Archive through June 07, 2011

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: Campaigns: The Art of War: Archive through June 07, 2011
By Sterling Clifton (Usmc_Admiral) on Sunday, June 05, 2011 - 12:55 am: Edit

Gorns and Feds now taken.

By John Smith (Johnsmith) on Sunday, June 05, 2011 - 02:26 am: Edit

I'd like to throw my hat in as well, but I'd like to see the rules and such before I become totally committed.

Just in case, I'll give my blind picks here:

LDR (if allowed)
Lyrans
Klingons

after those three, I'll take any non-plasma. Although I'd really like to see rules before choosing races.

By Drew Klenotic (Tillek) on Sunday, June 05, 2011 - 02:03 pm: Edit

I guess I'd go...

Hydran
Klingon
Kzinti
Romulan
And if all those are taken, I'd have to look over what's left.

By Sterling Clifton (Usmc_Admiral) on Monday, June 06, 2011 - 01:55 am: Edit

Race - Status - Player
Andromedan Invaders - NPC Random Encounter - N/A

Britanien - NPC Random Encounter - N/A

Canad'ien - NPC Random Encounter - N/A

Carnivon Horde - Available - None

Deltan - NPC Random Encounter - N/A

Flivver - NPC Random Encounter - N/A

Frax - NPC Random Encounter - N/A

Gorn Confederation - Taken - Troy Williams (Jungletoy)

Hispaniolan - NPC Random Encounter - N/A

Hydran Kingdom - Taken - Drew Klenotic (Tillek)

Interstellar Condcordium

Jindarian Caravans - Available - None

Klingon Empire - Available - None

Kzinti Hegemony - Available - None

Lyran Democratic Republic - Taken - John Smith (Johnsmith)

Lyran Star Empire - Available - None

Orion Syndicate - Taken - Sterling Clifton (Usmc_Admiral)

Paravian Marauders - Available - None

Qari - NPC Random Encounter - N/A

Romulan Star Empire - Available - None

Seltorian Tribunal - Available - None

Tholian Holdfast - Available - None

United Federation of Planets - Taken - Majead Farsi (Devil)

Vudar Enclave - Available - None

Wyn Star Cluster - Available - None

By John Smith (Johnsmith) on Monday, June 06, 2011 - 02:21 am: Edit

If you need anyone to fly Frax for random encounters, I'd love to do it. I'm a fan of the Frax, but I never get to play them.

By Sterling Clifton (Usmc_Admiral) on Monday, June 06, 2011 - 03:14 am: Edit

UPDATED
Race - Status - Player
Andromedan Invaders - NPC Random Encounter - N/A

Britanien - NPC Random Encounter - N/A

Canad'ien - NPC Random Encounter - N/A

Carnivon Horde - Available - None

Deltan - NPC Random Encounter - N/A

Flivver - NPC Random Encounter - N/A

Frax - NPC Random Encounter - N/A

Gorn Confederation - Taken - Troy Williams (Jungletoy)

Hispaniolan - NPC Random Encounter - N/A

Hydran Kingdom - Taken - Drew Klenotic (Tillek)

Interstellar Condcordium

Jindarian Caravans - Available - None

Klingon Empire - Available - None

Kzinti Hegemony - Available - None

Lyran Democratic Republic - Taken - John Smith (Johnsmith)

Lyran Star Empire - Available - None

Orion Syndicate - Taken - Sterling Clifton (Usmc_Admiral)

Paravian Marauders - Available - None

Qari - NPC Random Encounter - N/A

Romulan Star Empire - Available - Eol

Seltorian Tribunal - Available - None

Tholian Holdfast - Available - None

United Federation of Planets - Taken - Majead Farsi (Devil)

Vudar Enclave - Available - None

Wyn Star Cluster - Available - None

By Jacob Karpel (Psybomb) on Monday, June 06, 2011 - 05:34 am: Edit

Ok, I'll go ahead and call out...

1) Vudar Enclave
2) ISC
3) Klingon (though I'd rather not)

My other big choices are all from LMC, but I'd be happy to explain relevant rules as we go.

By Peter Thoenen (Eol) on Monday, June 06, 2011 - 11:54 am: Edit

I'm with you on LMC :) .. who you thinking Jacob ... I am thinking Barduvi (or however you spell them)

By Sterling Clifton (Usmc_Admiral) on Monday, June 06, 2011 - 02:20 pm: Edit

UPDATED
Race - Status - Player
Andromedan Invaders - NPC Random Encounter - N/A

Carnivon Horde - Available - None

Gorn Confederation - Taken - Troy Williams (Jungletoy)

Hydran Kingdom - Taken - Drew Klenotic (Tillek)

Interstellar Condcordium

Jindarian Caravans - Available - None

Klingon Empire - Available - None

Kzinti Hegemony - Available - None

Lyran Democratic Republic - Taken - John Smith (Johnsmith)

Lyran Star Empire - Available - None

Orion Syndicate - Taken - Sterling Clifton (Usmc_Admiral)

Paravian Marauders - Available - None

Romulan Star Empire - Available - Peter Thoenen (Eol)

Seltorian Tribunal - Available - None

Tholian Holdfast - Available - None

United Federation of Planets - Taken - Majead Farsi (Devil)

Vudar Enclave - Taken- Jacob Karpel (Psybomb)

Wyn Star Cluster - Available - None

By Josh Driscol (Gfb) on Monday, June 06, 2011 - 02:56 pm: Edit

If i play it would be Kzin, Klingon, or maybe Frax, or WYN

By Sterling Clifton (Usmc_Admiral) on Monday, June 06, 2011 - 04:00 pm: Edit

UPDATED
Race - Status - Player
Andromedan Invaders - NPC Random Encounter - N/A

Carnivon Horde - Available - None

Gorn Confederation - Taken - Troy Williams (Jungletoy)

Hydran Kingdom - Taken - Drew Klenotic (Tillek)

Interstellar Condcordium

Jindarian Caravans - Available - None

Klingon Empire - Available - None

Kzinti Hegemony - Taken - Josh Driscol (Gfb)

Lyran Democratic Republic - Taken - John Smith (Johnsmith)

Lyran Star Empire - Available - None

Orion Syndicate - Taken - Sterling Clifton (Usmc_Admiral)

Paravian Marauders - Available - None

Romulan Star Empire - Available - Peter Thoenen (Eol)

Seltorian Tribunal - Available - None

Tholian Holdfast - Available - None

United Federation of Planets - Taken - Majead Farsi (Devil)

Vudar Enclave - Taken- Jacob Karpel (Psybomb)

Wyn Star Cluster - Available - None

By John Smith (Johnsmith) on Monday, June 06, 2011 - 07:47 pm: Edit

did the rules ever get finished?

