San Francisco Bay Area SFB Campaign Rules

 

The Commodore’s Edition

 

Revision 2.0.12 – August 29, 2003

 

 

TABLE OF CONTENTS

A0 The Sequence of Play

B0 The Strategic Map

     B1 General

     B2 Alliance 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

D0 Economics

     D1 Collecting EPs

     D2 Controlling Planets

     D3 Paying of Deficit Spending

     D4 Survey in Off Map Areas

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

F0 Command Limits

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

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

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 begins in Y168. Each year is broken up into two turns sometimes referred to as Spring and Fall. So, turn 1 is spring of Y168, turn 2 is fall of Y168, turn 3 is spring of Y169, etc.

 

After each player 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., occurs 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 and fighters are purchased at combat, not economic, BPV. Any EPs not used in this initial purpose go into the general treasury.

 

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 100 EPs per turn, has a Phaser-4 ground base 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 50 EPs per turn, and have Phaser-4 ground bases on three hex sides (A,C,E).  Each of these planets is orbited by a shipyard consisting of one Class IV construction dock.

5 Minor Planets which produce 25 EPs per turn, and have a Phaser-1 ground base on each hex facing.

11 Base Stations in pre-defined locations

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

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

An active fleet consisting of:

A mothballed fleet consisting of:

  EPs available to purchase more ships, refit (but not convert) the allotted ships, or purchase optional equipment for them. 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.

 

2000 point fleets:

Federation: 2xCC, 2xCAR, 2xCL, 1xNCL, 3xDD, 3xFFG, 2xTUG, and 517 EPs

Klingon: 2xD7C, 2xD7B, 2xD6B, 1xD5, 4xF5B, 2xE4B, 1xTGA, 1xTGB, and 508 EPs

Romulan: KRL, 2xWE, 2xKRB, 1xSPA, 3xK5RB, 1xSKA, 1xSNA, 1xSNB, 2xKRT, and 482 EPs.

Kzinti: 2xCC, 2xBC, 2xCL, 1xCM, 2xDD, 4xFF, 1xTGC, 1xTGT, and 558 EPs.

Gorn: 2xCC+, 2xCA+, 1xHDD+, 2xCL+, 2xBDD, 4xDD+, 2xTug, and 499 EPs.

Tholian: 2xCC, 2xCA, 3xDD, 4xPC, 4xPC+, 4xCPC and 512 EPs. 

Hydran: 1xLM, 1xLB, 1xRN, 1xDG, 1xHR, 1xTR, 2xLN, 1xKN, 2xHN, 1xCU, 2xTug, and 540 EPs

Lyran: 1xBC, 1xCC, 2xCA, 2xCL, 1xCW, 2xDD, 1xDW, 2xFF, 1xTGP, 1xTGC, and 497 EPs

ISC: 1xCC, 2xCA, 1xCS, 1xCL, 3xDD, 3xFF, 2xTug, and 517 EPs

 

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

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

Hydran ships have standard loads of Stinger-2/H fighters.

Hydran ships do have the capability to hold fusion beams.

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

ISC Ships do not have rear-firing Plasma-Fs.

Tholian ships do not include snares.

 

Specific race names have been assigned to the individual territories on the map, but they can be used interchangeably for any race. The six-player map includes terrain pre-defined in random locations.  Gas Giants are shown on the map.  Each is unique:

0112 - Radius 6, rings 1 hex thick.

0216 - Radius 6, No rings.

1605 - Radius 3, rings 1 hex thick.

2616 - Radius 5, rings 3 hexes thick.

3130 - Radius 2, No rings.

3515 - Radius 6, rings 2 hexes thick.

4118 - Radius 5, rings 2 hexes thick.

 

 


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 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.

