Revised Four Powers War Scenario

Star Fleet Universe Discussion Board: Federation & Empire: F&E PRODUCTS: F&E Future Products (Near Term): F&E WARBOOK: Warbook Update – Fighter Operations (FO) : FO - Section 600 Reports – Scenarios and Options : (607.0) Four Powers War - Scenario Reports: Revised Four Powers War Scenario
By Chuck Strong (Raider) on Tuesday, June 04, 2013 - 03:28 am: Edit

11 MAR 2014

Comments welcome in this topic.


By Steve Rossi
Revised by Chuck Strong and Lawrence Bergen

Taking advantage of the disrupted state of the Lyran Empire during and after the Civil War of Y156-157, the Hydrans launched a surprise attack on Lyran territory. The Hydrans assumed that this would be an isolated incident and were not prepared for a full-scale long-term war. There were grounds to assume that friction between the counties of the Lyran Empire would prevent a coordinated Lyran response and that the Enemy's Blood Duchy could be induced to make a deal.

The Hydrans were utterly mistaken. Faced with an external threat (or the chance of new conquests), most of the Lyran counties buried their differences and counter-attacked. (The Far Stars Duchy excused itself, citing the long-term goals of building up their distant domain.) This was originally known as the "Fifth Lyran-Hydran War." The Klingons, seeing the Hydrans engaged by Lyran attack, took the opportunity to attack the Kzintis, their ancient enemies. The Klingons had hoped that the Hydrans would be too busy with the Lyrans to honor the Kzinti-Hydran Defense Pact. They were as mistaken about the Hydrans as the Hydrans were about the Lyrans, and the Hydrans (who still held the initiative at that stage, not to mention a number of unsettled grievances with the Klingons) shifted forces to launch a spoiling attack on the Klingon border. The war then reached full scale when the Lyrans were politically prompted by the Klingons to attack the Kzintis. This was, however, almost a technicality as all four empires were already at war and coordinating with their respective allies.

In Fall Y158, the Lyrans reached an agreement with the Lyran Democratic Republic under which the LDR shipyard was upgraded and the Lyrans used it for repairs. The LDR remained technically neutral. While the Hydrans were annoyed by the LDR-Lyran pact, they avoided driving the LDR any closer (politically) to the Lyran Empire. Doing so would simply add the LDR fleet to the Lyran fleet and force the Hydrans to reinforce their border with the LDR. The LDR might have rejoined the Lyran Empire in any case except for the lingering memories of the abortive Klingon-LDR War the previous year.

Trying to remain out of the war, the Federation (in Y158) threatened the Klingons with attack, but the Klingons countered with the Treaty of Smarba, vastly increasing the Romulan threat to the Federation and eliminating the Federation threat to the Klingons.

The Lyran-LDR Shipyard Agreement continued until the Spring of Y161. At that point, the Hydrans offered to give gatling phaser technology to the LDR in exchange for an abrogation of the Shipyard Agreement. The LDR, looking toward its long-term future, quickly agreed. This almost provoked a Klingon-Lyran invasion of the LDR. The Hydrans renewed their attacks on the Lyrans at this time, using their new command cruisers, and prevented the planned attack on the LDR. The Coalition powers decided to set the LDR problem aside until the Hydrans were defeated.

In Spring Y161, the Kzintis introduced the fighter shuttle using Hydran technology (or at least Hydran doctrine). This is probably the largest single reason why the war ended. Originally deployed on planetary defenses, starbases, and the new battlestations, the attack shuttles stiffened the Kzinti defenses and made any Klingon-Lyran attack too expensive. The Hydrans had used fighters for a considerable time, but their ships were comparatively weak, and the fighters were considered only extra weapons. The deployment of new hellbore-armed Hydran ships in increasing numbers made their forces more powerful, devastatingly so when used against Klingon shields or Lyran ESGs. Finding themselves on the wrong end of a technology shift, the Coalition realized that victory was impossible and a devastating defeat was only a few years in the future. The Kzintis and Hydrans, however, knew that they could not assume the offensive for several years and saw a continuing war of attrition as a meaningless exercise. They offered a ceasefire, which the Coalition quickly accepted. In the following years, the Klingons quickly developed stronger shields and their own fighters, while the Lyrans made minor shield improvements and shunned fighter development (partly due to the promises of a project to design an ESG that was immune to hellbore damage, a project that never worked but did yield capacitor technology). The seeds of the General War had been sown.


(607.11) NUMBER OF PLAYERS: Four; the Hydran and Kzinti players as the Alliance; the Lyrans and Klingon player as the Coalition.

(607.12) SCHEDULED DURATION: Eleven turns or until one side concedes or is defeated; see (607.6).

(607.13) AREA OF CONFLICT: All Hydran, Lyran, LDR, Kzinti, and Klingon space, plus the Neutral Zone hexes between those empires.

(607.14) SET UP ORDER: The Lyran player sets-up first followed by the Kzinti, Klingon, and Hydran players.

(607.15) MODULES USED: This scenario assumes usage of the following modules: Advanced (AO), Fighter (FO), Combined (CO), Planetary (PO) and Strategic (SO) Operations. Portions of Captain’s Log’s #46 and #47 are needed to use scenario variations until F&E Minor Empires (ME) becomes available.

(607.151) Unit Replacements: If players choose not to use a given module and its associated units, then players can substitute another ship for the specialty ship from the unused module on a one-for-one basis as long as the substitution is available for that year and is not a limited or restricted production ship. Specialty Ships (including, drone, commando, transport, penal, diplomatic, etc.): Substitute another available standard warship or scout (if the ship were also a scout) of the same basic hull or smaller size class from basic F&E.