By John Coleman (Aligato) on Monday, June 06, 2011 - 11:48 pm: Edit

OK I'll call for
1. Lyran
2. Kzinti
3. Tholian
if none of them are taken

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 12:16 am: Edit

I need the rules for partial X refits... its the only thing I want that's missing form my rules..
"(XR0.0) Partial X-Refits, Captain's Log #31, (ADB, 2005)"

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 12:17 am: Edit

UPDATED
Race - Status - Player
Andromedan Invaders - NPC Random Encounter - N/A

Carnivon Horde - Available - None

Gorn Confederation - Taken - Troy Williams (Jungletoy)

Hydran Kingdom - Taken - Drew Klenotic (Tillek)

Interstellar Condcordium

Jindarian Caravans - Available - None

Klingon Empire - Available - None

Kzinti Hegemony - Taken - Josh Driscol (Gfb)

Lyran Democratic Republic - Taken - John Smith (Johnsmith)

Lyran Star Empire - Taken - John Coleman (Aligato)

Orion Syndicate - Taken - Sterling Clifton (Usmc_Admiral)

Paravian Marauders - Available - None

Romulan Star Empire - Available - Peter Thoenen (Eol)

Seltorian Tribunal - Available - None

Tholian Holdfast - Available - None

United Federation of Planets - Taken - Majead Farsi (Devil)

Vudar Enclave - Taken- Jacob Karpel (Psybomb)

Wyn Star Cluster - Available - None

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:34 am: Edit

(TAOW 100.0000) THE ART OF WAR GENERAL RULES
(TAOW 101.0000) INTRODUCTION

(TAOW 101.1000) HISTORICAL BACKGROUND
This game portrays what the GM envisions as a more realistic physical galaxy to play in, and a sort of “what-if” scenario. The specific what if being portrayed is this: “What if all the races of the SFB Alpha Octant, the Andromedans, and the Seltorians were all majorly active in the galaxy at the same time vying for power and control?”

(TAOW 101.2000) INTRODUCTION TO THE GAME
THE ART OF WAR is a grand strategic simulation of what would happen in the previously mentioned “What if?” statement. Section (TAOW 102.0000) explains the various terms used in the game. Refer to this section for the explanation of any confusion or unfamiliar terms.
The rules are heavily cross-referenced. Many rules include a number in parenthesis, e.g. (101.2000), which provides additional information or conditions.
The various records (economics, production, fleet charts, etc) are secret to other players and reviewable by the GM at any time. Some items are temporarily secret to other players.

(TAOW 101.3000) GAME SCALE
Each campaign hex is 01 parsecs (3.26 Light Years) wide making each campaign hex cover a surface area of 6.9 light years.
Each turn represents a time period of 03 months.
Each counter represents a single ship, a naval division, a naval squadron, flotilla, battle group, task force or numbered/named fleet.

(TAOW 101.4000) NUMBER OF PLAYERS
This game is designed to be played by 15 players of less. Every faction not picked will be played by the GM as an NPC race in the background who will only defend their territory 99% of the time.

(TAOW 102.0000) EXPLANATION OF TERMS
See Federation & Empire 100.0

(TAOW 103.0000) SEQUENCE OF PLAY
This game is played in a series of turns, each representing 03 months of time. These are referred to as “Spring,” “Summer,” “Fall,” and “Winter” turns of that year.
Each Turn is sub-divided into the following phases;

STEP 01 – ECONOMICS: Each player simultaneously determines how much money they have at their capital hex (including all planets in that hex).

STEP 02 – REPAIR: Each player simultaneously spends whatever portion of their money that is a their capital hex, towards repairing any vessels or FRDs awaiting repairs at designated locations (star systems with shipyards, base stations, battle stations, starbases, FRDs, or planets in the capital hex).

STEP 03 – PRODUCTION: Each player simultaneously spends whatever portion of their money that is a their capital hex, towards construction of shuttle-craft, fighters, PFs, ships, shipyards, and bases. The unit's cost determines it's necessary production times. (Note: If a vessel or base comes with certain shuttle-craft and/or fighters in its SFB description, then they will be included in it's cost.)

STEP 04 – OPERATIONAL MOVEMENT: Each player simultaneously moves their combat forces to defend or attack territory or assets. The players may move their combat forces as far or as little as they'd like withing each unit's legal range.

STEP 05 - REACTIONARY MOVEMENT: Each player simultaneously moves his reserve combat forces to support their operational movement. The players may move their combat forces as far or as little as they'd like withing each unit's legal range.

STEP 06 – RETREATING: Each player simultaneously moves any ships retreating automatically move back to the closest friendly base, FRD shipyard, or base within their legal range. This MUST be done by the shortest distance possible. If there is an enemy combat force blocking this path, the retreating forces must either fight that enemy force or be sacrificed.

STEP 07 – ECONOMIC MOVEMENT: Each player simultaneously moves any freighters their own from a planet they control to any planet they or an ally controls they destination must be chosen and recorded at the time of departure, cannot be changed, and must take the shortest path to the destination. Be warned; If money is generated by a non-capital planet, it must be moved to a capital planet to be spent. Be warned, freighters may be attacked.

STEP 08 – FIELD REPAIRS: Each race may buy repair ships that are modified versions of their standard ships, to use if order to conduct field repairs. They take one additional turn to complete but cost 2.5 times as much as their standard counter parts. They may only repair ships of equal BPV to their base model or cheaper.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:35 am: Edit

(TAOW 200.0000) MOVEMENT
There are four types of movement in THE ART OF WAR. Each uses different rules and is conducted during a different phase of the sequence of play. The four types include Operational Movement, Reactionary Movement, Retreat, and Economic Movement. Cloaked Movement is a special type of movement that will be explained later.

(TAOW 200.1000) PROCEDURE
Units move from one hex to an adjacent hex by crossing the intervening hex side. They may not skip over hexes.

(TAOW 200.2000) MOVEMENT COST AND SPEED
Every operational combat unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by two, as long as it reaches an FRD, shipyard, base station, battle station, or starbase of the same faction, every six campaign hexes.
Every operations combat unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by four, as long as it reaches an FRD, shipyard, base station, battle station, or starbase of an officially allied faction, every six campaign hexes.
Every operational combat unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by six, if it cannot reach an FRD, shipyard, base station, battle station, or starbase of an officially allied or of the same faction, every six campaign hexes.

