Civil Wars: Lyran

Star Fleet Universe Discussion Board: Federation & Empire: F&E PRODUCTS: F&E Future Products (Near Term): F&E Civil Wars: Civil Wars: Lyran
By Steve Cole (Stevecole) on Tuesday, February 24, 2004 - 06:17 pm: Edit

Some counters of a different color. We already printed HE WHO WOULD BE KING somewhere as the general scenario.

By Jeff Wile (Jswile) on Wednesday, February 25, 2004 - 12:38 pm: Edit

Just a thought, given Lyrans general temperment, it might almost be considered normal for one or more civil disturbance/insurrections to be occurring than not.

When you factor in the LDR, technically the 'insurrection' lasted decades.

There is the potential (atleast) for the Peledine to seek independence.

While the expatritate Lyrans in the WYN cluster participate in the WYN government, they atleast represent the "out of power" factions in the Lyran empire. Possible source of money, ships, troops and supplies for insurrections.

Who know? maybe there is a "hidden" Carnivon enclave lying low somewhere in Lyran space?!?

(while that last one is not technically a Civil insurrection, it could be an interesting (though small!) scenario!

By Steve Cole (Stevecole) on Wednesday, February 25, 2004 - 03:25 pm: Edit

If anybody wants to update "he who would be king" or write another Lyran civil war scenario, knock yourself out. Post outline and OB list when ready.

By Tim Losberg (Krager) on Tuesday, March 09, 2004 - 10:48 am: Edit

Steve, where was "He who would be king" originally published?

By Steve Cole (Stevecole) on Tuesday, March 09, 2004 - 10:56 am: Edit

My list says module P3.

By Steven Rossi (Steverossi) on Monday, July 05, 2004 - 04:27 am: Edit

(6XX.0) The Lyran Civil Wars (Y143-157)

The Lyran Empire is divided into Four Duchies: Red Claw, Far Stars, Foremost, Enemies Blood, and a single province under direct imperial control, the Homeworld Demesne. When the old Lyran Emperor died in Y142, the young Duke of Enemies Blood became the new Emperor. Upon his arrival in Lyrantan, he took a Foremost countess as a mate for political expediency and then accepted the coronation. Yet rather than build a bond between the rival Duchies, this tore them apart. The noble houses of the Enemies Blood Duchy were spurned, and the democratic-minded amongst them saw a chance for freedom. It was in that same moment that Hydran fleets struck in retribution for nearly 40 years of occupation. The timing was bad for the Lyrans. Although the Hydrans swiftly called a cease fire, the Enemies Blood fleet was devestated, and dangerous talk spread in its ranks.

Still there were greater troubles brewing across Lyran space. In Fall 143, the Red Claw Duke began raiding the Kzinti neutral zone as a way to get some small press and possibly a larger budget. He got far more than he had bargained for. The old Kzinti Count across the border was a (neo-samurai) war cult devotee, and in no mood for a mere border skirmish. In Spring 144 he escallated with a fleet offensive into Lyran space. The 4th Lyran-Kzinti War thus started, and would sputter and rage for a decade. The new Lyran Emperor offered a few ships and some muted economic support to the conflict. The Red Claw Duke was all but independant of Lyrantan. The other Duchies offered nothing. They had their own problems.

The events of the Battle of the Long Claws in Spring 145 are recorded elsewhere. The Dark Star County asserted its independence, and in the ensuing chaos the Enemies Blood Duchy was unable to supress it. The Hydran attacks had left them vulnerable, and still they were politically isolated from the new Emperor. In the aftermath, fierce border conflicts erupted amongst the remaining Counties, and also with their neighbors in the Foremost Duchy. Unfortunately, the Emperor had only the income of the Homeworlds and Foremost Duchy at his disposal, and the Far Stars Duchy was already receiving aid for colony development. What little there was had to be divided between the four Duchies in order to keep them loyal. These factors combined to keep the Lyran Empire in a state of civil war for over a dozen years.

During this time, the Kzinti Count launched four major offensives against the Lyran Red Claw Duchy. He was reckless in the extreme and was eventually killed in combat. Within hours of his death, the Kzinti offered a cease-fire, which the Red Claw Duke accepted. Prior to that, support for the war from the Kzinti homeworlds had wavered as the Patriarch struggled with two goals. He needed to purge the neo-samurai cult that threatened Hegemony security, and he also had to keep most of his vassals on a path of economic recovery. The Kzinti economy had nearly been shattered during the 2nd Federation Kzinti War (Y136-142). To his credit, the Patriarch used the Lyran Front as a killing fields for his adversaries, and the Kzinti economy was systematically rebuilt.

