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Federation Commander A NEW fast paced board game of starship combat!
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Thu Jun 05, 2008 3:21 pm Post subject: |
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Thanks pinecone, yes we have a great campaign that has been sutained over the last year and a half. great players and a great campaign game engine that keeps it afloat.
and also d'arctangent is correct, the TSE hulls vary in that they replace 1/2 of the photon torpedoes with Seltorian PC. and then 2 lab boxes may be converted to shield breakers (1.40 rules)
I will post the new rules by the early part of next week.
research
new single ship marader rules
empire points
clarification on fleet movement on the campaign map
new orion fast reaction rules
research points.....
thanks:
PM _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
Last edited by PallidaMors on Thu Jun 05, 2008 10:09 pm; edited 1 time in total |
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pinecone Fleet Captain

Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Thu Jun 05, 2008 7:14 pm Post subject: |
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I'd probably stick with labs ( ), the shield cracker is the most energy defficient weapon in the game. And your welcome. |
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Thu Jun 05, 2008 10:07 pm Post subject: |
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noted _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing |
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DArc_Tangent Lieutenant JG

Joined: 14 Sep 2007 Posts: 64 Location: Sacramento, California
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Posted: Fri Jun 06, 2008 1:40 am Post subject: Shield Cracker |
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Unless, of course, one of your neighbors in the campaign are hostile Tholians...then the Web Breaker mode of the Shield Cracker becomes much more useful. _________________ Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?” |
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pinecone Fleet Captain

Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Fri Jun 06, 2008 2:23 am Post subject: |
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Didn't see it that way . |
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Fri Jun 06, 2008 3:23 am Post subject: story of battle continued |
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continued from page 15, a narrative of the last battle fought on turn 10 of the Empire Campaign.
the woman known as stilleto was the feared and volatile commander of the Orion Battle Raider 'jack of skulls' and currently leading a group of 3 pirate ships in a joint expedition with the Federation. there was Blood Money involved in this one she mused, what do the Romulans have to do with this battle? why do they even care? there is both fire and ice they say that runs through the veins of Romulans so it is hard to tell, not like thier cousins the Vulcans...ice only for those folks. But to Vokhas with all of them she thougth, we are here because the boss says so, he says the Roms are paying handsomely to act as a balance for the undergunned UFP in this water match against the TSE. Mmmm stilleto thought the TSE...well if fire and ice are the romulans then the TSE is just pure Hatred and insanity, but the kind of insanity that is calculated and cunning, like a killer...an empire of killers. Not good she thought. well it is time to role the dice and get things happening, she touched the hilt of one of the 12 knives on her bodice, each knife a battle, red hilts...well they are wins, the one black hilted knife...well that is another story. She left her quarters and proceeded to the bridge.
The Klaxons went off on the USS Scorpion and Commodore Thorn sat back in his chair, he looked at the tactical display the 3 Orions were forming the vanguard, while the 2 Seltorion federation ships moved out to the left flank and sliced around a small arm of asteroids. The Seltorian Commanders wanted to redeem themselves in this one he thought, they have been getting kicked in the....well whatever the Seltorians have for a back end, ever since they tried to tangle with the Klingon Empire. Grimm business that was, and has been with both sides fighting hard...the Klingons fighting hard and smart, something the Seltorians have had to be taught by Starfleet. well he thought we'll see if it has paid off. The TSE fleet was in the web castle ,the ugly red planet known as Maelstrom prime floating dead center about 40,000 Kilos away from the outer barrier. Seems like fed intel (STAB) was correct the TSE have a DN here, top of the line capital ship and with it comes a whole mess of Cruisers. this fight will be tough, the Commodore played over the orders in his mind again from Starfleet command. Engage at maximum range, do not lose any vessles, attempt to destroy a smaller vessle the NCL if possible then withdraw, under no circumstances are you to jeoprdize main elements of the Federation taskforce. Humm live to fight another day? well that is the order and that is what we will try to do. " Helm battle speed,..comm, send out the coded signal for the fleet to follow order 14, and prepare to close on the web castle.
To be continued.... _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
Last edited by PallidaMors on Fri Jun 06, 2008 6:00 am; edited 1 time in total |
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DArc_Tangent Lieutenant JG

Joined: 14 Sep 2007 Posts: 64 Location: Sacramento, California
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Posted: Fri Jun 06, 2008 3:55 am Post subject: story |
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Well, the story has ME intrigued...and I was RUNNING some of those ships.  _________________ Admiral Kr'toth's face turned purple with fury, his hand going to the d'k tahg at his side, “You dare insult my honor?!?” |
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Terran Star Empire Ensign

Joined: 18 Jan 2008 Posts: 5 Location: Citrus Heights, CA
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Posted: Sat Jun 07, 2008 1:21 am Post subject: |
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 _________________ Live Fast and Conquer!!!