(NOTE: 2X ships if used, will move at double the listed speed on the strategic map, 1X ships if used, will move at 1.5 the listed speed on the strategic map, early years ships if used, will move at 2/3 (round .499 down and .500 up) the listed speed on the strategic map, sub-light ships if used, will move at 1/3 (round .499 down and .500 up) the listed speed on the strategic map.)

(TAOW 200.3000) UNUSED MOVEMENT FUNCTIONS
The Art of War, being a strategic level game does not use turn modes, emergency deceleration, erratic maneuvers, towing, high energy turns, docking, breakdowns, side-slips, tactical maneuvers, disengagement, etc

(TAOW 200.4000) STACKING LIMITS
There are no stacking limits in The Art of War, however, there are limits to how many units can participate in battle in a hex at one time.

(TAOW 200.5000) ORDER OF MOVEMENT
The owning player may move their units in any order they chose that does not violate (TAOW 103.0000).

(TAOW 200.6000) CLOAKED MOVEMENT
If a player owning a cloaking device so chooses, they may use it during and movement phase. However, the maximum movement rate of the cloaked vessel is 1/3 of it's uncloaked maximum movement rate. Note: Retreating with cloaked movement lowers the loss rate by 25%.
All Romulan Star Empire, Imperial Romulan State, and 75% of all Orion Pirate vessels (chosen by Orion player), may use cloaked movement if they have cloaking devices installed.

(TAOW 200.7000) REACTION MOVEMENT
Each player simultaneously moves any ships that have previously been classified as reserve units to support their operational combat forces.
Every reserve unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by four, as long as it reaches an FRD, shipyard, base station, battle station, or starbase of the same faction, every six campaign hexes.
Every reserve unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by eight, as long as it reaches an FRD, shipyard, base station, battle station, or starbase of an officially allied faction, every six campaign hexes.
Every reserve unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by twelve, if it cannot reach an FRD, shipyard, base station, battle station, or starbase of an officially allied or of the same faction, every six campaign hexes.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:36 am: Edit

(TAOW 300.0000) COMBAT
Combat is handled through Standard Starfleet battles rules.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:36 am: Edit

(TAOW 400.0000) ECONOMICS
Vessels, colonies, and bases require all sorts of supplies, fuel, and spare parts to remain at optimal conditions. There is no supply cost to supplying ships already in the field. If the ship is in supply range, it is considered supplied.

(TAOW 401.0000) WHICH UNITS ARE IN SUPPLY
A unit is considered in supply if it is within six campaign hexes of an FRD, ship yard, base station, battle station or starbase, of the same faction or within three campaign hexes of an officially allied faction's FRD, ship yard, base station, battle station or starbase during the Operational Movement phase.

(TAOW 402.0000) EFFECTS OF BEING UNSUPPLIED
Any unit that is not within supply range is considered unsupplied and cannot receive replacement drones, pseudo plasma torpedoes , deck crews, boarding parties/robots, crew units, legendary officers, shuttle-craft, fighters, bombers, interceptors or PFs.

(TAOW 403.0000) EXPEDITIONARY FLEETS
An expeditionary unit is considered in supply if it is within eighteen campaign hexes of an FRD, ship yard, base station, battle station or starbase, of the same faction or within nine campaign hexes campaign hexes of an officially allied faction's FRD, ship yard, base station, battle station or starbase during the Operational Movement phase. Each faction may have no more than two expeditionary fleets at any one time.

(TAOW 404.0000) TUGS
Tugs may be used to resupply up to half of a units expendable supplies, if the Tug is in supply range of the unit. Any Tug used for this manner may not move during the turn it is being used in such a manner. Tugs can only be manufactured by capital worlds.

(TAOW 405.0000) FREIGHTERS
All factions may produce freighters. The units carry all of the raw goods the capital uses to make money to be spent.
Freighters are bound by the following conditions;
1. Freighters move at a speed of six campaign hexes per turn.
2. Freighters must determine and record for the GM, their destination upon the turn of departure.
3. Freighters' destinations cannot be changed.
4. Freighters can be ordered to carry goods to any planet the owning player so chooses, same faction, allied faction, neutral faction or enemy faction.
5. Freighters require 01 turn to be manufactured, manned, supplied and sent on their way.

(TAOW 406.0000) REPAIRS
A very critical aspect is the repair of one's damaged vessels.

(TAOW 406.1000) EFFECT OF REPAIRS
Once a unit has been repaired, it returns to active duty at full strength the following round.

TAOW 406.2000) COST OF REPAIRS
Any damage not repaired in battle using the standard SFB methods must be paid for by the owning player must pay an amount equal to 75% of the BPV cost of the damaged systems. Or their ship will remain damaged which will affect its movement abilities per (TAOW 200.2000), and its combat ability.

(TAOW 406.3000) REPAIR OF BASES
To repair damaged shipyards, listening posts, base stations, battle stations or starbases, a tug modified to be a repair tug under (TAOW 103.0000) Step 08, or three ships modified under (TAOW 103.0000) Step 08, to be repair ships must be present in that base's campaign hex. No matter which option is used the tug or three ships must be in supply. Note that tugs used to repair a shipyard, listening posts, base stations, battle station, or starbase, cannot be used to repair or supply a unit during the turn in which it is repairing the shipyard, listening posts, base stations, battle station, or starbase.

(TAOW 406.4000) FLEET REPAIR DOCKS
Fleet Repair Docks are slow moving but mobile repair bases that are sent in support of major combat operations.
Fleet Repair Docks, from now on named FRD, can repair ships equal to battle stations, but must be in supply (TAOW 401.0000).

(TAOW 406.41000) MOVEMENT COST AND SPEED
Every FRD may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by eight, as long as it reaches a shipyard, base station, battle station, or starbase of the same faction, every six campaign hexes.
Every FRD combat unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by sixteen, as long as it reaches a shipyard, base station, battle station, or starbase of an officially allied faction, every six campaign hexes.
Every FRD unit may move up to any speed that is equal to or less that its total number of warp or engine boxes when divided by twenty-four, if it cannot reach a shipyard, base station, battle station, or starbase of an officially allied or of the same faction, every six campaign hexes.

