(A CAMPAIGN DESIGNED BY
AARON M. STALEY)
AA0.0 BASIC RULES
BB0.0 CAMPAIGN TERRAIN
CC0.0 STARTING UNITS
DD0.0 TIME AND MOVEMENT
EE0.0 DETECTION AND SURPRISE
FF0.0 ENGAGEMENT
GG0.0 COMBAT
HH0.0 ECONOMICS
JJ0.0 SUPPLY
KK0.0 REPAIRS
LL0.0 CONSTRUCTION
MM0.0 LEGENDARY OFFICERS AND CREW QUALITY
NN0.0 WHAT HAPPENS WHEN A CAPITAL FALLS
PP0.0 ESPIONAGE AND INTELLIGENCE
QQ0.0 CONDUCTING THE SCENARIO
ANNEX
AAA: SEQUENCE OF PLAY
ANNEX
BBB: ORION RULES (Secret, Orion Player
only)
ANNEX
CCC: VICTORY POINTS AND PROMOTION
INTRODUCTION
This campaign is non-historical with the exception of “year in service” for units/ships and technology.
Conjectural ships may be purchased when they become available. Only ships published by ADB inc. may be used in this campaign with the exception of the mobile warp gate and second generation X-ships.
As the moderator, I will not be a participant (a player) for any race. All my decisions will be made impartially. There will be no favoritism on my part.
I must emphasize that these campaign rules are designed to be as simple as possible and to allow the prime admirals complete control over how they intend to wage war against their enemies and develop their own strategies. Political maneuvering is encouraged. Alliances do not have to be traditional, in other words the Federation is not required to be allied to the Gorn or Kzinti.
(AA1.0) RULES NOT IN USE
(AA1.1) The following rules are not to be used during SFB scenarios in this campaign:
(AA1.11) Anything from a race which is not allowed in the campaign.
(AA1.12) C3.8, C9.0, D3.6, D8.0, D17.0, D18.0, D22.0, G11.0, G13.6 (unless all players agree to use this rule at the beginning of a scenario).
(AA1.13) S5.0 (a variant of these rules are used for the campaign by the GM), S7.0 (unless officially released by ADB in the future), T0.0, U0.0, W0.0,
(AA1.14) X-rules removed by latest addenda (such as XE2.42).
(AA1.15) (M2.6) is assumed to be in use at the start of a scenario UNLESS all scenario participants choose not to use it. If one player wants to use (M2.6) during a scenario; ALL MUST USE IT.
(AA2.1) Any of the following races are allowed in this campaign:
(AA2.11) Federation, Klingon, Gorn, Romulan, Kzinti, Hydran, Lyran, and ISC.
(AA2.12) No other races exist in this campaign.
Note: The Andromedan invasion (or any other invasion) never occurs. The Organians don’t exist.
(AA3.1) 01 JAN Y167.
(AA4.1) A player loses when his capital hex falls (Comes under control of an enemy player). The starbase (ground based) in that hex must be captured or destroyed for this to occur. (See the section entitled “What happens when a capital falls”.)
(AA4.2) A player wins when he is the “last man standing” or whoever is the dominant race (with the largest income) at the beginning of Year 205.
(AA5.1) The map lay-out will be as per the following diagram:

(AA5.2) Should there be six races in the campaign, the map
layout will be as follows:

(AA5.3) The actual positions of the governments for both of these maps will be determined randomly in the presence of all the Prime Admirals.
(BB1.0) PLANETS
(BB1.1) There are two types of planets shown on the
campaign map; G and N.
(BB1.12) G is a gas giant and is shown as green dots on the
campaign map.
(BB1.13) N is a class-M planet that supports no life of any
kind and is shown on the campaign map as a red dot.
(BB2.0) STAR SYSTEMS
(BB2.1) Star Systems are shown on the map as yellow dots.
(BB2.2) Each of these systems has many different forms of
terrain located within their campaign hex. The GM will provide a map overlay
for scenario play.
(BB2.3) The Star System map overlay will include a star
(yellow hexes), Radiation/Heat Zones (red hexes), and may have other forms of
terrain. The most common are: Asteroids (orange), Class-M or N planets (blue),
Moons (purple), Gas Giants (green), GG Rings (light blue), and Nebulae (pink).
(BB3.0) OTHER FORMS OF
TERRAIN
(BB3.1) Asteroid Hex: Shown as a white square with black
dots.
(BB3.2) Home System: Shown as a yellow star.
(BB3.3) Dark Gray Hexes: The universes’ boarder. They
surround the map completely. No unit may enter such a hex.
(BB3.4) Light Gray Hexes: The edge of explored space. The
Light Gray hex itself isn’t claimed, owned or surveyed yet.
(BB3.41) Area’s in-between claimed territories: Only vague
rumors exist about what terrain is located in these areas.
(BB3.5) Claimed Area Territories: These are colored to show
which government owns them.
(BB3.51) All claimed area territories and what terrain-types
they contain are known to all players due to spies and secret agents.
(BB3.52) Large Bases, and any ground base positions, are
also known by all players. (Exception; Orion bases and their positions are
secret from all races. Only the GM and the Orion player will know where they
are unless discovered.)
(BB4.1) Minefields can only be placed around Planets and
Large Bases. Any other use of minefields is prohibited.
(BB4.2) Should a minesweeper/layer be included in a fleet,
it cannot transfer mines for use on other ships before the scenario begins.
(BB4.21) There is one exception; if the fleet is out of
supply, the t-bombs the minesweeper may have on board can be used to restock
the fleets’ t-bombs up to the limits for each ship.
(BB4.22) If the fleet is a Romulan fleet that is out of
supply, it may restock the fleet’s NSM’s.
(BB4.3) Players may purchase minefields to be laid by their
minelayers around eligible terrain. Use (M6.0) to conduct those activities.
(BB4.31) Each government starts with 12 minefield packages
(M6.33) to deploy around bases.
(CC1.0) STARTING POSITIONS
(CC1.1) Each site that contains a Large Base will have units within 2 hexes distance from it. No units can be placed in a gray area.
(CC1.11) These units can only be units available Y166 and prior. Since the campaign begins 01 Jan Y167, units available Y167 cannot be selected before the campaign begins.
(CC3.12) Small and
medium ground bases have a limit as to the number that can be in any 1 GCL. No
more than twelve of these bases can be in a GCL, and only two of those can be
ground based defense types. Any small/medium base that deploys fighters, PF’s,
or has PH-4’s falls into the 2 GBD per GCL limit. No more than 1 set of Defense
Satellites (2 high orbit, 3 low orbit) can be deployed around a planet or other
legal type of terrain.
(CC1.2) The number of units and their values are determined by the type of base.
(CC1.21) A player may purchase up to 500 EBPV of units to place within 2 hexes of each Starbase that player has.
(CC1.22) A player may purchase up to 200 EBPV of units to place within 2 hexes of each Battle Station that player has.
(CC1.23) A player may purchase up to 100 EBPV of units to place within 2 hexes of each Base Station that player has.
(CC1.3) Any of the points in (CC1.2) not used before the
campaign begins are lost.
(CC2.0) BASE STARTING
EQUIPMENT
(CC2.1) Large Bases begin with the players choice of modules available Y167.
(CC2.11) Any BAM’s for Large Bases available in that year may be chosen without cost at start.
