fleet may then move on as normal or retreat.

 

The pinned ships fight a pinning battle defined in the rules for combat.  Pinned ships must do ONE of the following to defeat the pin and move on to their planned destination:

1. The pinned ships must force all pinning ships to disengage before the end of turn 4

2. All pinning ships must be destroyed or captured before the end of turn 4. 

3. Pinned ships must that disengage off the map in a specific direction (defined in G5) by the end of turn 4 may move on, but any ships left on the map after this time may not move on.

 

Once a pinning battle is finished, any surviving ships from the pinned force that meet one of the above requirements may move on to “catch up” with their planned movement up to the limits of their remaining strategic movement. If case 1 or 2 occurs, all pinned ships may move on.  In case 3, only the ships that disengage in time may move on.  This “catch up” movement may not be reacted to. Otherwise, they may remain in the hex.  Ships that use this “catch-up” movement have the ability to conduct some repairs before entering another battle.   See the section H2 for details.

 

Note that a player who has been pinned has an important choice to make before the battle is played.  If he elects to keep all of his ships together, any of his ships that fail to exit the map by the end of turn 4 in the correct direction will not be able to advance to their planned target hex (unless he removes all enemy opposition from the map before that time).  However, if he elects to move any excess ships not pinned by the pinning force on to their target, they might still reach their intended target, even if the pinning force is successful in stopping the rest of his ships in the battle.  

 

C6 Retreating: A fleet may generally choose to retreat from battle in part or in whole, so long as there is a valid retreat path. If it has movement remaining, it may use the full remaining amount. If it does not, it may retreat 1 hex. It may only use the free movement once per turn.

 

The retreat must follow the shortest direct and valid path towards the nearest friendly base or planet, and not pass through a hex containing enemy ships (except other ships that are retreating – see below). If there is no path free of enemy ships which moves directly closer to a friendly base or planet, and the retreating ships are in supply, the retreating ships must move to hex that is within a friendly (could be allied) supply grid that does not pass through a hex containing enemy ships.  If none of these conditions can be met, the fleet cannot retreat. 

 

Ships that have disengaged from a pinning battle or any other retreating ship cannot block retreats.  If two opposing fleets attempt to retreat into the same (previously unoccupied) hex, the two fleets will both occupy the same hex, but neither is pinned and no battle is generated.  Either fleet may later retrograde if it is eligible.  If neither fleet retrogrades out of the hex, then the two fleets will start in the same hex on the following turn (at which point either fleet may choose to pin the other).

 

Terrain does not, in and of itself, block retreat. A ship can always enter a terrain hex with only one hex of movement.  A second "point" of movement is required to transit the hex, but not to simply enter it.  Clarification: Think of it as the extra movement required to traverse a Tholian web, but on the strategic scale.

 

As with pinning movement, bases (ground or orbital) cannot block retreats.  If a ship retreats into a hex containing only enemy bases (it cannot retreat into hex containing ships), it is not blocked in any way.  However the base is not destroyed, no battle takes place.  If this situation remains after retrograde movement, the ship will begin its next turn in that hex and the base will be out of supply.  If the ship does not subsequently move out of the hex by the end of operational movement, a battle will take place.

 

Note: In general it is very difficult to prevent a fleet from retreating, particularly if it is inside its own supply lines.  However, if a ship is out of supply, it can be trapped and force to “fight to the death” fairly easily.

 

C7 Retrograde Movement: After combat and retreats, all ships may move up to half of their current movement rate (rounded up) back towards a line of supply (via the most direct route) if they moved out of supply this turn or had their supply line cut, or towards the nearest friendly base or planet (the player can elect to move toward the single closest friendly base, OR the single closest friendly planet, even if one is farther away than the other). This movement may not move ships into contact with the enemy. All ships in a fleet are not required to move together if they retrograde and a player may choose to only retrograde some of the ships in a fleet. Ships considered to be out of supply this turn are not able to retrograde.

 

Ships may always retrograde along the most direct path back toward their homeworld, even if other retrograde sites are closer.

 

Ships which moved operationally while cloaked may choose to make their retrograde movement uncloaked, since retrograding while cloaked provides no benefit.

 

C8 Screening: Screening occurs when in a fleet attempts to react to enemy movement, but this reaction will require the reacting fleet to move through a hex occupied by one or more enemy ships.  These enemy ships have the option to "screen" the fleet which is the target of the reaction by "holding up" a portion of the reacting fleet, preventing it from joining the battle.  This unique situation follows a number of steps:

 

1.  A player decides that he wishes to react to an enemy movement, but the ONLY path his ships may take will take them through a hex occupied by enemy ships (this does not included bases).  This hex is now as the screening hex. If ANY route is available that avoids this situation, screening will not occur and reaction proceeds normally.  This could occur if the reacting fleet has enemy ships in its hex.

 

2. All of the reacting ships move to the screening hex.  The reacting player must then select a number of ships that will stay behind to deal with screen.  This number must be exactly equal to the number of screening ships that form the largest legal fleet under F0 (in terms of numbers) in the screening hex, no more, no less.  The ships the screened player chooses to leave behind must form a legal fleet as well (If this is not possible, he must designate enough additional ships to equal the number of screening ships and return them to the hex they reacted from if the screen actually takes place. Such ships will forfeit any other operational or reaction movement for that turn.).  Once this is announced, the screening player may elect to let all the enemy ships pass without blocking their movement.  A player may wish to do this if the battle will be hopelessly one-sided in an effort to save his ships.  If the screening player does not elect to screen the enemy, the rest of the reaction movement occurs normally - no ships are blocked.  The screening player cannot elect to block some, but not all, of the ships in the reacting fleet.

 

3. If the screening player does elect to screen the reacting fleet, the screening ships and the screened ships selected by the reacting player (which are exactly equal in number) remain in the hex and all of the other reacting ships proceed to their target normally.  No additional ships may stay behind.  A legendary captain in one of the ships in the screened force could use a bluff to attempt to avoid this situation and elude the screen (50% chance).  At this point, the ships that were screened may also elect to retreat, in which case, step 4 will not occur.

 

4. The ships remaining in the screening hex must participate in a combat scenario, assuming the ships that were screened did not retreat (in step 3).  Neither side may disengage by any means before the end of turn 4 (unless, naturally, one side is destroyed before this point).  This scenario set up is described in section G4 of the rules.  This particularly dangerous situation exists because the screening ships are on an intercept course, forcing the reacting ships to slow to tactical warp speeds.  Note that this scenario places ships much closer together than any other scenario setup in the campaign. At the beginning of turn five, either side may disengage without restriction. 

 

5. Once the scenario ends, all ships remain in the hex, unless all of the screening ships have been captured or destroyed.  If this is the case, the screened ships may complete their movement to the target hex of the reaction movement but they may not participate in combat on that turn.  These ships are catching up to the rest of their fleet, but they are too late to participate in combat.  Note, a screened player who successfully defeats the screening force is not required to complete the reaction movement, but if he does not, the ships must remain in the screening hex (and could retrograde later of course).  If both sides survive and neither force leaves the hex by a retrograde movement (determined secretly and simultaneously), it is treated as a contested hex and either force my attempt to pin the other on the following turn.  If neither side moves out of the hex by the end of operational movement on this subsequent turn, another battle will occur.

 

This has the effect of allowing a player to use operational movement by some portion of his force to screen the operational movement of another, limiting the number of ships that can reach it.  However, it virtually insures a decisive engagement, with ships on both sides temporarily pinning each other.  Both players are given opportunities to avoid this situation if they wish, either by not reacting through an occupied hex or by choosing not to screen the movement of a reacting fleet.  Reacting players may only use this if there is no other route available, preventing its abuse as simply way to react to ships that do not move.  It requires a very specific situation. 

 

C9 Cloaking Devices: A fleet can choose to move while cloaked. To calculate a ship’s maximum strategic speed while cloaked, determine that ship’s maximum SFB speed while paying for life support and the cloaking device, and then use that as the basis for determining the ships cloaked strategic speed, dividing by 7.5 as usual.  This slower speed applies to the entire operational movement sequence (the ship will not “regain” its lost speed by decloaking for some portion of operational movement). Any reaction movement by cloaked ships will also use this slower speed.

 

Reaction radii are reduced by one versus the cloaked fleet.

 

If a fleet is moving cloaked and an attempt is made to pin it, it takes two ships to pin one cloaked vessel.

 

This means that cloaked ships must be one hex closer to any DETECTING unit than normal to be detected for reaction movement.  So, for example, Scouts can detect a cloaked ship at range 1.  Bases at range 2.

 

Cloaking does not reduce the reaction range of a friendly fleet within a base's special reaction zone.  For example, a Romulan fleet under cloak moves with two hexes of a Gorn base and is detected.  A Gorn fleet with a reaction range of three is within the base's special reaction range (3 hexes) and is three hexes from the Romulan fleet.  The Gorn fleet may react once the Romulan fleet is within two hexes of the base, but not when it is three hexes away. This is because the REACTING fleet is not the DETECTING unit (The base which has finally found the Romulan ship because it got closer is now contacting the reacting fleet to intercept.)  Note that the Gorn fleet will need two ships for every one Romulan ship they plan to pin.

 

C10 Independent Operations: PFs, and to a lesser extent, fighters have a limited ability to move and fight independently of their carrier, tender or base.

 

Fighter (or bomber) squadrons may participate in a battle without their carrier, but the carrier must be in the same strategic hex.  Fighters must leave the map to be recovered by their carrier.  Once they have left the map, they cannot return.  This ability is limited to fighters based on true carriers (which includes bases, but does not include Hydran or other casual carriers).

 

Formal PF Flotillas (must include a leader and a scout) can move one strategic hex away from their tender (including bases) by either operational or reaction movement.  After all battles are complete, they may move one hex be either retreat or retrograde movement (allowing them to be recovered by a tender).  If a PF flotilla cannot return to it’s tender by retreat or retrograde (possibly because the tender moved more than one strategic hex away or was destroyed), it is treated as “abandoned”.

 

Abandoned PF flotillas may not move again (operational, reaction, retrograde, or retreat) on any subsequent turn and must be recovered by a tender moving through their hex.  The PF flotilla cannot be resupplied (with drones, T-bombs, psuedos for example) until recovered by a tender.

 

If the “abandoned” PFs are involved in battle before they are picked up, they will suffer PF engine degradation (K6.0).  In the first such battle, the PFs will start with 15 points of degradation and begin accumulating points according (K6.1).  If subsequent battles occur before the PFs can be recovered, the PFs will start at whatever degradation level they had at the end of the previous battle.  Assuming average die rolls, the PFs can expect to reach danger levels in about ten turns. 

 

Casual PFs may not move independently.

 

Independent PF flotillas or fighter squadrons can be used in pinning (see above). 

 

Independent squadrons or PF flotillas do not count as a ship for command limit purposes, but they must still obey the limits on the total number of flotillas or squadrons in a battle force listed in section F0.  Note that while this will allow these independent squadrons and flotillas to accompany a battle fleet without an impact on command limits, they will not be supported by their mothership, limiting their staying power and EW support in most cases.

 

Interceptor flotillas (a group of six) are treated as a fighter squadron for purposes of this rule only.  They do not have the range to operate independently beyond their own strategic hex like PFs.

 

C11 Off Map Areas: Many races have an off map area that represents unexplored territory. This area can only be entered by the hexes it is contact with on the strategic map.  There is no movement between each off map area – they can only be entered from the strategic map using operational movement. 

 

Friendly ships can enter or exit the off map area using operational, retreat, or retrograde movement.  Enemy ships can enter this area only by operational movement, which will result in combat if friendly forces are present.  If combat in this area occurs, the entire off map area (and all units in it) are treated as a single strategic hex.  If any forces retreat from combat in this area they may retreat into any adjacent hex (assuming they are not occupied by opposing forces).  See the Combat section for details on this type of battle. No ships may react into off map areas.