(TAOW 406.5000) REPAIR SHIPS
Repair ships represent a concentration of tactical repair assets in a zone of intense combat.

(TAOW 406.5100) COST OF REPAIR SHIPS
See TAOW 103.0000) Step 08.

(TAOW 406.5200) SUPPLY
Repair ships can only function while in supply (TAOW 401.0000).

(TAOW 406.5300) TUGS AS REPAIR SHIPS
Tugs may be modified per (TAOW 103.0000) Step 08, to be repair ship. Tugs manufactured in this fashion have the same movement cost as an FRD, but 1.3 the repair capability.

(TAOW 407.0000) ECONOMIC RULES
(TAOW 407.1000) INCOME
Income is the consumption and savings opportunity gained by an entity within a specified time frame, which is generally expressed in monetary terms, in THE ART OF WAR, that means credits. However, for households and individuals, "income is the sum of all the wages, salaries, profits, interests payments, rents and other forms of earnings received... in a given period of time.

(TAOW 407.1000) INCOME GENERATION
In THE ART OF WAR, there are four ways to generate income to be used. First and foremost, is the mining of raw materials located on a moon, planet or dwarf planet within a star system. Second is commerce through the financial market of buying, trading, borrowing, and selling. This can be the raw material you have mined from your territory being traded by you on the open market, this may be manufactured goods like personal or ship board equipment and/or weapons, or this may be in trafficking of animals and/or personnel. Third, is raiding and pillaging to steal the economic resources of your neighbors.

(TAOW 407.1100) PLANETOID RAW MATERIAL INCOME GENERATION
Every major moon, dwarf planet, and planet in a star system generate income though whatever raw material may be present on that celestial body as long as at least one mine is present.
Every turn, every planet with raw materials of value generates a certain amount of “credits,” based on what type of raw materials are present and in what quantity.

(TAOW 407.1200) PERSONNEL TRAFFICKING INCOME GENERATION
Every major moon, dwarf planet, and planet in a star system may be outfitting and upgraded with slave or servant market places.
Every turn, an owning player my sell off up to 2.5% of the population of any planet with a slave or servant market place. Each resident sold at a slave market gets 3 credits, with 10% of the sale taxed by the GM. Each resident sold at a servant market gets .5 credits, with 1.5% of the sale taxed by the GM.

(TAOW 407.1300) ANIMAL TRAFFICKING INCOME GENERATION
Every major moon, dwarf planet, and planet in a star system may be outfitting and upgraded with animal market places.
Every turn, an owning player my sell off up to 2.5 times as many animals as the population of any planet with an animal market place. Each animal sold at a slave market gets .1 credit, with 1% of the sale taxed by the GM.

(TAOW 407.1400) RAIDING AND PILLAGING INCOME GENERATION
Every major moon, dwarf planet, and planet in a star system generate income though whatever raw material may be present on that celestial body as long as at least one mine is present, though the trafficking of personnel and/or animals. Any player may however, chooses to go a viking on one or more of their neighbors.
To do this, the raiding player must defeat the defending player in combat, or send extra raiding ships after the battle has begun, in the star system with the planet that is being subjected to the raiding attempt.
Once battle has been won, or run around, the viking player must defeat all if any of the ground defenses who could fire upon their raiding craft, and then do 200 points of damage to the planetoid. After this has all been accomplished, the raiding player must roll one d20. The die result is the % of the planets current resources stolen by the raiding player.
The raider may choose w/e form they would like to take the resources in. The raider may take personnel if at least one of the raiding vessels is a transport, troop or hospital ship, animals if at least one of the raiding vessels is a cargo vessel or freighter. All other vessel types can only take credits. Note: GM has final say on how much is raided and how many people or animals are the equivalent.

(TAOW 407.2000) INCOME EXPENDITURES
Every faction may spend any portion of its economic resources generated on any of the following legal game functions;
Bribing another player/faction or NPC to do their dirty work or a task for them.
Manufacturing vessels, listening posts, FRDs, mobile bases, ship yards, base stations, battle stations, starbases, colonies, or facilities on those colonies.
Repairing vessels, listening posts, FRDs, mobile bases, ship yards, base stations, battle stations, starbases, colonies, or facilities on those colonies.
To advance your technological “year”.

Listening posts, shipyard components, base station components, battle station components, and starbase components may only built on, or in orbit of, their faction controlled planetoids.

All vessels, FRDs, or mobile base components may only built in their faction controlled shipyards.

(NOTE: This means you must start building freighters at your capital zone to carry the credits and raw good to other planets and shipyards that need them to manufacture items.)

(TAOW 407.2100) INCOME EXPENDITURES ON BRIBERY
Be for warned, there is no REQUIREMENT for the person who offered the bribe to pay it, and there is no requirement for the person hired to perform the task desired. Be picky and careful with how you so choose to use this option.

(TAOW 407.2200) INCOME EXPENDITURES ON PRODUCTION
Every faction may spend any portion of its economic resources to manufacture vessels, shipyards, listening posts, base stations, battle stations, or starbases. Not that you may also spend money on buying extra expendables like boarding parties, deck crews, crew units, legendary officers, drones, PPTs, shuttles, fighters, Interceptors, and PFs.

(TAOW 407.2300) INCOME EXPENDITURES ON REPAIRS
Every faction may spend any portion of its economic resources to manufacture vessels, shipyards, listening posts, base stations, battle stations, or starbases. Not that you may also spend money on buying extra expendables like boarding parties, deck crews, crew units, legendary officers, drones, PPTs, shuttles, fighters, Interceptors, and PFs as per (TAOW 406.0000).