By Spring 153, the Enemies Blood Duchy had all but unified under a new Duke. Only the Dark Star County remained independent, and later in the year at the Battle of Vandha it won a decisive victory. In 154 the rebel county became recognized as the Lyran Democratic Republic. This event sent new shock waves across a Lyran Empire only just raising itself out of chaos. Revolt spread across all of the Duchies. The Lyran Emperor was again forced to sortie his fleet from Lyrantan in order to restore Imperial authority. It was not until just prior to the Hydran attack in Fall 157 that order had finally been restored. Thus, as the Four Powers War began several Lyran ships had yet to be repaired.

Note: If this passes proof of concept, I will post the OOB and special rules governing the loyalty of the Lyran Duchies.

By Steven Rossi (Steverossi) on Thursday, July 22, 2004 - 06:03 am: Edit

(6XX.0) The Lyran Civil Wars (Y143-157) v0.1

See Story Above. Note: This has not been playtested.

(6XX.10) General Scenario Rules
There are Two Players. Player one plays the Kzinti, Hydrans, and the disloyal Lyran vassals. Player two plays the Lyran Emperor and loyal Lyran vassals. The game begins in Spring 143 as the Hydrans attack the neutral zone hexes held by the Enemies Blood Duchy. It ended historically in Spring 157 when all Lyran Duchies were restored and Loyal to the Lyran Emperor.

(6XX.11) Forces: Only the Hydrans use Fighters during this scenario. Instead of standard DNs, all powers use Early Dreadnoughts per (607.61). Drone ships can only be used in battle rounds involving fixed enemy positions: SB, BATS, PDU, FRD, Planets and Convoys. Each Lyran Duchy, Homeworlds, or Independent county may use one Police Ship (per Combined Operations). Likewise, the Kzinti Count and Hydrans may each use one Police Ship.

(6XX.12) Optional Rules: Battlegroups (315.0) may be used. Admirals (316.0) may be used, but only in the Home fleets. Special Attack Forces (520.0) may be used. Command Points (308.9) are used, but are not free and must be purchased for 5EP.

(6XX.13) Economics: Each province produces 1EP. The Far Stars Duchy had only one off-map province at this time. Captured or disrupted provinces only grant 0.5EP. Captured neutral hexes grant .125 EP each. 8 NZ hexes = 1EP. Non capital hex planets produce 2 income for major planets and 1 income for minor planets. Their income when devastated or captured is 1 and 0.5 respectively. Capital hex planets grant their normal income, and also grant the usual income (3/1EP) if devastated or captured.

(6xx.12) Independent Lyran Duchies: The domain of the Emperor is the Homeworld Province. Outside of that are the Four Lyran Duchies plus the Dark Star County, each with its own loyalty level, treasury, and OOB. The more loyal the Duchy, the more EP and ships it provides to the Emperor. Such ships are loaned to the Emperor at the beginning of the Turn and may be moved anywhere the Emperor desires. They remain a separate fleet however, and will return to their capital should their loyalty level drop. Gifts of money or ships from the Emperor to a Duchy or County take place during Strategic Movement.

(6XX.121) Loyalty levels, Starting Loyalty and Effects: The Loyalty of a Duchy or Independent County is computed at the end of the Lyran Player turn, and are used for the following turn.

(6XX.122) Loyalty Levels
+3(Loyal): All EP and all ships controlled by Emperor. Area open to Emperor.
+2(Content): Half EP and all ships controlled by Emperor. Area open to Emperor.
+1(Distant): No EP and half ships controlled by Emperor. Area open to Emperor.
+0(Disloyal): No EP and no ships controlled by Emperor. Area open to Emperor.
-1(Independent): No EP and no ships controlled by Emperor. Area closed to Emperor.
-2(Rebels): All EP and all ships controlled by Kzin player.
-3(Chaos): The Duchy breaks into independent Counties controlled by Kzin player.

(6XX.123) Starting Loyalty Levels
Red Claw Duchy: +1
Far Stars Duchy: +2
Foremost Duchy: +3
Homeworlds County: +3
Enemies Blood Duchy: +1
Dark Star County: +0

(6XX.124) Effects. Effects to loyalty levels are applied at the end of each turn, and are in effect for the following turn.