 

One large orbital base, ground bases (if a planet or moon is present) and shipyards may be built in the off map areas, as if it were a normal strategic hex.  Follow the normal construction rules in section E0.  Ground and Orbital bases do not produce EPs as ships on survey duty do in the off map areas.

 

C12 Possession of Planets: At various points in the sequence of play, it is necessary to determine who controls planets.  Some examples of this are the Collect EPs, Order New Construction (for production at specific planets), Determine In-Supply Status of Ships and Resupply, Retreat, Retrograde Movement, Reveal Completed Builds (for production at specific planets previously ordered).  For each of these cases, possession is determined based on the status of the map at that specific time only. 

 

Example: A DD is holding a neutral planet (no GMG or minimum required ground forces present) and elects to move off of the planet during operational movement. No other ships move to replace it in that hex by the end of operational movement.  The planet does not now provide a valid retrograde point – however, a ship could return there if the planet lies in another legal retrograde path.  In other words the planet itself may not be used for this purpose, but another legal retrograde point that lies beyond it may allow a ship to return there.

 

Example: A DD is holding a neutral planet (no GMG or minimum required ground forces present) at the beginning of the turn and begins construction of a GMG.  During the turn, the ship moves off of the planet for some reason. If the planet is not in possession of the player in the Reveal Completed Builds step (in other words, no ships are present and/or insufficent ground forces have been placed their after all movement is completed), then the GMG is not completed and the EPs are lost.  The player could move a ship off of the planet and then return (or move another ship into the hex or drop off the minimum required ground forces) and still complete the GMG, but something has to be present to hold the planet at both steps in the sequence of play.

 

See the rules governing the individual steps in the sequence of play for any additional details.

 

C13 WYN Radiation Zone: The WYN radiation zone (P7.0) has various special effects on strategic movement.  To enter the WYN radiation zone hex, a ship must have at least two pulses of movement remaining in operational movement.  Once a ship enters the zone in operational movement, it may not exit in during operational movement during the same campaign turn.  This will unavoidably lead to a battle with the WYN.  The entering ships are under all the restrictions listed in (P7.0) and will fight a battle setup according to G2.

 

All the rules in (P7.9) apply to ships at the conclusion of the battle.  It is possible that some ships may be “zone-crippled” and will not be able to retreat from the hex until they meet the requirements in that rule (a player may be forced to self-destruct or risk capture.  Ships with down shields do follow (P7.94).  Ships able to retreatt under robot control with a speed of 5-15 will be treated as sublight ships after they exit for purposes of retrograde movement on that campaign turn, rather than the restriction listed in (P7.954) for ships that fit that criteria.  Ships with a speed of 16 or greater or below 5 under robot control do obey (P7.954).

 

Any ships captured in the cluster will be taken into the WYN fleet after a conversion supervised by the GM.  The existing WYN ships, including those in Captain’s Log will be used as a guide for these conversions, but they will naturally be extensive and powerful.  Any of these captured hulls that are eventually recaptured by any other race will be converted to their original configuration at no cost before the capturing player begins any other work on the ship.  Ships with the WYN conversions may not be used by any other race – they would be converted back to their original configuration (at no cost) before any other conversion takes place.


D0 Economics

D1 Collecting EP's: Each homeworld generates 50 EPs per turn, each major planed generates 25 EPs per turn, each minor planet generates 15 EPs per turn.  If a Mining Station is present, each small planet, moon, or asteroid field generates 10 EPs per turn.  Hydrans may collect 20 EPs per turn from a gas giant if they have a SAMS, MB, BS, or BATS in orbit.

 

There is no limit to the amount of EPs that can be stored at a given location.

 

In order for EPs to be used, the source planet must be able to trace a line of supply to the destination. If not noted otherwise, EPs are assumed to be sent to the homeworld as soon as possible. As long as a line of supply exists, however, EPs can be transferred instantly.

 

If a supply line to some portion of a player’s territory is cut, the EPs produced in the area cut off from the homeworld are not lost, but can only be used for production using facilities located in the isolated section of the supply grid.  Once the supply line to the homeworld is reestablished, the EPs may be moved to the homeworld and used for general production as normal.  This could apply to a group of planets and bases or a single planet with enemy ships in the same hex, but with its ground bases still intact.  This could occur if a ship retreats into a hex containing only enemy bases – see section C6 for details on how this can occur.

 

D2 Controlling Planets:  In order to conquer an enemy planet (one that is located in the shaded areas on the map at campaign start), all enemy defenses and bases must be destroyed and the following ground forces must be delivered to the planet and maintained by the conquering forces to control the planet:

Planet Size

GMGs (delivered by tug)

Additional Ground Forces

Homeworld

3

30 BP equivalents (offensive potential)

Major Planet

2

20 BP equivalents (offensive potential)

Minor Planet

1

10 BP equivalents (offensive potential)

See (D15.87) for offensive potential and section E7 for applicable units. 

 

Note that these are the minimum requirements and the GMGs and Ground forces are BOTH required.  The GMGs must be delivered by tug, but additional GMGs can be built at the planet once control is gained.  If at any time, these minimums are not met, control of the planets production returns to the original owner, and the planet will (probably) immediately begin producing defense systems that will have to be destroyed (again) for control of the planet can be regained. Commando ships stationed in orbit may take the place of required garrison bases (size class 4 counts as 1 GMG, size class 3 counts as 2 GMG, size class 2 counts as 3 GMG.  Non-commando ships are not applicable for this purpose).

 

To control an unclaimed planet’s production (one located in the neutral zone – non-shaded area - at the beginning of the campaign – see B7), any existing defenses must be eliminated and a minimum required presence in the system must be established to collect EPs. This minimum required presence can be satisfied by a combination of ships in orbit, garrison bases, or ground forces.  For purposes of this rule, a size class 4 ship in orbit counts as one GMG equivalent, size class 3 or larger ship counts as 2 GMG equivalents, and 15 BP (or offensive potential equivalents) count as one GMG.  A minor planet requires a minimum of one GMG (or equivalent), a major planet requires a minimum of two GMGs (or equivalents).  This GMG can be delivered by tug or can be built while a ship(s) is in orbit or sufficient ground forces are present (however the ship or ground forces must be present at the Order New Construction step AND the Reveal Completed Builds step – see C12).  If the above requirements cannot be maintained, the player will not collect any EPs or be able to construct items at the planet, even though they might still have some forces on the planet.  Unclaimed planets do not become enemy planets (see above) for purposes of this rule once they are claimed – if one race claims the planet, but is then forced off, the planet is still treated as unclaimed – the new “conqueror” does not need to satisfy the more stringent requirements for conquering an enemy planet.

 

To collect EPs from a small planet, moon, or asteroid field, a small ground mining station must be deployed. These facilities cannot produce anything with the EPs they collect.

 

Hydrans may collect 20 EPs per turn from a gas giant if they have a SAMS, MB, BS, or BATS in orbit. 

 

Note that tugs or freighters, following (G14.74), may move small and medium ground bases. In order to use a freighter for this purpose, it must be purchased, as all of the “free” freighters are busy keeping the fleet supplied and the economy on its feet. These bases may be deployed during movement without any penalty to the deploying unit.

 

Due to the limited number of planets on the map (an abstraction for game purposes), planets may not be devastated or destroyed. 

 

D3 Pay Off Deficit Spending: Deficit spending (for repairs only) is possible.  If your EP balance went into the negative numbers last turn (due to deficit repair spending) you need to pay that off if possible. If it's not possible, all ship production comes to a halt, and no other spending (such as further repairs) is allowed.

 

D4 Survey In Off Map Areas: In the Collect EPs step, each race gains EPs from the off map area based on the types of ships assigned to explorer it.  Various ships earn the following EPs per turn if assigned to this duty:

 

Survey ships (see note “*” below)

25

Size class 3 or larger ships with scout sensors (see note “**” below

15

Size class 4 ships with scout sensors

10

Size class 3 or larger without scout sensors

2

Size class 4 without scout sensors

1

* The following ships are considered survey ships for purposes of this rule:

Federation GSX, GSC, CLS

Klingon D7E, D6E

      Romulan KRE, SPC

Kzinti SR, SRI

      Gorn SR, HSR

      Hydran PIC, SR, PGR

      Lyran SR

      ISC SR

      Any HDW that meets the requirements of (G33.41)

** The Federation SC is treated as a size class 3 Scout for purposes of this rule due to its unique 8-sensor configuration. 

 

The maximum number of EPs that can be gained from exploration of the off map area is limited to 25 EPs per campaign turn.  However, if a race loses possession of its own homeworld, this maximum changes to 100 possible EPs until the homeworld is reoccupied.

 

See section C11 for movement into the off map areas.

 

D5 Moving EPs to Allies: Races may provide EPs to an allied power using this procedure.  This might be done by the Romulans in exchange for Klingon hulls for example (but this is not required), or simply to boost an allied economy.  EPs to be transferred are placed in cargo boxes on any ship in supply in the Resupply step in the sequence of play.  The ship may then move to a base, planet, or tug acting as a supply point in the receiving race’s supply grid and transfer the EPs.  Each cargo box can carry 5 EPs (this is an abstraction of course – these “EPs” could represent a wide variety of valuable resourses).  

 

Any ship with cargo boxes can be used for this purpose. In order to use a freighter for this purpose, it must be purchased, as all of the “free” freighters are busy keeping the fleet supplied and the economy on its feet.

 

 

E0 Logistics & Production

E1 Ship Supply: Supply status is determined by drawing a line of supply from the homeworld (or whatever is supplying the EPs) through a series of supply points to the ships that are being supplied. A supply point is one of the following: mobile base, base station, battle station, or planet. Between any two supply points, a supply line can be no longer than six hexes. A supply line does not need to be a straight line, however, so long as its length does not exceed six hexes.

 

A supply point may support an allied fleet. In this case, items that the allied race cannot produce will not be resupplied. A Hydran base cannot supply a Gorn fleet with Pseudo-plasma torpedoes, for instance, and a Romulan planet cannot supply a Lyran carrier with drones for its fighters. A Lyran base that is linked to the bulk of the Lyran supply grid via the Romulan supply grid could supply these items, however.

 

A supply line is blocked if it travels through a hex occupied by enemy ships, an enemy base, or an enemy controlled planet. A supply line between a base and a ship is also blocked if it passes through a supply line connecting two enemy bases. Supply lines between two pairs of bases, or two pairs of bases and ships may cross without blocking.

 

A Mobile Base in transit is not able to extend a line of supply.

 

A Tug (or LTT for this rule), equipped with cargo pods, may be used as the last leg of a supply line from planets or bases to ships. The tug may not move during the turn prior to when it acts as a supply point. If that hex is attacked, the tug does not have to take part in the battle, but if it does, and it disengages or if more than half of its cargo boxes are destroyed, it cannot function as a supply point next turn. If it does not take part in the battle, but its defenders are destroyed or disengage, the tug must retreat from that hex or be destroyed. A tug acting as a supply point is blocked as if it is a ship, not as a base.

 

E2 Determining In-Supply Status: In The Determine In-Supply step, supply status for all ships is determined for the rest of the turn. Even if a ship moves out of its supply line, it will still be considered in supply until the next turn (during this step). The only exception is for post-combat repairs.

 

At this point in time, all ships in supply are resupplied. The drone load outs that have been paid for will be replaced, as will T-Bombs. A ship’s standard complement of admin shuttles will be replaced for free, but MRS and other special shuttles will need to be paid for individually.  Crew units are replaced for free.  Boarding parties are replaced according to section E7.

 

Fighters may be automatically resupplied. Some fighter losses due to combat are replaced for free.  During the Reveal Completed Builds Step, up to 25% of the fighters on a given unit at the start of combat may be replaced for free if lost on the previous campaign turn.  The unit must be in supply to receive these free replacements. This rule may not be used to replace fighters that never existed, and if a ship or base lost than less than 25% percent of its fighters, any “excess” free replacements are lost.  Fighters may not be re-distributed before this free replacement occurs (that occurs in the Resupply step on the following turn – see below). 