(607.152) Other Non-Ship Units and Counters: Remove these from play if their associated module is not being used (includes: monitors, auxiliaries, APTs, PTRs, PTs, POLs, MMGs, ADMs, etc.).

(607.153) Bases: All on map BTS are treated as BSs (with factors of 10/5) except the following remain BTSs:

Hydran BTS: 0114, 0515, 0915, 1217
Lyran BTSs: 0502, 0705, 0413
Kzinti BTSs: 0703, 1004, 1405, 1805, 1902
Klingon BTSs: 0906, 1307, 1707, 1811, 2014, 2416, 1417, 1214, 1013


To reflect unreplaced casualties from the just-ended Lyran Civil War, each Lyran fleet must distribute 40 points of damage to their assigned warships. The distribution of this damage must include damaging at least two size class-3 line ships per fleet and no more than two support ships per fleet; auxiliary units cannot be used to meet this requirement. Once the damage is distributed the Lyran player then rolls one die per crippled ship; if a “one” is rolled on the die, then the ship is destroyed with no salvage or depot assignment (it is simply removed from play). Each ship the Lyran player voluntarily destroys with damage points negates any “one” that is rolled on the die of his choice. The ships destroyed as part of the civil war casualties do not count toward victory conditions but all unrepaired ships will be penalized under the final victory conditions.

The Hydrans cannot provoke Federation involvement as they tried to do in the General War; neither can the Kzintis. There are no restrictions on Coalition forces entering the Kzinti Marquis area.

Beginning in Y159F, at Klingon insistence, the Vudar began to step-up their patrols in southern Klingon Space. During the Coalition player turn after the final battle hex is resolved, check provinces 1516, 1518, 1817, and 2018 for the presence of Alliance units. For each province that contains an alliance unit, the Coalition player may roll two dice with the Alliance player allocating the damage rolled to any or all alliance units within that province. The hex where any Alliance unit is damaged is considered a battle hex where the Alliance player may choose to retreat before resolving the remaining damage points.

The Lyran Democratic Republic is province 0711 and is a minor neutral power.

(607.241) Internment: Any units entering the LDR must accept internment or risk losing the LDR to the opposing side. However, starting in Y158F, crippled Lyran ships may move to and be repaired at LDR facilities without risk of internment.

(607.242) Shipyard Agreement: Beginning in Y158F (Turn #3), the LDR entered into an agreement whereby the Lyrans contracted the use of LDR repair facilities to repair their units. The first four repair points per turn are provided by the LDR without charge. Any additional repairs performed at LDR repair facilities on Lyran units are paid for by the Lyrans at the standard base rate and not the field rate; these repaired units may use free strategic movement to legally move to any available Lyran strategic movement node. Any crippled Lyran unit may move to any LDR repair facility using any form of legal movement. Repaired Lyran ships must leave the LDR on the turn they complete repairs; they cannot be designated as reserve units within LDR territory due to the shipyard agreement. Crippled Lyran units not permitted to move through LDR space without stopping in LDR space for at least one turn.

(607.243) LDR Supply: Lyran ships operating under the agreement in LDR territory may draw supply from LDR sources. Lyrans cannot trace supply routes through the LDR. Lyran ships leaving the LDR must first enter a hex which is in supply from Lyran sources other than the LDR that does not pass through LDR territory.

(607.244) Agreement Termination: This agreement historically ended in Y161S (Turn #8). All Lyran units must leave the LDR by the end of the Lyran player turn of turn #8 or be interned. Repairs and supplies are not available from the LDR from this point until the end of the scenario. However, if the Hydrans are not able to trace a line of supply to any LDR hex at the beginning of Y161S, then the LDR Shipyard Agreement is not terminated until that line of supply is formed.

(607.245) Early Termination: If the Lyrans are not at war with the Kzintis, the Hydrans will give the LDR gatling phaser technology sooner (Turn #4 or later), terminating the LDR Shipyard Agreement prematurely.

(607.246) Termination Consequences: The shipyard agreement was terminated when the Hydrans gave gatling technology to the LDR. This act outraged the Lyrans who recalled their diplomatic team and expelled the LDR diplomatic team until after the Four Powers War was concluded. Upon shipyard agreement termination for any of the reasons above, any diplomats exchanged between the Lyrans and LDR immediately cease diplomatic actions between these two estranged parties. Each party may use a diplomatic courier ship under (540.14) to retrieve their diplomatic team.

Many empires historically operated older versions of their ships during this period; they also combat tested experimental versions. Actual data on these ships is listed on the scenario Ship Information Table under (607.X). Players are free to use the substitution counters from basic F&E or other listed modules; these substitutions counters are noted under each empire’s Order of Battle under (607.4). Players using these substituted counters ignore any special designators or fighter factors unless specifically noted otherwise. It is recommended that the actual unit factors from the scenario SIT (607.X) be used but players may mutually agree to use the printed combat factors approximated on the substitution counters. As another alternative, players may use “ship #” counters found in basic F&E.

In Y159S, the Klingons began the activation and transfer of mothballed ships to the Romulans.

(607.261) Negotiators: By the end of Y158F the Klingons must send a diplomatic ship to the Romulan Capital using free strategic movement. A Klingon diplomat must be in the Romulan capital in order to properly transfer any Klingon ships to the Romulans. If not using SO, ignore this rule.

(607.262) Transfers: Starting in Y159S the Klingons must activate and transfer via free strategic movement 9xD6 and 15xF5 mothballed ships to the Romulans using a special activation rate at 1xD6 and 2xF5 per turn; once the D6 quota is achieved the D6 activation slots may be used to activate any remaining F5 quota ships. In addition to the above, the Klingons also must build or send two in-play TGBs to the Romulans anytime before the end of Y162F; there is no activation fee for the tugs.