(CC2.2) In the individual Large Base descriptions, there is a list of what ships are always with that type of Large Base.
(CC2.21) The Large Base receives these ships for free, but they may never leave the Large Base unless it is destroyed. The GM will help you determine these ships.
(CC2.3) At start, every Starbase has 1 large, 1 medium, and
2 small Naval Construction Docks as part of its shipyard. The shipyard will
have 8 cargo pods, 2 SAMS, 2 CPL and 1 mobile base. All are necessary for the
shipyard to produce warships. Further, each Starbase has 2 FRD’s which are not
required to stay at the SB’s location if the player needs them elsewhere.
(CC2.4) Each BATS and BS have 1 FRD and 1 small freighter,
both of which can be reassigned as necessary.
(CC3.0) STARTING SUPPORT
UNITS
(CC3.1) Each race starts with 2500 EBPV worth of small and
medium ground bases, mobile bases, pods, BAMS, monitors, CPL/SAM, and Def-Sats.
These are separate from the units in (CC2.0). Any of these points not used
before the campaign begins are lost.
(CC3.11) These may be placed anywhere within the owner’s
territory. They do not have to be within 2 campaign hexes from a base.
(CC3.12) Small and medium ground bases have a limit as to
the number that can be in any 1 GCL. No more than twelve of these bases can be
in a GCL, and only two of those can be ground based defense types. No more than
1 set of Defense Satellites (2 high orbit, 3 low orbit) can be deployed around
a planet or other legal type of terrain.
(CC3.2) Each race starts with 1000 EBPV worth of Freighters
or other Civilian Ships; they are considered under contract by the owning
government. Any of these points not used before the campaign begins are lost.
(CC3.21) No more than 100 EBPV of this may be used for skids
or ducktails.
(CC3.22) These Freighters/Civilian Ships may start anywhere
within the owner’s territory.
(CC3.3) Each race starts with 1 small prospecting freighter
located at each rogue planet and asteroid hex.
(CC3.4) Each Gas Giant will have 1 large prospecting
freighter at start.
(CC3.5) Each star system that race has starts with 2 large
prospecting freighters and 1 small prospecting freighter. There will also be a
CPP on site.
(DD1.0) TIME
(DD1.1) For game purposes, there are exactly 4 weeks to the month.
(DD1.2) Two months are equivalent to a Turn. There a 6 Turns in a year.
(DD1.3) Each week is a Phase. There are eight Phases to the Turn.
(DD2.0) MOVEMENT
(DD2.1) Ships without warp engines (or the equivalents) may
move 1 hex on the campaign map per Turn, which occurs on the last Phase of the
Turn.
(DD2.2) Ships with warp engines that are incapable of
achieving speed 21, move once every two Phases (four hexes in a full Turn of
movement). (e.g. Phase 1, no move, Phase 2, moves, etc.)
(DD2.3) Ships with warp engines, that are capable of
achieving speed 21, but are incapable of achieving speed 31, can move three
hexes in every 4 Phases (six hexes in a full Turn of movement).
(DD2.31) Ships that fall into this movement category for the
campaign map will choose either Phase 2 or 3 for their first non-move Phase,
and either Phase 6 or 7 for their second non-move Phase.
(DD2.4) Ships with warp engines that can achieve speed 31
and that are not designated “fast warships” or “X-ships” may move 1 hex per
Phase.
(DD2.5) Ships that are designated as “fast warships” or
“X-ships” may move five hexes every four Phases.
(DD2.51) The player may choose which Phase the fast ship is
to move two hexes. However, if the Phase chosen is Phase 4, Phase 5 of the same
turn cannot be chosen for a two hex move on the campaign map. If Phase 8 is
chosen, Phase 1 of the next turn cannot be chosen for a two hex move.
(DD2.6) Fighters, shuttles and PF’s do not have the
capability of moving on the campaign map without their carrier/tender.
(DD2.7) Cloaked Movement: A ship can travel on the campaign
map cloaked to reduce its chances of being detected.
(DD2.71)
Determine the maximum speed the cloaked unit can move at while cloaked. Then
determine how it can move on the board under the categories listed in (DD2.1)
thru (DD2.5).
(DD3.0) RESOLVING AMBIGUOUS MOVEMENT SITUATIONS
(DD3.1) Two opposing ships facing each other in adjacent
hexes do not pass each other. A fast ship cannot speed past a slower moving
vessel.
(DD3.11) The fast ship is effectively pinned unless there is
another unit(s) available to engage the opposition. [See (DD3.4)]
(DD3.2) If both ships are moving toward each other in
adjacent hexes, the slower unit (if applicable) does not move. The faster unit
will enter the hex the slower unit is in. Any engagement will occur within that
hex.
(DD3.3) If both ships are the same speed, roll a die.
Player A moves on 1-3, and player B moves on 5-6. Any engagements occur in that
hex.
(DD3.31) The unit that does not move may make its move
immediately after the scenario has been resolved; it does not lose the move.
(DD3.311) In the event that the unit that moves disengaged
from the scenario, it must move in the direction it disengaged in.
(DD3.32) In the event that the unit moving under conditions
of (DD3.31) moves into a campaign hex which will require another scenario,
resolve that scenario on the same phase, however, the unit receives no supply
or support other than what is available in the same campaign hex as the unit.
(DD3.4) If a fast ship is entering a hex that has an enemy
in it, and can move a second time, it may not move the second time unless the
opposing unit declares “no engagement” (See FF1.3).
(DD3.41) If the opposing unit declares “no engagement”, the
fast ship may move it’s second hex.
(DD3.42) If the opposing unit desires engagement, the only
way for the fast unit to pass through the hex and gain the second hex, is if
the opposing unit gets pinned.
(DD3.5) Pinning: An equal number of ships (size class
four or better) must be left behind to counter the enemy unit(s), to allow the
fast ship to continue.
(Example: The fast ship plus five other ships enter
a hex containing five enemy ships on a Phase that the fast ship can move a
second hex. The five ships can pin the five enemy ships allowing the fast ship
to continue movement).
(DD3.51) For pinning purposes, a fighter squadron or a PF
flotilla count as 1 ship.
(DD4.0) MOVEMENT IN TERRAIN
(DD4.1) A ship/unit must spend 2 phases of movement to
leave an asteroid campaign hex.
(DD4.11) If a ship/unit enters an asteroid campaign hex from
one direction and on his next move decides to leave the hex the same way he
came, there is no penalty.
(DD4.2) Star system campaign hexes are treated in the same
manner as asteroid campaign hexes.
(DD4.21) A hex that has a large base in
it has no movement restrictions if it is an asteroid or star system hex. This
applies only to the race that owns the large base.
(DD5.0) STRATEGIC MOVEMENT
(DD5.1) Any ships that are in a Large Base campaign hex at
the end of a turn may transfer to another Large Base hex as long as that hex is
within 10 campaign hexes of distance.
(DD5.11) Only ships that have warp engines can use strategic
movement.
(DD5.12) The ship can use strategic movement to transfer to
no more than 3 bases in any one turn.
(DD5.2) COST: The owning player must pay 10 EBPV for each ship
that transfers using strategic movement.
(DD5.21) This cost is paid for EACH base the ship transfers
to (a maximum of 30 EBPV).
(DD5.2) Only a tug (unit designated as a tug by the MSC),
is capable of towing another unit by strategic movement.