Last edited by Terran Star Empire on Sun Jun 08, 2008 8:28 am; edited 1 time in total |
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pinecone Fleet Captain

Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Sat Jun 07, 2008 12:15 pm Post subject: |
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Quote: | Live Fast and Conquer!!! |
Reminds me of an insult used at my school
"Die Hard and Go Bankrupt!"  |
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Sat Jun 07, 2008 6:24 pm Post subject: 1.4 rules |
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on the following post there will be the new 1.4 rules with new marauders, research, combat actions...ect _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing |
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Sat Jun 07, 2008 6:25 pm Post subject: |
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Empire
Campaign setting
Version 1.40
Overview:
Empire is a galactic conquest game that invites an open-ended non-linear setting; Players control one or more of the various Empires. The object is not to win, but to expand, survive and prosper. In this game total ruin of an empire will be hard to accomplish, but there will be wars, border skirmishes and random encounters. Diplomacy and Story line will play part, as each player will play the role of the respective ruler of each empire they control. The Game Director will run the main storyline, create encounters, manage the various NPC empires and fill in the gaps in this unique game that combines the elements of a table top wargame with Role Playing.
Rules:
Choosing empires and planet type
Game set up
Command and control
System and Sectors
Turn sequence
Movement
Combat
Trade
Romulan Cloaking
Raids/Patrols
Orion Pirates
Fast Cruisers
Ship characteristics
Legendary Officers
Tse Cloaking
Random encounters
Bases
Minor Empires
EMPIRE CAMPAIGN GAME
Choosing Empires
Of course the first step to the empire campaign game is to choose an Empire. Once you choose the empire that you wish to control, the next thing you need to do is to choose one of three world types that your empire can and will colonise and use to gather production. The three types are listed below, the economic value of each system is the base value, this value can go up depending on the world type, terrain type and if later the controlling empire places either a Battle Station or Starbase. Each of which gives production in terms of increased efficiencies in the production system. Starbases also add to the empires fleet limit cap.
World Types:
1. Terran
2. Gas
3. Other (ice, volcanic, no atmosphere, what ever the player wishes to choose though it is merely cosmetic the type does not effect the value)
Each time a system is discovered the exploration vessel has to spend one more turn discovering terrain and or planetary masses. Of course if you are expanding quickly you may forgo this and choose to explore the system at a later time.
In each system there may also be the possibility of random terrain, such as asteroids or nebula. Note the Tholian home system is considered to be asteroid terrain throughout up to the dyson sphere that is their home world.
After choosing your empire and world type then you will locate your staring position on the map. (Random) after that you begin to purchase your initial fleet and start playing!
Fleet purchasing/Fleet size and cap:
Each empire starts the game with 2 basic frigates, after that you may purchase ships and bases as you acquire production from your home system, newly explored systems, planet, terrain and bases.
Each level of ships can only be a certain percentage of your overall fleet, as detailed below:
This is based upon 10 ships, fleets are grouped on the rule of 10. (The 1st LDN does not count against the 200+ limit; also they only have a CR of 3)
Ship cost % of fleet at any given time
200 or above 10%
130-199 40%
129 or less 50%
Rule of 10: for purposes of determining the base %, the amount of 10 ships should always be used as the base number, regardless of whether you have 10 ships or not. Also ships must be built in progression through each level up to the capital ships, this is used only to help to determine the % of ships of each point cost level in comparison to an empires total fleet strength.
Starting fleet limit is 40 ships, this is what can be supported by a home system, and you cannot add to that limit if you control more than 1 home system due to the difference in technology. Also each Starbase adds 5 to your fleet limit. Merged capitals give an additional 5 to the limit. Orion’s have no limit.
Set up:
1. The starting hex* of each race counts as their home system and is considered to have all the starting bases as referenced above for a home system. Also it produces 100 PP's. (The home system is explained in detail on page 8.) The range of supply for the home system is 3 hexes.
2. Each empire starts the game with 2 Frigates, used for exploration. (Note ships assigned to exploration may move 2 hexes, this is the only time hexes are used for movement in this game, all other movement is concluded by the adjacent border method.
3. Following the standard turn sequence for movement each empire moves their frigates into empty and adjacent hexes, and then rolls on the exploration chart to determine what was discovered in the hex. Then after the initial exploration is determined the frigate may move again and explore another system, or stay and use the second movement to do a further level of exploration to look for planets or terrain.
4. Hexes are broken down into two levels. Systems and Sectors, systems denote the actual production level of a hex 1-6. Sector stands for the division of the system once bases are placed in the system this is detailed under system upgrades on page 7. Sectors are the actual FC battles that the ships play on, each sector may be of differing size and is rolled randomly at the beginning of the battle to determine how many map panels are used for the battle. Also terrain if present on the campaign map is used as well. How to take a system and the benefits that sectors provide for defence are detailed on page 11 under system combat.