 

Replacement fighters in excess of the free replacements must be specifically constructed using the rules listed in section E3. So long as a carrier is in supply, fighters may be transferred to it from any base or planet to which it can trace a line of supply. (Note: this also allows players to reorganize incomplete squadrons at this point, perhaps consolidating some broken squadrons into complete ones and replacing the fighters on the vacated ships with the same or newer fighters). These fighters must have been built in a previous turn. Fighters construction ordered in Step III are not considered to have been built until step X. If a carrier is not in supply, fighters may be transferred to it from a freighter, auxiliary carrier, tug, or FCR that is in the same hex (assuming it is carrying fighters). If fighters are being carried in cargo boxes, each cargo box may hold two fighters.

 

E3 Order New Construction: Ordering new construction occurs in step III of the sequence of play.  Construction includes building new ships, refitting existing ships, building or upgrading bases, and production of those special or optional items that need to be paid for.

 

Ships are built using one of three classes of construction dock, which are limited as follows:

 

 Class IV:  Size Class 4 ships

 Class III: Size Class 3 ships (or smaller)

 Class II:  Size Class 2 ships (or smaller)

 

The previous limitations only apply to new ship construction, with the exception of converting size class 2 ships. That is, any class of dock may refit any ship, or convert any ship up to and including size class 3 ships, but only a Class II dock may convert a DN or BB. A few races have special shipyards that do not precisely follow these restrictions (see section B0).  Size Class 3 ships or smaller may also be refitted at a Base or Battle Station, which can refit one Size Class 3, or two Size Class 4 ships in a turn by forgoing any other construction.  A Starbase can refit one Size Class 2, two Size Class 3, or three Size Class 4 ships in a turn by forgoing any other construction.

 

Only one of each type of variant may be produced or converted by a race per turn. Variants limited by these rules include scouts, maulers, drone ships, stasis variants, commando ships, (true) carriers, and PF Tenders. Survey ships and drone bombardment ships equipped with special sensors count as scouts. Minesweepers are not allowed. Carrier escorts and leader or command variants are not limited by the above rules.

 

When the game begins, each player has a number of docks specified in section B0.  Additional docks may be built at any homeworld, major planet, or in an off-map area for the cost listed below:

 

 Class II:  450 EPs over 5 turns

 Class III: 300 EPs over 3 turns

 Class IV:  200 EPs over 2 turns

 

Note: Class II-IV docks are the large, medium, and small naval construction docks from the SFB Campaign Designer's Handbook.  However, these docks cannot be towed or moved around in any way.

 

Docks cannot be upgraded. They can only be scrapped (50% rebate) and rebuilt from scratch. Scrapping a construction dock takes 1 turn. 

 

Construction docks can only work on one ship at a time. Minimum construction times are as follows:

 

 0-12 warp engine boxes:      1 turn

 12-18 warp engine boxes:     2 turns

 19-26 warp engine boxes:     3 turns

 27-36 warp engine boxes:     4 turns

 37-49 warp engine boxes:     6 turns

 50+ warp engine boxes:       10 turns

 

The total cost of the ship must be paid out as evenly as possible over the number of turns spent constructing it. This number of turns may be extended beyond the minimum if desired.

 

Note that the Year In Service dated listed for ships is just that, the first year that a ship may enter service. Production may begin earlier so long as a ship is not completed any earlier than the end of the turn just before the year it enters service. For example, a Fed NCA that enters service in the spring of Y175 may not finish construction sooner than the end of the winter of Y174.

 

A single prototype ship of a given class may be constructed up to a full year (4 turns) before the class enters service, unless prototypes of that ship class are prohibited. Ships marked as “Y1” in the Master Ship Annex, and all size class 2 ships cannot be prototyped. A prototype is not required to be built.  Ships marked as “Y2” may be prototyped 8 turns earlier than the date on the MSC.  A second “Y2” ship may then be built 4 turns earlier than the date on the MSC.

 

Limited Production ships produced by construction or conversion may not exceed the number historically built (if this number is known – some ships are unique or built in very small, and specific numbers – if no number is known, assume the ship is limited to a single example of the type).  This is the total that can EVER be built – if a unique ship is lost in combat – it is gone forever and cannot be replaced.  Limited production ships usually have an L in the notes section of the MSC, but all specialized DN variants must also obey this restriction. Some specific examples of these ships: Fed DVL (1), DNF (1), FFB (3), CAD (1), CLD (2), CF (3), Klingon C9A (1), E7 (3), E5 (3), RKL (3), F6(4), Romulan ROC (1), TH (1), FFH (3), KDR (3), Kzinti DND (1), BF (2), Gorn DNT (1), BF (2), HSR (1), Hydran IC (1), THR (2), LNH (2), Lyran JGP (2), CF (2), STL (1).  This is not a totally inclusive list, but covers the most likely question areas.  If a ship is not on this list, players should use their own good judgment, reach a mutual agreement on the allowed number, or consult the GM for a ruling, if available.  

 

Conjectural ships are permitted, but unless otherwise noted, the number of these ships cannot exceed size one for size class 3 and larger or two for size class 4. Note this is the number of ships permitted of a specific type, not the total number of conjectural ships permitted per race.

 

Players are limited to ships published in the Basic Set, Advanced Missions, C1-3, J1-2, K, R1-7, M, D3 (separated sections may not be built to operate independently), X1 (modified rules and BPVs in CL 23 are in effect).  The following exceptions for Captain’s Log and Star Fleet Times ships are granted:

SFT34: Romulan BEV, BHB, HFA, HSC, SNC (treat all as limited production – one ship of each type allowed)

CL13: Klingon D7Y, D7Z, D6F (treat all as limited production – one ship of each type allowed)

CL14: Klingon G2C (note that this is a command ship for command limit purposes)

CL16: Federation DGX, Klingon D5XD

CL20: Klingon D6C (command ship), D6I, D6N, E4S, E3C (command ship), Kzinti CLC (command ship), CLD, CLE

CL22: Hydran PGS, Gorn DNC (treat as limited production – one ship allowed), Lyran DDE, DWG

CL23: Skids, Ducktails, Prime Trader, MCR, SK, SSK (all generic units).

CL24: Kzinti FKE, EBC (treat as limited production – one ship allowed).

CL25: Hydran PGC, PGG, PGR (treat as limited production – one ship allowed), PGF (treat as limited production – one ship allowed), Kzinti SRI

 

Captured ships must be converted to home technology following the Brothers of Anarchist articles in Captains Log as closely as possible.  This is treated as a conversion for production purposes and must be performed in a shipyard, no matter how simple the conversion.

 

The cost of T-bombs and/or drone speed upgrades may be paid at any time during construction, but once paid is non-refundable. Once paid for, these items will be resupplied each turn at no cost so long as the ship is in supply. If a drone ship changes its drone load out, the entire cost of the new drones must be paid, with no refund given for the old drones. The basic "free" drone load out consists of either Type-I or Type-IV or some legal mix of the two, all at speed-8.  T-bombs added to a ship may not be transferred to another ship at a later date – they are treated like drones. NSM on old series Romulans are treated like T-bombs – all other ships must purchase replacements after each use, assuming they are able to carry them.

 

All type-H drones in service with a given race are treated as a single pool for drone percentage purposes, as it is impossible to know which type-H drones or how many will be in a give battle, as per (FD21.34). Note that this might allow all the type-H drones on a particular unit to be restricted or limited availability weapons if enough type-H drones are in service with a race’s entire fleet.

 

Other optional items, such as MRS shuttles, drogues, or extra deck crews are one time purchases. If lost, they must be purchased again or they will not be replaced. A ship’s standard complement of shuttles is always replaced for free.  The BPs that come with the ship initially (the number in the MSC) are free, but any additional or replacement BPs are acquired according to section E7.  Any points paid for drone speed upgrades on drogues or MRS shuttles are lost (as are the reloads) if the MRS or drogue is lost.  All races have access to drogues in Y178.

 

Prime Teams, outstanding crews, and legendary officers may not be purchased.  They are gained using rules in section I0.

 

Converting a ship takes half as long (rounded up) as it would to build it. If the conversion shifts a ship from one building class to another (as in the case of a Lyran CA being converted to a DN), the conversion time is based upon the new size. The cost, in EPs, is equal to the difference in the economic costs. If the new class costs less, then there is no cost in EPs, just time.

 

An incomplete ship (one that takes more than a single turn to build) can be converted during construction, but once the conversion is started the ship must remain in the shipyard for the time required to complete the conversion, even if it exceeds the normal build time for the original hull.  For example, a DN has completed four turns of construction (it takes six to complete).  The owner wishes to complete the hull as a CVA rather than a DN (assumes that the CVA is a variant of the same hull).  A size class 2 ship takes three turns to convert, so the ship must spend an additional three turns in the yard to be completed as a CVA (a total build time of 7 turns, rather than 6 to complete the ship as the originally planned DN).  This rule may not be used to shorten the construction time for an incomplete ship.  For example, a DN with only one turn of construction completed may not be converted to a CVA at that point to get the ship out sooner.

 

One exceptional case in incomplete ship conversions is the B8 Combined DN.  A B8 is built by “converting” an incomplete B10 with at least five turns of construction completed.  This is treated as a DN conversion, taking three additional turns.  In other words, the quickest a B-8 could be produced is 8 turns, but it could take longer if the player elects to start the conversion later in the B10 production cycle.

 

Refitting a ship always takes one turn.  The cost is equal to the printed refit cost.  Refits may not be prototyped.

 

Klingon K-refits are a special case.  The Klingons may produce two ships with a K refit (by conversion, refit, or new construction) per year beginning in Y170.  All Klingon ships entering service in Y175 or later may include or receive the K-refit.  This is to resolve a rules ambiguity in the rulebook.

 

Klingon Penal ships have poor crews and cannot be converted to another variant of the same hull or sold for conversion to a KR hull by the Romulans.

 

One ISC ship per turn may receive two rear-firing Plasma-Fs by refit, conversion, or new construction beginning in Y171.  The full number rear-firing Plasma-Fs may not be added if the number exceeds two.  The cost of this refit is 4EPs.  In Y179, the ISC may begin adding the full number of rear-firing Plasma-F by refit, conversion, or new construction without restriction, at a cost of 2 EPs per launcher.

 

Romulans may not build any KR type ships after the initial setup.  However, they may convert any ship provided by the Klingons to the equivalent KR type.  This may be done as soon as the Klingons provide the appropriate hull type – the Romulans need not wait to convert the ship until the date on the MSC.  For example, if the Klingons activate the mothballed C6 on turn 1, it could be transferred to the Romulans for conversion to the K9R immediately, and as soon as it arrives in the appropriate shipyard, it can begin conversion (This rule also specifically allows the Romulans to convert a C6 or a C9 to the unique K9R). They could potentially complete the ship prior to Y172 (the date on the MSC).  This also applies to the Klingons and the RKL.  The Klingons cannot build these ships – the Romulans must provide the hulls.  The transfer of ownership must be announced in the reveal completed builds step (ownership is important for determining retrograde destinations, etc). Ownership can be transferred at any point before the ship is converted to foreign service, ie during transit, but once the transfer occurs, the new owner treats the ships as an unconverted captured ship (no firing weapons, etc) until it is converted.  Note: A player may choose to transfer ownership early so the ship can take advantage of retrograde movement to get it the shipyard earlier or may choose to have the original owner move the ship to the new owners shipyard so the ship will be ready to fight if attacked. Other allied races may not exchange ships in this manor.

 

Tholians may not produce more than two web casters per campaign year after the arrival of the Neo-Tholians. Additional Neo-Tholian ships may not be constructed.