(607.263) Missed Quotas: Failure to send the required three activated ships per turn will result in the Klingon losing one victory point per ship turn (up to three points per turn) until all twenty three ships have been delivered; undelivered tugs will be assessed two victory points each for failed delivery.


(607.31) TURN #1, Y157F
Note: This scenario begins during the Alliance player turn; the Coalition OOB includes their pre-war construction. The first Coalition player turn occurs during Y182S.

(607.311) Events: Hydrans attack the Lyrans.

(607.312) Forces Released:
Hydrans: Home, Second, and Gold Fleets; Old Colonies Squadron.
Lyrans: Home and Enemy’s Blood Fleets when attacked.

(607.32) TURN #2, Y158S

(607.321) Events: Klingons attack Kzintis; Hydrans attack Klingons.

(607.322) Forces Released:
Hydrans: All Fleets.
Lyrans: Home and Enemy’s Blood Fleets; may attack Hydrans if Hydrans have not attacked them.
Klingons: Northern and Northern Reserve Fleets; Tholian Border Squadron. Western and Southern Reserve Fleets are released if the Hydrans attack. Home Fleet is released if Alliance moves within two hexes of 1411. Klingons may attack Kzintis but cannot attack Hydrans.
Kzintis: Home and Duke Fleets and a Marquis Fleet detachment are released by Klingon attack: Kzinti Count and Home Fleets may attack Lyrans if Klingons have not attacked Kzintis (due to Hydran-Kzinti Treaty). The Marquis Fleet detachment may move freely after the Klingons enter Kzinti territory, but must leave six ships from the original fleet, including a Command Cruiser, in the two provinces adjacent to the Federation Neutral Zone. These ships are released if any Coalition unit enters either of those provinces.

(607.33) TURN #3, Y158F

(607.331) Events: Lyrans attack Kzintis.

(607.332) Forces Released:
Hydrans: All fleets.
Lyran: Home, Enemy’s Blood, and Red Claw Fleets; may attack Hydrans or Kzintis. Far Stars Fleet is released any time any alliance unit enters province 0103 (a Far Stars county), or if the capital system of Lyrantan is attacked; other capital system attacks do not trigger release.
Klingon: All fleets are released except Home and Eastern Fleets (unless they too are released by enemy action); may attack Kzintis and/or Hydrans.
Kzintis: Any fleets released by Klingon or Lyran attack, plus Home Fleet if Klingons or Lyrans attack. Baron's Fleet arrives at hex 1401 by strategic movement. Kzintis may attack Klingons using Home and Duke Fleets if the Klingons are at war with the Hydrans but not the Kzintis.

(607.34) TURNS #4, Y159S

(607.341) Events: The war continues through the end of Y162.

(607.342) Forces Released:
Hydrans: Same as Turn #3.
Lyran: Same as Turn #3.
Klingon: Same as Turn #3.
Kzintis: All fleets are released to attack the Coalition except the Marquis Fleet; the Marquis Fleet detachment may move freely after any Coalition units enter Kzinti territory. The balance of the Marquis Fleet is released if any Coalition unit enters either of the two provinces adjacent to the Federation Neutral Zone.

(607.35) TURNS #5-11, Y159F-Y162F

(607.351) Events: The war continues through the end of Y162.

(607.352) Forces Released:
Hydrans: Same as Turn #4.
Lyran: Same as Turn #4.
Klingon: Same as Turn #4.
Kzintis: Same as Turn #4.

(607.36) SCENARIO CONCLUSION: The scenario ends at the conclusion of turn #11 or if one player concedes or if instant victory is achieved; see (607.61).


Forces listed as available may move anywhere in that empire’s territory and in the territory of empires with which it is at war. Forces that are “released” become available.


(607.411) Hydran Order of Battle

HOME FLEET: Deploy in hex 0617.
Line Ships (14): TEM, LC, 3xRN, 3xLN, SA, 2xHN, CR, 2xCU.
Carrier (1): GRV.
Support Ships (5): TG, PGZ, SC, LNG, FFT.
Aux Ships (4): FTL, FHL, FTS, SAS.
Resources: PTR, FRD, 2xMB, RESV.

FIRST FLEET: Deploy within three hexes of Klingon NZ.
Line Ships (12): LC, 2xRN, 3xLN, SA, 2xHN, CR, 2xCU.
Support Ships (3): SC, TG, HNG.
Resource: APT.

SECOND FLEET: Deploy within three hexes of Lyran NZ.
Line Ships (12): LC, 2xDG, 3xKN, CR, 2xCU, SA, 2xHN.
Support Ships (3): SC, TG, HNG.
Resource: APT.

GOLD FLEET: Deploy in hex 0716.
Line Ships (13): TEM, LC, 2xRN, 3xLN, SA, 2xHN, CR, 2xCU.
Support Ships (3): SC, TG, LNG.
Aux Ships (1): FTS.
Resources: PTR, RESV.

OLD COLONIES SQUADRON: Deploy in off-map area.
Line Ships (7): LC, 3xLN, SA, 2xHN.
Support Ships (3): PGZ, SC, FFT.
Aux Ships: FHL.
Resource: FRD.

GENERAL HQ: Deploy by applicable rules.
Pods: 2xBP; 2xAP, FCP.
Resources: ADM, 2xPOL, 2xMON.

(607.412) Early Ship Substitutions

TEM: Templar early dreadnought; alternative counters are the LGE or ID.
PGZ: Original Pegasus base hull, cargo-only variant; alternate counter is the PFT. The PGZ is not a tug or theater transport but they may support tug missions: B (supply point like an LTT); H (economic transfer); V (special raid supply), and may transport personnel (DIP, ADM, etc.).
SA: Saracen fusion frigate leader; alternative counter is the CR.
GRV: Early carrier; alternate counter is the DE (keep fighters). Ad hoc escorts may be used per (515.34); treat the GRV as a light carrier per (515.23). If the ship is destroyed, it cannot be replaced and no other GRVs may be produced. This ship is ineligible for Depot Level Repair (DLR) under (424.0).