5.Base production points for each hex is only 50% of total, and you cannot collect the other 50% until you have purchased the necessary freighters to haul the remaining 50% of the production of the system. Example in a level 6 system the production total is 40, once explored an empire is able to collect 20, and may collect the remaining 20 when the empires merchant marine is of sufficient size to carry the remaining 20 PP of that system.
6. Once you start to actually field ships you can begin placing them on your various borders, home fleet or assign them to raid/patrol, exploration or escort duty, remember that you cannot expand more than 3 hexes out from your furthest base
7. Ships assigned to Raid/Patrol can be use for either function in each turn at the owning player’s discretion. Patrol vessels may still be used to stop raiding vessels that are attempting to attack freighters or you may use the escort rules. Also empire may opt to raid just to raid in the hopes of catching an enemy patrol vessel.
8. Escorts please assign ships from your total pool for escort duty these ships will automatically defend any attacked freighter fleets (only) at the owning players discretion, this is handy in that you do not need to roll in an attempt to get a patrol vessel to intercept.
9. Record all ship assignments on the fleet location chart, you may re-assign ships only after each turn, you will also track all ships victory points and keep a record of each ships characteristics.
* You may use a blank piece of hex paper, a FC map panel or several to be used as your campaign map.
SYSTEMS and SECTORS
System Exploration charts:
For each hex entered roll the type of sector discovered.
(Note Patrol Corvettes, Police Ships, may not explore, nor may they participate in a sector attack, they can defend) they also count as fast warships when determining escort response to Orion Pirate raids. (See Orion Pirate Defence chart)
Once you have determined the hex production value, then you need to determine if there is any permanent terrain features and world type.
System type roll 1d6
1-4 minor system
5-6 major system
Then roll on the minor or major system table below.
Minor system roll 1d6
1-3 empty contains sparse resources, maybe asteroids or other mining.
4-5 tiny contains a small mining world or large planetoid
6 small valuable small world
Major system roll 1d6
1-3 medium contains a valuable medium sized colony world
4-5 large contains a large world, very valuable
6 huge a true second home world, very rare and valuable
Sector reference table
Lvl of System Production
1 Minor/empty 2
2 Minor (tiny) 5
3 Minor (small) 10
4 Major (medium) 20
5 Major (large) 30
6 Major (Huge) 40
Home 100
Major systems each have a possible world in them though there may still be terrain. Likewise Minor systems have no worlds but may have terrain.
Also these systems have no starting bases, they must be purchased if desired and placed and recorded on the empire map, see sector rules below.
After the system value has been determined then another exploration must be concluded, a ship that is in supply to a base can only do this. Any frigate or cruiser can do initial exploration and they do not have to worry about supply but the deeper exploration of the system requires more time and resources so supply is critical.
SYSTEM TERRAIN BY VALUE:
Minor Systems
Lvl 1 System 1-5 nothing
6 Terrain
Lvl 2 System 1-4 nothing
5 Terrain
6 Minor world
Lvl 3 System 1-3 nothing
4 terrain
5 terrain
6 minor world
Major Systems
Lvl 4 system 1-3 nothing
4 terrain
5 minor world
6 major world
Lvl 5 system 1-2 nothing
3 terrain
4 terrain + minor world
5 major world
6 major world + terrain
Lvl 6 system 1-2 nothing
3 terrain
4-5 Huge World
6 Huge world + terrain
TERRAIN TABLES
Roll terrain type Production value
1-3 minor asteroids 50% of sectors 0
4 whole system is asteroid system 2
5 nebula 0
6 roll again if 6 again then Black hole 0
WORLD TABLES
Roll world type
1-2 Terran
3-4 gas
5-6 other
WORLD PRODUCTION
Type Production value
Minor 5
Major 10
Huge 20
DEVASTATING WORLDS AND SYSTEMS
Worlds are taken when an enemy empire takes the system that the world is in, worlds may also be devastated and rendered useless for the remainder of the game if the enemy allocates at least 1 130+ ship for one turn to rain destruction down on the chosen world.
Also a system may be reduced by 1 level per campaign turn if an invading empire assigns a force of no less than 500 PV, this force is razing all the economic infrastructure of the system, though no system may be reduced to less than 1 or empty.
SYSTEM UPGRADES:
When a system is explored the player still roles the system size, however the size of the system is always 1 hex, until the controlling player begins placing bases into the system to give it it’s lines of defence. The maximum complexity a system may achieve is the same size as your home system (though the production still stays 40 + any worlds and bases)
The following explains the progression of the sector with bases placed, the bases must be placed in progression in other words you cannot place a Starbase in a sector until the prerequisite Bats has been built prior.
Mobile base and Base station
Add nothing regardless of the number of bases of either type placed.