 

Replacing the modules on a Romulan Sparrowhawk or Seahawk only requires spending one pulse of movement at a base, assuming the proper modules are available. One pulse of movement is always lost, even if the swap occurs at the end/beginning of operational movement.  These modules can be constructed by a base in place of augmentation modules. Changing Firehawk modules requires a standard conversion, as does adding Mauler modules to a Sparrowhawk. Mauler conversions are always permanent, as are the installation of Sparrowhawk-J modules.

 

Changing the configuration of a Heavy War Destroyer is treated as a refit.

 

Changing the option mounts on a WYN or Orion ship is treated as a refit.  However, if an Orion is hired as a mercenary, and the option mounts are changed by the hiring player, no refit is required.  See I4.

 

If the hex in which a ship is being converted or refitted is attacked, the ship may fight in its own defense. If the conversion or refit is to be completed this turn, it will fight in its converted or refitted state. If the conversion or refit will be completed on a future turn, it fights in its original form.

 

Fighters and PF's may be built at any planet or base, with the exception of MB's. Fighter and PF production is restricted on a per turn basis as follows:

 

 Homeworld:                   12 Fighters OR 6 PFs

 Major or Minor Planets:      4 Fighters OR 2 PFs

 Starbases:                   6 Fighters or 3 PFs

 BATS:                        4 Fighters OR 2 PFs

 BS:                          2 Fighters OR 1 PFs

 

Medium bombers (3-space) and heavy bombers (4-space) count as PFs for production purposes.  Note that bombers may only operate from special planet-based facilities.

 

Fighters, bombers, INTs, and PFs may be built even if there is no base or ship that can hold them. They must be stored in cargo boxes at a specified location and cannot be moved out of this storage for use in combat until the Resupply Step.

 

Fighters, bombers, INTs, and PFs may not be prototyped.

 

Fighters, bombers, INTs and PF's may not be converted, but may be refitted. This takes one turn at any shipyard or base. These refittings take the place of fighter or PF builds, and are subject to the same numerical restrictions.  Fighters may be scrapped for a 25% rebate.

 

If the Federation elects not to build interceptors or PFs, it may produce F-111 heavy fighters without any numerical restriction. If the Federation does build any interceptors or PFs, it may not have any F-111s in service at the same time (existing F-111 must be placed in storage or scrapped).

 

Megafighters are very restricted in most cases.  The cost to upgrade a fighter to a megafighter is equal to 50% of the COMBAT BPV (plus the additional cost of drone speed upgrades).  Unless otherwise defined, no race may have more than 12 megafighters in service at any one time, but they need not be deployed as a single squadron (per the rules in Module J2).  Additional megafighters beyond this limit may be built, but they must be left floating in orbit as excess fighters.  Two exceptions to the 12-megafighter-limit exist.  The Hydrans, with their heavier reliance on fighters may have up to 18 megafighters in service at any one time.  If the Federation elects not to build interceptors or PFs, it may produce megafighters without any numerical restriction (as part of the infamous “3rd way”).  If the Federation does build any interceptors or PFs, it may not have more than 12 megafighters in service at any time and must place any extras in storage.  Megafighters are available on the dates specified in Module J2.  They may not be prototyped.

 

Interceptors are treated as PFs for all purposes in these rules, unless specified otherwise.  They cannot be equipped with warp booster packs in the first campaign turn that they are available, in accordance with (K3.61).  Interceptor scouts (K3.75) can be built for the same BPV as normal interceptors, but it is worth noting that these experimental units are very limited in their abilities and do not allow interceptors to raid independently beyond their own hex (see C10).  In most cases, interceptors will be based on prototypes of PF Tenders and PF modules on bases, as most PF tenders did not enter normal service (according to the MSC) until PFs were introduced.

 

Summary Chart of construction allowed per turn:

 

Ships

Pods/Modules/Ground Bases (double these numbers if no fighters produced)

Fighters/PFs

DefSats

Homeworld

N/A

1/1/2

12/6

2

Planets

N/A

0.5/1/1

4/2

1

SB

N/A

1/1/2

6/3

0

BATS

N/A

0.5/1/1

4/2

0

BS

N/A

0.5/1/1

2/1

0

Type II Dock

Size Class 2

6/12/12 (instead of ships)

0

4 (in addition to ships)

Type III Dock

Size Class 3

4/8/8 (instead of ships)

0

3 (in addition to ships)

Type IV Dock

Size Class 4

2/4/4 (instead of ships)

0

2 (in addition to ships)

 

 

E4 Planetary Defenses: Planets of all types are limited in the number of ground bases they may have. Planets may possess no more than 1 direct fire or seeking weapon ground base per hex facing. Planets may have, in addition, no more than one fighter, bomber, PF, or SCS ground base. In addition to that, a planet may have up to three ground-warning stations total, and one garrison base per hex face.

 

Only small and medium ground bases are allowed. Note that tugs or freighters, following G14.74, may move small and medium ground bases. In order to use a freighter for this purpose, it must be purchased, as all of the “free” freighters are busy keeping your fleet supplied and your economy on its feet. These bases may be deployed during movement without any penalty to the deploying unit. Large bases must be built in orbit, and there can be only one.

 

A planet may produce one ground base per turn on its own, or two per turn if it is producing no fighters or PFs. Any number of bases (up to per planet limits) may be placed if built elsewhere and brought in by starship. Ground bases cannot be upgraded. They can only be scrapped (25% rebate) and rebuilt.  A player must have possession of the planet in the Reveal Completed Builds step to complete this construction (See sections C12 and D2).  Any incomplete ground bases under construction on a planet when enemy forces take it are lost (as are the EPs spent to build them).  The new owner of the planet does not capture the incomplete facilities.

 

Up to five defense satellites may be placed in planetary orbit. These cannot be placed around solitary BS/BATS/SBs. Either a SAM or large base in orbit, or ground stations equipped with special sensors with full 360-degree coverage around the planet must exist for these satellites to function. A planet may produce one defense satellite per turn without affecting other production limits.

 

Moons and small planets shown on the strategic map have no atmosphere and can only support a maximum of four ground bases.  They may not use DefSats.

 

Only mining stations may be deployed in asteroid hexes.

 

A SAM may only be placed in orbit around a planet, not in open space. SAMs may be constructed by a dock and towed into place by a tug. Alternatively, a planet may produce its own SAM by forgoing all other construction for a turn.

 

E5 Large Orbital Bases: Large bases are established, either in open space or orbiting a planet, in a series of steps. The base must first be established by producing a Mobile Base in a construction dock and using a tug to move it to its new home. The MB may be set up at the end of the turn, should its tug survive combat.  Alternatively, a MB may be set up or broken down for towing during operational movement, but this requires the tug to expend two of its available movement points to complete this operation before it can move out of the hex or for the base to be available in combat after operational movement.  A MB set up during operational movement is treated as having been set up in the “Reveal Completed Builds Step” for all other purposes in the rules (it can not be used as a deployment site for new construction on that turn for example).

 

Once a mobile place has been established, larger bases may be built. It takes two turns to build a Base Station. The cost of the base must be split evenly over those two turns, and a tug must be present. If either the tug or the mobile base is destroyed during the first turn, the EPs spent are lost and no progress is made towards the larger base. If the hex is attacked during the second turn, the new base will appear on the map in an inactive state. If it is destroyed, the second turn’s EPs are lost and the base must be built from scratch. If either the MB or tug is destroyed but the embryonic base station is not, the base will be completed at the end of the turn. Any damage inflicted upon the inactive base must be repaired, of course.

 

Once the Base Station is completed, the Mobile Base becomes inactive. It may then be towed to a new location by tug.

 

Base Stations may be upgraded to Battle Stations. This requires the presence of a tug, takes one turn and the difference in EPs. BATS may only be created by upgrading a Base Station. They may not be built directly.

 

Base Stations and Battle Stations may be scrapped by a tug in one campaign turn (50% rebate).  The Tug must remain in the hex for the entire campaign turn.  If the base is attacked in the turn it is being scrapped, it is treated as an incomplete base station during the final turn of construction (in an inactive state). If the base is destroyed, only half of the rebate is received (25% rebate).

 

Starbases may not be produced by any means. The three that exist (Federation, Klingon, and Romulan) at the beginning of the campaign cannot be replaced.

 

A base may produce its own augmentation modules without any outside help, in addition to its other production. A Base Station or Battle Station may produce one module per turn. A Base Station or Battle Station may have no more than two fighter and one PF module.  A Starbase may produce two modules per turn and may have a maximum of four fighter modules and two PF modules (the Federation may add two fighter modules in Y179 if they choose not to develop interceptors).  The Federation Starbase may also use the special A-10 bay in the docking module.  Other modules are not restricted beyond the normal rules.

 

All cargo pods are free (includes Lyran, Romulan, or Hydran cargo pallets but not base augmentation cargo modules).  See the section E6 for details on how these can be used on Tugs and bases.

 

Tholians may maintain globular webs around their bases at zero strength for 1EPs per web hex per turn.  This must be paid every turn to maintain the web.  If this cost is not paid, no webs will be present at the base on the following turn.  These webs start any scenarios at zero strength.  Web points may be purchased to increase the starting strength of webs according to (G10.82), but this cost must be paid each turn.  Large asteroids for use as anchors (G10.821) may not be purchased or obtained by any means (the cost is 0.25 EPs per web strength point per web hex).  Webs purchased in this manner must be globular and may only be established around orbital bases.  Note, this specifically prohibits “buzz saws”. For example, maintaining a six hex globular web around a base station will cost 6 EPs per turn for a zero strength web.  For the same web to start a scenario at strength 5, a cost of 13.5 per turn must be paid.

 

E6 Reveal Completed Builds: Any construction that is completed during a turn takes effect is announced in step X, and is revealed on the map if appropriate. Ships that are newly built or converted may immediately be moved to any base owned by that race that can trace a line of supply to the construction dock that built the ship. Allied bases are not valid end points. Only the production of ships and large bases (not optional items, ground bases, pods, undeployed mobile bases, etc.) need to be announced.

 

A mobile base may be deployed at this time. Doing so must be announced and revealed on the map.  Other new construction my not be deployed to a mobile base in the same turn that it is initially deployed.

 

At the end of every turn, during the reveal completed builds step, a player may assign cargo pods to bases, or tugs that are in supply, with vacant docking spaces to hold them.  This is the only time when this change can be made.  Incomplete bases are not eligible.  If a tug is already carrying some other pod, it must drop it to add the cargo pods.  The dropped pods may be docked to another eligible unit in the strategic hex at this point or be left to operate independently (This could make some pods little more than a target).  The tug will carry these cargo pods until the beginning of combat on the following turn (it may not drop the cargo pods before Impulse 1 of Turn 1 in a combat scenario) unless it stops at some location during strategic movement to pick up another pod.  Tugs carrying cargo pods may not simply drop the cargo pods and increase speed – they must carry the cargo pods or pick some other type.  These cargo pods will impact the tugs strategic speed for that turn, based on the characteristics of each tug.  This rule is places restrictions on tugs using this rule at the strategic level in exchange for the increased durability it gives them in combat.  Ships acting as a supply point are unaffected, as they may not move while serving as a supply point in any case.  

 

E7 Production and Replacement of Ground Forces: All ground forces, including boarding parties that are replacements for those included in a ship’s BPV, must be purchased.  At the start of the campaign, each race is provided with a fixed number of EPs to purchase ground forces (they may not be used for any other purpose).  This entire balance is used at this point and these forces must initially be deployed to the planets of the purchasing race.  In the Resupply step in the sequence of play, these ground forces may be reallocated to any units in supply, obeying the allowed maximums for each unit in the various SFB rules.  No more than 10% of these EPs may be used to purchase Commandos, Heavy Weapon Squads, Combat Engineers, or CEVs.  No more than 40% of these EPs may be used to purchase GCVs, GAVs, Tanks, Trans-howitzers, Armored Ammo Vehicles, APVs, CPVs.