 

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 7 hexes per turn. There are special movement rules for X-Ships. Movement occurs using the following chart:

 

SPEED®

IMP¯

1

2

3

4

5

6

7

1

-

-

-

1

1

1

1

2

-

1

1

-

-

2

2

3

-

-

-

2

2

3

3

4

1

-

2

-

3

-

4

5

-

-

-

3

4

4

5

6

-

2

3

-

-

5

6

7

-

-

-

4

5

6

7

 

The speed calculation for X-Ships will generally result in a number that exceeds 7. The X-Ship will move at speed 7 on the chart, but will have extra movement points to use. The ships full movement needs to be plotted. The owning player may choose when to make the extra movements in step c. of the impulse procedure. Multiple extra movements may be made on the same impulse.

 

Traveling through hexes with certain types of terrain (nebula, variable pulsars, dust clouds, asteroid fields, or ion storms) require an extra pulse of movement.

 

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

 

An X-Ship may choose to make one or more of its extra movements at this time, if it has any remaining. If an enemy fleet moved in reaction to intercept the X-Ship, and the X-Ship uses an extra movement to leave the hex, it is not subject to being pinned.

 

d. 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, minus two, in hexes or a number of hexes equal to its remaining movement for that strategic turn. For example, a Federation CA (strategic speed 6) that has not moved could react to an enemy fleet moving four hexes from its current position.  This same CA could also move twice by plotted operational movement, and then react 4 hexes.  If the ship moved 4 hexes by plotted operational movement, it could only react two hexes. Note that in the second and third case, the Federation CA would need to be within the ZoC of a friendly base to accomplish reaction after it had made plotted movement.

 

In the odd case that two or more fleets attempt to simultaneously react to each other, they will both forfeit their remaining movement and meet in a hex as near to equidistant as possible.  If more than one such hex exist, it will be determined randomly by a die roll.

 

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 detecting 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. 

 

In the case of one or more ships reacting inside a the special reaction zone of a base, the LOS between the base and the target must be clear of these terrain types AND the LOS between the reacting ships and the target must be clear of these terrain types.  The LOS between the base and the reacting fleet need not be clear (it does not block communication).

 

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.  A player may secretly record and/or announce the intention to pin at any point once he is in the same hex as the enemy, up to and including after the enemy attempts to move.  It need not be announced until the enemy attempts to move.

 

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 an 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.  Ships used to pin forfeit any remaining plotted movement.

 

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.  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. 

 

If additional ships end their operational movement in the same hex as a pinning battle, they may be added to the pinning battle, rather than fight in a separate non-pinning battle (if there are any).  These ships must fit within the allowed command limit structure in the pinning battle.  Adding these ships to the battle later does not allow ships that were originally pinned to advance without combat.  Obviously, these ships that end their operational movement here do not gain any ability to advance with the pinned ships should they satisfy the requirements to move on.

 

If the pinning battle occurs in a hex with fixed defenses, these defenses will only be included in the pinning battle if BOTH sides agree to do so.  If the fixed defenses are excluded, and no other battles occur in the hex (as result of ships entering the hex by operational movement, but choosing to join the pinning battle rather than attack the base or planet), then any forces that are not allied to the base/planet that remain in the hex after the battle MUST withdraw from the hex by retrograde (they may not remain in the hex at the end of operational movement).  This prevents a fleet from using pinning battle to “lay siege” to a planet/base for “free” and avoid attacking it while still occupying the hex at the end of operational movement.

 

A pinning force must be a legal combat fleet, and follow the command limit rules. That is to say, a group of eight FFs cannot pin down a group of 8 enemy ships because a group of eight FFs is not a legal battle fleet. In this case, since the largest group of FFs allowed to fight together is 3, only 3 enemy ships could be pinned.  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.

 

A fleet (in whole or in part) can always retreat from the hex in the direction it entered without having to deal with a pinning battle.  Such ships would forfeit their remaining movement.  

 

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.