(DD5.3) Pods/pallets/packs, Romulan SpH/SkH Modules, PF’s
and fighters can transfer from one large base to another during the strategic
movement point in the SOP. There is no cost to transfer these items and there
is no range limit.
(DD6.0) TOWING
(DD6.1) Tugs and other ships can be used to move units that do not have warp engines. Units designated as “Tugs” can do this with greater efficiency because they were specifically designed for this purpose.
(DD6.2) Any ship can tow another ship of any size class as long as the towing one of the two ships has an operational tractor beam. Once these ships are docked to each other, the towing ship must determine it’s new speed capabilities (DD2.0).
(DD6.3) In the campaign strategically, a unit designated as a tug by the MSC does not suffer the movement restrictions in (DD6.2). See also (DD5.2).
(DD6.4) Units that have active positional stabilizers cannot be towed. Large bases with inactive positional stabilizers cannot be towed or otherwise moved from the campaign hex they are in.
(DD6.0) DISENGAGEMENT
(DD6.1) In the event that a unit disengages from a
scenario, the unit will end up in the campaign hex in the direction it
disengaged from on its next campaign move. This is a disadvantage of
disengagement.
(DD6.2) Disengagement cannot create a new scenario on the
same phase.
(EE1.0) DETECTION
(EE1.1) Movement will be handled “in secret”. You will know certain things about your
enemy and his/her activities (see also the Intelligence section).
(EE1.2) A ship (without Special Sensors) can detect other
units at a radius of one campaign hex from the ship (i.e., the hex the ship is
in and the six surrounding hexes. This can be done automatically as long as the
ship has an operational 6 box on the sensor track.
(EE1.21) If the ship does not have an operational “6” box on
the sensor track, the player rolls 1d6.
(EE1.211) If the result is less than or equal to the highest
undamaged box on the sensor track there is no detrimental effect (the ship
detects as normal in that Phase).
(EE1.212) If the roll is higher than the undamaged box on the
sensor track, the ship detects nothing.
(EE1.3) The ship does not detect what specifically is in a hex. (Exception: Terrain) If it detects a ship, it is seeing the warp/impulse engine signature. It will detect this unless the other unit is shut down, cloaked, or hiding in terrain; in which case the unit cannot be detected in this manner (with a ship’s regular sensor track).
(EE1.31) The information you will receive is that there are “X” number of ships in hex “XXXX”.
(EE1.32) Regardless of whether or not the ship has or doesn’t have special sensors, fighters will always be detected as fighters and PF’s as PF’s.
(EE1.33) A unit that is cloaked, shut down or hidden in terrain, is detected automatically by any unit that is in the same hex [assuming (EE1.2) has been satisfied]. If this is the first time the unit has been detected and the detecting unit engaged by the hidden unit, surprise applies [see (EE3.0)].
(EE1.4) Terrain is always detected in an unexplored campaign hex unless a ship misses its sensor roll (EE1.212). Information gained about terrain will always be accurate.
(EE1.5) Cloaked ships, with or without special sensors, can detect only the terrain outside of the campaign hex it is in (for the purposes of this rule, the color of a hex is considered terrain). If it wishes to detect ships outside of the campaign hex it is in on any phase, it must forfeit its cloaked status.
(EE2.0) SPECIAL SENSORS
(EE2.1) A ship that has special sensors can detect units 1 hex away. If the ship has more than 3 special sensors (undamaged) it can detect units 2 hexes away.
(EE2.11) It can determine the size classes of the ships/units it detects.
(EE2.12) A ship with special sensors has a flat 50% chance of detecting ships that are hidden, cloaked, or shut down (or any combination of the three possible).
(EE3.0) SURPRISE
(EE3.1) Surprise occurs when a unit engages its enemy
without detection. This could be a result from being cloaked, hidden in
terrain, or shut down. Or, if the unit getting surprised failed to detect
another unit due to it’s damaged sensor track roll failure.
(EE3.2) The result of surprise is: the unit being surprised is at an automatic WS-0. The surprising unit gets an automatic WS-3.
(FF1.0) SCENARIO
ENGAGEMENT DETERMINATION
(FF1.1) When two opposing units enter the same hex, battle may or may not occur.
(FF1.11) If both units desire combat, both sides are placed on the SFB floating battle map in accordance with the direction they entered the campaign map hex [see (GG0.0 Combat)]. Each ship will be at maximum speed and weapon status 3.
(FF1.12) If one unit desires combat but the other does not, the one that does not is placed in the center of the SFB floating battle map (hex 5050) and must roll on the table using the procedures found in S4.2. Further, this unit is at a maximum speed of ten on turn 0; but may be facing any direction the owning player chooses. The unit desiring engagement is placed on the map according to which direction he entered the hex on.
(FF1.121) If one of the units did not move into that hex (was already present in the hex at the beginning of the phase), the owning player rolls 1d6. Those units enter the board from the direction rolled. They are at WS 3 and at maximum possible speed.
(FF1.122) Should the result of the die roll in (FF1.121) be identical to the opposing units starting position, then those units will start in hex 5050 and facing in any direction the owning player chooses. (WS3 and maximum speed).
(FF1.13) If neither player desires engagement, both are in
the same campaign hex but allow each other to stay at a non-combat distance and
do not hinder further movement. If this occurs, fast warships may continue
movement (If desired or able).
(FF1.14) Once
the GM has announced the engagement it must be played in a scenario, all the
admirals involved with the engagement must have that hex resolved within 5
days. Failure to have it resolved in that time period could result in
adjudication (the GM makes a decision as to what the final result of the
scenario is).
(FF2.0) HEX
OWNERSHIP RESOLUTION
(FF2.1) When a unit from a particular race enters a hex that was or was not previously owned by any other race, that hex becomes the property of the race that entered it.
(FF2.11) It is possible to enter or travel through a hex without capturing it. The owner of the units that wishes to do this needs to indicate this in his movement orders; otherwise (FF2.1) is assumed.
(FF2.12) If a ship moves into a hex owned by another race, and the hex is captured, the hex will become a light gray color on the former owner’s chart (unless there is a unit in the area owned by that race which can detect the status of that hex)
(FF2.2) If two opposing units enter a hex not previously owned by anyone, they may come to mutual agreement as to who owns it, or they may fight over it. The victor of the battle wins the hex.
(FF2.3) If they cannot come to an agreement, but do not wish to fight over it, the hex remains un-owned.
(FF2.4) While an Orion Pirate unit is present in a hex, no other unit can claim or capture the hex unless the Orion allows that unit to do so.
(GG1.0) MAP
SET-UP AND DISENGAGEMENT
(GG1.1) The battle map will be a 100x100 hex map. At the beginning of a scenario it will be surrounded by a “tournament style” barrier. The barrier is different than the one used in tournament play.
(GG1.11) The barrier prevents any unit involved in the scenario from leaving the battle map.
(GG1.12) The barrier is “Semi-Permanent” and dissolves on Impulse 1, Turn 6.
(GG1.2) It is possible to breach the barrier.
(GG1.21) The ship desiring to breach the barrier must first move into an adjacent hex to the barrier. The ship must then attempt to move into a barrier hex.
(GG1.22) When the ship tries to move into a barrier hex, roll 2d6. If the combined result is an “11” or “12”, the ship has succeeded in moving into the hex.