     

In the reveal completed builds step of each turn, each race receives EPs for ground forces equal in value to 10% of the EPs produced by that race’s Homeworlds, Major Planets, and Minor Planets (Note: this is separate pool of EPs from the race’s regular treasury used for most purchases).  These forces are initially placed on planets and may be moved in the Resupply step of the following turn to any units in supply.  No more than 20% of these EPs may be used to purchase Commandos, Heavy Weapon Squads, Combat Engineers, or CEVs.  No more than 40% of these EPs may be used to purchase GCVs, GAVs, Tanks, Trans-howitzers, Armored Ammo Vehicles, APVs, CPVs. If additional ground forces are desired, they must be purchased as part of normal production (like other Commander’s Option Items).

 

Available ground forces include: BPs, Commandos, Heavy Weapon Squads, Combat Engineers, GCVs, GAVs, Tanks, Trans-howitzers, Armored Ammo Vehicles, APVs, CPVs, CEVs.  Only these types may be purchased.  Specific rules covering these units are located in (D15.8).  Trans-howitzers and Armored Ammo Vehicles receive free reloads each campaign turn if they are in supply.

 

All shuttles capable of ground combat, excluding Admins, MRS, and SWAC (see G8) are also purchased from this pool, using economic BPVs.  They are not free as Admins are.  This applies to all ships that carry these shuttles, including the GAS shuttles initially included in the purchase of Gorn ships.  A player may elect to replace these shuttles with Admins for free rather than purchasing the replacements.

 

This rule does not include crew units by any means, which are replaced each turn for free.

 

E8 Mothballed Ships: Several races begin the campaign with ships in mothballs.  These inactive ships are either old units that have been decommissioned but retained for emergency use, or simply laid up during peacetime (such as the Fed DNs).  These ships can be reactivated by performing a reactivation refit at a facility in their hex capable of conducting the refit.  The cost of this refit is equal to 25% of the ship’s economic BPV.  This reactivation refit may be paid for simultaneously with a conversion or additional refits of the hull.  The mothballed ships may also be towed to a refit facility in another hex is necessary, but they cannot move on their own.  Klingon ships in mothballs must be reactivated in a Klingon facility before they can be transferred to the Romulans (if the Coalition chooses to do so) – they must then be converted to Romulan technology in Romulan shipyards.  Mothballed ships cannot be reactivated prior to turn 1 (in other words, they can not be placed in service with the initial fleet deployments).  Once mothballed ships are reactivated, they may be deployed to any friendly base or planet just as a newly constructed or converted ship could.

 


F0 Command Limits

F1 Command Ratings: All ships have a command rating equal to on half of their Federation and Empire command rating, retaining any fractions.

 

The ship with the highest command rating in a fleet must be the flagship in battle. Crippled ships are excused from this duty, unless there are no other candidates. The flagship may command a number of ships in battle equal to its command rating.  Each ship type has a weighted “command cost” that is counted towards the flagship’s command rating for this purpose – not all ships equal exactly 1 command slot – see below.  Flagship status and fleet size are only important in setting up a battle. Once battle begins, the loss of the flagship does not require additional ships to disengage.

 

When attacking a Base Station or conquered planet, the flagship’s command rating is increased by one. When attacking a planet protected by a Base Station, or a Battle Station, the flagship’s command rating is increased by two. When attacking a planet protected by a Battle Station, the flagship’s command rating is increased by three. When attacking a homeworld, the flagship’s command rating is increased by four.  If the homeworld is protected by a Starbase, the attacking flagship’s normal F&E command rating is used.

 

F2 Weighted Command Costs: Each ship type “costs” a different amount when constructing a fleet within the allowed command rating of the flagship.  This cost is the amount of the flagship’s command rating that the ship “consumes” when part of the fleet.  All costs are listed on the chart below.  In general, the larger and more powerful the ship, the greater the command rating cost it will carry.  Leaders (such as command cruisers) are more expensive than other variants of the same hull, but they reduce the command rating impact of up to two non-leader variants or base hulls included in their squadron.  For example, a Federation CA costs 1.0 command slots.  So 3 CAs will cost 3 slots.  A CC costs 1.1, but if accompanied by a CA and CAD, they will only cost 0.9 each.  So a CC, CA, and CAD will consume a total of 2.9 command slots.  While this difference might seem trivial, it might also allow the inclusion of some other ship in the fleet that might not be allowed otherwise.

 

Ship Class

Base Command Cost

Leader Cost

Cost for each ship accompanying a leader in a squadron(max 2)

BB1

2.5

N/A

N/A

DN, DNL2

2.0

N/A

N/A

BCH3

1.5

N/A

N/A

BC SPECIAL4

1.2

1.2

N/A

CA, NCA5

1.0

1.1

0.9

CW, CL6

0.8

0.9

0.7

HDW7

0.8

N/A

N/A

DW8

0.7

0.8

0.6

DD9

0.5

0.6

0.4

FF, POL10

0.4

0.5

0.3

1.    BBs include all ships with 60+ warp engines.  This includes the Klingon B8. This also includes the Seltorian Hive ship. 

2.    DNs and DNLs include all size class two ships not included in the BB definition.

3.    BCHs include the following types and any variants: Fed BC; Klingon C7; Romulan KH; Kzinti BCH; Gorn BCH; Hydran OL; Lyran BCH; LDR BC; Orion BCH.  All move cost 1 X-cruisers are included in this category. These ships may act as leaders for ships in the CA/NCA and CW/CL categories (the BCH ship will still cost 1.2, but the ships they lead will be counted at the discounted rate).  Ships in this category may not lead each other. ISC, Klingon, Lyran and Kzinti Battle Tugs (tugs carrying one or more battle pods, space control pods, or drone bombardment pods) are included in this category, but may not act as leaders. 

4.    BC SPECIALs are a small group of ships classed between BCHs and CA/NCAs.  This includes all CCHs; the Lyran BC; Orion BC; Romulan SUP, NH, TH.  These ships may be used individually or as leaders of CAs/NCAs or CWs/CLs at the same cost (the BC SPECIAL ship will still cost 1.2, but the ships they lead will be counted at the discounted rate). A Federation or Gorn TUG or LTT carrying a Battle Pod (but not a LBP) is included in this category, but may not be used as a leader.  

5.    CAs and NCAs include all size class 3 ships not categorized as a BCH or BC SPECIAL with a move cost of 1.0. All CCs are considered Leaders in this category.  The Romulan KE is not treated as a Leader – it is a standard CA. All size class 3 X-ships with a move cost less than 1 are included in this category. Any ship in this category may lead ships from the CW/CL category (the CA/NCA ship will still cost 1.0 (CCs will still cost 1.1), but the ships they lead will be counted at the discounted rate).  All Tugs (with no pods or any pods other than the special cases listed above), and all LTTs carrying any type of battle pod not included in one of the above categories are included in this one, but may not be used as leaders or as part of a squadron (i.e. they may not be “led”). See below for LTTs with carrier pods.  Monitors are included in this category, but may not be used as leaders or receive the discount for being led.

6.    CWs and CLs include all size class 3 ships with a move cost less than 1.0. All Light Command Cruisers and War Cruisers Leaders are considered Leaders in this category.  LTTs not carrying a battle pod are included in this category, but may not be used as leaders or as part of a squadron (i.e. they may not be “led”). See below for LTTs with carrier pods.

7.    HDWs include all size class 4 ships with a move cost greater than 0.5.  All size class 4 X-ships with more than 20 warp are included in this category.  No “Leader” versions of these ships exist. Any ship in this category may lead ships from the DW, DD, or FF/POL category (the HDW ship will still cost 0.8, but the ships they lead will be counted at the discounted rate).

8.    DWs include any size class 4 ship with a move cost of 0.50 and with more than 16 warp.  All size class 4 X-ships with 20 or less warp are included in this category. The Romulan SKC is treated as a Leader in this category, though other Skyhawks are treated as DDs.  Leaders in this category may be used to lead ships from the DD and FF/POL categories (but standard DWs may not) – (the DWL will still cost 0.8, but the ships they lead will be counted at the discounted rate).

9.    DDs include any size class 4 ship with a move cost of 0.50 and with 16 or less warp. The Klingon F5C and F5L is a leader in this category.  The Federation DDL is not treated as a leader, but as a standard DD.  Ships in the DD category may be used to lead ships from the FF/POL categories – (the DDL will still cost 0.6, but the ships they lead will be counted at the discounted rate).

10.FFs and POLs, include all ships with move costs below 0.5. Police Flagships are considered to be leaders in this category.

 

If a tug has the highest command rating in a fleet it is the flagship unless another ship has the same command rating, in which case it is the player’s choice.  If it carries a carrier pod, it is treated as a carrier, and must be escorted.  LTTs are treated as Tugs for command limit purposes and may perform any mission a tug can.  Note however that an LTT will be considerably slower than a Tug carrying the same payload and in many cases, an LTT can only carry a single pod.  This may restrict a single LTT from performing some missions, such as moving both sections of a MB.  As with tugs, an LTT carrying a carrier pod must be escorted.  An LTT can act as a supply point just as a tug can, and can be used for building and scrapping orbital bases.

 

There is no free slot for scouts as in the normal SFB or F&E rules.  Scouts are treated as any other variant of their base hull class, count against the command limit, and may be integrated into a squadron.

 

Freighters and civilian ships of various types may be included, but they may not be used as leaders or as part of a squadron to receive the discount.  All small freighters are treated as FF/POLs and all large freighters are treated as DDs.  This also includes Q-ships.

 

Modular Dreadnoughts, such as the Romulan Omnihawk, Megahawk, or Demonhawk cannot be used to fill escort, or tug roles for command limit purposes, even if they carry modules designed for those functions.

 

ISC fleets are subject to the E11.17 limit on PPD’s in a fleet.

 

Tholian fleets are subject to the E12.16 limit on the number of web casters in a fleet.

 

Andromedan fleets do not use these rules.  They are limited to no more than one Dominator variant or two Intruder variants in a fleet.  A Conquistador variant or Python may operate in company with a Dominator, or may replace one of the two Intruders.  These ships may carry any legal group of Satellite ships under normal SFB rules.

 

Ground bases and defense satellites do not count against command limits.  Orbital bases (BS, BATS, SB) may be used as the flagship at the owning players option, but they are not required to count against command limits.

 

F3 Carrier Groups: Carrier groups operate in a way similar to leaders and squadrons. Size class 2 carriers require 3 escorts, size class 3 carriers require 2 escorts, and size class 4 carriers require 1 escort, unless the carrier is specified in its description as being able to operate without escorts. One extra escort beyond the minimum is allowed. Different escorts than those listed in the carriers R-description may be used, but a size class 4 escort must fill at least one escort slot. Only real carrier escorts may fulfill this duty (ships with an “E” in the notes column on the MSC).

 

For purposes of command limits a carrier is treated as a normal (non-leader) variant and its escorts are treated as “led”. For example, a Fed CVS is accompanied by a NAC and a DEA in a fleet.  The CVS costs 1.0, the NAC costs 0.7 and the DEA costs 0.4, for a total cost of 2.1. 

 

The ships in a carrier group may not be split up and mixed with other non-carrier group ships to form a squadron. They are always treated as a separate squadron under these rules. 

 

If carrier appears without its escorts, its command cost is doubled.  Individual carriers without escorts may not be integrated into a squadron to reduce this penalty.  The Federation CVL is an exception to this – it is not required to operate with escorts, and will not be penalized if it appears without them.  Other carriers, such as the Federation DVL may operate without escorts while operating as an independent raider, but in such cases, the ship will not be part of a larger fleet and these penalties would be irrelevant.

 

If carrier escorts not escorting a carrier appear in a fleet, their command cost is doubled.  They may not be integrated into a squadron to receive the discount for being led. 

 

A carrier can always command a single carrier group, and may be the flagship of a larger fleet if its command rating allows.