(607.421) Lyran Order of Battle

HOME FLEET: Deploy in hexes 0408 and 0608.
Line Ships (25): DNE, BCE, CC, 4xCA, 6xCL, 6xDD, 6xFF.
Support Ships (5): 3xSC, TGP, CLG.
Aux Ships (2): FTL, FHL.
Resources: PTR, FRD, MB, RESV.

RED CLAW FLEET: Deploy in provinces 0501, 0503, 0604, and hex 0404.
Line Ships (22): BCE, CC, 4xCA, 5xCL, 6xDD, 5xFF.
Support Ships (3): SC, TGC, DDG.
Aux Ships (3): FHL, SAS, FTS.
Resources: APT, MB, RESV.

ENEMY'S BLOOD FLEET: Deploy in provinces 0111, 0312, and hex 0411.
Line Ships (18): BCE, CC, 3xCA, 4xCL, 5xDD, 4xFF.
Support Ships (3): SC, TGC, DDG.
Aux Ships (3): FHL, SAS, FTS.
Resources: APT, MB, RESV.

FAR STARS FLEET: Deploy in off-map area.
Line Ships (15): CC, 2xCA, 3xCL, 4xDD, 5xFF.
Support Ships (3): SC, TGP, DDG.
Resources: PTR, FRD.

This fleet is released if any alliance unit enters province 0103 (a Far Stars Duchy province), or the Kzintis enter the capital hex, or the Hydrans attack the Lyrantan capital system.

Each turn, after all Civil War damage is repaired to this fleet, roll one die during the Lyran Production Phase (2B1). If the result matches the number of a unit below which has not been previously released, that unit is released and allowed to enter the map by Operational Movement.

#1: CA #2: CL #3: DD #4: FF #5: FF #6: Any Unit

GENERAL HQ: Deploy by applicable rules.
Pods: BP, AP+.
Resources: ADM, 2xPOL, 2xMON.

(607.422) Early Ship Substitutions

DNE: Early catamaran dreadnought; alternate counter is the BC. Ship uses DLR (424.0) as a CA.
BCE: Early catamaran battlecruiser; alternate counters are the NCC or Romulan FH. Ship uses DLR (424.0) as a CL.
CLG: Commando light cruiser; alternate counter is the Romulan CE.
CLS: Scout light cruiser; alternate counter is the Romulan SE.
HDD: Heavy destroyer; alternate counter is the DW. Ship uses DLR (424.0) as a DD.
HFF: Heavy frigate; alternate counter is the Romulan SK. Ship uses DLR (424.0) as a FF.


(607.431) Klingon Order of Battle

HOME FLEET: Deploy in hex 1411.
Line Ships (23): C6, D7C, 3xD7, 3xD6, 2xF5Q, 6xE4, 3xE3.
Support Ships (6): TGB, 3xF5S, D6D, F5J.
Aux Ships (5): FHL, FTL, 3xFTS.
Resources: PTR, FRD, 2xMB, RESV.
This fleet is released if enemy units move within two hexes of 1411.

EASTERN FLEET: Deploy in provinces adjacent to the Federation NZ, but not in hexes 1707 and 1708.
Line Ships (18): D7C, 2xD7, 3xD6, 2xF5Q, 3xE4, 3xE3.
Support Ships (6): D6D, D6J, D6G, TGA, F5S, E4T.
Resources: APT.
This fleet is released if its deployment area is violated.

NORTHERN FLEET: Deploy within two hexes of Kzinti NZ, but not in 1807-1808.).
Line Ships (18): D7C, 2xD7, 3xD6, 2xF5Q, 3xE4, 3xE3.
Support Ships (6): D6D, D6J, TGA, F5S, F5G, E4T.
Resources: APT

WESTERN FLEET: Deploy within two hexes of Hydran NZ.
Line Ships (18): D7C, 2xD7, 3xD6, 2xF5Q, 3xE4, 3xE3.
Support Ships (6): D6D, D6J, TGA, F5S, F5G, E4T.
Resources: APT.

NORTHERN RESERVE FLEET: Deploy in hex 1509.
Line Ships (19): C6, D6C, 2xD7, 3xD6, 2xF5Q, 3xE4, 3xE3.
Support Ships (6): D6D, D6G, TGB, F5T, E4S, E4J.
Aux Ships (1): FHL.
Resources: PTR, FRD, RESV.

SOUTHERN RESERVE FLEET: Deploy in hex 1716.
Line Ships (19): C6, D6C, 2xD7, 3xD6, 2xF5Q, 3xE4, 3xE3.
Support Ships (6): D6D, D6G, TGB, F5T, E4S, E4J.
Aux Ships (1): FHL.
Resources: PTR, FRD, RESV.

THOLIAN BORDER SQUADRON: Deploy in hex 2517.
Line Ships (13): D7C, D7, 2xD6, F5Q, 3xE4, 3xE3.
Support Ships (3): F5S, F5J, E4G.
Resources: RESV.

GENERAL HQ: Deploy by applicable rules.
Support Ships (2): D7N, D6N.
Pods: 2xBP, 2xDP, 2xTP.
Resources: ADM, 3xPOL, 3xMON.


Mothballs (Y157): Activated at the capital.
Line Ships (96): 48xD6, 24xF5, 24xE4.
Activate 2xD6, 2xF5, 3xE4 per turn beginning turn after capital is attacked. Must conduct and pay for activations and give ships to Romulans starting Y159S.