(GG1.23) If the die roll fails, the ship cannot enter the barrier hex and must make a different legal move.
(GG1.24) Only one die roll is allowed per turn, and a second one can be made no sooner than 8 impulses from the first.
(GG1.25) If it cannot move straight, sideslip, or turn to satisfy (GG1.23), the ship is required to make a breakdown roll. It may use its HET bonus for this roll.
(GG1.26) If the ship breaks down, it breaks down in that hex and does not drift.
(GG1.27) If the ship does not break down, it stays in that hex, but the sideslip mode is reset and the turn mode counter is moved back one hex.
(GG1.28) Any ship that receives more than 5 points of internal damage that was inflicted by an enemy unit, may enter a barrier hex without having to roll (GG1.22).
(GG1.3) The ships are placed on the map in accordance with the direction they entered the campaign hex on, and within three hexes of the following: (Dir A: 5033 Dir B: 8033 Dir C: 8066 Dir D: 5066 Dir E: 2066 Dir F: 2033). They must all have hex 5050 in their FA arc.
(GG1.31) If opposing units entered the hex from the same direction (i.e. one chasing the other) the unit which disengaged from the hex they previously came from start in hex 5050, facing any direction.
(GG1.32) Starting positions in a terrain hex are not standard. The GM has pre-made hex maps which have on them the indicated starting positions. These positions will be as close as possible to the starting positions listed in (GG1.3).
(GG1.4) The only means of disengagement is by leaving the battle map or using sub-light evasion (C7.3).
(GG1.41) In the campaign scenarios, sub-light evasion cannot be attempted UNTIL Impulse #1 of Turn #6.
(GG1.42) If a ship receives crippled status due to internal damage scored against it by the opposing force, it may begin using (C7.3) even though the barrier may still be in effect.
(GG1.5) To determine the direction units have disengaged, use the following procedure:
(GG1.51) Determine the hex the ship was last in before it moved off the battle map.
(GG1.52) If the hex was 018001 to 083001, disengagement occurred in direction A; 084001 to 100050 is direction B; 100051 to 084100 is direction C; 083100 to 018100 is direction D; 017100 to 001051 is direction E; and 001050 to 017001 is direction F.
(GG1.6) Retrogrades: Before the scenario begins (before commander’s option items are determined) any player may announce a retrograde.
(GG1.61) Ship starting positions will be in accordance with (GG1.3). The map will be floating.
(GG1.62) The retrograding force cannot disengage by any means, and must maneuver in a way that is wholly consistent with conducting a retrograde.
(GG1.63) On the impulse that the retrograding unit ceases to maneuver and perform in a retrograde style, the barrier appears, with the center of the board being at the retrograding unit’s flagship location.
(GG1.631) Any units that are outside the barrier when the retrograding units cease their retrograde, have 32 impulses to maneuver back onto the board or they are considered disengaged “In-Hex”. (i.e. They have disengaged but do not and cannot be moved to one of the 6 surrounding campaign hexes.) The retrograding unit now falls under disengagement rules and cannot move on the following phase. Further, it must be moved in accordance with (GG1.52); it cannot stay in-hex. It disengages in the direction it was closest to when the scenario officially ended
(GG1.64) The barrier will last for 5 complete turns before dissolving.
(GG1.7) If fighter squadrons become stranded (no unit is present after combat that is capable of carrying or supporting them), the fighters are lost (destroyed).
(GG1.8) If a PF flotilla becomes stranded (no unit is present after combat that is capable of carrying or supporting them), the PF’s cannot move from the campaign hex without a tender. They may stay in the hex indefinitely until either destroyed or recovered.
(GG1.9) Any prospecting freighters and units that the race owns may be commandeered for military duties.
(GG1.91) If this is done, no replacement is possible, as the civilians will be reluctant to go to that location for fear that they may get commandeered again.
(GG1.92) If this is done, the site does not produce income at the end of that Turn.
(GG1.93) The normal prospecting status of that site can only be restored by the owning race that commandeered the prospector, by building a new prospecting force (at least the minimum number of ships required) and moving them into that hex. At that time, the player relinquishes control of the freighter to the civilians and prospecting and income continues as normal.
(GG1.94) A government can designate a hex it owns as “unsafe” for civilian contractors. If this is done, the civilian prospecting units in that hex leave immediately and will return only when their government removes the unsafe designation.
(GG1.941) A government may designate a hex as unsafe for civilians on Step # 5 of any Phase.
(GG1.942) The Orion Pirates cannot use rule (GG1.94).
(GG2.0)
COMMANDERS’ OPTION ITEMS
(GG2.1) S3.2 will be used for all commanders’ option items.
(GG2.2) Commander’s Option Items do not drain the player’s economy. If the ship is not in supply, it cannot have commander’s option items for the next battle until it regains its “in supply” status.
(GG2.3) Each ship should have a record of what its current
supplies are at all times. This record becomes active when the ship is built
and released for service.
(GG3.0) SCENARIO
SET-UP
(GG3.1) The SFB rules
for Patrol Scenarios (S8.0) will be the standard for conducting each combat
scenario. The following modifications to that rule are:
(GG3.1a) The Federation may build PF’s.
(GG3.1b) (S8.223), (S8.26), (S8.355), (S8.41), (S8.44), (S8.45), (S8.48), (S8.51) and (S8.66) are deleted.
(GG3.1c) (S8.315) may be used. In the event that a carrier is destroyed in a battle, any surviving escorts drop their escort status penalties for a maximum of 2 turns and must begin moving back to a shipyard. After reaching a Large Base, escorts without their carrier can use strategic movement free in order to reach a shipyard
(GG3.1d) Under (S8.361) and (S8.362): An extra command ship could be added if a command point was spent to add it to the fleet.
(GG3.1e) Under (S8.42): The 100-point penalty becomes 100 EBPV and is subtracted from the bank before the battle begins.
(GG3.1f) Under (S8.43): This could happen if all other units it was with have been destroyed. In that case only, the player has 2 turns to move the mauler in order to satisfy this rule.
(GG3.1g) Under (S8.53): Monitors can be in a battle force but take up the size class 2 slot in the command limits. This does not occur if it is being used in what it was designed for; system defense.
(GG3.1h) Under (S8.54): Convoys can be escorted by a battle force. Should a player (for whatever reason) decide he wants his re-supply ships in the same hex he is in, he may do this without affecting the battle force. A convoy is any group of ships that are capable of, and have been designated to, conduct repair and supply missions.
(GG3.1j) Under (S8.56): Use the Brothers of the Anarchist rules for captured ships.
(GG4.0) IN-HEX RESERVE
(GG4.1) If a group of ships cannot use all of it’s ships in the battle fleet for a combat scenario (due to command rating limits), the remaining ships will be added to the “in-hex reserve”.
(GG4.2) The IHR is located in a safe area of the hex just outside the scenario’s battle area.
(GG4.3) Adding ships to the IHR is an involuntary act. (Exception: DB ships may be excluded from the fleet and added to the IHR voluntarily)
(GG4.4) The IHR can support the battle fleet. Whenever a ship in the battle fleet is destroyed or disengages, 1 ship from the IHR may, but is not required to, join the battle fleet. It will enter the combat scenario at a set location.