 

HBMs, carrier pods, or any other carrier may be used to carry admin shuttles.  These extra shuttles will be treated as ground combat shuttles for campaign economic purposes - they must be purchased separately and, if destroyed, they must be purchased again, either as part of the ground forces replacements in E7 or as normal production.  Replacement is not automatic.  In addition, any shuttles purchased in place of fighters on these units will not be treated as "originally assigned shuttles" for the purposes of (J3.16), which means they will not be eligible for use as a WW (but could be used for some other missions).  This will allow carrier pods to be used to carry large numbers of GAS shuttles for planetary attacks for example - a historical use for those units.

 

F4 Attrition Units: Fighters carried by carriers do not count against command limits. PFs carried by PF Tenders do not count against command limits. There may be, however, no more than 24 fighters in a fleet. 12 of these fighters may be replaced with six PFs in a formal flotilla based on a PF tender.  Up to six casual PFs may be carried by various ships instead of a formal flotilla based on a PF tender, but the total number of PFs in a fleet may not exceed six (except where noted below).

 

The full fighter/PF complement of any single ship (such as a Federation SCS or SCSA or Kzinti SSCS) may always be used, even if it exceeds these limits

 

Hydrans, with their casual carriers, are allowed a combination of up to 36 fighters and may replace 12 of these with one PF Flotilla.

 

Lyrans, with their emphasis on PF deployment, may replace all 24 of their allowed fighters with two flotillas of 6 PFs each.  These may be carried on tenders or casually. 

 

Heavy fighters are treated as PFs for purposes of this rule.

 

The fighters or PFs of a defending base or planet do not count as part of any of the above limits.


G0 Combat

G1 The Tactical Map: Once ship movement is complete, hexes that contain more than two or more non-allied races’ ships must be resolved. If three or more races have ships in a hex, there will still be only one battle, as the allied fleets will fight together.  Terrain will only be used if it is shown on the strategic map, or if specifically called for elsewhere in these rules.

 

The map for all battles will be a 2x2 map.  This may be approximated by a standard 42x30 hex map, which floats around a center point: a planet, base, terrain feature, or center marker. Note: This is the order of precedence. If a planet is present, it is the center point.  If no planet is present, but a base is, the base is the center point.  If neither is present, a non-area terrain feature will be the center marker (a moon, comet, pulsar, or black hole, for example).  If none of these are present, a simple counter is used to mark the map center.  The map may float freely around this center point as needed, but the center point must remain on the map.  If a ship moves in a way that will force either it or the center point to “float of the map”, the ship will have disengaged.  This is roughly equivalent to a 2x2 map and will be satisfactory in most cases, particularly when space is limited or battles are played with miniatures.  Setups for a single map floating around a center point and a 2x2 fixed map are provided for each case below.

 

 

 

 

 

A

 

 

 

 

 

 

B

 

 

 

C

 

 

 

 

 

 

D

 

G2 Battles in a previously occupied strategic hex: If a strategic hex was occupied by one side from a previous campaign turn (usually in the case of base or planetary defense), the following set up will be used:

2x2 fixed map

Defender (set up first): Setup within five hexes of 4230 on map A, WSIII, speed max, heading player’s option.

Attacker: Setup within five hexes of 0101 on map A, WSIII, speed max, heading C .

Single map with a floating center point

Center point at start: 4230

Defender (set up first): Setup within five hexes of 4230, WSIII, speed max, heading player’s option.

Attacker: Setup within five hexes of 0101, WSIII, speed max, heading C.

 

Ships may disengage in any direction.

 

G3 Meeting Battles: If two opposing sides entered a previously unoccupied hex by operational movement, a meeting engagement occurs.  Raids and Patrols will always use this setup, but weapon status and starting speed may be modified.  Both sides set up simultaneously.  Note that pinning and screening battles are handled separately.

2x2 fixed map

Fleet one: Setup within five hexes of 2215 on map A, WSIII, speed max, heading C.

Fleet two: Setup within five hexes of 2215 on map D, WSIII, speed max, heading F.

Single map with a floating center point

Center point at start: 2215

Fleet one: Setup within five hexes of 0101, WSIII, speed max, heading C.

Fleet two: Setup within five hexes of 4230, WSIII, speed max, heading F.

 

Ships may disengage in any direction.

 

G4 Screening Battles: The ships remaining in the screening hex must participate in a combat scenario, assuming the ships that were screened did not retreat (in step 3 of the screening process defined in C8).  Neither side may disengage by any means before the end of turn 4 (unless, naturally, one side is destroyed before this point).  Both sides set up simultaneously.

2x2 fixed map

Screened ships: Setup in within two hexes of 4215 on map A, WSIII, speed max, heading D.

Screening ships: Setup in within two hexes of 4215 on map C, WSIII, speed max, heading A.

Single map with a floating center point

Center point at start: 2215

Screened ships: Setup in within two hexes of 2201, WSIII, speed max, heading D.

Screening ships: Setup in within two hexes of 2230, WSIII, speed max, heading A.

 

Ships may disengage in any direction on or after impulse 1 of turn 5.

 

G5 Pinning Battles: In the case of pinning battles, ships that have been pinned must do ONE of the following to defeat the pin and move on to their planned destination:

1. The pinned ships must force all pinning ships to disengage before the end of turn 4

2. All pinning ships must be destroyed or captured before the end of turn 4. 

3. Pinned ships must that disengage off the map in a specific direction (defined in G6) by the end of turn 4 may move on, but any ships left on the map after this time may not move on.

 

Once a pinning battle is finished, any surviving ships from the pinned force that meet one of the above requirements may move on to “catch up” with their planned movement up to the limits of their remaining strategic movement. If case 1 or 2 occurs, all pinned ships may move on.  In case 3, only the ships that disengage in time may move on. 

 

Pinning battles are played before other battles, as some of the pinned ships may be able to reach their targets and join other ships participating in other battles.

 

2x2 fixed map

Pinned ships: Setup in within five hexes of 0101 on map A, WSIII, speed max, heading C. Pinned ships must disengage by exiting the anywhere on the edge of map D by the end of turn 4 to advance (it is possible some ships may make it off the map in time to advance but others may not) OR force the disengagement, destruction, or capture of all pinning ships (or ship equivalents – see C5) by the end of turn 4 (if this occurs, all pinned ships may advance, even if they could not exit the map by the end of turn 4).

Pinning ships: Setup in within two hexes of 4230 on map A, WSIII, speed max, heading F.  May disengage in any direction.

Single map with a floating center point

Center point at start: 4230

Pinned ships: Setup in within five hexes of 0101, WSIII, speed max, heading C. Pinned ships must disengage by exiting the map by “moving the center point” off of the map via the 01xx or xx01 hex row by the end of turn 4 to advance (it is possible some ships may make it off the map in time to advance but others may not) OR force the disengagement, destruction, or capture of all pinning ships (or ship equivalents – see C5) by the end of turn 4 (if this occurs, all pinned ships may advance, even if they could not exit the map by the end of turn 4).

Pinning ships: Setup in within two hexes of 4230, WSIII, speed max, heading F.  May disengage in any direction.

 

Tactical Note: An average speed of 21 over four turns will be enough for the pinned ships to cross the map and move on, assuming they can take a relatively direct path across the map.  If they are forced to take a longer, less direct route, getting across the map in time may be more difficult.

 

G6 Planetary Defenses Setup: The arrangement of any planetary defenses are laid out before the ships are placed on the map, with the owning player positioning the respective bases on the planet’s six hex sides.  Then a die is rolled and the planet’s “A” hex side is faced in the direction of the result (in the appropriate hex).  The defending player then places any orbiting bases or other units at his discretion, within 5 hexes of the planet.  Finally, the attacking player places his fleet in the opposite corner of the map (within 5 hexes of 0101 or 4230). 

 

G7 Other Combat Notes and Restrictions: Each side forms a single battle fleet in accordance with the fleet command limit rules (F0). If using a mixed fleet, the majority of the fleet ships must come from the race that provides the flagship. Ships that are not part of the battle fleet do not get to fight. Reserves do not get to join the battle in progress, as this could severely prolong battles.  Eventually one side will either be destroyed, or will retreat. At that point, all ships from that side not involved in the battle must retreat from the hex. If there is no legal retreat path for the ships, then they may not retreat, but must fight to the death. This may result in more than one battle being required to resolve a hex (for any ships that may have been left out of the original battle).

 

Once a battle is completed, any surviving ships may check to see if a Legendary Officer was “discovered” during battle. See the rules under Legendary Officers (I1).  After any battle, a ship may conduct repairs within its normal CDR limits (assuming it had CDR capacity remaining).  This is in addition to repairs conducted in the Repair Ships step described in section H0.

 

Before “catching up”, ships which were pinned and managed to advance may repair a limited amount of damage if they were in supply this turn, as detailed in the repair rules.  Drone racks may be replenished by drones in “deep storage” and spare shuttles may be broken out to replace losses. Once repairs are complete, they may follow their movement plots to the limits of their current speed, taking into account hexes already moved. This “catch up” movement may not be reacted to. These ships have the option of either following their original movement plot, or staying in their current hex. 

 

G8 Ground Combat Procedures: Ground combat is resolved using a simplified procedure instead of the using all of (D15.0). Each planet is treated as a single Ground Combat Location (GCL) with no control stations (D15.11). All defending ground forces assigned to the planet are located in this location and BPs from any ground bases may move there to participate in combat as well (but will not be present to defend the ground base if it is boarded directly). All ground bases on the planet may be attacked from this GCL once it is controlled by the attacker, using (P2.75) (These ground bases can still be attacked directly by ships in space of course). The combat procedure in D15.3 is used to resolve ground combat. Only Ground combat variants of shuttles (GAS, GBS, etc.) may be used in the ground combat.

Remote areas exist, but are only used as drop off points for units. Units may be landed in the remote area, at non-combat rate, either by transporter, landing by shuttle, or moving off a landed ship. Combat units (BP, GCV, etc.) that arrive at the remote area must move to the GCL their first available opportunity. Units may not retreat from the GCL to the remote area (except if transported into a grounded ship) and units in the GCL may not attack units in the remote area.

 

Militia may be formed from crew units, but that may not be used by an attacker for ground combat.  There is no restriction on using militia in boarding actions against ships and large orbital bases, and they may be used by the defender in ground combat (the crew units for militia in ground combat would only come from ground bases on the planet – a player may not claim that these crew units are present by any other means).


H0 Repairs

H1 Field Repairs: If a ship can trace a line of supply during the repair phase of the turn, then its assumed that the ship can be assisted by repair ships, making them eligible for the extended D9.4 repairs during that step.

 

If the ship is not currently able to trace such a line, but was in supply at the beginning of the turn, it may take advantage of G17.132. It may do this even if it already used G17.132 after a pinning battle (see below), but only to repair damage suffered during the second battle.

 

If the ship was not and is not able to trace a line of supply, no repairs are possible. This also applies to any PF flotillas on independent operations that have been “abandoned” (see C10).

 

These repairs can only be made to damage suffered during the current turn.

 

H2 Post-Pinning Battle Repairs: Ships that have been pinned and fought their way clear to their destination may take advantage of the G17.132 repairs before their subsequent battle, assuming those ships were in supply this turn.  These repairs take place outside the normal sequence of play.  These ships may not use D9.4 before their second battle.

 

H3 Repair Facilities: Any damage not repaired at this point becomes "permanent", and must be repaired at cost at a FRD, construction dock, or base. 1 EP must be paid for every 5 repair points spent. 

 

Dropped warp engines are always treated a permanent damage – they must be “repaired” at a FRD, construction dock, or base.  (Note: replacing dropped engines is EXPENSIVE.  It will cost 48 EPs (240 Repair points) to replace two 12-box warp engines).

 

These repairs may not be used to replace separated sections (Federation or Klingon rear hulls).  Lost sections are replaced as a conversion in a construction dock.  The cost of this conversion is the cost of the ship minus the cost of the surviving section.  A ship may also be converted to a different variant while this section is being replaced.  For example, a Klingon D7 boom enters a dock for replacement of its lost rear hull. While this one turn replacement is completed (half the time to build a new ship), the ship is also converted to a D7A. (Note: Ships replacing separated sections do not use the repair costs discussed above for dropped warp engines.  Ships use one of these two procedures, not both.)