Imperial War Reserve (Y157): Released per (703.121).
IWR Squadron-1: D7C, D7, 2xD6, E4S, F5Q, 3xE4 and one command point.
IWR Squadron-2: D7C, D7, 2xD6, E4S, F5Q, 3xE4 and one command point.
IWR Squadron-3: D7C, D7, 2xD6, E4S, F5Q, 3xE4 and one command point.

(607.432) Early Ship Substitutions

C6: Early dreadnought; alternate counters are the C9A or C8V.
D6C: Early command cruiser; alternate counter is the D7C.
D6N: Early diplomatic cruiser; alternate counter is D6 or DWV with a permanently assigned DIP counter.
E4G: Early commando frigate; alternate counter is the E4A.
E4J: Early penal frigate; alternate counter is the E4V or Orion LRE. Each E4J lost must be replaced with another E4J using (528.0).
E3: Early light frigate; alternate counter is the E4 (must pay E4 cost to build if used). Ship uses DLR (424.0) as a E4.


(607.441) Kzinti Order of Battle

HOME FLEET: Deploy in hex 1401.
Line Ships (17): DNE, CC, BC, 2xCS, 3xCL, 9xFF.
Support Ships (8): CD, TGT, CLD, CLG, SF, DF, 2xFFT.
Aux Ships (5): FTL, FTS, 2xFHL, SAS.
Resources: PTR, FRD, MB.

DUKE'S FLEET: Deploy within two hexes of Klingon NZ east of 10xx inclusive except hex 1704.
Line Ships (14): DNE, CC, 3xCS, 3xCL, 6xFF.
Support Ships (6): CD, TGT, CLD, CLG, SF, DF.
Aux Ships (2): FTS, SAS.
Resources: APT, RESV.

COUNT'S FLEET: Deploy west of hexes 09xx inclusive.
Line Ships (13): CC, 3xCS, 3xCL, 6xFF.
Support Ships (6): CD, TGT, CLD, FFG, SF, DF.
Resources: APT, RESV.
This fleet is released if any Coalition unit enters provinces 0701, 0901, or 0903.

MARQUIS' FLEET: Deploy in provinces on Federation border except hexes 1705 and 1805.
Line Ships (13): CC, 3xBC, 3xCL, 6xFF.
Support Ships (6): CD, TGT, CLD, SF, DF, FFG.
Resources: APT.
Fleet is released if the Klingons enter Kzinti territory but must leave six ships from the original fleet, including a Command Cruiser, in the two provinces adjacent to the Federation Neutral Zone. The entire fleet is released if any Coalition unit enters the Marquis deployment area or the capital.

BARON'S FLEET: Deploy in off-map area.
Line Ships (9): CC, 2xCS, 3xCL, 3xFF.
Support Ships (5): TGT, CLD, FFG, SF, DF.
Resources: PTR, FRD, MB.

GENERAL HQ: Deploy by applicable rules.
Pods: 4xBP.
Resources: ADM, 2xPOL, 3xMON.

(607.442) Early Ship Substitutions

DNE: Early dreadnought; alternate counter is the BCH or SCS.
CS: Strike cruiser; alternate counter is the BF or CM.
FH: Heavy frigate; alternate counter is the FFK (must pay FFK cost to build).


(607.51) ECONOMICS

(607.511) Provincial Income: During this period, the income production from provinces was not as efficient as during the General War. All provinces produce one EP per turn; if captured they only produce one-half an EP. This also affects neutral zone hexes as each captured hex generates 0.1 EP per turn during this period.

(607.512) Treasury: All empires start with zero economic points (EP) in their treasury and have no debt. No deficit spending after receiving income on the final turn.

(607.513) Lyran Income: Income from the Far Stars off-map region was withheld to rebuild their duchy after the bitter civil war; the Lyran player may not include any income generated from the off-map. This restriction is lifted if any alliance unit enters province 0103 (a Far Stars Duchy province), or the Kzintis enter the capital hex, or the Hydrans attack the Lyrantan capital system.

(607.514) Klingon Income: The Klingons receive no economic points for their seven eastern border provinces plus the three provinces of 1916, 1919, and 2117 (this includes the two major and two minor planets within this region). This restriction is lifted if any alliance unit enters this eastern region or if the Klingon Capital is attacked.

(607.514) Adjusted Income Basis
Hydran Lyran Klingon Kzinti
Provinces On-Map 11 16 16 12
Provinces Off-Map 2 0 0 3
Major Planets 6 7 7 6
Minor Planets 6 8 13 11
Income Basis - EPs 61 75 90 78

(607.52) TRADE: Trade during this period was restricted.

(607.521) WYN Trade Rights: Under (449.111), the Kzintis may only send three EPs and the Klingons and Lyrans may send two EP per turn per turn to the WYN; other empires are restricted to two EPs under (449.12).

(607.522) WYN Ship Sales: No empire may sell ships to the WYN during this period.

(607.523) Commercial Convoys: The Lyran-Klingon commercial convoy is available once both Coalition members are at war; the Federation-Kzinti is available once the Kzintis are at war. Commercial convoys deliver only 5 EPs during this period.

(607.524) Diplomatic Trade Agreements: No changes from (540.0). The LDR did exchange its diplomats with the three adjacent empires; see (607.246) for diplomatic interruptions with the Lyrans during this period.

(607.53) SURVEY

(607.531) Off-Map Survey: Survey actions may not be conducted during this period. Ships assigned to survey duties are not available for recall as they busy exploring areas for future exploitation.

(607.532) On-map Survey: Each empire may assign one ship per turn under (542.34) but would require the production of a survey ship to do so.