(GG4.41) The ship entering the scenario from the IHR may enter the map no closer than 35 hexes from ANY unit involved in the battle scenario and may only come from the direction the battle fleet it is joining came from.
(GG4.5) If a convoy that is supporting the battle fleet is in the same campaign hex as its battle fleet when that fleet enters a scenario, the convoy CANNOT be added to the IHR.
(GG4.6) If a force disengages and still has units in it’s IHR, the IHR must disengage back to the campaign hex it originally came from.
(GG5.0) DRONE BOMBARDMENT
(GG5.1) If the battle fleet does not include a drone bombardment ship, but such a ship is in the IHR, the DB ship may support the combat with waves of drones.
(GG5.2) If the battle fleet has a drone support from a DB ship in the IHR, the battle fleets turn 0 highest speed is equivalent to that of the drone waves.
(GG5.3) Drones used in the waves must be
Type-III-XX.
(GG5.4) If a DB ship is in the IHR and is in supply, it is considered to be on a DB-mission, which satisfies (FD10.671).
(GG5.5) The Drone Waves are to be placed in the following manner:
(GG5.51) There can be no more than 12 drones in any one wave.
(GG5.52) The first wave may be placed within 5 hexes of the battle fleet’s starting positions, at any facing and in any formation. All the drones in the wave must be within 5 hexes of any ships that are in the battle fleet.
(GG5.52) The drone waves are separated in distance determined by the speed of the drones. If the drones in the waves are speed 12, the second wave may be no less than 12 hexes from the first wave. The third wave can be no less than 12 hexes from the second wave, etc. Use this same method for speed 20 and 32 drones (i.e. no less than 20 / 32 hexes respectively).
(GG5.6) As the DB ship(s) have a set number of drones on board, the player must keep track of how many drones have been used and when he has expended all of his drones from the DB ship(s).
(GG5.7) For every additional DB ship in the IHR, 2 further drones may be added to each wave.
(HH1.0) INCOME
(HH1.1) Every empty hex is worth 0.2 EBPV.
(HH1.2) Unless an asteroid hex has a special marking, it is worth 1 EBPV.
(HH1.3) Each Star System is worth 10 EBPV.
(HH1.4) Each rogue class-N planet is worth 2 EBPV.
(HH1.5) Each rogue gas giant is worth 4 EBPV.
(HH1.6) At the end of each turn, a race adds income to its bank. This income is calculated as follows:
(HH1.61) Count all empty hexes owned by the race and multiply by 0.2. Add the result to the bank.
(HH1.62) Add up the values of all other forms of terrain that have at least their minimum requirement of prospecting freighters in the same hex.
(HH1.621) Large prospecting freighters count as 2 small prospecting freighters. A CPP is equivalent to 1 large prospecting freighter, and 1 F-OP is equivalent to 5 small prospecting freighters.
(HH1.622) If there is more than one rogue planet in the hex, there must be the same number of small prospecting freighters as planets.
(HH1.623) A gas giant requires a large prospecting freighter.
(HH1.624) A star system must have at least 5 small prospecting freighters in the hex.
(HH1.7) No government can ever spend more than what it has in the bank. You cannot go into the negative.
(HH2.0) WAR
DECLARATION
(HH2.1) When a government issues a War Declaration, its bank account immediately doubles. For every turn after the turn of declaration, any EBPV’s collected are doubled.
(HH2.11) This can be done for 12 turns only.
(HH2.2) If the government returns to a non-war status, it also returns to normal income rates.
(HH2.21) Once it returns to normal income rates (voluntarily or not) it cannot double its income again for a number of turns.
(HH2.211) For every turn that it spent at double income status, it must spend three turns at normal before it may double its income again.
(HH2.3) The Orion Pirates cannot declare war. No one can declare war on the Orion Pirates.
JJ0.0 SUPPLY
(JJ1.0) SUPPLY
STATUS
(JJ1.1) This campaign assumes that all sides actively disrupt enemy civilian shipping. The effects of civilian shipping are not portrayed in this campaign. However, your warships must stay in supply in order to avoid certain negative effects.
(JJ1.2) Any ship with 6 cargo boxes can re-supply 1 ship of any size class.
(JJ1.21) This supply ship (or Large Base) must be within four campaign hexes of the units it is supplying.
(JJ1.32) This supply ship is always considered to be “in-supply”.
(JJ1.3) A FDX, APT, or FT can re-supply continually 1 ship of any size class.
(JJ2.0) BEING
OUT OF SUPPLY EFFECTS
(JJ2.1) Should a unit or units become unsupplied (outside the four hex radius of the supply freighter), those units are no longer capable of replenishing their commander’s option items, drones, shuttles, or other equipment, until they regain “In Supply” status.
(JJ2.2) Once a unit is not in supply, a record must be kept of what equipment each ship has until it regains “in supply” status.
(JJ3.0) CARRIER
AND PF TENDER RESUPPLY
(JJ3.1) Carriers can regain lost fighters only if their supply ship is an AxCVL/AxCVA or FCR.
(JJ3.11) The AxCVA/L resupplies only the fighters and the specific fighter equipment necessary for the fighter squadron(s) to operate. The carrier and it’s escorts must still satisfy (JJ1.21) for their commander’s option items.
(JJ3.12) The AxCVA can support carriers that have more than one squadron of fighters. The AxCVL can support only carriers that have up to 12 fighters (1 squadron equivalent).
(JJ3.2) PF Tenders can regain lost PF’s only if their supply ship is an AxPFL/AxPFS.
(JJ3.3) Replacing lost fighters ARE NOT charged from the bank. [See (LL3.7)]
(JJ3.4) Casual carriers do not require that their supply ship be an AxCVA/L. Fighters for these units are replaced by any qualified supply ship.
(JJ3.5) Replacement PF’s must be built at an appropriate construction facility and once built, may be transported to the auxiliary ship (if it has room for them) by fast civilian contracted transport. This civilian contractor ship arrives at the auxiliary ship in 1 phase.
(JJ4.0)
SUPPLY FROM OTHER GOVERNMENTS
(JJ4.1) One government may use its supply capabilities to supply warships belonging to other governments.
(JJ4.2) This is done in the same manner as re-supply conducted by the owning governments ships, with the exception of race specific equipment. A non-drone using race could not re-supply drones to a drone using race.
(JJ4.3) Personnel of any type cannot be re-supplied by another government (crew units, boarding parties, deck crews, commandos, etc.).
(JJ4.4) Orion pirates can re-supply race specific equipment, but cannot re-supply personnel.
(JJ4.5) When re-supply is conducted by other governments, the owning government of the ship being re-supplied must pay for the supply. The cost is half the amount of EBPV for the commander’s option items and replacing lost admin shuttles. The re-supplying government does not get to bank the amount paid. The government needing re-supply may have to bribe the re-supplying government for re-supply privileges.
(KK0.0) REPAIRS
(KK1.0) SUPPORT
STATUS
(KK1.1) Similar to being in supply, ships also have a need to be in support. A ship that has been damaged in combat can be repaired if a small repair freighter is within 4 hexes from that ship.
(KK1.11) A small repair freighter can support 4 ships of any size class plus it’s fighters and PF’s (if it is a carrier or tender) in any one phase.
(KK1.12) A large repair
freighter counts as two small repair freighters.
(KK1.13) An FRD is capable of performing all repairs of any kind to a maximum of 15 ships at any one time.