Battle Stations/Starbases
1. The first Bats added makes the sector grow to have an additional map placed behind the first map thus creating 2 lines. An attacking force would now have to take the first map in battle and then the second map with the Bats in battle to take the sector.
2. The First Starbase added makes the sector grow to have the following; 4 lines in front ( now up to two of these lines may have additional Bats or BS if the player wishes to place them) 3 lines in the back (the Original Bats is in the centre map. And 1 map in the final or third line here is where the starbase is located.
3. The addition of a second Starbase radically changes the sector to have the following space; 5 lines in front, of which there can still only be a maximum of 2 Bats. 4 in the second line that may also have up to 2 bats. 3 in the third line with a starbase. 2 in the second line which are empty, and the final line, which will have the final starbase.
TERRAIN and MAP SIZE
SIZE Die Roll Panels Terrain
1 1-5 9 Roll 1d6 if a 1 then consult
6 9 exploration terrain table.
2-3 1-4 9
5 9
6 9
4-5 1-3 9
4 12
5 9
6 12
6 1-2 12
3 12
4 12
5 16
6 16
HOME SYSTEMS
Home systems are the largest systems in the game each empire has 1 home system (capital) the home system of each empire produces 100 Production and you get all of this without the need of freighters. Here is the sector and base organisation for each empires home system.
First line: six sectors numbered left to right 1-6.
Organisation;
1: Base station
2: empty
3: Bats
4: Bats
5: empty
6: Base station
Second line: 5 sectors numbered 1-5 left to right
Organisation;
1: empty
2: Starbase
3: empty
4: Starbase
5: empty
Third line: 4 sectors numbered 1-4 left to right, all empty
Fourth Line: 3 sectors numbered 1-3 left to right
Organisation;
1: empty
2: Starbase
3: empty
Fifth line: 2 Sectors, a Bats in each.
Sixth line: 1 sector with home world and starbase use 16 map panels for tactical battle.
Command and Control
The command rating is applied to certain ships and equals the amount of ships that may operate as a unit under that ship.
The default is a squadron of 2 ships, this takes no special ships or command ships to have. After 2 ships if you wish to have 3 or more ships (a fleet) then you have to have a ship with a Flag bridge present. This indicates that the ship has the facilities for a Flag officer to be present and thus the command and control to allow fleet operations.
Command ratings:
All ships with a flag bridge with the exceptions noted below have a command rating of 3, this allows you to have 3 ships in addition to the ship with the flag bridge to be organised.
Actual Command Cruisers and Battle Cruisers (with flag bridges) have a rating of 4 as do Battlestations and Starbases.
Dreadnoughts and Battle ships have a rating of 5.
Command ships or ships with Flag bridges represent a special class of ships in service to each empire and as a result are limited in quantity, Only 30% of any given empires total fleet strength can be ships with flag bridges or command cruisers.
The can only be one DN or BB type in any one attack or defence fleet, the rest of the fleet may consist of any class and or type provided there is at least one ship with enough command to permit that amount.
Joint fleet operations:
If more than two races are working together in the same battle then one race must be the primary race and may use the higher command rating the secondary race may use a command rating at one level less for their ships. Example if the Romulans and klingons were operating a joint fleet and the Klingons had a DN with 5 ships then the maximum the Romulans could bring would be a CC with 4 ships. If a base is present on the defending side then you may 1 to the total command rating if you choose.
BASES and SUPPLY
The limit that ships may operate away from any base is a maximum of 3 hexes, so bases must be prepared and made in order to allow for exploration or invasion that penetrates deeply into an enemy empire.
Systems and planets do not need to be linked by supplies from bases, the system that maintains each empire economy is separate from the command and control functions that bases supply. For purposes of this game this will be the only purpose of being in supply.
At any time a ship or ships loses supply status they must be moved immediately to positions that place them into supply once again, ships not in supply may not attack, systems that are out of supply may not have ships defend them.
EMPIRE CAMPAIGN GAME
Summary of turn sequence
1. collect production
2. conduct diplomacy/announce research and trade
3. resolve spy actions
4. purchase/research pay step
5. assign ships to duty roles
6. exploration
7. resolve raids/pirates
8. conduct movement/attacks/fast warships
9. Resolve tactical battles/collect victory points and empire points.
10. start new turn
Turn Sequence:
1. Collect production: collect your total empire production plus any production from trade or Orion Profit. The total empire production is determined by adding up all the system values for the empire. Remember that the full total is available only if you have enough freighters in possession to move at least 50% of the total empires production points or PP's. Example if you empire has 160 PP's then you would have to have enough freighters to haul 80 PP's to collect the top 50% of your empires economy, if you do not then you cannot collect the full amount.
Freighter PP hauling capacity.