At the end of every turn: all Duchies -1
At the start of the Hydran Civil War: Enemies Blood +1
Hydran Cease Fire Accepted: Enemies Blood +1
Kzinti Cease Fire Accepted: Red Claw +1
If the Home fleet is the largest Lyran fleet: all Duchies +1
For each enemy ship destroyed: +1 to that Duchy
For each enemy DNE/CC/CA destroyed: +2 to that Duchy
For each enemy SB or BATS destroyed: +3 to that Duchy
For each friendly ship destroyed: -1 to that Duchy
For each friendly DNE/CC/CA destroyed: -2 to that Duchy
For each friendly SB or BATS destroyed: -3 to that Duchy
For each ship received as aid: +1 to that Duchy
For each DNE/CC/CA received as aid: +2 to that Duchy
For each SB or BATS received as aid: +3 to that Duchy
For each Battle lost by the Duchy: -1 to that Duchy
For each Battle won by the Duchy: +1 to that Duchy
For each County becoming Independent: -1 to that Duchy
For each County becoming Rebels: -1 to that Duchy
For each County becoming a separete power: -1 to all other Duchies
For each Duchy becoming Independent: -1 to all other Duchies
For each Duchy becoming Rebels: -1 to all other Duchies
For each Duchy becoming a separate power: -2 to all other Duchies
For any loyal County/Duchy violating an Independent County/Duchy: -1 to both
For each 5EP received as aid: +1 to that Duchy. (see also: 6XX.127)


(6XX.125) Duchy Breakup:
When a Duchy becomes Independent (level -1), it becomes a neutral power whose borders are closed to all outside ships. If that closed space is violated by the Lyran player, the level immediately drops another point, and the Duchy becomes Rebel (level -2): controlled by the Kzinti player. Note that any number of effects might cause a Duchy to rebel. If the Duchy further descends into chaos (level -3), its component Counties become Independent Counties (still in chaos). The ships of that Duchy are divided evenly amongst the respective counties, taking compot into consideration. These are immediately returned to base. If a county has no base available it will join with the neighboring county with the nearest base or planet. Die roll to decide ties. Each of the resulting independent counties remains under control of the Kzinti player until its loyalty level rises to at least -1. It has its own Economy and OOB. The Kzinti player may use the rebel ships to attack any adjacent County or Duchy, but may not move them outside those areas. Should an independent county remain independent for 16 turns, it becomes recognised as a separate nation. The Homeworld Province is exempt from (6xx.125), but note that should the Emperor ever lose control of all his ships: he has been deposed and loses the game.

(6XX.126) Areas, Economics and OOB for the Lyran Duchies.

Red Claw Duchy: 5xProv = 5EP
Red Claw Fleet: DNE, CC, 4CA, 5CL, 5DD, 5FF, SC, TGC
Red Claw Provs: 0104, 0404*, 0502, 0504, 0705
Red Claw Setup: Entire Fleet in hex 0504

Far Stars Duchy: 3xProv = 3EP
Far Stars Fleet: CC, 2CA, 3CL, 3DD, 3FF, SC, TGP
Far Stars Provs: 0101, 0107, +1 off-map w/BATS
Far Stars Setup: Entire Fleet off-map

Homeworld Demesne: 4xMaj, 5xMin = 35EP
Home (Emperor) Fleet: DNE, CC, CA, CL, DD, FF, SC, TGP
Homeworld Provs : Homeworld Planets only
Homeworld Setup: Entire Fleet in hex 0408

Foremost Duchy: 3xMaj, 3xMin, 5xProv = 14EP
Foremost Fleet: DNE, CC, 4CA, 5CL, 5DD, 5FF, SC, TGC
Foremost County Bases: 0205, 0307, 0509, 0608*, 0810
Foremost Setup: Entire Fleet in hex 0608

Enemies Blood: 1xMin, 5xProv, 8xNZ = 7EP
Enemies Blood Fleet: DNE, CC, 4CA, 5CL, 5DD, 5FF, SC, TGC
Enemies Blood Provs: 0109, 0212, 0411*, 0413, 0711
Enemies Blood Setup: CA, CL, DD, FF in each prov. CC, SC, TG in 0411.