(KK1.14) These repair freighters are always considered to be “in-support”.
(KK2.0)
REPAIRING CRIPPLED SHIPS
(KK2.1) Crippled ships can only be serviced by an FRD. The crippled ship must be towed or travel on it’s own to an FRD in order to be repaired. Any BS, BATS, or SB counts as an FRD for this purpose.
(KK2.11) A crippled ship of any size class costs 25% of the ship’s EBPV’s to conduct the repair.
(KK2.12) The time required to repair a crippled ship depends on how many of the 5 categories is qualifies for under (S2.41). The number of Phases are determined in the following manner:
1. Determine the number of (S2.41) categories (1-5).
2. Multiply that number by the ship’s Size Class Factor (SC2 = 4, SC3 = 3, SC4 = 2).
3. The result is the amount of time necessary to repair the crippled ship.
(KK2.2) Naval construction docks (as long as they are not actively constructing a ship) may act as FRD’s for repair purposes.
(KK2.3) At the end of a scenario,
all shields on a crippled unit are automatically repaired, regardless of whether
or not the unit is in support. There is no cost for the shield repairs.
(KK3.0)
NON-CRIPPLED SHIP REPAIRS
(KK3.1) Continuous Damage Repair (D9.7) and Emergency Damage Repair (D14.0) during scenarios are considered permanent repairs.
(KK3.2) Repairs conducted by legendary officers during a scenario are also considered permanent.
(KK3.3) Any repairs during a scenario that are conducted by (G17.0) Repair Systems fall apart at the end of the scenario.
(KK3.31) This includes (G17.5) Hasty Repairs, even if done using (D9.7).
(KK3.4) (D9.7) and (D14.0) stop once a scenario is over (i.e. there are no more enemies to fight). If your enemy has officially quit the field, the scenario is finished at the end of that scenario’s turn.
(KK3.41) Mark destroyed any non-permanent repairs, erase all shield damage, and use (G17.132) Tactical Repairs System.
(KK3.42) Any damage left
over after conducting (G17.132) may be repaired by a repair ship using (D9.4).
Using (D9.4) once takes one phase of time to do and costs 2 EBPV for SC4, 4
EBPV for SC3, and 6 EBPV for SC2. (D9.4) can be used as many times as necessary
to repair the ship fully, with the cost being paid every Phase on which (D9.4)
is performed.
(KK3.43) If the ship has no valid support point (the small repair freighter within 4 campaign hexes), (D9.4) cannot be conducted until the unit becomes in support.
(KK3.5) At the end of a scenario,
all shields are automatically repaired regardless of whether or not the unit is
in support. There is no cost for the shield repairs.
(LL0.0) CONSTRUCTION
(LL1.0) NAVAL
CONSTRUCTION DOCKS AND SHIPYARDS
(LL1.1) Most ships may only be constructed at a naval construction dock (NCD).
(LL1.2) NCD’s of any size cannot operate without the minimum requirements of support facilities. These facilities are:
(LL1.21) 2 CPL, 2 SAMS, 1 MB, 1 Large Base (ground or space), 8 cargo pods, 5 Harbor Tugs.
(LL1.22) There must be a civilized planet in the area that can furnish the man-power requirement and the basic raw materials required to operate these facilities. These planets can only be found in a star system.
(LL1.3) The facilities listed under (LL1.2) together are referred to as a shipyard.
(LL1.31) A shipyard as listed can support up to 4 NCD’s of any size.
(LL1.32) For every additional NCD the player wishes to add to the shipyard, the player must also add 1 CPL or SAMS, 2 cargo pods, and a Harbor Tug. The additional NCD cannot function without these units.
(LL1.4) There are three sizes of NCD: Large, Medium and Small.
(LL1.41) The SCD may build 1 size class 4 unit of any type at any one time.
(LL1.42) The MCD may build 1 size class 3 unit of any type and at any one time.
(LL1.43) The LCD may build any size class 2 or 3 unit of any type OR may build 2 size class 4 units, at any one time.
(LL1.44) A PF flotilla is considered 1 size class 3 unit for these purposes.
(LL1.45) A fighter
squadron is considered 1 size class 4 unit for these purposes.
(LL1.5) Large bases cannot be built by NCD’s.
(LL1.6) If a unit that requires escorts (Carrier) is built, its escorts must also be built.
(LL1.61) The new carrier may not leave the hex it was built in until it receives its escorts and fighters. The proper escort types will be listed in the carrier’s description; however, see (S8.315).
(LL2.0)
CONSTRUCTION TIMES AND COSTS
(LL2.1) All construction
begins/occurs in the 1st line of the sequence of play.
(LL2.2) Construction times are based on a unit’s EBPV. (Exception: Battleships).
(LL2.21) For every 10 EBPV of the unit to be constructed, will require 1 phase of time to complete (rounded up). Thus, a unit that has an EBPV of 93, will require 10 phases (weeks) to build. The entire 93 points is subtracted from the bank on phase 1, and the new unit is born on phase 10.
(LL2.22) Battleships require 8 full turns to complete (regardless of the EBPV of the vessel). The entire cost of the ship is paid at the start of construction, including the 20% charge.
(LL.2.3) Once a unit has been completed, before it can be released for duty, the owning race must pay from the bank a one-time charge of 20% of the EBPV(rounded up) of that new ship. If this charge is not paid, the new unit cannot leave the originating hex and if it enters combat, will not have any commander’s option items until the 20% charge is paid. The charge can be paid at any time during the unit’s construction, but once paid the funds transferred cannot be reversed.
(LL2.31) This 20% charge does not apply to starting units.
(LL2.4) Any unit that is constructing another unit cannot start a new project until 1 phase after completing the previous project. The only exception to this rule is if the unit builds the exact same thing. For example, an SCD is building a Federation POL. The next project could be a PV or any other variant of the POL, and no delay is required. However, if he chose to begin building a FF, the 1 phase delay applies.
(LL3.0) SPECIAL
UNIT CONSTRUCTION
(LL3.1) Large bases must be built on location.
(LL3.12) In order to build a large base (BS, BATS, SB), there must be at a minimum 1 MB with 4 cargo pods, 2 FRD’s, 1 harbor tug, 1 large freighter or 2 small freighters in the same location.
(LL3.13) For every 10 EBPV of the large base to be constructed, will require 1 phase of time to complete (rounded up).
(LL3.2) NCD’s are built in the following manner:
(LL3.21) An LCD or SB can build ANY type of NCD.
(LL2.211) SB’s cannot build NCD’s while supporting other operational NCD’s.
(LL3.22) A BATS or BS may build an SCD, but cannot build an SCD while supporting other operational SCD’s in the same campaign hex.
(LL3.3) NCD’s are built at the same rates as ships (10 EBPV per phase).
(LL3.4) Once an NCD or Large Base is built it can NEVER leave the campaign hex.
(LL3.5) Construction of a battleship requires the use of 2 NCD’s (1 large and 1 medium, or 2 large).
(LL3.6) PF’s can be constructed at a SB (1 flotilla at a time, 1 PF at each module).
(LL3.61) Each PF is constructed individually.
(LL3.62) Each PF requires 1 Phase of time for every 10 EBPV to build.
(LL3.7) Fighters may be constructed at SB’s (2 squadrons at a time) and BATS (1 squadron at a time).