Free traders 1
Sm freighters 2
Lg freighters 3
Large Ore Freighter 4
All empires start the game with 50% of their total production for each sector explored, and 100% for their home sectors. The only way to acquire all 100% of each sectors production is to purchase enough freighters to be able to transport the remaining 50% of each sector that is not automatic.
Example: the federation explores and finds a level 6 sector, the sector has a production value of 40. Immediately the federation player can start collecting 20 of those 40, and then as the player buys freighters can get the remaining 20, in this case the player would need enough freighters to move 20 production points. (this is also explained in set-up on page 4.)
2. Conduct diplomacy/ announce research and Trade
3. Orion’s resolve spy actions and empires resolve counter spy actions
4. Purchase step
B. Spend/Save production: Each player now spends their production in one of 5 ways or they may save any or some of their production, production may be spent in one of the five following ways.
Buy ships
Ships cost the same amount of the Squadron ship cost on their ship cards; empires may only purchase ships that they have availability to. All ships are placed at the end of the purchase step and can by used on the movement step, with the exception of DN and BB which take 1 turn for DN and 2 turns for BB to be placed. (Bases have special rules)
Purchase Orion Pirates
(See Orion Pirate rules)
Convert production points to research points: this is a cost of 10 PP to gain 1 research point, collected research points can be used later to start and pay for research initiates.
Upgrade Systems: purchase and place bases
Repair/Upgrade ships
Any ship that received a frame hit in battle has to be repaired before it can see action again. The cost to do this is 25% of the value of the squadron cost of the ship, these ships are out of action for at least 1 turn and have to be repaired before returning to action. Once repaired they are placed at your home fleet or a border fleet with a star base.
Ship characteristics may be upgrade to any level at the following cost.
Current rating: 1-5 cost is 5 per step until you get to a rating of 6
6-16 cost is 1 per step +1d6 until you get to 16
17-19 cost is 3x number raised to. (16 raised to a 17 would be 17X3)
5. Assign ships to fleet duty, exploration, raiding, marauding, escort duty, refit or patrol. Ships purchased this turn may be assigned at this time. (With the exception of battleships, which take 2 turns to place after initial purchase as do Starbases, all other stations take 1 turn.) You may at this time move any amount of ships from one adjoining border fleet to another border fleet. The Home fleet may have ships moved to any border fleet and conversely any border fleet may move ships to the home fleet. (They all count as adjoining) Note the only ships that can be assigned to patrol or raids are any non-dreadnoughts, with the exception of Light Raiding Dreadnoughts, which may be used to Raid and also patrol.
6. All empires conduct exploration; each empire needs to plot which hexes are to be explored by assigned ships, up to a maximum of 2 hexes may be explored by each ship. Ships assigned to exploration ignore the base and supply rule, only frigates may be assigned to exploration duty. As each hex is moved into consult the exploration tables and record on the map your findings
7. Movement: you may at this time move any amount of ships from one adjoining border fleet to another border fleet. The Home fleet may have ships moved to any border fleet and conversely any border fleet may move ships to the home fleet (they all count as adjoining)
8. Declare raids: resolve Empire and Orion raids and patrol rolls, note that any assigned escort ships may automatically be used to stop a raid.
9. System combat: players may at this time declare war (or not) and engage ships against an entire system, the key is that the attacking fleet must have enough ships in the initial attack to be able to invade each sector in the front line of the system. Also the defending player must have enough defence ships to place a ship in each sector, if not then you must move back tot he next line of defence until you have enough ships in your defence to place at least one vessel in each sector.
The Attacking and defending players may collect any amount of ships for the defence or attack. When the attack begins each player secretly assigns his or her ships into the sector attacked or defended. Remaining ships not used may be placed into reserve to be used in later lines of battle or for counter attack. Ships placed in reserve do not have to wait a full turn to be placed into battle.
Ships in reserve may join into any battle 1-3 turns after the battle starts in tactical mode (roll 1-6 to determine) Fast warships may join in 1 turn after the battle has started if they are reserve ships for the attacking or defending fleet. If the fast warship is coming to the battle from another battle the ship will not show up for 1d4 turns.
The ships for attack and defence are drawn from that assigned border fleet, other ships may be brought in from other border fleets or from patrol ship or raider ship pools but not until at least 1 turn has past.
Decisions to attack or defend are not governed by initiative each player can announce to attack and or defend any number of times, they may also change their minds if they are attacked and wish to defend instead. This continues until all players are reconciled with all actions.
There are some limits to movement and placement, which will be explained here;
First: the home fleet may react to any attack on any border by a hostile fleet or lone marauder. (Note that marauders may be intercepted by any ships assigned to the patrol pool as well as any fast warships assigned to fleets as well as any ships in the home fleet) this reaction happens and is announced during the attack step.
Second: When placing ships for border fleets a border is considered a border in terms of the game for placement/attack and defence when there are at least 2 or more hexes that are on the border with the other empire in question.