 

Fighters, interceptors, or PFs disengaging independently must meet the same requirements as ships to advance (they will be carried by ships exercising the “catch up” described above).  This means they must disengage by the end of turn 4 and exit the map in the specified direction.  They may not disengage by any other method and still be carried along with ships using the “catch-up” movement. Ships recovering these fighters and executing this movement after the battle must have the capacity to carry them WITHOUT overcrowding or crash landings (unlike the conditions for retreats).  Any fighters in excess of this amount will be treated as retreating fighters under section C6 and will obviously not be allowed to advance.

 

Ships that meet the requirements to advance to their final destination following a pinning battle must have sufficient warp remaining to complete this movement.  This is determined after the post-pinning repairs (see section H2) are completed.  Determine the ships new strategic speed.  If the ship no longer has the strategic speed necessary to complete its plotted operational movement, it will not reach the target.  The player has the option to allow the ships to move through as much of the remaining plotted movement as is possible to abort the remaining operational movement.  If movement is aborted, the ship will be treated as any other ship that failed to break through the pin as described in the conditions above. Example: A Federation CA (30 warp, strategic speed 6) plots operational movement to attack a Klingon base that is six hexes away.  On impulse 4, the Fed CA is pinned.  It escapes, but is badly damaged.  After conducting its allowed post-pinning battle repairs, it has 28 Warp available.  Its new strategic speed is 5.  The CA has already moved three hexes, it may only move two more in its new, damaged condition – insufficient to reach its planned destination.  The ship may abort its movement, or move the two remaining hexes listed in it plotted movement – ending up one hex short of the base.

 

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. 

 

Ships may exit the map edge to disengage, in addition to using disengagement by acceleration or disengagement by separation.  The conditions for this are described in (C7.25).  

 

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).

 

Fighters (and Interceptors or bombers) may disengage independently under the limits of (C2.0) in the SFB rules.  There must be friendly ships in the hex to recover them before the retreat is resolved, and these ships must have the shuttle bay capacity to carry them.  Overcrowding (J1.64) and Crash Landings (J1.65) may be used to recover fighters (or MRS or SWAC shuttles).  These conditions must be resolved before the retreat is conducted (note that crash landing multiple fighters into a bay or crash landing crippled shuttles could result in the destruction of some crippled fighters under these rules).  Any fighters that disengage but cannot be recovered in this manner are considered lost.  See section E2 for how any such overcrowded situations are resolved.

 

PFs may disengage independently as well, but if there are no mechlinks in the retreating fleet to carry them, they are not lost, but are treated as independent PFs as described in C10.  They may retreat one strategic hex on their own, and are then treated as “abandoned” under the rules in section C10.

 

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 down) 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). 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. 

 

Retrogrades may not end in a hex that is occupied by any enemy units (including enemy bases or planets), but they can pass through such hexes.  However, retrograde movement may move ships into contact with enemy ships in the unusual case that two fleets attempt to retrograde into the same hex (this can occur because all retrogrades are secret and simultaneous).  In this case, no battle takes place.  The ships will begin the next turn in that hex.  If neither side does not subsequently move out of the hex by the end of operational movement, a battle will take place.  If one side attempts to move out of the hex, the other side could attempt to pin it.

 

Ships which moved operationally while cloaked may choose to make their retrograde movement uncloaked, since this will not benefit them.

 

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.  (Note this makes it possible that some ships used to screen might have to fight a separate battle in a hex where another battle is occurring.  For example, a large fleet moves into a hex containing a smaller number of enemy ships defending a base. If the defending player attempts to react to some other hex, the attacking player may choose to use some of his ships to screen them.  The remaining attacking ships will be used to attack the base.) 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 sided 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 five 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 ship(s) with unoccupied mechlinks moving through their hex.  The PF flotilla cannot be resupplied (with drones, T-bombs, psuedos for example) until recovered by mechlink.

 

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: Each race has 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 orbital base 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.  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 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 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 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) 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.


D0 Economics

D1 Collecting EP's: Each homeworld generates 200 EPs per turn, Each colony or world generates 20 EPs per turn, Each neutral world generates 25 EPs per turn, Each small planet, moon, or asteroid field generates 10 EPs per turn.