(LL3.71) Treat oversized squadrons proportionally (18 fighters is 1.5 squadrons).
(LL3.72) Count heavy fighters as 2 fighters for construction limits.
(LL3.73) Each squadron requires 1 Phase of time for every 10 EBPV to build.
(LL3.8) Any special shuttle (shuttles other than admin shuttles) can be built at any large base without interfering with PF and Fighter construction limits. (Admin shuttles are not built by these rules; they are replaced by automatic re-supply operations detailed in the JJ0.0 Supply section of these rules.)
(LL3.9) Base Augmentation Modules, Single Weight Pods, Mobile Bases, and Freighter components (duck tails, skids, command modules, etc) can be constructed at any Large Base or any NCD. Large bases CAN construct any type of freighter.
(LL3.91) Only SB’s and NCD’s may build small and medium bases.
(LL3.92) FRD’s may be constructed at any SB, LCD or MCD (even though it is SC2). While the FRD is being constructed, the constructing unit cannot work on any other project.
(LL4.0) SPECIAL ITEM CONSTRUCTION
(LL4.1) Command Points can be purchased for the price of 50 EBPV each. Only one can be purchased in any one turn and is purchased in Line 1 in any Phase of the Sequence Of Play. It is available for use starting on the Phase of purchase.
(LL4.2) Minefield packages can be constructed at any Large Base or NCD for the specified prices in (M6.0).
(LL4.3) Large Asteroids to be used as web anchors cannot be constructed, but may be dragged from nearby asteroid fields. This is done automatically upon paying the cost of 15 EBPV per asteroid.
(LL4.4) The Klingon Stasis Field Generator requires 6 turns to produce and takes up one module or construction area (LL6.0). The cost of the SFG is deducted automatically when the ship that carries it is built. (Make sure you add the refit values for the SFG while building those B10’s!!)
(LL4.5) The Federation SWAC shuttle requires 12 phases to build. The E2 SWAC requires 60 EBPV to build, and the E3 SWAC requires 90 EBPV to build. No more than 1 can be constructed at any one time.
(LL5.0) REFITS
AND CONVERSIONS
(LL5.1) Adding refits to a ship, as the refits become available, can be done at any large base or NCD.
(LL5.11) The ship must be able to dock to the large base.
(LL5.12) Every 10 EBPV of the refit requires 1 Phase of time to add.
(LL5.2) Converting same hull type ships to variants can be also be done. This must be done at a facility capable of building that unit.
(LL5.21) Determine the difference in EBPV (more or less, doesn’t matter). That is the cost of the conversion in EBPV. Do not use the refit data as a factor, keep those values out of the calculation. Then double the cost to determine the number of phases required to do the conversion. For every 10 EBPV, the conversion requires 1 Phase of time (round up).
For example, a Fed DD is 94 EBPV and a Fed SC is 120 EBPV. The player wants to convert the DD to an SC. the difference is 26 EBPV; that is the cost of the conversion/upgrade. However, 26x2=52 = 6 phases. This would take 6 phases of time to accomplish.
(LL5.22) HDW’s can be converted to any of it’s different forms, however, the EBPV is not doubled and this can be done at any large base as well as at any shipyard.
(LL5.23) All other ships specifically stated by the rules that are “modular” in design do not double the EBPV in conversion, but their conversions do have to be performed at a facility that can build that unit. See (LL5.8).
NOTE: The Romulan Heavy Hawks are NOT modular.
(LL5.3) NCD’s can be converted to better types. They can do this with the aid of the rest of the shipyard. The NCD under conversion may only work on itself and no other unit.
(LL5.4) Conversions and Refits cannot be done for a ship simultaneously.
(LL5.5) Converting captured ships to your governmental specifications (given in the Brothers of the Anarchist rules) costs 20% of the EBPV of that vessel and requires 1 phase of time to accomplish per 5 EBPV of the conversion.
(LL5.6) The ISC rear plasma torpedo refit first appeared in Y171. Only the light and heavy cruisers are allowed to receive the refit prior to Y179, and only in the manner specified in the last paragraph of (R13.R2).
(LL5.7) Once the Y175 refit occurs, some ships receive the Y175 refit, but have no effective EBPV increase. As long as these ships are in supply, they receive the refit without having to return to a base. Ships that require an EBPV increase for the Y175 refit must return to a base for refit installation.
(LL5.8) The Romulans fielded the following modular ships: SparrowHawk, and SkyHawk. (R4.R5) lists the ship EBPV costs without their modules.
(LL5.81) The Romulans may build these modules (a pair at a time for SparrowHawks) without building the entire ship. This must be done at any NCD.
(LL5.82) Sparrowhawk modules may be added to the ship only at an NCD capable of building the Sparrowhawk.
(LL5.821) The time required to change the modules is 2 Phases (1 Phase to remove the old, and 1 Phase to add the new).
(LL5.83) Skyhawk modules may be installed (switched-out) at any NCD, SB, BATS (but not BS), or FRD.
(LL5.84) The cost for changing the modules is considered to already be worked into the cost of building the ship and the modules. No EBPV need be charged from the bank when changing modules (as long as the modules are already built and in the same location as the ship to receive the modules).
(LL5.9) Large Bases can be converted to the next best available type.
(LL5.91) A BS may be converted to a BATS, but not a SB.
(LL5.92) A BATS may be converted to a SB.
(LL5.93) Conversion Times: A BS conversion to a BATS requires 10 Phases of time to complete. A BATS conversion to a SB requires 50 Phases of time to complete.
(LL5.94) Whenever a large base begins conversion to the next better type, the base remains active and its shields and other functions remain the same until the conversion is complete. The conversion is considered to be a process separate to the normal functioning of the base.
(LL5.95) For every Phase of conversion completed, 5 “inactive” boxes are added to the base. These boxes are systems that are inactive; not even capable of being partially active. These boxes are destroyed on Cargo and Hull (Forward, Center, or Aft) internal damage points. They are destroyed BEFORE active and operational Cargo and Hull boxes on the base are destroyed (The ones present on the base before conversion began).
(LL5.96) Rule (LL3.12) is altered for a large base conversion. The MB with the 4 cargo pods are not required; the remainder of the units listed in that rule are required.
(LL6.0)
CONSTRUCTION AREAS AT BASES
(LL6.1) Starbases have 6 construction areas (each module) and BATS and BS have 3.
(LL6.11) 4 fighters could be constructed in each building area at a time, or anything else that base could construct as long as it is 1 project at a time. One single PF, pod, BAM, etc. is one project.
(LL7.0) UNIT AND
REFIT AVAILABILITY
(LL7.1) Units and Refits are available in the year listed for that unit on the MSC or in the ship’s description. Keep in mind that prototypes may have been built the year prior and charts in the F&E rules can be used to determine these.
(LL7.2) Any units that were historically provided by another race do not have that restriction. For example, the Romulans are capable of building the Kestral ships without having to actually purchase them from the Klingons.
(LL8.0) CAPTURED
TECHNOLOGY
(LL8.1) If a government captures (or purchases) another government’s property that possesses race specific technology, that technology is not useable by the new owning government. The captured ship may be converted to the new government’s specifications, but the technology it came with is not transferred.