Spring Builds at Lyrantan: DNE, CA, CL, 2xDD, 2xFF (44)
Fall Builds at Lyrantan: CA, CL, 2xDD, 2xFF (32)

(6XX.127) Far-Stars Development: The promise of rich uninhabited worlds attracts investment. For each 5EP given to the Far Stars Duchy, one exploration die may be rolled, and the points kept totalled. Improvements appear in this order:: (at 30: +MIN), (at 50: +Prov), (at 100: +MAJ), (at 120: +Prov), (at 140: +MIN) , (at 160: +Prov), (at 210: +MAJ), (at 230: +Prov). Historically, what little the Emperor could spare for the Far Stars Development during this time eventually paid off. At the start of the Four Powers War the Far Stars was funding itself, and by Y168 the Duchy had become (2xMaj, 2xMin, 4xProv) worth 24EP per turn.

(6XX.128) The Hydran Retribution (Spring and Fall, Y143): This is also called the Fourth Lyran-Hydran War, remembered for being short and vicious. At the end of the second Hydran player turn, the Hydrans will offer a cease-fire. If the Lyrans accept and are withdrawn peacefully from Hydran and neutral zone space by the end of the turn, then the cease fire is in effect.

Hydran Home Fleet: TEM, LC, 3RN, 3LN, 3HN, SC, TG
Hydran 2nd Fleet: LC, 3RN, 3LN, 3HN, SC, TG
Hydran Old Colonies Squadron: LC, 3LN, 3HN

Hydran Builds Spring: TEM, RN, 2LN, 3HN
Hydran Builds Fall: RN, 2LN, 3HN

Hydran Homeworlds: 3xMaj, 3xMin, 1xProv = 26EP
Hydran Old Colonies: 2xMaj, 1xMin, 2xProv = 17EP
Hydran Space: 1xMaj, 2xMin, 10xProv = 14EP
Total: 57EP

(6XX.129) The Old Kzinti Count (Spring 144 to Spring 155): During turns of Kzinti attack, the Kzintis are at wartime status, and the Patriarch and Count are released (Economics and OOB). During off turns, only the Kzinti Count is released, and is at Limited War per (602.49). The Kzinti Duke and Marquis are not involved in this scenario. Special Note: The Counts and Patriarchs Fleets must remain separate, and the Counts fleet may never be larger than the Patricarchs. The Patriarchs fleet returns to the Kzinti Homeworlds immediately when Kzinti attack stops (per the timeline).

Kzinti Counts Domain: 3xProv, 2xMin = 5EP
Kzinti Counts Fleet: CC, 3BC, 3CL, 6xFF, DF, SC, TGT
Kzinti Counts Capital: 0902 or 1001

Kzinti Patriarchs Domain: 3xProv, 1xMaj, 2xMin, Homeworlds(32) = 39EP
Kzinti Patriarchs Fleet: DNE, CC, 3BC, 3CL, 6FF, DF, SF
Kzinti Patriarchs Capital: 1401

Kzinti Builds Spring: DNE, BC, 2CL, 2FF (41EP)
Kzinti Builds Fall: BC, 2CL, 2FF (29EP)


(6XX.13) Scenario Timeline:

Turn 1 (Sp 143): Hydrans Attack
Turn 2 (Fa 143): Hydrans Attack
Turn 3 (Sp 144): Kzinti Attack
Turn 4 (Fa 144): Kzinti Attack
Turn 5 (Sp 145):
Turn 6 (Fa 145): Historical: "Battle of the Long Claws"
Turn 7 (Sp 146): Kzinti Attack
Turn 8 (Fa 146): Kzinti Attack; Hydran Civil War begins (-6)
Turn 9 (Sp 147):
Turn 10 (Fa 147):
Turn 11 (Sp 148): Kzinti Attack
Turn 12 (Fa 148): Kzinti Attack
Turn 13 (Sp 149): Kzinti Attack
Turn 14 (Fa 149): Kzinti Attack
Turn 15 (Sp 150):
Turn 16 (Fa 150):
Turn 17 (Sp 151):
Turn 18 (Fa 151):
Turn 19 (Sp 152): Kzinti Attack
Turn 20 (Fa 152): Kzinti Attack
Turn 21 (Sp 153): Kzinti Attack
Turn 22 (Fa 153): Kzinti Attack; Historical "Battle of Vandha" (-13)
Turn 23 (Sp 154): Kzinti Attack; Cession of the LDR (-13)
Turn 24 (Fa 154): Kzinti Attack
Turn 25 (Sp 155): Kzinti Cease Fire Accepted
Turn 26 (Fa 155):
Turn 27 (Sp 156):
Turn 28 (Fa 156):
Turn 29 (Sp 157):

By Chuck Strong (Raider) on Saturday, April 09, 2005 - 05:54 pm: Edit

Steve:

After going through my old Starletters I found the Lyran Civil War scenario called "They Who Would Be King" (BH2.0) in issue #73 (and some variations in #74). We may want to consider including an update of this scenario in CivilWars.