 

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 ONLY 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, all enemy defenses and bases must be destroyed, and a Small Military Garrison (20 EPs, Module R1). At least one garrison must be on the planet each turn in order for you to control its production. If at any time, no garrison is present, 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) before a garrison can be replaced and the planet taken back. While the planet is conquered, however, more garrison bases can be constructed locally following the normal rules below. Only the first garrison need be delivered by tug. Commando ships stationed in orbit (at least 1 size class 3 or 2 size class 4's) may take the place of a garrison base.

 

To control a neutral planet’s production (one located in the neutral zone at the beginning of the campaign, should any such planets exist), one must have some kind of presence in the system. This can be any ship (excluding freighters) in orbit, or at least one small garrison base.  This GMG can be delivered by tug or can be built while a ship is in orbit (however the ship must be present at the Order New Construction step AND the Reveal Completed Builds step – see C12).  If a neutral planet possesses enemy defenses placed previously, those must be destroyed.  If an enemy Small Military Garrison collecting EPs from a neutral is destroyed, and only other ground stations remain (no orbital bases or ships), the owning player does retain control of those bases, but will not collect any EPs from the planet until a new Garrison is established or a ship or base is placed in orbit.

 

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.

 

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.

 

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, NSR, CLS

Klingon D7E, EDW, D6E

      Romulan KRE, FHC, RGC, SPC

      Gorn SR, MSR, HSR

      Hydran PIC, MSR, SR, PGR

      Lyran SR, NSR

      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 200 possible EPs until the homeworld is reoccupied.

 

See section C11 for movement into the off map areas.

 


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 loadouts that have been paid for will be replaced, as will T-Bombs. A ships standard complement of shuttles will be replaced for free, but MRS and other special shuttles will need to be paid for individually.

 

Fighters may be automatically resupplied. Replacement fighters 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. 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.

 

If shuttle bays are overcrowded (as a result of a battle on the previous turn), this condition must be corrected in this step.  If the ship in supply, any fighters on non-carriers or excess shuttles are removed (the fighters being transferred to a new location). If the ship is not in supply, it must jettison shuttles or fighters to resolve this condition at this point.  Jettisoned fighters are lost.  The player may select what gets jettisoned, keeping fighters that were recovered from a lost carrier for example.  However, if a non-carrier carries such a fighter into later battle, it will begin the battle unloaded (even at WS-III) and if no compatible ready rack is present, it will be very difficult (impossible in most cases) to load the fighter.

 

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 or refitting 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 or refit a DN or BB. 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 or repair work.

 

Only one of each type of variant may be produced or converted 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 shipyard at the homeworld consisting of one Class II, one Class III, and three Class IV docks. A maximum of one dock can be constructed around any colony or neutral planet as follows:

 

 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.

 

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:

 

 0-24 warp engine boxes:      1 turn

 Other size class 3 ships:    2 turns

 Size class 2 ships:          3 turns

 Battleships:                 6 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 NCL+ that enters service in the spring of Y173 (turn 7) may not finish construction sooner than the end of the fall of Y172 (turn 6).

 

A single prototype ship of a given class may be constructed up to a full year (2 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 4 turns earlier than the date on the MSC.  A second “Y2” ship may then be built 2 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), FFH (3), KDR (3), 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, R10, 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

CL26: Fed GVX (treat as limited production – one ship allowed), Kzinti CDX, Gorn DNG (treat as limited production – one ship allowed), Hydran DWG, FCX, All Pod Types.

 

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, extra boarding parties (or HW or commando squads), or extra deck crews are one time purchases. If lost, they must be purchased again or they will not be replaced. A ships standard complement of shuttles is always replaced for free.  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 two turns of construction (it takes three 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 two turns to convert, so the ship must spend an additional two turns in the yard to be completed as a CVA (a total build time of 4 turns, rather than 3 to complete the ship as the originally planned DN).  Note that CAs which are incomplete can be converted in one turn, which will not extend the time to build the hull.  This rule may not be used to shorten the construction time for an incomplete ship.  For example, a BB with only one turn of construction completed may not be converted to a BBV at that point to get the ship out sooner.