(LL9.0)
PROSPECTING FREIGHTER REPLACEMENT
(LL9.1) When prospecting units (which are civilian units contracted to produce for the government) are destroyed, replacements DO NOT have to be produced by the government. It is assumed written into the contract that they assume personal risk in performing prospecting duties (although the risk is well worth it considering how much profit the civilians make from performing prospecting missions).
(LL9.2) If the prospecting unit is destroyed, the government cannot gain income at the end of that Turn from that terrain hex that unit was prospecting.
(LL9.21) On the turn after a government gains/regains ownership of a terrain hex, on Phase 1, a prospecting unit (of the size necessary to perform the required operations) appears in that hex and begins operations.
(LL9.213) In the case that the hex was a Star System, then along with the units required to prospect the terrain will be a CPP.
(LL9.22) If the new prospecting unit is still in the hex at the end of the Turn, and it did not leave the hex for any reason, the owning race receives income for that hex.
(LL9.23) If prospecting units are forced to leave the hex they are prospecting, they are removed from play. Once the owning player regains the hex, the prospectors will return at the appropriate point in the SOP.
(LL10.0) UNIT
SCRAPPING AND SALVAGE
(LL10.1) Definition: Scrapping is the act of taking an uncrippled vessel apart for monetary gain. Salvage is the act of Scrapping a crippled unit.
(LL10.2) Scrapping and Salvaging can be performed by any large base, NCD, or FRD.
(LL10.3) Scrapping a unit requires 1 Phase for every 15 EBPV of the unit being scrapped. On the Phase of completion, 45% of the unit’s original EBPV is added to the bank.
(LL10.4) Salvaging a unit requires 1 Phase for every 30 EBPV of the unit being salvaged. On the Phase of completion, 25% of the unit’s original EBPV is added to the bank.
(LL10.41) If the unit is crippled in more than 1 category (see S2.41), subtract 5% for each additional category (i.e. 20% is added to the bank for a ship that was crippled in two categories).
MM0.0 LEGENDARY OFFICERS AND CREW QUALITY
(MM1.1) Legendary Officers, Outstanding Crews, Poor Crews and Green/Ace Pilots cannot be purchased. They will be rolled for by the GM for each race.
(MM1.2) Any time a new warship is built, the GM will roll to determine if it has any special crew.
(MM1.21) Every warship receives a roll on G22.111.
(MM1.3) The player must keep a record of what legendary officers or special crew are on each of his ships.
(MM1.31) They cannot be transferred to another ship. If they die or are removed from their vessel, they lose their legendary status.
(MM1.4) There are no Legendary Admirals.
(MM1.5) Legendary Captains cannot bluff. However, they do receive a +1 bonus to the die roll in (GG1.22).
(MM1.6) Poor crews can be upgraded to regular crews. No crew can ever be upgraded to Legendary status. Once a poor crew successfully completes (or survives) 3 combat missions, they lose their poor crew status. The GM will determine whether or not the mission was a combat mission.
NN0.0 WHAT HAPPENS WHEN A CAPITAL FALLS
(NN1.1) All EBPV’s in that nations bank are gained by the conquering government and immediately transferred to the conqueror’s bank.
(NN1.2) All the conquered government ships become unsupplied. All freighters and other non-warships roll for mutiny (as if they were Klingon ships).
(NN1.21) 25% of the mutineers become under the control of the Orion Player.
(NN1.211) If there is no Orion Player these ships disappear, never to be seen again (removed from play).
(NN1.22) 25% become under control of the conquering government.
(NN1.23) 50% disappear, never to be seen again (removed from play).
(NN1.3) If the conquered government succeeds in regaining it’s capital hex, it cannot begin collecting income until the end of the next turn.
PP0.0 ESPIONAGE / INTELLIGENCE
(PP1.0) GENERAL
KNOWLEDGE
(PP1.1) Every government will know the following information about other governments:
(PP1.11) All warship names and/or hull numbers (if any).
(PP1.12) Any ship that is constructed starting at the beginning of the campaign, it’s name and/or hull number AND which shipyard location it came from.
(PP1.13) All large base locations, and shipyards.
(PP1.14) What that government has in its bank at all times.
(PP1.15) When and where any size class 2 unit has begun construction, and what type it is.
(PP1.2) No government will know the following information about the Orions: (PP1.12), (PP1.13), (PP1.14), and (PP1.15).
(PP1.3) The Orions will not know the following information about the governments: (PP1.12), (PP1.14), and (PP1.15).
(PP2.0) ORION
BRIBES
(PP2.1) Any government may attempt to “bribe” the Orion pirates. As there could possibly be more than one cartel, the Orions could possibly bribe themselves.
(PP2.2) Any bribe paid to the Orion Pirates is not legally binding with the GM; the GM will not force the Orion Player to make good on a bribe promise. However, as bribes may tend to be the Orion’s sole source of income at times, it would be advisable for him to make good on at least most bribes.
(PP2.21) Any bribe to be paid to the Orions must be given to the GM, who will in turn pay the Orion player (or whoever) the bribe.
(PP2.22) Any EBPV given to anyone for any purpose other than to purchase ships will be considered a bribe.
(PP2.3) Prime Admirals may pay the Orion Pirates EBPV to purchase information (enemy fleet movement information, unknown terrain locations, monster areas, etc.), or to hire ships for missions (attack or perform a raid on enemy convoys, general hostility/non-hostility, immunity, etc.)
(PP2.4) No government may spend more than 10% of its income in a Turn on bribes (to anyone).
QQ0.0 CONDUCTING THE SCENARIO
(QQ1.1) Once it has been determined that there will be an SFB scenario carried out to resolve a campaign hex conflict, the heads of government (Prime Admirals) involved will choose the players who will be responsible for conducting the scenario.
(QQ1.2) The GM will issue a reasonable time period for the scenario to be resolved.
(QQ1.3) Should the scenario fail to be successfully resolved by the players, the GM will issue extension or resolve the hex using his best judgment.
(QQ1.4) In the event that the campaign is being conducted using SFBOL, and a player at the beginning of the scenario makes certain requests (using the fire button, IA, etc.), the request must be granted if the majority of players present do not consider the request to be unreasonable. Conducting IA procedures with the IA button and then using the Fire Button for designation of fires will be the standard.
(QQ1.5) Using the IA button on EVERY impulse to determine whether or not anyone has IA is NOT the standard, and such conduct must be approved by all other players before the scenario begins.
ANNEX AAA: SEQUENCE
OF PLAY
1. Conduct repairs and determine new builds.
2. Move units (except units that disengaged last phase).
2a. Sensor rolls are made/ Detections announced.
2b. Fast units make their second move and GM determines Sensor detections for just the changes of fast units.
3. Determine which encounters will become scenarios.
4. Play scenarios.
5. Move disengaged units to their new campaign hexes and mark claimed/captured hexes.
6. (End of Turn, Phase 8 Only) Conduct any desired strategic moves.
7. Place finished builds. Any War Declarations are made.
8. (End of Turn, Phase 8 Only) Add income to the Bank.
9. Receive Intelligence report from GM.
Not for general release. This annex will be distributed ONLY to the Orion prime admiral.
ANNEX CCC: VICTORY POINTS AND PROMOTION
To encourage Non-Prime Admirals to become involved in Absolute War;
Non-Prime Admirals can accumulate Victory Points
toward promotions.
The rank structure is as follows:
|
Rank |
Points |
|
Lieutenant Commander |