By Gary Carney (Nerroth) on Friday, March 09, 2007 - 07:07 pm: Edit

Looking at that Far Stars setup in the above outline, I wonder if it isn't selling the Duchy a little short.

If it only had one off-map province ny the Y140s, would it be able to build up the population levels on its colony worlds enough to produce the planets listed in GW-era Fed and Empire?

And would the Peladine be so close to the edge of the map that it would lie within this one off-map province the FS have by then?

(As an aside, is the Peladine homeworld intended to be one of the off-map planets in the first place - its surplus resources shipped off-world for Lyran service? If so, one could let the off-map FS have at least one of the minor or major planets at the start of this scenario, to represent the resources coaxed out of the Peladine - which would have been finally pacified by about Y140.)


Gary

By Gary Carney (Nerroth) on Friday, August 15, 2008 - 06:32 pm: Edit

Oh, I just thought of something:


Should a Lyran force taking part in a civil war be able to launch an attack on the Far Stars Duchy (or to be more specific, the off-map provinces) - since they would have a better idea of where to go in the Duchy than the likes of the Hydrans or Kzintis would?

By Chuck Strong (Raider) on Thursday, December 13, 2012 - 11:41 pm: Edit

Turtle:

Check the data out in this section for your Lyran Civil War scenario research.

By Chuck Strong (Raider) on Thursday, December 13, 2012 - 11:46 pm: Edit

SVC:

When able, would it be possible to post the text from Starletter #73 "They Who Would Be King" (BH2.0) (and some variations in #74). The staff would like to consider including an update of this scenario in Civil Wars.

By Shawn Hantke (Shantke) on Friday, December 14, 2012 - 01:09 pm: Edit

@Chuck here is a pdf of #73 http://www.starfleetgames.com/documents/Starletters/Starletter731.pdf and #74 http://www.starfleetgames.com/documents/Starletters/Starletter74.pdf

By Chuck Strong (Raider) on Friday, December 14, 2012 - 03:45 pm: Edit

Can someone convert the F&E scenario information from these PDF files to unformatted text and post the text in this topic?

By Shawn Hantke (Shantke) on Friday, December 14, 2012 - 04:31 pm: Edit

(BH2.0) THEY WHO WOULD BE KING
An F&E Scenario by Bill Heim
At various times in Lyran history, the normal behind-the-scenes political maneuvering and treachery broke out into actual armed conflict. The following Federation & Empire scenario depicts one of the many such power struggles that took place within the Lyran Kingdom prior to the General War.

(BH2.1) SCENARIO NOTES

(BH2.11) THREE PLAYERS: There are three players: Lyran Foremost Duke, Red Claw Duke, Enemy's Blood Duke. During this period, the Far Stars area was not fully organized; it plays no part in the civil war. The Orders of Battle already account for ships kept on guard on the foreign borders. Each player has one repair ship.

(BH2.12) THE FOREMOST DUKE controls provinces 0707, 0306, 0609, 0107, 0105. This includes all bases and planets within those provinces. The Fleet consists of 1 CC, 3 CA, 4 CL, 4 DD, 4 FF, 1 SC, 1 TGP, 1 FRD, and 1 Resv. There is one repair ship, which begins its operation from the starbase each turn. The starbase at 0608 can produce one frigate per turn for the owning player. If the starbase is captured, the "mini-shipyard” can be transferred to any other starbase controlled by the Foremost Duke (but not a starbase in the capital).

(BH2.13) THE RED CLAW DUKE controls provinces 0404, 0101, 0301, 0402, 0604. This includes all bases and planets within those provinces. The Fleet consists of 1 CC, 2 CA, 3 CL, 3 DD, 3 FF, 1 SC, 1 FRD, 1 TGC, and 1 Resv. (The remaining ships are considered to be guarding the border and not available). There is one repair ship, which begins its operation from the starbase each turn. The starbase at 0404 can produce one frigate per turn for the owning player. If the starbase is captured, the “mini-shipyard” can be transferred to any other starbase controlled by the Red Claw Duke (but not a starbase in the capital).