Third: marauders are a new rule and these ships are assigned in the raid/patrol pool, this is a new action that raiders can initiate.
Fourth: Orion ships may engage in a particular battle at the last minute before tactical battles occur. If there is an Orion ship’s station on the adjacent border of the battle or in the empire in question the Orion player may react to a battle and use fast warship rules to join the battle at the end of turn 1. This causes the Orion ship to have to double their war engines and causes the Orion ships to arrive with the appropriate damage at the start of the scenario. If the Orion ship is attempting to join a marauder/raid or patrol action then the ship must roll on the interception results chart to see if they were successful in joining the battle.
Fifth: ships that are involved in a multi-sector battle are considered to still be in the system at the end of all tactical battles for the turn. If there is a new battle within the same strategic turn to attack another sector within the same system then new ships may be deployed to attack and to defend by both empires, this is movement within the tactical battle step that is strategic in nature. The following ships may be used: attackers may use other ships that are assigned to the border where the attack is happening, or they may pull from their fast warships that are stationed ANYWHERE. The defender may use the same resources but may also use ships from the home fleet at no penalty to arrival time. Empires may also call upon assigned patrol or escort vessels if there is great need in a large battle that is going into the next sector. Ships called from this pool are assigned to the battle but arrive in 1-3 turns to aid the other ships that are moving into the next sector of battle. There is a condition to this that there must be at least 1 ship able tot enter the battle on the first turn of the scenario, otherwise they may not support the battle. Orions may also be acquired as mercenaries at this time also and they follow the fourth requirement as listed above.
After a system is taken then at the end of all battles the victor may assign ships for ht next turn to either devastate a planet or system.
The System is taken when all sectors have been defeated, and the attacking fleet has moved to the last sector of the system (systems with no bases will only have one sector.
Special Rules
A. Economies:
If an empire is not engaged in formal war the maximum amount of production it can use that is assigned to ship or base construction is 50%, it is assumed during peacetime that the rest of the empire economy is spent in worthy endeavours.
If an empire goes to war then it may use it’s full production value (providing it has the sufficient merchant marine to move the remaining 50%) for wartime construction on ships and bases. Due to the extreme stress that wartime economies have on empires an empire may only stay on wartime economy for 4 turns, after the 4th turn the economy goes back to peacetime even if the empire is still at war.
B. Fast warships:
Fast warships may be moved once again after movement has occurred, this is useful that if you are attacked you may divert a fast warship(s) from an adjoining border fleet to aid on another border. You may also move fast warships from border fleet duty to patrol status (but not Raider status) without allocating them in advance.
Fast warships that are engaged in either offensive or defensive operations in a sector may at the end of their assigned battle ‘warp’ out and help in any other battle happening in the same sector. The controlling player roles 1d6 to determine the amount of turns before the fast warship ‘warps’ in to any concurrent battle in the same sector.
Orion ships are considered ‘fast’ but at penalty as they can receive damage for doubling their warp engines. When a Orion ship uses this rule they may react as a fast warship but the Orion player must roll a d6 the corresponding number is the number of rounds that a ship must double their warp engine to arrive in one turn.
C. Patrol/Police craft:
May not explore, though they may raid and or be used as marauders.
D. Trade alliances:
Players may negotiate a trade alliance with each other through diplomacy or through NPC empires through the Game Master. The benefits of having trade is that once you have negotiated a trade alliance you may start buying freighters which will add additional PP's each turn up to a maximum of 25% of your total empire PP total, each empire may have a maximum of only 2 such trade alliances. Which could in effect boost you to 150% of your total economy.
D.1 Neutral Zones:
A neutral zone may be negotiated between two empires on an established border for any length that is agreeable to the two players. The effect of the neutral zone is that the neighbouring empire has to announce one strategic turn in advance of any attacks against the empire that the neutral zone was created with. Note this does not affect raids or pirate activity.
E. Cloaking:
Empires with ships that can cloak gain the following benefit. At the beginning of each system defence, the defending player may place their ships in the sectors after the attacker has announced their deployment and placed their forces in the sectors, also the Romulans may use this when invading. Roll 1-6 for each sector attacked a roll of 1-3 indicates failure and the player with cloaking ships must place their ships as normal, a 4-6 indicates success. (For Romulans this is a 1-2 failure 3-6 success) also the Federation gains the special ability to add to the roll of the cloaking players die roll do to superior base sensors.
TSE cloaking:
The TSE gains the strategic cloak advantage in the game, however their ships do not start with the cloaking device for the tactical battles. The TSE player may use 20 VP that a ship has acquired (and only the ship that actually got the VP may them in this fashion) to place the cloaking device on that ship. The cost is the 20 VP and a 1 time cost of 20% of the total value of the ship in PP.