(607.54) SUPPLY

(607.541) Range: Supply from a valid supply points is limited to four hexes during this period; ships may still move their full movement allowances (usually six hexes for ships).

(607.542) Extension: No more than two units per empire may act as an extended supply point at any time; these units include tug, theater transports and convoys.

(607.543) Limited Use: Units may only retrograde, retreat or trace supply to supply and/or retrograde points controlled by their empire. Allies may collocate supply nodes at a locations controlled by their allies with the permission of that ally.

(607.544) Captured Planets: During this time period, no empire may use a captured planet as a supply point, or as a retrograde point or as a strategic movement node. A base must be established at a captured location to serve as a valid supply or retrograde point, or to serve as a strategic movement node.

(607.545) Grid Points: Points within a supply grid may only extend four hexes between points. Captured planets may join a friendly supply grid normally so long as they are within four hexes of a friendly controlled supply point within that grid; note the difference between a captured planet joining a friendly supply grid and that same planet serving as a supply point.

(607.546) Hydran Supply Tug: This capability (509.5) is not available in this era.

(607.55) REPAIR

(607.551) Repair Units: Repair ships and pods were developed and deployed during this period. Each empire receives one repair pallet or one set of repair pods and their one repair ship per turn up to their authorized levels under (422.6) without cost. See SIT for availability dates of the units.

(607.552) Allied Unit Repair: During this period, repairs of allied unit could be performed normally but the cost of such repairs is one point per repair point. Repairs performed at allied facilities do not receive free strategic movement as a result of such repairs. This rule does not apply to Lyran or LDR repaired at units each other’s facilities if they are allied or if repairs are performed under the Shipyard Agreement (607.242).


(607.561) Fighters: Only the Hydrans receive free fighter factors during this period; they are limited to four factors per turn. The Hydrans have fighters on their ships, bases, and PDUs. The Kzintis receive and deploy free fighters on all of their fixed bases and PGBs at the beginning of Y161S (Turn #8 and prior to the Coalition player turn). This initial “free” allotment of fighters for bases and ground bases is calculated based upon the original number of pre-war bases of the Kzintis. Excess free fighter factors resulting from the destroyed bases may be used for any new bases constructed after the initial deployment. Once the stockpile of free, base fighters is depleted, the Kzintis may purchase fighters for their bases as needed.

(607.562) Police Ships: Each empire receives their initial allotment during set up and may not call up more than five additional ships beyond this initial allotment.

(607.563) Raids: Each empire may make one standard, blockade, and commando raid per turn. Espionage and sabotage missions are unaffected. Special raids are not permitted during this time period.

(607.564) Admirals: Each empire is limited to one Admiral under (316.0) and is assigned as needed from an empire’s GHQ.

(607.565) Diplomats: While diplomacy had been around for centuries, creative uses by Klingons and their “diplomatic” cruisers first deployed in Y126 pushed the limits of diplomacy beyond the exchange of ambassadors; see (540.2). When this war came, other empires decided that they too needed to fully exploit their own diplomatic corps. In Y160, all empires receive and may freely deploy their full allotment of diplomats under (540.11). The LDR receive three diplomats and deploy them to each of their neighboring empires. If not using SO the Klingon D7N and D6N are removed from play.

(607.566) Special Attack Forces: No more than one SAF can be in operation at any time for each empire. No more than one SAF can be used in any one combat hex per turn. These restrictions reflect the challenges of developing the tactics, techniques and procedures needed to effectively use SAFs. SAFs cannot be moved more than six hexes per turn if using Strategic Movement.

(607.567) Mobile Bases: Due to technology limitation prior to Y167, MBs take two turns to set up under (510.22).

(607.568) Base Stations: If CO is used then all BTSs on the map are treated as Base Stations (BS) per (444.0) with the exception of those BSs upgraded to BTSs noted (607.153). Only Hydran bases start the scenario with fighters.

(607.569) Ground Bases: With the exception of all Hydran ground bases, all PDUs in this period are actually Planetary Ground Bases (441.1) which do not have assigned fighters. The cost of building a PGB is the same cost as a PDU without the fighter premium added. All other rules that apply to PDU, apply to PGBs.


(607.571) Drone Bombardment: Due to limits on command coordination and the lower speed of drones during this period, the effects of drone bombardment (DB) were limited. DB can only support a fleet led by a flagship of the same empire as the DB units themselves. DB can be used by both sides in battles involving any bases, planets, convoys, and FRDs. DB from one side can be used in combat if the opponent includes slow units (monitors, auxiliaries, overload units, etc.) as part of their battle force. If an opponent chooses to legally hold such units out of a battle force then any attacking DB placed in the support echelon cannot be used for DB as there is no valid condition that permits DB engagement; the player is not charged for the DB since fire was withheld.

(607.572) Battle Groups: During this time, only ships from the same empire may be used to form a battle group.

(607.573) Flagships: Technological limitations impacted the use of flagships. Formation and scout formation positions can only be used only by units under the same empire as the flagship. In addition, the empire supplying the flagship must make up at least 75% or more of the battle force ships or units used. As an exception, any mixed battle force is permitted to have any one foreign unit attached to the battle force but not in the free scout formation position.

(607.574) Hellbore Technology: If more than half of the attack factors in a Hydran force are from DG, LM, KN, CR, CU, TG+BP, or TG+FSP ships (but not their fighters) plus SB, BTS, and BS bases (but not their fighters), AND if more than half of the defense factors in the opposing battle force are Klingon ships, the Hydrans gain +1 on their Battle Intensity in standard combat or a +1 die roll modifier for small scale combat (310.0).

(607.575) Squadron Leaders: There are no leader class ships (303.5) available during this period for Hydran LNs or KNs, or Kzinti FFs.