(BH2.14) THE ENEMY’S BLOOD DUKE controls provinces 0310, 0109, 0312, 0111, 0711. This includes all bases and planets within those provinces. See (BH2.9). The Fleet consists of 1 CC, 2 CA, 3 CL, 3 DD, 3 FF, 1 SC, 1 FRD, 1 TGC, and 1 Resv. (The remaining ships are considered to guarding the border and not available). There is one repair ship, which begins its operation from the starbase each turn. The SB at 0411 can produce one FF per turn for the owning player. If the starbase is captured, the “mini-shipyard” can be transferred to any other starbase controlled by the Enemy’s Blood Duke, (but not a starbase in the capital)

(BH2.15) MAP Only the western map is used. The units in the scenario can only move within Lyran territory. Ships cannot enter the off-map area.

(BH2.16) SHIP CLASSES: Delete all DN, BC, CW, DW, STT, CV, and CVL units from the game. Additionally, no fighters, PFTs, SCSs, or PFs will be used. None of these units can be built by any means.

(BH2.17) ECONOMICS: Each Duke maintains his own economic records, produces ships, pays for repairs and conversions, and provides supplies. Supply must be traced to a source within the player's original territory. The maximum income of any one Duke during his turn is 15 EPs, any other income going to support general operations of the Empire. Assume wartime economy. Orion ships cannot be hired.

(BH2.18) PERIOD: As the last Lyran Civil War was before Y157, the pre- General War rules apply. Supply range (411.6) is 4 hexes, and it takes two turns to set up a MB (510.22).

(BH2.19) LDR: The status of the LDR depends on which of the several civil wars is being played. In most, the LDR is simply part of the Enemy's Bloody Duchy, and its special status is ignored. If playing during the last civil war, when the LDR was semi-independent, simply assume that its ships are among those assigned to border duty, that it provides no EPs to the EB Duchy, and that no Lyran unit can enter that province at any time for any reason (except to accept internment for the duration of the scenario).

(BH2.2) SCENARIO OPERATION

(BH2.21) TURNS: The scenario is played in turns, each consisting of two or three player-turns. The movement order of the players within the turn will vary from turn to turn.

(BH2.22) THE THRONE: Whoever controls the capital hex (0408) at the end of each game turn is, at the start of the next game turn, the King. The EPs from the capital are not paid to any player, but are used for general operations and to pay for ships built by the capital shipyard.

(BH2.221) The King controls the shipyard, which produces one CA, one CL, and one DD per turn. These ships are produced, however, ONLY when the King takes his player-turn. If the King has lost control of 0408 by that point, the shipyard produces nothing for that game turn. Note that under (BH2.23) the King can choose to move first, guaranteeing that he will receive the production.

(BH2.222) The shipyard is also the only place where a 4-point conversion can be made.

(BH2.23) SEQUENCE: Each game-turn is played in steps:

(BH2.231) KING DETERMINATION: At the first of each game-turn, the players determine who is currently the King. The King then decides if he will take his player-turn first or last within the game-turn.

(BH2.232) ALLIANCE DECLARATION: The other players, in the order Foremost, Enemy's Blood, and Red Claw, then declare if they remain independent or offer an alliance with a player prior to them in the sequence. (Note that, as one of the three dukes will be king, he won’t participate in this declaration.) An offer of alliance can be accepted or rejected. If rejected, the player becomes independent. (No player can declare neutrality within the game definition, although any player can refrain from attacking.) Allied players conduct their movement and combat phases together during a single player-turn. If two players are allied, there will be only two player-turns; if none are, there will be three player-turns. If all three players are allied, the scenario is over and whoever is currently the King wins. No alliance can hold the throne. The player with the most combat factors of ships in the capital hex is the King.

(BH2.233) PLAYER-TURNS: The three (or 2) player-turns are conducted.

(BH2.234) FINAL PHASE: The player controlling the shipyard becomes King for the next game turn.

(BH2.3) VICTORY CONDITIONS
A player can become King by one of three means:
Eliminate all of the other players at the end of any given game-turn. A player is temporarily eliminated (from consideration for King, not from the scenario) if all of his ships are crippled OR his starbase is captured. The second condition does not apply if that player holds the capital.
Hold the throne in three consecutive Final Phases AND have more total combat (attack) factors (counting only ships) than both opponents combined.
If no player has won by the end of the seventh turn, the war is over and the player who is King at that time is the winner. If no player controls the capital, all players lose.

(BH2.4) SPECIAL POLITICAL RULES
While all of the Dukes want to be King, none are stupid and all know that destroying the infrastructure of the Empire will doom them all.

(BH2.41) SHIPS Ships cannot be destroyed by Directed Damage; they can be crippled. Ships cannot be destroyed to resolve casualties until that is the only way to resolve the last damage point. Ships can be crippled and repaired. There are no pursuit battles.