 

One special case in incomplete ship conversions is the B8 Combined DN.  A B8 is built by “converting” an incomplete B10 with at least two turns of construction completed.  This is treated as a DN conversion, taking two additional turns.  In other words, the quickest a B-8 could be produced is 4 turns, but it could take longer if the player elects to start the conversion later in the B10 production cycle.

 

Refitting a ship takes half the time it would take to construct such a ship, retaining fractions. A dock can therefore refit a heavy cruiser or two destroyers or war cruisers in one turn. The cost is equal to the printed refit cost.

 

Klingon K-refits are a special case.  The Klingons may produce one, and only one, ship with a K refit (by conversion, refit, or new construction) per turn 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.

 

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 produce any KR type ships on campaign turn after the equivalent hull is produced by the Klingons.  This refers to basic hull types, not variants.  For example, the Romulans may not produce a K7R before the Klingons produce a D7, but once the Klingons build a D7; the Romulans are free to produce any variant of the D7 they wish (while obeying the dates listed for the KR ships in the MSC of course).

 

Tholians may not produce more than one web caster per campaign turn (per (R7.R2) and may not exceed the historical number of each type of Neo-Tholian ships once they are available.  Neo-Tholian ships may be constructed after their arrival date listed on the MSC.

 

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 regular refit. Installation of Mauler modules on a Sparrowhawk or Firehawk requires a conversion. Mauler conversions are always permanent.

 

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

 

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:       24 Fighters OR 12 PFs

 Colony world:    4 Fighters OR 2 PFs

 Neutral world:   4 Fighters OR 2 PFs

 BATS:            6 Fighters OR 3 PFs

 BS:              4 Fighters OR 2 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

24/12

2

Planets

N/A

0.5/1/1

4/2

1

BATS

N/A

0.5/1/1

6/3

0

BS

N/A

0.5/1/1

4/2

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 it is taken by enemy forces 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.  If special sensors providing a portion of this 360-degree coverage are destroyed in combat, the DefSats that cannon be seen (have a line of sight) by the remaining planet-based sensors will not function as player controlled, but will operate under the rules for solitaire (automatic) DefSats covered in their rules (see the R-section covering DefSats).  This takes effect immediately in combat.  If the sensor coverage is restored (by repairs) the DefSats return to normal player control.  If a planet is unable to restore coverage by repairs (because a GWS is destroyed and insufficient GWS remain to provide 360-degree coverage for instance), then no additional DefSats may be deployed until 360-degree coverage is restored by new ground base construction.  (Note: As the exact allocation of ground bases is not determined until scenario set up (section G6), it is possible that a planet could have ground bases on different hex sides on different campaign turns.  This would allow a planet that has 3 GWS to lose one in combat on one turn to use the remaining two to maintain 360-degree coverage on the following turn (the base is deployed on a different hex side.  Such movement is assumed to be handled by industrious officers in command of planetary defenses and need not be tracked in detail by players.  Of course, if such a planet was reduced two only one GWS, it would not have 360-degree coverage and could not deploy additional DefSats until it is restored.)

 

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 one year (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 are 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.

 

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. Other modules are not restricted.

 

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 3EPs 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 18 EPs per turn for a zero strength web.  For the same web to start a scenario at strength 5, a cost of 25.5 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.  


F0 Command Limits

All ships have a command rating equal to the Federation and Empire command rating minus five, with a minimum value of two.

 

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. 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 conquered 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.

 

Command ships (BB/DN/BCH/CCs and leader variants) always count as two ships for command limit purposes. They may, however, lead a non-command variant of their class for free. A second command variant of a given class may not lead a ship until the first command ship has a full squadron of two ships assigned to it. Note that the second ship assigned to a command variant is not free. BCH and CC classes are leaders of CA (but not CL/CW or smaller) class ships for this purpose. BB and DN class ships may not command squadrons, only fleets.  CAs and NCAs can be mixed in squadrons.  CLs and CWs can be mixed in squadrons. DDs and DWs can be mixed in squadrons.