(TAOW 407.2400) INCOME EXPENDITURES ON TECHNOLOGICAL ADVANCEMENT
Every faction may spend all of its economic production for one turn two turns to progress its technological stance by one year. I.E. Y168 to Y169.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:40 am: Edit

(TAOW 500.0000) SPECIAL RULES
Ever
(TAOW 501.0000) SHIPYARDS
Vessels and mobile base construction can only be done at shipyards designed to build them.
Level 01 Shipyards: These ship yards are designed to build heavy battleships; ANDRO Devastator Class or the KLI B11.
Level 02 Shipyards: These ship yards are designed to build battleships; FED Mars Class, KLI Invincible (B10) Class, ROM Imperious (King Condor)/ Inseparable (K10R) Classes, NEO-THO Sword of the Holdfast/ Deathdealer (NBB) Classes, or Cave Lion Class.
Level 03 Shipyards: These ship yards are designed to build light battleships; KZI Patriarch Class, GORN Godzilla Class, HYD Monarch Class, LYR Red Claw Sword Class, ISC Peacemaker Class, or Cave Lion Class.
Level 04 Shipyards: These ship yards are designed to build Heavy Dreadnaughts; FED Trusteeship Class, KLI Atrocity Class (C10), ROM Dictator Class (Condor-H), KZI Confederation Class, GORN Tarbosaurus Class, THO Revenge (DH) Class, NEO-THO Vindicator (NDH) Class, HYD Regent Class, ANDRO Dominator/ Dictator/ Dominion/ Demon/ Demolisher Classes, LYR Forest Lion Class, ISC Indefatigable Class, JIN Moon Class,
Level 05 Shipyards: These ship yards are designed to build Dreadnaughts; FED Federation Class, KLI Admiral Kang (C8)/ Victory (C9) Classes, ROM Imperator (Condor)/ Honor Bird (Vulture)/ Behemoth (K9R) Classes, KZI Hegemony Class, GORN Tyrannosaurus Class, THO Defender (D) Class, NEO-THO Vortex/Director (NDN) Classes, Orion Godfather Class, HYD Paladin Class, ANDRO Shiva Mauler, LYR Lion Class, WYN Gray Shark, ICS Concordium Class, SEL Cloud Class, VUD Storm Class,
Level 06 Shipyards: These ship yards are designed to build Light Dreadnaughts; FED Star Tiger Class, KLI Kommander Kurlt Class (C5), ROM Shrike Class, KZI Lightening Fist Class, GORN Alectosaurus Class, HYD Liege Class, LYR Forest Desert Class, ISC Presidium Class, SEL Storm of the Firestones Class,
Level 07 Shipyards: These ship yards are designed to build Heavy Battlecruisers; FED New Zealand Class, KLI War Class (C7), ROM Ravager (Killerhawk)/ Thunderbird (Thunderhawk)/ Marcus Tacitus (Royalhawk)/ Nova Hawk/ Praetor Solfronk (Superhawk)/ Avion (KCR) Classes, KZI Patriarchy Class, GORN Galnitak Class, HYD Overlord Class, LYR Deathclaw Class, SEL Wave Class, JIN Moonlet Class,
Level 08 Shipyards: These ship yards are designed to build Battlecruisers; FED Kirov/Bismark Classes, KLI Klodode Class (D7), ROM Finality (K7R) Class, KZI Nova Class, GORN Chimericon Class, LYR Wildcat Class, LDR Democracy Class,
Level 09 Shipyards: These ship yards are designed to build Light Battlecruisers;
Level 10 Shipyards: These ship yards are designed to build Heavy Cruisers; FED Constitution Class, KLI Warrior Oath Class (E7), ROM Praetor Maximus (Firehawk)/ Paulus (Fasthawk)/ Screaming Spirit (Flamehawk)/ Audax (King Eagle)/ Acheron (War Eagle) Classes, THO Adarak (C) Class, NEO-THO Avenger/ Lawbringer (NCA) Classes, HYD Cavalier/ Ranger/ Dragoon Classes, ANDRO Imposer/ Intruder/ Infestor/ Destructor Mauler Classes, LYR Tiger Class, ISC Constable Class, LDR Independence/ Spokesman Classes, SEL Wind Class, JIN Asteroid Class, VUD Pulsar Class,
Level 11 Shipyards: These ship yards are designed to build Medium Cruisers; KLI Barbarous Class, KZI Black Hole/Thunderstrike Classes, KLI (D6), KZI Ripper Class, GORN Scything Tail Class, THO Bauxite Class (CW), HYD Mongol/ Tartar/ Cossack, Apache/ Commanche Classes, LYR Jaguar Class, LDR Chairman Pathau Class, VUD Storm Class,
Level 12 Shipyards: These ship yards are designed to build Light Cruisers; FED Texas Class, ROM Adversary (Sparrowhawk)/ Bloodwing (Battlehawk)/ Treachery (KDR) Classes, KZI Spectyr Class, GORN Dragonfire, NEO-THO Defiant/Guardian (NCL) Classes, HYD Horseman/ Traveler Classes, ANDRO Conquistador/ Exploiter/ Conqueror Classes, LRY Panther Class, ISC Thunderbird Class, SEL River Class, JIN Rock Class, VUD Light Cruiser,
Level 13 Shipyards: These ship yards are designed to build Heavy Destroyers; FED Genghis Class, GORN Szurra Class, HYD Demon Hunter, LYR Alleycat Class, LDR Commune Class, JIN Brick Class, VUD Soul Eater Class
Level 14 Shipyards: These ship yards are designed to build Destroyers; FED Saladin Class, KLI D5, ROM Arrow (Skyhawk)/ Talon (War/Chickenhawk)/ Tenacious (Pelican)/ Centaurii (K5R) Classes, KZI Pegasus Class, GORN Rajath Class, THO Division (DD) Class, NEO-THO Battler (NDD) Class, HYD Lancer/ Knight Classes, ANDRO Python/ Mamba Classes, LYR Leopard Class, ISC Rovillar Class, LDR Manifesto Class, SEL Mountain Class, JIN Stone Class,
Level 15 Shipyards: These ship yards are designed to build Light Destroyers; FED Hermes Class, KLI D4, GORN Jaws Class, LYR Black Rain,
Level 16 Shipyards: These ship yards are designed to build Heavy Frigates; FED Takagi Class, KLI Barbarous Class (F6), KZI (Unnamed) Class,
Level 17 Shipyards: These ship yards are designed to build Frigates; FED Drake Class, KLI Fury Class (F5), ROM Speedy (Seahawk)/ Corvus (Snipe)/ Firefly (K4R) Classes, THO Fortress Class (PC), NEO-THO Brave (NFF) Class, HYD Crusader/ Saracen/ Hunter/ Cuiassier Classes, ANDRO Cobra/ Terminator Classes, LYR Cheetah Class, ISC Nebula Class, LDR Liberty Class, SEL Meadow Class, JIN Concrete Class, VUD Triumph Class
Level 18 Shipyards: These ship yards are designed to build Light Frigates; FED Burke Class, KLI Defender Class (E4), ANDRO Viper Class,
Level 19 Shipyards: These ship yards are designed to build Fast Patrol Craft and Small Freighters:
JIN Comet Class,
FED PF-47 Thunderbolt/ Thundercloud/ Thunderstrike/ Thunderchief/ Thunderscout/ Thunderblast/ Thunderboomer/ Thunderstorm/ Thunderstreak/ Thunderflash/ Thunderphase Classes,
KLI G1 Class,
ROM Centurion/ Starhawk Classes,
KZI Needle Class,
GORN Pterodactyl Class,
THO Arachnid Class,
ORI Buccaneer Class,
HYD Harrier/ Hellion/ Howler/ Valkyrie Classes,
LYR Bobcat Class,
WYN Freedom Fighter Class,
ISC Officer Class,
Level 20 Shipyards: These ship yards are designed to build Interceptors;
JIN Fireball Class,
FED I-51 Mustang Class,
KLI H1 Class,
ROM Decurion Class,
KZI Spike Class,
GORN Pterosaur Class,
THO Scorpion Class,
ORI Brigand Class,
HYD Harbinger Class,
LYR Lynx Class,
ISC Justice Class,
Level 21 Shipyards: These ship yards are designed to build Fighters and Shuttles:
JIN Meteor 1/ Meteor 2/ Meteor 3/ Meteor H Classes,
VUD Electron/ Tachyon/ Proton/ Graviton Classes,
FED F-111 Aardvark/ F-14 Tomcat/ A-10 Warthog/ E-2 Hawkeye SWAC/ E-3A Sentry Heavy SWAC/ F-16 Falcon/ F-18 Hornet/ F-4 Phantom/ F-8 Crusader/ F-20 Tigershark/ A-20 Avenger/ F-15 Eagle/ A-6 Intruder/ F-7 Shenyang/ FB-111/ B-1 Lancer/ B-2 Spirit/ Classes,
KLI Z-1/ Z-2/ Z-V/ Z-Y/ Z-D/ Z-P/ Z-H/ Z-HB/ ZB-1/ ZB-2/ ZB-3/ ZB-4 Classes,
ROM Gladiator-I/ Gladiator-II/ Gladiator-III/ Gladiator-F/ Gladiator-SF/ Gladiator-FSF/ Tribune/ Tribune-F/ Gladiator-D/ Gladiator IIIK/ Cohort-1/ Cohort-2/ Cohort-3/ Cohort-4 Classes,
KZI AS/ AAS/ Streak/ HAAS/ TAAS/ TADS/ DAS/ LAS/ LFS/ BMR/ AMR/ VMR/ HMR Classes,
GORN G-18 Serpent/ G-20 Reptile/ G-10 Dragon/ G-30 Wyvern/ G-8 Lizard Local Defense/ G-12 Chimera Fast/ G-32 Fast Heavy/ BMR-A, B or C/ BMR-H Classes,
THO Spider-I/ Spider-II/ Spider-III/ Spider-IV/ Spider-IVP/ Spider-V/ Spider-VP/ Spider-E/ Spider-IIP/ Spider-H/ Spider-HP/ Classes,
HYD Stinger-I/ Stinger-II/ Stinger-F/ Stinger-H/ Super-Sting/ Stinger-E/ Stinger-T/ Spike-1/ Spike-2/ Spike-3/ Spike-H/
ANDRO MWP/ MCP/ MTP/ MGP/ MEP/ MMP Classes,
ISC SF/ TF/ EF/ AF/ HF/ FSF/ FTF/ FEF/ HFF/ FKF/ FDF/ FTK/ FEK/ BMR/ HBMR Classes