(607.581) General Notes: Unless stated elsewhere within these rules, each empire must abide by the production restrictions and allowances within their applicable 700 series rules, the SITs for their empire and any additional limitations presented below. General limitations that apply to all empires:

(607.582) Command Ships: Limit of one command rating nine or greater conversion per starbase per turn.
Overbuilds: Any overbuilds of a given ship type is limited to an equal number on the schedule of that hull type for that turn.

(607.583) Scouts: During this period, one scout of any size may be produced once per year by any means at the capital shipyard. In addition, one size class-4 scout may be produced at rate of one per turn by any means plus any one auxiliary scout per year. Other empire specific production restrictions still apply.

(607.584) Hydran Schedule

Spring Turns Y158-Y162: TEM, RN, 2xLN, 3xHN.
Fall Turns Y157-Y162: DG, 2xKN, 3xCU.

Fighters: Four free fighter factors per turn.

(607.585) Lyran Schedule

Spring Turns Y158-Y162: DNE, CA, 2xCL, 2xDD, 2xFF.
Fall Turns Y158-Y162: BCE, CA, 2xCL, 2xDD, 2xFF.

May substitute CA for DNE.
May substitute CL for BCE.

(607.586) Klingons Schedule

Spring Turns Y158-Y160: C6, D7, D6, F5L, F5, 3xE4, E3.
Fall Turns Y158-Y160: D7, D6, F5L, F5, 3xE4, E3.
Spring Turns Y161-Y162: C6, D7, D6, F5L, 2xF5, 3xE4.
Fall Turns Y161-Y162: D7, D6, F5L, 2xF5, 3xE4.

Drone Ships: May produce one drone ship per turn by any means.
E3 Frigate: May substitute an E3 for E4 through Y160 inclusive; thereafter only downgrade substitutions are permitted (450.4).

(607.587) Kzinti Schedule

Spring Y158: DNE, CS, 3xCL, 3xFF.
Fall Y158: BC, 3xCL, 3xFF.
Spring Turns Y159-Y162: DNE, CS, 2xCL, DD, 3xFF.
Fall Turns Y159-Y162: BC, 2xCL, DD, 3xFF.

Strike Cruisers: The CS can be converted into anything that the BC can be converted to plus one EP. Limit one CS to BC/CC conversion per year; CS to BC conversion is one EP.
Drone Ships: CD production is limited to one per year by any means.

Final victory is determined by either instant victory or by victory points.

The scenario ends the moment any of the following conditions occur:

(607.611) One Capital Plus: One enemy capital is captured AND is held for one complete turn AND if there are no enemy units in supply within allied territory.

(607.612) Two Capitals: Two enemy capitals are captured AND both are held for one complete turn.

(607.613) Starbases Destroyed: All non-capital enemy starbases are destroyed AND if there are no enemy units in supply within allied territory. Starbases in the off-map or inactive areas are not counted.

(607.614) Concession: One empire concedes victory.


(607.621) Points: Score Victory points as follows:

each enemy MB or BS destroyed: 2
each enemy BTS destroyed: 3
each enemy SB destroyed: 8
each friendly BS built in enemy territory: 2
each friendly BTS built in enemy territory: 3
each friendly SB built in enemy territory: 8
each friendly MB deployed in enemy territory at end: 2
each MB or BS rebuilt within an original province: 2
each BTS rebuilt within an original province: 3
each SB rebuilt within an original province: 8
each enemy capital (the planet) ever devastated: 6
each enemy capital (the planet) ever captured: 12
each enemy capital (the planet) held for one turn at end: 18
each enemy major planet ever devastated: 2
each enemy major planet ever captured: 4
each enemy major planet held for one turn at end: 6
each enemy minor planet ever devastated: 1
each enemy minor planet ever captured: 2
each enemy minor planet held for one turn at end: 3
each enemy province disrupted at the start of your turn: 0.1
each enemy province captured at the start of your turn: 0.2
each enemy minor planet captured at the start of your turn: 0.3
each enemy major planet captured at the start of your turn: 0.5
each enemy capital planet captured at the start of your turn: 2
each enemy mobile unit factor destroyed: (AF+FF+EW+G)/10
each enemy repair point not repaired: Repair Points/10
each enemy SB not replaced within the original province: 8
each enemy SB destroyed but replaced with MB/BS within the original province: 6
each enemy SB destroyed but replaced with BTS within the original province: 4
each enemy BS or BTS NOT upgraded or replaced within the original province with BTS: 2
(This reflects the need to be prepared for the next war.)

AF = Attack Factor; FF = Fighter Factors (not FCR);
EW = highest Scout Factor; G = Troop Factors.
Only one score may be counted toward for each planet or base built.
Points scored for enemy units is based upon uncrippled factors.
BSs in inactive areas can be upgraded to BTSs to gain victory points.
Units disrupting and capturing provinces/planets at the end of the game must be in supply to collect these points.
Units at the end of the game that are out of supply and in enemy territory count as destroyed for the purposes of victory.

(607.622) Level: To determine your level of victory, divide your score by that of your opponent, express as a percentage and consult the table:

Astounding Victory: 500%+
Decisive Victory: 300-499%
Major Victory: 200-299%
Minor Victory: 150-199%
Marginal Victory: 110-149%
Draw: 91-109%
Marginal Defeat: 67-90%
Minor Defeat: 50-66%
Major Defeat: 33-49%
Crushing Defeat: 20-32%
Devastating Defeat: 0-19%


(607.71) LDR JOINS WAR
Have the LDR join one side; this can be at the beginning or a later point in the scenario. Use Minor Empires (ME) data when available. In lieu of ME; use unit data from the on-line SITs and LDR (714.0) fleet information along with (6WC.5) guidelines from Captain’s Log #46.