 

Repairs to fighters or PFs cost only 1 EP per 10 repair points spent. 

 

A construction dock may produce up to 1000 repair points per turn.

An FRD may produce up to 600 repair points per turn.

A BATS or BS may produce up to 200 repair points per turn.

 

So long as the treasury is not negative at the beginning of the repair step, repairs may be made (and paid for) even if these repairs take the treasury into “the red”.  This is the one case where deficit spending is allowed.

 

Any ship located in a hex with a construction dock or FRD may be scrapped. This does not prevent other construction from occurring in a construction dock. 25% of the value of the ship is recovered if the ship is in full repair. Otherwise, the player recovers whichever is greater: 10% of the ships base value, or 25% minus half the cost to repair it.

 


I0 Special Rules

Legendary Officers: Occasionally in the stress of combat, an officer of exceptional skill will rise to the forefront. These crewmen are masters at their particular discipline, and provide the vessel with special bonuses in combat.

 

At the end of a battle, any surviving ships on both sides may see if they’ve gained or discovered a legendary officer (or outstanding crew). To have a chance to do so, the fleet in question must have inflicted internals upon the enemy, although individual ships within the fleet are not required to have done so. In both cases, the percentage to look up on the chart is determined by dividing your enemies BPV by yours. The battle must last at least 3 turns for anyone to roll, however. Ships that disengage before the last turn of the battle are not qualified.

 

Enemy BPV / Your BPV            % Chance

 

< 90%                           1%

90% - 110%                      2%

111% - 125%                     5%

126% - 150%                     10%

151% - 175%                     15%

176% - 190%                     33%

191% - 250%                     50%

251% and above                  66%

 

Note that the above chart is rolled once for each qualified ship.

 

For each successful roll above, roll on the following chart (2D6):

 

2:  Outstanding Crew

3:  Weapons Officer

4:  Engineer

5:  Navigator

6:  Doctor

7:  Supply Officer

8:  Marine Major

9:  Science Officer

10: Prime Team

11: Admiral

12: Captain

 

If any of the above rolls result in gaining an officer that the ship already possesses, roll again until a new result is achieved.

 

In addition, each race rolls once at the end of the Summer and Winter turns each year on the above charts and applies the results to a random Size Class 3 or 4 ship in its fleet.

 

Legendary Officers, except Admirals (see below), may not be transferred to another ship unless their own ship is destroyed and they survive (see the SFB rules for this). In this case, they may only be moved to another ship of the same class. An outstanding crew on a vessel is lost when the ship is destroyed.  Prime Teams may not be transferred.

 

If a legendary officer or outstanding crew is on a ship that is converted to any other type that costs more in BPV than its current configuration, and that officer or crew “costs” a percentage of a ships BPV, as listed in Annex 6A, then an additional charge must be paid to convert the ship and retain the officer.  The cost of the conversion is increased by the percentage listed for each officer in Annex 6A.  For example a ship worth 100 BPV is to be converted to a ship that costs 120 BPV, but it has a legendary captain and legendary weapons officer.  The conversion would cost 20 EPs + 5EPs(25% of 20 for the captain) + 3EPs (15% of 20 for the weapons officer).  Officers which have a flat cost that is not based on the ship’s BPV, like legendary engineers which always “cost” 15 BPV, do not add any additional costs if their ship is converted. This rule is not applicable to refits, only conversions.

 

Legendary Officers have some strategic impact:

- Legendary Supply Officers allow their ship to remain in supply at extended ranges, up to nine hexes from the nearest supply point. (This is their only benefit).

- Legendary Science Officers increase the zone of control for their ship (see section C4).

- Legendary Navigators can ignore terrain for the purpose of strategic movement.

- Legendary Engineers (who add 4 power to the ship) can affect ship’s strategic speed if the 4 points increase its warp power enough to increase its strategic speed (C2).

- Legendary Captains may act as a Navigator or Engineer and may use one of their strategic benefits, but not both, during the movement phase of a campaign turn.

 

Legendary Captains may not bluff, except in the case of screening battles (see C8).

 

Legendary Admirals have benefits at the tactical level only.  They are not treated as a Legendary Captain.  In each battle, the Legendary Admiral may do ONE of the following:

- Inspired command: Increase the F&E command rating for the ship they are on (listed in the MSC) by one.

- Tactical Surprise: All enemy ships begin the battle at a weapon status one level below normal.

Only one Legendary Admiral a fleet can function in a given battle, even if more than one is present.  They will only function if on the fleet flagship as defined by F0.

Legendary Admirals may be transferred between ships in the same hex during the “Reveal Completed Builds step” They may not be transferred at other times in the strategic sequence of play (they could leave their ship in combat if needed, just as other legendary officers could). 

 

I2 Patrolling: All races routinely conduct patrols to maintain security. 

 

Prior to operational movement, each race may select 1 size class three or four ship to be assigned to a patrolling mission.  The ship must be in supply, but otherwise, may be located anywhere on the map.  The ship does not conduct operational movement and remains in the same hex for the duration of the turn.  In the event that enemy ships move into that hex, the player may elect to abort the patrolling mission to use the ship in defense.  Or, he can elect to leave the ship on patrol, but it will not participate in any battles to defend the hex.  The fact that the ship in a particular hex is on patrol is not known until an enemy unit enters the hex or until all operational movement is complete.

 

2. Before any combat hexes generated by operational movement are resolved, two die are rolled to determine what the patrolling group has encountered.  Consult the chart below:

 

2 - This six-month patrol has been the stuff of legend. Ship has performed superbly.  Roll for one legendary officer. No battle generated.

3 - Encounter a marauding ship of 10% higher BPV (race determined randomly). EPs earned = 10% of BPV if internaled, 25% if crippled or disengaged, 50% if destroyed. 

4 - Encounter a marauding ship of equal BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 20% if crippled or disengaged, 40% if destroyed. 

5 - Encounter a marauding ship of 10% lower BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 15% if crippled or disengaged, 30% if destroyed. 

6 – Monster encountered.  See section I6.

7 - Nothing encountered on a quiet six-month patrol.  No battle generated.

8 - Derelict freighter loaded with valuable resources encountered. No battle generated, 10 EPs gained.

9 - Defend a large freighter from a raider of 10% lower BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 15% if crippled or disengaged, 30% if destroyed.  Reduce one level if freighter destroyed.

10 - Defend a large freighter from a raider of equal BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 20% if crippled or disengaged, 40% if destroyed. Reduce one level if freighter destroyed.

11 - Defend a large freighter from a raider of 10% higher BPV (race determined randomly). EPs earned = 10% of BPV if internaled, 25% if crippled or disengaged, 50% if destroyed. Reduce one level if freighter destroyed.

12 - This six-month patrol has provided valuable training experience. Away team performance has soared.  Ship gains one, non-transferable, prime team.  No battle generated.

 

Note 1: Opponent will be randomly selected from non-Coalition or Alliance races present on the campaign map, and the Andromedans, Frax, or Peladine.  For example: 1. Andromedan, 2. ISC, 3. Vudar, 4. Tholian, 5. WYN, 6. LDR, 7. Orion, 8. Frax, 9. Peladine, 10. Seltorian.  The chance of encountering each race should be equal and my require the use of percentile dice.  Fighting any of these ships doesn’t change the status of independent, neutral, or emerging races (B4-6) in the campaign.

Note 2: Encounters (3-5) are played as meeting engagements (G3).  Freighter defense missions (9-11) are played as a previously occupied hex battle (G2) – the convoy sets up as a defender – starting speed of all freighters or Q-ships is ZERO (this is necessary given the small maps used for these battles) – any escorts are speed max.  Freighters may only disengage by leaving the map by exiting the map edge.

 

3. The patrolling battle is played (assuming the patrolling group does not abort its patrol to defend its hex).  After resolving all combat (due to operational movement) in that hex, if enemy ships are still present in the same hex as the patrol ship (i.e. they were not forced to retreat from a battle), the patrol ship must retreat from the hex using up to half of the normal operational movement after its patrolling game is complete. Unlike normal retreats, this cannot be blocked by enemy ships. 

 

4. Each patrolling battle is played by a player controlling the patrolling ship and a player from the opposing side controlling any ship that the patrol encountered.

 

5. Any ships captured by the patrolling ship are placed on the strategic map in the same hex as the patrolling ship.  Once on the strategic map, it is treated like any other captured ship (must be returned to a shipyard for conversion following guidelines in Captain's Log or scrapped).  A captured Andromedan ship MUST be scrapped.  They cannot be converted to use non-Andro technology and no galactic race can use Andro technology.

 

I3 Raiding: All races conduct raids behind enemy lines during wartime. 

 

1. Prior to operational movement, each race may select 1 size class three or four ship or a DNL (from Module R7) to be assigned as a raider. The ship must be in supply, but otherwise, may be located anywhere on the map.  The raider does not conduct operational movement and remains in the same hex for the duration of the turn.  In the event that enemy ships move into that hex, the player may elect to abort the raiding mission to use the ship in defense.  Or, he can elect to leave the ship on the raid, but it will not participate in any battles to defend the hex. The fact that the ship in a particular hex is on a raid is not known until an enemy unit enters the hex or until all operational movement is complete.

 

2. Before any combat hexes generated by operational movement are resolved, two die are rolled to determine what the raiding group has encountered.  Consult the chart below:

 

2 - Intercepted by a ship of 10% higher BPV (race determined randomly). EPs earned = 10% of BPV if internaled, 25% if crippled or disengaged, 50% if destroyed. 

3 - Intercepted by a ship of equal BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 20% if crippled or disengaged, 40% if destroyed. 

4 - Intercepted by a ship of 10% lower BPV (race determined randomly). EPs earned = 5% of BPV if internaled, 15% if crippled or disengaged, 30% if destroyed. 

5 - Large freighter found with no escort.  No battle generated.  The raiding player gains 10 EPs.

6 – Monster encountered.  See I6.

7 - The raid was unable to find a target.  No battle generated.

8 - Convoy of 3 small freighters protected by a ship of 25% lower BPV (race determined randomly). 0.2 EPs awarded for each cargo box destroyed.

9 - Convoy of 3 large freighters protected by a ship of 25% lower BPV (race determined randomly). 0.2 EPs awarded for each cargo box destroyed.

10 - Convoy of 2 small freighters and two small Q ships (race determined randomly). 0.2 EPs awarded for each cargo box destroyed.

11 - Convoy of 2 large freighters and two large Q ships (race determined randomly). 0.2 EPs awarded for each cargo box destroyed.

12 - Military convoy. 1 large armed freighter and 2 small armed freighters protected by a ship of 10% lower BPV (race determined randomly).  0.5 EPs awarded per cargo box destroyed.  Damage to escort: EPs earned = 5% of BPV if internaled, 15% if crippled or disengaged, 30% if destroyed. 

 

Note 1: Defending ships will be of a randomly selected race of the opposing team (Alliance or Coalition).  The defending ship will not be drawn from the ships of that race, but will ship provided for the raiding scenario only.  This reflects the convoy escorts not represented on the strategic scale (just as the convoys themselves are not shown).

Note 2: Encounters (2-4) are played as meeting engagements (G3).  Freighter defense missions (8-12) are played as a previously occupied hex battle (G2) – the convoy sets up as a defender – starting speed of all freighters or Q-ships is ZERO (this is necessary given the small maps used for these battles) – any escorts are speed max.  Freighters may only disengage by leaving the map by exiting the map edge.

Note 3: DNLs and CFs have the option to select up to three possible die roll results to ignore when assigned to a raid.  If one of these numbers is rolled, the result is ignored and the dice are rolled again until a different result is obtained.  This reflects the unique nature of these purpose-built warships designed for lone raiding behind enemy lines.