(NOTE: All variants can be built at the shipyard designed to build their parent design. Also Note, X ships can only be built at X shipyards which are double the cost.)

(TAOW 501.1000) SHIPYARDS SIZE
Level 01 Shipyards: 4,200 BPV
Level 02 Shipyards: 4,000 BPV
Level 03 Shipyards: 3,800 BPV
Level 04 Shipyards: 3,600 BPV
Level 05 Shipyards: 3,400 BPV
Level 06 Shipyards: 3,200 BPV
Level 06 Shipyards: 3,000 BPV
Level 07 Shipyards: 2,800 BPV
Level 08 Shipyards: 2,600 BPV
Level 09 Shipyards: 2,400 BPV
Level 10 Shipyards: 2,200 BPV
Level 11 Shipyards: 2,000 BPV
Level 12 Shipyards: 1,800 BPV
Level 13 Shipyards: 1,600 BPV
Level 14 Shipyards: 1,400 BPV
Level 15 Shipyards: 1,200 BPV
Level 16 Shipyards: 1,000 BPV
Level 17 Shipyards: 800 BPV
Level 18 Shipyards: 600 BPV
Level 19 Shipyards: 400 BPV
Level 20 Shipyards: 200 BPV

(NOTE: All variants can be built at the shipyard designed to build their parent design. Also Note, X ships can only be built at X shipyards which are double the cost.)

(TAOW 502.0000) CAPTURED SHIPS AND TEHCNOLOGY
Every box of captured from another vessel may be used by the capturing faction. This may be done in one of three methods;
First, use the captured vessel as is, once repaired. (Note that some technology such as Tholian webs can only be operated by Tholian personnel even if you have captured a Tholian vessel.)
Second, you can install the captured technology in place of, or in addition to the systems on one of your vessels. (Note that some technology such as Tholian webs can only be operated by Tholian personnel even if you have captured a Tholian vessel.)
Third, you can replace all of the unusable technology on your captured ship, with a system that your faction can use. Example, an ISC replacing an anti-transporter device with a PPD, or some general system.

(TAOW 503.0000) STARTING FORCES
Every faction has BPV that is equal to 3000 points to purchase ships for fleets. 1 Starbase per star system, 1 ship yard per system, 1 listening post per star system (with some exceptions), 1/3 battle station, and 2/3 base station for every inhabited world owned by the player at the start of the game to disperse amongst their controlled worlds. Remember, players may opt for lower tech bases for bonus credits. Example, downgrading your starbase to a battle station, or downgrading from a standard base to an early years base. This can only be done during a faction's first turn.