TSE WEAPONS:
TSE ships use Federation equivalents but with the following changes:
The TSE sacrifices ½ of the photon mounts for other weapon types, these types are assigned when the ship is built, to change the weapons the ship must follow the frame damage rules to convert to another weapon.
Weapon types available
1. Particle Cannons
2. Drone racks
3. Disrupters
F. Raids/Patrols/Marauders:
Raids may be announced during the raid step and each raiding ship makes a raid roll, also for each raider roll the empire being raided may make a patrol roll for each patrol ship. Each raider and patrol ship may only have a maximum of 1 roll per turn. The steps are as follows.
1. Raiding empire rolls on raid chart
2. Defending empire rolls on patrol chart (battles are fought as needed)
3. Raiding empire rolls on raid results chart
Raid chart
1-2 Raid is a failure you find no freighters
3 Small convoy 1d4 freighters
4 medium convoy 1d6 freighters
5 large convoy 1d10 freighters
6 Huge convoy 1d10+2 freighters
Patrol Chart
1-3 no interception
3-5 interception, resolve battle if patrol vessel is destroyed then roll raid results.
6 interception, convoy escapes
Raid Results charts
1 convoy escapes into the warp
2-3 25% of convoy is destroyed
4 50%
5 75%
6 100%
Freighters lost in the convoy are deducted from the empire freighter pool and so is their collection value on empire production.
Marauders:
Ships up to a maximum of 2 operating together or any number of single ships may be assigned to marauder action, these ships must come form the patrol pool or from any existing fast warship. Marauders have 1 of 3 special actions.
1. Devastate a system/world.
2. Destroy research infrastructure.
3. Challenge a patrol vessel to duel.
Use the following charts to resolve each action and see explanation of each type of action.
Devastate system/world: a ship assigned to this is basically attempting to take away PP from the bottom 50% of the PP pool this is a use full step when an empire has not freighters left to raid against.
Devastate chart
1-2 Failure
3 success destroy 10 pp
4 success destroys 20 pp
5 success destroys 10 pp and 1 level of system
6 success destroys 20 pp and 1 level of system
To intercept use interceptions chart and or refer to movement rules in system combat
Disrupt research: a ship assigned to this has a chance to disrupt a research project or steal a current technology. (Only one attempt may be made per turn against a research item, so only 1 ship at maximum may be assigned from one empire against another empire to this role)
Use the Orion charts for this but add 1 to each roll. (Fast warships may use the normal modifier)
Challenge: this a very special rule it allows 1 ship and only 1 to cross into another empire and challenge a specific ship to battle, this is validated by knowing ships patrol routes or fleet assignments and then targeting a specific ship in battle or ambush.
Challenge chart
1-3 Failure
4-6 Success
Note that only ships assigned to the patrol pool may be ‘challenged’ ships with legendary captains of any level are exempt from being challenged unless the challenging ship also has a legendary captain at which time they cancel each other out and then roll normally.
Fast cruisers:
All cruisers or ships designated as "fast" add 1 to all rolls for raiding and patrol results.
Light Raiding Dreadnoughts:
Light Raiding Dreadnoughts may be assigned to both raids and to patrol runs and though they do not receive any modifier for the raid or the patrol they do receive a +1 when resolving results. The first Light-raiding Dreadnought purchased by
Each empire does not count against that empire’s capital ship total of 1 per 10 ships.
Future purchases of Light raiding Dreadnoughts do count against the total.
G. Orion Pirates:
You may purchase Orion pirates to conduct raids of profit for your empire if you wish these raids if successful will generate PP's for the employing power but do not deduct from the empire being raided. (It is assumed that the raid may acquire art, plans, records, and secrets) you will follow 5 steps for using the Orion’s.
1. Purchase an Orion pirate ship, the cost is 20% of the squadron value of the ship. Only available ships from specific cartels may be bought.
2. Consult the Orion relations chart to see if your payment attempt work to actually find and hire an Orion ship. Note that you may affect this roll by having used the Orion’s successfully in the past see below.
Orion Usage Chart
1-3 successful contracts no change
4-6 +1 on die roll, -1 on profit cut roll
7-10 +2, -2
11+ +3, -3
Orion relations chart roll 1d6
1-2 no contact loss 100% of the cost
3 no contact loss 50%
4 yes double the initial cost
5-6 yes
3. Now consult the raid results chart, you roll a 1d10 and determine the PP's potentially gained as well as a 1d10 x5 to determine the cut being taken by the Orion.