 

3. The raid is played (assuming the raiding group does not abort its patrol to defend its hex).  If, after resolving all combat (due to operational movement) in that hex, enemy ships are still present in the same hex as the raiding group (i.e. they were not forced to retreat from a battle), the raiding group must retreat from the hex using up to half of the normal operational movement after its raid is complete. Unlike normal retreats, this cannot be blocked by enemy ships.

 

4. Each raiding battle is played by a player controlling the raiding ship and a player from the opposing side controlling any ship that the raid encountered.

 

5. Any warships or armed freighters captured on the raid are placed on the strategic map in the same hex as the raiding ship.  Once on the strategic map, it is treated like any other captured ship (must be returned to a shipyard for conversion following guidelines in Captain's Log or scrapped).  Any captured freighters are exchanged for 0.3 EPs per undestroyed cargo box.

 

I4 Orion Mercenaries: Each campaign turn, during the Reveal Complete Builds step, an Orion mercenary will be available for hire.  The pirate is offering his services to the highest bidder during the upcoming campaign turn.

 

1. Selecting a Pirate:  What type of Pirate ship will be available each turn is determined by the ships available in the Orion Enclave.  One ship from the enclave will be selected randomly, but the most powerful ship will be excluded (this determination is made by the GM). If the Enclave has no ships left or it has been captured, no Orion mercenary will be available.

 

2. Bidding on a contract:  Once the type of pirate is determined all Coalition and Alliance races may bid a number of EPs for the pirates services, except the Federation.  Players bid once, secretly and simultaneously.  The highest bidder wins the pirate's services and pays the number of EPs he bid.  Other players do not lose the number of EPs they bid. The EPs paid by the winning bidder go into the treasury of the Orion Enclave and supplement its normal income.

 

3. Option mounts: In addition to the equipment provided with the ship by the Enclave, the pirate ship can be outfitted with new optional weapons, additional refits, cloaks, commander's options, drone speed and payload upgrades, etc. using the EPs that the winning player bid.  All of the amount bid can be used to purchase these items (commander's options limited to 20% of the pirate ship's BPV), but the player may not spend more than he bid.  For purposes of option mount selection, the winning player's race is treated as home territory and any Coalition or Alliance race (Tholians are never eligible in this case) holding a base or planet that can trace a line of supply to the winning players territory is treated as the operating zone.   For example, a Lyran player wins a pirate contract.  A Kzinti planet, a Klingon planet, and a Hydran base are both six hexes (range of supply) or less from a Lyran supply point.  The LDR has not joined either the Coalition or the Alliance, so they are ignored, as are the WYN.  The Pirate will treat Lyran space as its home territory and Klingon, Kzinti, and Hydran space as its Operating Zone.

 

4. Deploying the pirate.  The ship is removed from the Orion Enclave for the turn and the winning bidder may deploy the contracted ship within 2 hexes of any base or planet controlled by the race.  This does not include any allies the player has.  This is done at the same time as the player deploys his new construction in the strategic sequence of play and may not be in a hex occupied by any non-friendly forces.

 

5. The rest of the turn.  The pirate ship may be used freely as part of the winning bidders fleet for THE CURRENT TURN ONLY.   When the campaign turn ends, the contract expires and the Pirate and all of its new equipment is returned to the enclave.  In the event that the Pirate ship is captured, the Enclave will surrender the EPs it was paid for the ship’s services to the capturing player and the ship will be returned to the enclave (he does not keep the ship or any of its equipment).  Note: Providing mercenaries gives the Enclave an opportunity to acquire foreign weapons and have their ships upgraded by foreign powers.  The Federation does not get to use these mercenaries as it does not support the Orion’s illegal activity.  These mercenaries could become a serious annoyance to the Federation if the Coalition uses them extensively and might provide Star Fleet with enough incentive to invade and conquer the Enclave, which would eliminate the mercenary problem.

 

I5 X-Ships: These advanced starships appeared near the end of the General War. They have several capabilities and costs that don’t fit within the normal rules. Their special movement rules have been folded in to the standard rules. The rest are covered here.

 

In order for a construction dock to build X-ships, that dock must be upgraded. The costs for this upgrade are listed in the chart below.

 

Dock Type

Dock Upgrade Cost

Type-II

100 EPs

Type-III

75 EPs

Type-IV

50 EPs

 

X-ship repairs cost twice as much as standard ship repairs except during self-repair.

 

X ships use the updated rules and BPVs published in CL 23.

 

Standard BATS may be upgraded to X-BATS by a tug in the same hex for one entire turn.  The cost is the difference in BPV.  A BS must be upgraded to a BATS before it can be improved to an X-BATS.  Starbases may be upgraded to X-Starbases, but this requires two tugs in the same hex for two turns and costs the difference in BPV.

 

I6 Monster Scenarios: Rolling a six on either a raid or patrol (I2 and I3) will produce a monster encounter.  These battles are conducted using the following rules:

 

1. Roll two die and consult this table to determine what has been encountered.

Die Roll

Result

2

Play (SM8.0) – A Stone’s Throw. 25 EPs earned if Igneous is destroyed before reaching the planet. No EPs awarded for any other result. 

3

Play (SM10.0) – Combining of Arastoz.  Use the ship size adjustment in (SM10.7).  Player’s ship replaces the cruiser.  EPs awarded by equal to the numerical scores in parentheses listed in (SM10.5) multiplied by three.  Maximum possible is 18 EPs.  

4

Play (SM3.0) – Morey Eel of Space.  Use the ship size adjustment in (SM3.7). 15 EPs earned if the Eel is destroyed before reaching the planet. No EPs awarded for any other result.  

5

Play (SH3.0) – The Coming of the Meteor.  Player’s ship replaces the Federation CA. Meteor escorted by an Orion LR replacing the F5. (10 points for refits, option mounts, CO’s options, drone upgrades) – Option mounts selected from the fleet player’s race.  Receive 5EPs for a “Draw”, 15 EPs for a “Federation Decisive”.  No EPs awarded for any other result.

6

Play (SM2.0) – Space Amoeba.  Use the ship size adjustment in (SM2.7).  12 EPs earned if the Amoeba is destroyed. No EPs awarded for any other result. 

7

Play (SM1.0) – Planet Crusher.  Use the ship size adjustment in (SM1.7). 10 EPs earned if the Planet Crusher is destroyed before scoring 200 points of damage on the planet.  No EPs awarded for any other result.  

8

Play (SM4.0) – Cosmic Cloud.  Use the ship size adjustment in (SM4.7). 12 EPs earned if the Cloud is destroyed. No EPs awarded for any other result. If the entire crew is lost, the derelict ship is removed from play until the end of the following campaign turn, when it is returned to play at the owning race’s homeworld and treated as a mothballed ship (E8). The ship must undergo an activation refit to be returned to service.

9

Play (SM5.0) – Sun Snake.  Use the ship size adjustment in (SM5.7).  15 EPs earned if the Sun Snake is destroyed before reaching the star. If the snake reaches the star, EPs awarded by equal to the numerical scores in parentheses listed in (SM5.5) multiplied by two.   

10

Play (SM6.0) – Mind Monster.  15 EPs earned if the Mind Monster is destroyed before damaging the Library. If the monster damages the library, EPs awarded by equal to the numerical scores in parentheses listed in (SM6.5) multiplied by two.   If the ship’s entire crew is “wiped”, the ship is a derelict and is removed from play until the end of the following campaign turn, when it is returned to play at the owning race’s homeworld and treated as a mothballed ship (E8). The ship must undergo an activation refit to be returned to service. 

11

Play (SM14.0) – Ice Monster.  Use the ship size adjustment in (SM14.74). 18 EPs earned if the Ice Monster is destroyed. No EPs awarded for any other result.  

12

Play (SM7.0) – Space Dragon.  Ships with a BPV of 70 or below face a young dragon. Ships with a BPV between 71 and 125 will face an Adult.  Ships with a BPV between 126 and 170 will face an Old Dragon.  Ships with a BPV between 171 and 200 will face an Adult and two Young dragons.  Ships with a BPV between 201 and 240 will face an Adult and three Young dragons.  Any ship over 241 BPV will face an Ancient Dragon. The ship earns 25 EPs killing the dragon(s) or forcing the dragon(s) to disengage. No EPs awarded for any other result.      

 

2. Follow the scenario setups as written unless otherwise directed above. 

 

3. These games are otherwise treated as patrol or raiding battles.  Note that, as with most raids or patrols, some games will be balanced against a ship’s BPV, while others will have no such adjustment.  This is the risk a lone warship faces on such missions.  As with any other patrol or raid, the ship always has the option to decline and retreat from the battle (gaining no EPs) – if a player feels his ship is “in over its head,” he does have the option to withdraw.

 

4. Many, but not all of these monster games are solitaire scenarios. Playing these games without either a neutral observer or an observer from the opposing alliance will require a certain measure of trust by all players.  Unless extenuating circumstances prevent it, players should always seek to have an such an observer monitor the game.  Such an observer should be familiar with the SFB rules and this particular section of the campaign rules.  If the observer is not a normal member of the campaign group, the player should seek a confirmation from the GM.  This precaution is not intended to question anyone’s honor or good sportsmanship – it is simply a way of preventing any such accusations.  In such a competitive setting, this will serve as a protection for the player and maintain a friendly campaign environment.

 

 

 

J0 Rules Resolution – a note from the GM

It is extremely difficult to write a rule set that can cover every eventuality that might occur in a campaign.  This rule set has gone through numerous revisions and every effort has been made to produce a solid product.  However, ambiguities will almost inevitable occur – the inventiveness of wargamers knows no bounds.

 

Players should, above all else, approach these rules with this fundamental concept in mind: “If the rules do not explicitly forbid something, do not simply assume that you can do it.  If the rules do not clearly indicate that you CAN do something, ask for a clarification before you proceed.”  In other words, think of this rule set as a list of things that you CAN do, and if you want to do something that the rules don’t clearly say is possible ... ASK first!

 

If at all possible, consult the GM if you have a question.  His job is to clarify the campaign rules, fix problems with the rules if needed, and remain a neutral, unbiased party to keep things on track – use him!  Check the SFB rulebook – many times the answers to common questions already exist there.  Ask for an official ruling, if appropriate, on the SFB online BBS.  If you still can’t resolve it, bring it up with the campaign group directly.  Don’t think of this as ruining your well-thought-out surprise.   Rather, you are helping to maintain a friendly campaign atmosphere and upholding the principle of good sportsmanship and fair play – this is a game we play for fun after all.

 

All of this being said, the goal of the campaign is create SFB games with a greater purpose – the ultimate strategic defeat of the enemy.  Ultimately, somebody is going to end up on the losing end of things.  It is good to be competitive, but be a good sport.  Fight the good fight if your losing and don’t rub it in when your winning.  Far too many wargaming campaigns end with good friendships wrecked over what is ultimately, just a game.

 

These comments aren’t meant to be preachy. Everybody, including the writer, has moments in the heat of competition where they get so absorbed in finding a way to win that some of these ideas get unintentionally overlooked.  Coming back to this section on occasion will help remind all of us – including me – to keep things in perspective.   

 

Remember – this is an escape from reality – get in there – roll some dice – blast some ships – and have some fun!    

 

K0 Credits

The genesis of these rules was produced by Jeff Lorenzen. Inspiration for these campaign rules was drawn from a number of sources, including but not limited to: past campaigns, the SFB rulebook, Federation and Empire, the AoG's SFB Campaign Designer's Handbook, and discussions with and writings by James Machado. Beginning with Revision 1.7.0, these rules have been altered due to further input from Dale McKee, Jeremy Gray, Justin Howell, and others.  A version for a generic six-race campaign – “The Commodore’s Edition” - was produced prior to this one by Jeremy Gray. “The Admiral’s Edition” is a further refinement of “The Commodore’s Edition” to reflect the full potential of this rule format.