(TAOW 504.0000) RACIAL BONUSES
Every faction in the game has campaign bonus for its operating player(s);
Andromedan Invaders: +200% Strategic movement speed.
Carnivon Horde: +10% credits to raids done against Kzinti Hegemony, Lyran Star Empire or Lyran Democratic Republic.
Gorn Confederation: +05% credits for raids against Paravian Marauders ; +20% credits to raids against the Romulan Star Empire.
Hydran Kingdom: -10% to the cost of purchasing fighter craft.
Interstellar Condcordium: -30% to raids against them. +20% strategic move speed
Jindarian Caravans: Cannot be raided, has no need for bases.
Klingon Empire: +15% to raids vs United Federation of Planets. +20% to BP usage rates.
Kzinti Hegemony: -33% to drone purchase costs. +10% from raiding Lyran Star Empire, Lyran Democratic Republic, or Carnivon Hordes.
Lyran Democratic Republic: +10% from raiding Kzinti hegemony, Lyran Star Empire, or Carnivon Hordes. -10% cost to buying Interceptors.
Lyran Star Empire: +10% from raiding Kzinti hegemony, Lyran Democratic Republic, or Carnivon Hordes. -10% cost to buying PFs
Orion Syndicate: +10% movement speed, +15% trade profit, +15% from raiding. -50% from strategic detection range.
Paravian Marauders: +50% to raids versus Gorn Confederacy, +10% to strategic movement speed.
Romulan Star Empire: +50 to raids on anyone but the Vudar, -50% to customer manufacturing of cloaking devices. -50% Cost of Operators.
Seltorian Tribunal: +75% to raids vs. Tholian Holdfast. +10% to BP usage rates.
Tholian Holdfast: -80% loss to any successful raid. Immune to Operators.
United Federation of Planets: +25% profit from financial market, -5% to cost of fighters and interceptors.
Vudar Enclave: Planetoids cannot be conquered unless ISGs are destroyer or deactivated. +25% to raids vs the Klingon Empire. +10% to Raids vs. Hydran Kingdom.
Wyn Star Cluster: All non WYN ships suffer loss of movement, targeting control, and shields for 02 campaign turns upon entering the cluster.

(TAOW 505.0000) CLOAKING DEVICES
Cloaking devices may be uninstalled from Romulan or Orion ships which have them and then be sold for a cost of 15% of the ship in which it was taken from's cost.
Romulans and Orions may manufacture cloaking devices for customers to be specifically tailored to an individual ship for 30% (15% for Romulans) of the ship's cost. What they SELL it for however is up to them.

(TAOW 506.0000) BLACK OPERATIONS
Cloaking d

(TAOW 506.1000) OPERATOR CREATION
Black Operations Operators can only be trained at a faction's capital world, or each capital world in the case of the United Federation of Planets.

(TAOW 506.2000) OPERATOR ORGANIZATION
Black Operations Operators, referred to from now on as Operators, can be military special forces teams, covert intelligence operatives, sneaky little bastards, or super agents like James Bond, the choice is up to the owning player.

(TAOW 506.3000) OPERATOR FUNCTION
Operators, may be used in any of the following manners, but only one per player round;
***Gather Information: The most basic spy mission there is, and the one thing ALL spies should be good at.
******Gather Tactical Intelligence: For ever owning player turn the operator rolls a d20 every player round the operator is in a control area or an area with a computer link to the control area, at the end of that player turn. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to gather tactical information known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 200 before the operator's rolls reach 200, then the operator has been caught by the local government. If the operator reaches 200 before local government does, the operator will gain one level of tactical intelligence of all units personnel, equipment, listening posts, mobile bases, base stations, ground bases, battle-stations, star-bases, or vessels within the control areas computer's sensor range.
******Gather Planetary Information: The Operator has the opportunity to collect data on either the economics, population, current defenses, or defenses under construction. Only one type of planetary information per player turn. Success or failure is determined in the same manner as gathering tactical information.
***Sabotaging Facilities: Any slave market facilities, servant market facilities, animal market facilities, or ground installations may be sabotaged at a rate of one per player turn. This means disabling the market facility or an individual box on the ground instillation's SSD. Every owning player turn the operator rolls a d20 for every player round the operator is in a market facility or ground installation, at the end of that player turn. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to sabotaging facilities known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 100 before the operator's rolls reach 100, then the operator has been caught by the local government. If the operator reaches 100 before local government does, then the targeted box or facility is deactivate for 04 player turns.
Killing Population: Operators can release radiological, chemical, viral, bacterial, biogenic, or energetic destructive devices. This will lower the planet's population and there by its credit output if successful. Every owning player turn the operator rolls a d20 for every player round the operator is in a population zone, at the end of that player turn. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to sabotaging facilities known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 50, then the operator has been caught by the local government. If the operator reaches 50 before local government does, the population killing was successful.
***Subverting World Leadership: For every player turn spent trying to subvert the local world's ruling class or government, the operator can move the chance of successful revolt by 1 in the operator's favor. The operator may attempt a coup at any time.. but the more turns the operator prepares, the better off his chances. The operator must spend one full player turn inciting unrest and unhappiness with the current regime. After that entire player turn has been spent, the operator's owning player rolls one d20 and adds it to any previous turn's rolls. Once the total reaches 1000, the local regime is over thrown and the planet can now be taken over by the operator's owning player. Every turn spent preparing and studying the people to make this roll better, adds +1 in the operator's favor to the d20 roll. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to overthrown known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 1000 before the operator's rolls reach 1000, then the operator has been caught by the local government.
***Assassination: An operator has the chance to kill any officer, crewman, civilian, militiaman, government officer, legendary officer or other operator. Every owning player turn the operator rolls a d20 for every player round the operator is in a close proximity to the target, at the end of that player turn. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to assassinate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 25 before the operator's rolls reach 25, then the operator has been caught by the local government. If the operator reaches 25 before local government does, the assassination was successful.
***Counter Intelligence Operations: An operator has the chance to kill any officer, crewman, civilian, militiaman, government officer, legendary officer or other operator. Every owning player turn the operator rolls a d20 for every player round the operator is in a close proximity to the target, at the end of that player turn. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to perform Counter Intelligence Operations known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 50, then the operator has failed Counter Intelligence Operations and the local government's operator gets to roll normally for their action. If the operator reaches 25 before local government does, the Counter Intelligence Operations was successful and the local operator must wait one full year to attempt that same action in that same location again.

(TAOW 506.4000) OPERATOR EFFECTIVENESS
Not all operators are identical, they come in many shapes, sizes and colors. So it shouldn’t surprise anyone that they come in different skill levels as well. For each increase in an operator's skill level, the operator get a +1 to die rolls in their favor and doubles the price of the operator. Note, operators can be upgraded by paying the additional cost, but only at the capital world(s).