(BH2.42) STARBASES cannot be attacked or destroyed, but will surrender if there is a force of ships in the hex which is larger than the friendly ships in the hex by at least 37 points. Captured starbases cannot conduct repairs or production.

(BH2.43) BATTLE STATIONS are, during this time period, base stations. They are neutral to the civil war and concerned only with border security. They will not fire at Lyran ships. They are loyal to the player with the most ships in their hex and will repair ships of that Duke.

(BH2.44) PLANETS cannot be devastated. Their PDUs will not fire at ships and cannot be fired at. Planets are captured by eliminating all unfriendly ships from the planet's hex. Disputed provinces produce one point for each player. Planets and provinces will produce full economic benefit for the capturing player.

(BH2.45) NON-SHIP UNITS: No convoys can be built. FRDs cannot be destroyed but will surrender if in a hex with enemy ships and no friendly ships.

(BH2.5) VARIATIONS FOR THEY WHO WOULD BE KING
The F&E Scenario (BH2.0) They Who Would Be King was in Starletter #73. These are variant rules for that scenario.

(BH2.51) NO GENERAL WAR: Assume a Lyran Civil War about Y168 or Y169. Add 1 DN, 3xCW, 3xDW, and one battle pod to Red Claw and EB; the same plus one BC to Foremost. For extra interest, add a CV to Red Claw and a CVL to the other two.

(BH2.52) WEAK KING: Add a fourth player, who controls only province 0408, and who has one BCH (actually a 10-point Royal Tiger pre-dreadnought), one CL, one DD, and one FF in his fleet. For a stronger king, add three more BCHs commanded by loyal Marshals.

(BH2.53) EXTRA PLAYER: Add the Far Stars Duchy (with a fleet equal to Red Claw, or perhaps smaller, but with a TGP instead of a TGC). Their forces are off-map (and they alone can use the off- map area), except that they control the on-map province at 0103. There is no exploration during a Civil War. No survey ships are available.

(BH2.54) COMBINATIONS: To combine (BH2.51) and (BH2.53), add one BC (and one CVL if using carriers) to Far Stars. You can even add (BH2.52) to either (BH2.51) or (BH2.53) or a combination of the two with no problems.

By Chuck Strong (Raider) on Saturday, December 15, 2012 - 02:17 am: Edit

Outstanding work Shawn -- thank you.

By Dal Downing (3deez) on Saturday, December 15, 2012 - 08:59 pm: Edit

Went and culled through the Time line. the only refrenced to "Lyran Civil Wars is Y156-Y157 Lyran Civil War; one of many, few details known."

In that vein I went and picked out just Lyran Centric Wars.

THE STAR FLEET UNIVERSE TIMELINE
Copyright (c) 1985-2007 Amarillo Design Bureau, Inc. Revised 12 April 2007.

Y38-Y42 First Lyran-Klingon War.

Y40-Y43 First Lyran-Hydran War.

Y48-Y56 First Lyran-Kzinti War. (Note there are 2 end dates for this war one is Y48 the other is Y56.)

Y50-Y56 First Klingo-Kzinti War.

Y55 Undeclared Carnivons War / Skirmishes?

Y65 Carnivon forces reach the WYN Cluster, having driven a wedge between the Lyrans and Kzintis and having occupied several of their border provinces. The Kzintis and Lyrans will not regain direct contact until Y106, the longest period of peace between each other in their histories.

Y68-Y71 Second Lyran-Hydran.

Y84 Third Lyran-Hydran War. (No End date given.)

Y88-Y91 Second Lyran-Klingon War.

Y106 Kzintis win the second Klingo-Kzinti War and regain the planets. They immediately launch an attack on the Carnivons. Sensing the weakness of the Carnivons, the Lyrans attack them as well. Over the next few years, the Carnivons are defeated decisively and annihilated. While rumors of surviving Carnivons will continue for a century, no confirmed contact is ever made and the race is presumed to be extinct.

Y109-Y114 Second Lyran-Kzinti War.

Y125-Y131 Third Lyran-Kzinti War.

Y143 Fourth Lyran-Hydran War. (War is only described as Brief)

Y144-Y155 Fourth Lyran-Kzinti War.

Y145 Revolt in Lyran Dark Star County results in a democratic government still loyal to Lyran Empire.

Y153 Lyrans face off against the rebellious Dark Star County at the Battle of Vandha.
Y154 Lyran Dark Star County declares independence and becomes the Lyran Democratic Republic.