 

Each fleet has one free slot that may be used either for a scout or a tug that is not equipped with a battle pod, carrier pod, PF pod, or other combat pod.  A tug may not be part of a squadron.  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 a tug carries a battle pod, PF pod, or other combat pod, it counts as two ships for command purposes.  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 combat pod (battle, PFT, drone, etc) will still count as two ships for command limit purposes (which will mean that they will basically suck at these missions) and, as with tugs, if they carry a carrier pod, they 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.

 

Carriers are always assumed to be escorted for command limit purposes, even if those escorts aren't there! 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 may be used, but a size class 4 escort must fill at least one escort slot. Only real carrier escorts may fulfill this duty. Carrier escorts not escorting a carrier count as two ships for command limit purposes, and may not be part of a squadron.

 

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 2 squadrons of fighters, 1 PF flotilla, or one of each in a fleet. Casual PFs count against this limit and in addition count as 1 ship (as a group) against the overall fleet command limit.

 

The full fighter/PF complement of any single ship (such as a Federation SCS or SCSA or Kzinti SSCS) may always be used.

 

Hydrans, with their casual carriers, are allowed a combination of 3 squadrons of fighters and PF Flotillas, but are still limited to no more than 1 Flotilla.

 

Lyrans, with their emphasis on PF deployment, are limited to a total of 2 flotillas of PFs. 6 of these 12 PFs may be carried casually (any more than six will require a tender – all 12 could be based from tenders if the Lyran fleet has two true PFTs available to support them). They may have a combination of 3 fighter squadrons and PF Flotillas, but are still limited to no more than 2 fighter squadrons or 2 PF Flotillas.

 

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

 

Lyran BCs are treated as a special case for commanding limit purposes, due to their use both as command ships and basic warships in some circumstances in the Lyran fleet. The 1st Lyran BC in a fleet besides the flagship counts as 1 ship. Any additional BCs count as 2 ships.  Alternatively, a Lyran BC can act as a squadron leader for CAs or NCAs, but the 1st Lyran BC (besides the flagship) must be used for this purpose and would count as two ships (the CA would be free).  This does not apply to any BCH, including the Lyran BCH or to any other ship classified as a "battlecruiser" (such as the Gorn BC or the Klingon D7 - both treated as CAs). A Lyran BCH can act as a flagship in a fleet that also includes Lyran BCs, but a BCH (which always counts as 2 ships) cannot "lead" a BC for free - only CAs or NCAs. Examples:

1. Lyran fleet 1: BC (flagship, CR 10-52=5), BC (1 first BC in fleet, counts as 1), BC (2nd BC, counts as 2).  No BCs act as a leader.  Remaining command slots = 2

2. Lyran fleet 2: BC (flagship, CR 10-5=5), BC (1 first BC in fleet, acting as a leader, counts as 2), CA (lead by BC, free), CA (lead by BC, counts as 1), BC (2nd BC in fleet, acting as a leader, counts as 2), NCA (lead by BC, free).  Remaining command slots = 0

3. Lyran fleet 3: BC (flagship, CR 10-5=5), BC (1 first BC in fleet, acting as a leader, counts as 2), CA (lead by BC, free),CA (lead by BC, counts as 1), BC (2nd BC in fleet, not acting as a leader, counts as 2).  Remaining command slots = 1

 

Romulan KE: Always counts as 1 ship (no leader penalty). This is based on the R-description that specifically lets it operate as a leader or in squadrons. 

 

Romulan NH, SUP, RH and KH are treated as BCHs for purposes of campaign command limits (count as two ships and can lead CAs - such as the FH).