(607.711) LDR Order of Battle

LDR FLEET: Deploy in province 0711.
Line Ships (10): CA, CL, DD, 2xFF, 5xPOL.
Support Ships (1): PSC.
Aux Ships (17): 3xLAA, FHL, 3xSAC, 7xSAA, 2xSAS, FTS.
Resources: 2xAPT, 2xPTR, RESV.

(607.712) LDR Schedule

Spring Turns Y158-Y162: DD, POL, (4xAuxPod).
Fall Turns Y157-Y162: FF, POL, (4xAuxPod).

Have the Vudar join one side; this can be at the beginning or a later point in the scenario. Use Minor Empires (ME) data when available. In lieu of ME; use unit data from the on-line SITs and Vudar (714.0) fleet information along with rules outlined in Captain’s Log #47.

(607.721) Vudar Order of Battle

VUDAR FLEET: Deploy in provinces 1516, 1518, 1817, and 2018.
Line Ships (6): CL, 2xDD, 3xFF.
Support Ships (2): FFS, FFT.
Aux Ships (4): FHL, 2xSAC, SAS.
Resources: APT, PTR, RESV.

(607.722) Vudar Schedule

Spring Turns Y158-Y162: CL, FF, (2xAuxPod).
Fall Turns Y157-Y162: DD, FF, (2xAuxPod).

(607.723) The Vudar are restricted to operating in only provinces 0917, 1015, 1217, 1516, 1518, 1817, 2018, and NZ hexes 1317-1319.

Have the Vudar Fleet replace the Tholian Border Squadron to assist the Klingons at war; with this option the TBS remains unreleased and remains in its original deployment zone. The TBS could be released later should enemy forces enter their deployment area or attack the Klingon capital. The entire Vudar economy is supported by fund transfers from the Coalition via (435.0). Vudar units can be repaired by the Klingons without restriction.

As an alternative, have the Vudar betray the Klingons and join the Alliance where the Vudar exploit any captured territory. In this case, the Old Colonies Squadron does not participate; the Alliance may transfer funds to the Vudar via (435.0). Vudar units can be repaired by the Hydrans without restriction.

(607.8) BALANCE

(607.81) SHIPS: Remove or add three of the smallest frigates to each of one or more starting fleets. Consider using (607.21) to damage more ships of other empires and/or change the amounts for damage required per fleet.

(607.82) RESOURCES: Increase or decrease fleet resources prior to the scenario.

(607.83) BALANCE POINTS: Give one side a number of victory points under (607.62) prior to the scenario.

(607.84) TREASURY: Add 10-50% of the base economy to the starting treasury of one side or empire before the scenario begins. Consider giving one side a treasury deficit 10-80% of the base economy to one side or empire before the scenario begins.


This scenario has become a player favorite in part because it does not have all the diverse capabilities of the General War era, its limited scope involves only four empires, and eleven turn length makes it an ideal scenario for training F&E mechanics and nuances to new comers.

During the update it was decided to include the missing historical ships from this era; some of which were test beds for new technology while others were in the sunset of their production line.

A special thanks to Richard Eitzen and Peter Bakija for fully playtesting this update twice; they provided a critical contribution that is greatly appreciated by me and the staff. Their insight and input was instrumental in helping Lar and I update this important historical scenario. – Chuck Strong, FEDS


NOTE: This scenario SIT can be deleted if these units are included as part of the overall FO SIT.

DNE7410-11/5-6CR10Y150DN(2)-Schedule: 143.500Early Dreadnought.
CS27-8/4CR8Y125BC(3)-Schedule: 82.000Early Cruiser.
FH415-4S/2CR3Y160FF(4)From FF: 0.5For FF: 30.625Shock ship; no shock at 4AF §. Limit one per turn by any means.
TEM839-12(6)/6(3)CR10Y150PAL(2)From PAL: 2Schedule: 16+64.000Early Dreadnought.
PGZFuture3-7/0-4CR6Y150PGZ(3)From PG?: 2For DD: 71.750Original non-tug cargo variant of Pegasus; carries seven EPs.
SA444-5/2CR4Y145HN(4)From FF: 1For FF: 3.50.875Saracen: Fusion leader variant §.
C610510-12/5-6CR10Y150C8(2)-Schedule: 164.800Early Dreadnought.
D6CA208-9/4-5CR9Y146D6(3)From D6: 2For D6: 92.700Early Command Cruiser.
D6N9607-8D/4DCR8Y126D6(3)From D6: 2+DIPFor D6: 8+DIP2.400Early Diplomatic Cruiser.
E4G912-4G/1-2CR3Y126E4(4)From E4: 1For E4: 2.50.625Commando variant §.
E4J393-4/2CR2Y135E4(4)From E4: 1For E4: 30.750Penal Ship §.
E3183/1CR3Y120E3(4)-Schedule: 20.500Early Frigate §.
DNE6410/5CR10Y150CA(2)From CA: 5 From CC: 4Schedule: 123.000Early Dreadnought. Limit one per year by any means.
BCEA189/5CR10Y150CL(3)From CL: 6Schedule: 112.750Early Battlecruiser. Limit one per year by any means.
CLGA233-6G/2-3GCR6Y137CL(3)From CL: 2For CL: 61.500Commando variant §.
CLSA222-6*/1-3CR6Y159CL(3)From CL: 3For CL: 91.500Scout variant §; EW=3. Limit one per year by any means.
HDDA176/3CR4Y161DD(4)From DD: 1For DD: 61.500Limit one per turn by any means §.
HFFA165/3CR3Y160FF(4)From FF: 1.5For FF: 41.000Limit one per turn by any means §.

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