Y156-Y157 Lyran Civil War; one of many, few details known.

Y157 Fifth Lyran-Hydran War begins.

Y157 Klingons launch abortive attack on the LDR.

Y158-Y162 The Four Powers War

Y168-Y185 First General War (This is at first known as the Fifth Lyran-Kzinti War.)

Y186-Y188 ISC Pacification War.

Y190-Y202 Andromedan War.

By Chuck Strong (Raider) on Saturday, December 15, 2012 - 10:09 pm: Edit

FYI...

Y125 is about as far back that I want to go with any F&E scenarios for now. It gets too squirrelly dealing with compot conversions and creating rules that would best developed in the Early Years module.

(Unless directed otherwise from ADB, please don't ask about EY stuff for F&E as this is not time nor the place.)

By Gary Carney (Nerroth) on Saturday, December 15, 2012 - 11:48 pm: Edit

One detail that might be worth considering for (BH2.52) is the Royal Panther Early Battlecruiser, published in SSD form in Captain's Log #39; if I recall the R-section correctly, the Emperor's Marshals were assigned BCEs in the time frame of the DNE's existence.

(I think a provisional F&E stat line was also included in that issue, but I don't have my copy to hand right now in order to check it.)


When it comes to scenario dates, it might be worth avoiding any conflicts set prior to Y135; else one would have to account for the portion of Hydran territory occupied by the Lyran Empire prior to the first Liberation. (Unless the scenario covering the return of the King already has that data available.)

By Dal Downing (3deez) on Monday, December 17, 2012 - 01:20 am: Edit

The Lyran economy must be extremly robust.

Apparently their favorite hobby is war and when they are not killing someone else they are fighting themselves. Apparent;y these fights vary from small County Fights such as the one in Y139 that resulted in a LDD (R12.3) in WYN service. To Ducal and rarely all the way upto "He who would be king."

R14.1A List the Battle of the Long Claws Y145. This was the fight that Kliied Duke Larkahn by forces lead by Arch Duke Fikrohn supporetd by the Silver Moon County.

By Michael C. Grafton (Mike_Grafton) on Sunday, December 23, 2012 - 07:14 am: Edit

I always had the impression that the vast majority of the Lyran internal wars were more of the coup kind than the grinding down conventional war.

By Thomas Mathews (Turtle) on Sunday, December 23, 2012 - 09:01 am: Edit

SVC, a quick note on a generic Lyran Civil War scenario I'm working on.

(6RTI.0) Road to Independence
(YAny) by Thomas Mathews USS Georgia

There have been many Lyran counties that have rebelled against their Duke. This generic scenario portrays the attempt of any county to successfully revolt against their Duke.

OOB for the Rebel player will be 1/5th of any given Duchy excluding speciality ships. OOB for the Duchy will be remaining ships from the GW - ships not available by YIS. Speciality ships and certain other ships required for border duty will be controlled by the King and not available for use at the start.

Political Rules and Victory Conditions still being worked on.

By Steve Cole (Stevecole) on Sunday, December 23, 2012 - 12:39 pm: Edit

Ummm....

I only know of one successful revolt.

and it ONLY worked because the neighboring duchy intervened on the side of the rebels.

By Thomas Mathews (Turtle) on Sunday, December 23, 2012 - 12:47 pm: Edit

They don't all have to be successful, but I am trying to work out a way for the rebellious player to win on occassion.

By Steve Cole (Stevecole) on Monday, December 24, 2012 - 11:52 am: Edit

Four counties to one is always a loser. Only possible to win in one of two ways

1. with the support of a foreign duke.

2. some of the counts won't fight.

By Stewart W Frazier (Frazikar2) on Monday, December 24, 2012 - 08:06 pm: Edit

A county has only their CA, CL, DD and FF while the Duke has a CC, CL, DD and FF, plus the SC might be avilable and whatever the Duke can get from the neighboring Count(s) - more likely the DD or FF but possibly the CL in place of the DD)...

Not much way to win without outside (the Duchy) help...

By Thomas Mathews (Turtle) on Tuesday, December 25, 2012 - 09:42 am: Edit

Hence the need for some politcal rules to balance it. That can come from the outside like the Hydrans, Kzintis or Klingons. or from another Duchy looking to gain more power.

By Chuck Strong (Raider) on Monday, May 13, 2013 - 07:33 pm: Edit

Memo for Record

Consider adding the following ships to the Lyran Civil War OOB:

DNE
BCE
HDD
HFF


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