 

Federation CVL (GSC in carrier mode):  Can be accompanied by escorts or may operate freely without them (counting only as one ship - no penalty for missing escorts).  Just something the Feds get to do due to the unique nature of the Fed GSC.

 

Federation DNV: If operating alone, this ship is free to operate without escorts at no penalty (per the ship description).  If it is include in a fleet, its escorts are counted for command limit purposes, even if they are not present, just like any other carrier.  (In fact, any carrier can operate independently in this campaign under the existing rules - a single carrier operating alone isn't going to care if it's absent escorts are taking up command slots - there is nothing else to command anyway - this is just to clarify what the this particular ship must have when operating with other ships).  The DNV also DOES NOT include a SWAC in its BPV, as stated incorrectly in the rules description in J2.  This is an error the SVC has corrected with a ruling on the SFB BBS.

 

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

 

Ground bases and defense satellites do not count against command limits.

 

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.

 

The fleet flagship cannot function as a squadron leader unless that squadron is the entire fleet.  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 fighters for campaign economic purposes - they must be purchased separately and, if destroyed, they must be purchased again.  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.

 


G0 Combat

G1 The Tactical Map: Once operational movement is complete, hexes that contain more than two or more non-allied races’ units must be resolved. If three or more races have units 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.  If a hex is “contested” after all operational movement is complete (units of any type belonging to two opposing races in the same hex), then a battle MUST be played.

 

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 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”. Extra fighters stored among fleet ships may be made ready (these need to have been purchased, ships don’t get them for free). 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. 

 


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 per turn 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.

 

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.  This cannot increase the F&E command rating any higher than 10.

- 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 - Neutral planet visited, 10 commando squads recruited (or conscripted). Commandos distributed at player's option after combat on current turn to any ships in the race's fleet.  No battle generated.

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 the following races: 1. Andromedan, 2. ISC, 3. Kzinti, 4. Tholian, 5. WYN, 6. LDR.

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

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 alliance.  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 randomly.  Roll two die and consult the following chart to determine what type of Pirate ship is available.

 

2 - CA

3 - BR

4 - DBR

5 - MR

6 - DW

7 - LR

8 - CR

9 - HR

10 - SAL

11 - AR

12 - BRH

 

Note: If the ship selected is not yet in service, roll again.

 

2. Bidding on a contract:  Once the type of pirate is determined all players bid a number of EPs for the pirates services.  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.

 

3. Option mounts: The pirate ship is outfitted with 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 race 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 Federation player wins a pirate contract.  A Romulan planet and a Klingon base are both six hexes (range of supply) or less from a Federation supply point.  The Pirate will treat Federation space as its home territory and Klingon and Romulan Space as its Operating Zone.

 

4. Deploying the pirate.  The winning player may deploy the contracted ship within 2 hexes of any base or planet controlled by the player's 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.

 

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 equipment is removed from play.  In the event that the Pirate ship is captured, the capturing player gets the EPs that the winner bid (he does not keep the ship or any of its equipment).

 

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. This upgrade must be paid for before any X-ship construction can begin.

 

Dock Type

Dock Upgrade Cost

Can Build

Type-II

100 EPs

X-ships with a move cost of 1.  Takes three turns to complete.

Type-III

75 EPs

All other size class 3 X-ships (two turns to complete).

Type-IV

50 EPs

All size class 4 X-ships (one turn to complete).

 

Larger docks can be used to build smaller X-ships.

 

Non X-CWs and DWs cannot be converted to X-ships – they must be new construction.  This also applies to the Fed DDX, Romulan SPX, and Gorn CMX. It does not apply to the Gorn BDX, BDSX, SKX, SKSX

 

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.

 

A fleet in battle is either designated a standard fleet or an X-squadron. An X-ship in a standard fleet is always considered to be a leader or flagship. In an X-squadron, they follow normal designation types, but any non-X ship has a command cost of 2.

 

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. 


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

These rules were originally 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 Marc Baluda.  The current version – “The Commodore’s Edition” was produced by Jeremy Gray.