(TAOW 506.5000) OPERATOR INFILTRATION
Operators have a 90% chance of successful infiltration of size one population zones. This decreases by 5% per increase in population zone size. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

Operators have a 75% chance of successful infiltration of size a size class 2 vessel or starbase by covert insertion by means of joining boarding actions. This decreases by 2% per decrease in size class of the vessel or base. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

Operators have a 33% chance of successful infiltration of size a size class 2 vessel or starbase by covert insertion through joining hit & run raids. This decreases by 5% per decrease in size class of the vessel or base. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

(TAOW 506.6000) OPERATOR EXFILITRATION
Operators have a 90% chance of successful ex-filtration of size 10 population zones. This decreases by 5% per decease in population zone size. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

Operators have a 75% chance of successful ex-filtration of size a size class 5 vessel or mobile base by covert insertion by means of joining boarding actions. This decreases by 2% per increase in size class of the vessel or base. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

Operators have a 33% chance of successful ex-filtration of size a size class vessel or mobile base by covert insertion through joining hit & run raids. This decreases by 5% per increase in size class of the vessel or base. Every successful sabotage, population killing, counter-spying, and assassination by this operator within 03 campaign hexes in any direction of this world will add a +1 in the operator's favor toward the d20 roll. Any attempt to infiltrate known about by the planet's owning faction may be rolled against. The owning faction rolls a d20 and its rolls are subtracted from the rolls of the operator. Every unsuccessful sabotage, population killing, counter-spying, and assassination by this operator within 06 campaign hexes in any direction of this world will add a +1 in the planet's owning faction's favor toward the d20 roll. If the planet's owning faction's die rolls exceed 50 before the operator's rolls reach 25, then the operator has failed infiltration, and the operator has been caught by the local government.

(TAOW 506.7000) OPERATOR EXPENSE
The basic expense of a level 1 operator is the same as the owning faction's most expensive destroyer.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:58 am: Edit

Francois Lemay (Princeton) I e-mailed you thises rules in open office writer, MS word, RTF, abiword, and txt formats.. but it failed to reach the e-mail address listed on your account profile.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 02:59 am: Edit

What year we will be starting in, I'll leave up to the player to decide as a group. I'll look over your responses and make a choice form that.

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 03:18 am: Edit

i need to add 1 rule onto what i wrote.. all carriers must b ein traditional groups with traditional escorts, and every battle force must have a publicly known flagship thats' worth double victory points if destroyed, quadruple if captured

By Peter Thoenen (Eol) on Tuesday, June 07, 2011 - 03:25 am: Edit

After reviewing the rules, I am going to sit this out one and just wait for AW2 (maybe). IF you all need captains though, I am game; will monitor the thread :)

By Sterling Clifton (Usmc_Admiral) on Tuesday, June 07, 2011 - 11:28 am: Edit

(TAOW 507.0000) Carrier Operations
All Carriers must my within their normal historical ship groupings and escorts. You may however use any of your faction's fighters available by the year the carrier is operating.

(TAOW 508.0000) Flagship Operations
All battle forces must have a recorded Flagship, realistically this should be the most combat effective vessel, which is normal in N.A.T.O., and in the United Federation of Planets.

Destruction of the flagship will result in the destroying faction receiving double the normal victory points. Successful capturing of the Flagship will result in quadruple, that is four times, the normal amount of of victory points to the capturing faction.

This means that even though a battle-force may be allied with another, only the one dealing the final blow, or controlling the most control boxes on the captured ship actually gets the points.

(TAOW 509.0000) Viewing Operations
Planets, dwarf planets, moons, moonlets, super asteroids, shipyards, star-bases, battle-stations, base stations, operations bases, mobile bases, listening posts, and starships can all be detected by other starships and bases through sensors up to a certain range.

Detection grid is according to the following list;
**SUB-LIGHT
****Sub-light Ships: 00 Campaign Hexes
****Sub-light Scouts: 01 Campaign Hexes
****Sub-light Shipyards: 02 Campaign Hexes
****Sub-light Listening Posts: 07 Campaign Hexes
****Sub-light Mobile Base: 02 Campaign Hexes
****Sub-light Operations Base: 02 Campaign Hexes
****Sub-light Base Station: 03 Campaign Hexes
****Sub-light Battle-Station: 04 Campaign Hexes
****Sub-light Starbase: 05 Campaign Hexes

**EARLY YEARS
****Early Years Ships: 01 Campaign Hexes
****Early Years Scouts: 02 Campaign Hexes
****Early Years Shipyards: 03 Campaign Hexes
****Early Years Listening Posts: 08 Campaign Hexes
****Early Years Mobile Base: 03 Campaign Hexes
****Early Years Operations Base: 03 Campaign Hexes
****Early Years Base Station: 04 Campaign Hexes
****Early Years Battle-Station: 05 Campaign Hexes
****Early Years Starbase: 06 Campaign Hexes

**STANDARD
****Standard Ships: 02 Campaign Hexes
****Standard Scouts: 03 Campaign Hexes
****Standard Shipyards: 04 Campaign Hexes
****Standard Listening Posts: 09 Campaign Hexes
****Standard Mobile Base: 04 Campaign Hexes
****Standard Operations Base: 04 Campaign Hexes
****Standard Base Station: 05 Campaign Hexes
****Standard Battle-Station: 06 Campaign Hexes
****Standard Starbase: 07 Campaign Hexes

**X1 TECH
****X1 Tech Ships: 03 Campaign Hexes
****X1 Tech Scouts: 04 Campaign Hexes
****X1 Tech Shipyards: 05 Campaign Hexes
****X1 Tech Listening Posts: 10 Campaign Hexes
****X1 Tech Mobile Base: 05 Campaign Hexes
****X1 Tech Operations Base: 05 Campaign Hexes
****X1 Tech Base Station: 06 Campaign Hexes
****X1 Tech Battle-Station: 07 Campaign Hexes
****X1 Tech Starbase: 08 Campaign Hexes

**X2 TECH (If we ever get there)
****X2 Tech Ships: 04 Campaign Hexes
****X2 Tech Scouts: 05 Campaign Hexes
****X2 Tech Shipyards: 06 Campaign Hexes
****X2 Tech Listening Posts: 12 Campaign Hexes
****X2 Tech Mobile Base: 06 Campaign Hexes
****X2 Tech Operations Base: 06 Campaign Hexes
****X2 Tech Base Station: 07 Campaign Hexes
****X2 Tech Battle-Station: 08 Campaign Hexes
****X2 Tech Starbase: 09 Campaign Hexes

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