Orion raid results chart roll 1d10
1 failure
2 20 cost 1d10X5 % (5-50% cut to Orion’s)
3 30
4 40
5 50
6 60
7 70
8 80
9 90
10 100
4. Now consult the defence chart, the defending player may at their option opt not to defend and only use a freighter then there is no battle, and the player takes the profit (minus the cut)
Defence chart (roll 1d6)
1-2 failure
3 1 freighter type 1 escort of 130 or less
4 2 freighter type 1 escort of 130 or less
5 3 " " 1 escort of 130 or more
6 4" “ 1 escort of 130 or less, 1 escort of 130 or more
4. Escorts are chosen from the available patrol or escort pool.
5. Fast warships and Light Raiding DN may be used as well if available
H. Orion Pirates (player control campaign level):
Use the following rules if a player is assigned to controlling the Orion Pirates. First there are two levels of player control.
1. A player controls the Orion pirates home sector and as a result are treated as a minor empire, Minor empires have special rules please review Minor Empires Rules. Or the Orion Player may opt to play one of the 6 Cartels.
2. Playing as the Orion Pirates Minor Empire, the controlling player has the Orion Home sector on the map, they have 75 PP per turn, they also accrue 20% of all Pirate gains from each cartel hired by other empires.
3. Orion Ships may operate anyplace on the map; they have to be assigned to either the Orion home sector, or to one of any Empires.
4. The Orion Pirate player may opt to hire ships out for mercenary duty, cost to be decided through negotiations. (Note only the Orion Pirate Minor Empire may hire mercenary ships, and the ship being assigned as a merc, must be in the empire of the player that is requesting the use of the merc. Once agreed upon the controlling employer places the mercenary into action, but in battle the Orion Player controls the ship.
5. Cartels may supply mercenaries from their available ship pool the cost is 3x the value of the ship.
6. The Orion Player may pay for spies. They cost 100 per spy, and only a max of one Spy may be placed per empire or operation. these spies each turn may roll for top secret information that may be used later or at any time by the Orion Player as “merchandise” to be sold. (Consult the Spy rules) this action occurs during diplomacy.
7. The Orion Fleet starts with 500 PP of ships.
I. Orion Cartels:
Orion Pirate Cartels.
The following is a list of pirate cartels that are in operation at this time of the Empire Campaign as well as the empires they each operate in.
1. Hammer Fist Cartel
Kzinti
2. Van Geldur Cartel
TSE
3. Obsidian Blade Cartel
Romulan
4. Blackthorn Cartel
Klingon
5. Souldrinker Cartet
Gorn,
6. Harbinger Cartel
Tholian
7. Pallida-Mors Cartel (Pale Death)
Federation
8. Black Veil Cartel
Hydran
9. Rakshasa Cartel
Lyran
J. Minor Empire rules:
Minor Empires are as such, The Orion Pirates, Wyn Star Cluster, LDR, Seltorian Hive Vanguard, or a defeated Major Power. The following rules apply to Minor Empires.
1. Minor Empires may not explore
2. Their home sector generates 75 PP per turn.
3. They may engage in trade and may have up to 2 trading partners, they can double their PP through trade for each partner.
4. They may not hire pirates
5. They can raid and attack, but they cannot expand beyond their assigned home territory.
6. They do not use freighters in their home system
7. Seltorian forces start with 1 hive ship and 3-6 other ships, they can move each turn in attack or raiding. They can take one sector but they cannot take more than one, this home sector is their base of operations, if they attack, they can take another sector but they lose control of the sector they used to control. The Seltorian PP per turn is 100.
K. Spies:
At this time only the Orion Pirate minor Empire may use Spies, the following rules apply to spy usage in the game, Major empires may employee counter spies at this point, Major empires may pay PP to the Orion player for spy actions against another empire. Cost is 100 base or determined through negotiation.
1. Cost for each spy is 50 PP; the cost for a counter spy is 50 as well.
2. Orion Spies may attempt 1 of 4 actions each turn in each empire they have a spy.
1. Steal
2. Sabotage
3. Disrupt research/steal research
4. Assassinate counter spy or legendary officer
3, an empire to stop the actions of an Orion Spy may use Counter spies, Counter spies can choose between 1 or 2 actions.
1. counter intelligence
2. assassinate spy
Spy Charts
Orion Spies:
Steal: when stealing action is declared consult the following chart.
1 failed, spy discovered and killed
2 failed, spy discovered and cannot act for 1 turn
3 failed
4 success 1d10 pp stolen
5 success 2d10 pp stolen
6 Success 3d10 pp stolen.
PP stolen is deducted from the empire treasure prior to purchases.
Sabotage: When announcing sabotage the Orion player must pay 20 PP up front and then consult the following chart.
Roll 1d6 and consult the following:
1-2 Failure, spy discovered killed.
3 Failure
4 Failure
5 Success Place a 10 point bomb on ship of choice
6 Success places 20-point bomb on ship of choice or re-roll of critical success.
Critical success chart:
Roll 1d6
1 failure
2-4 Success, choose 1 ship to have 30 point bomb
5-6 Success, choose 1 ship to have 50 point bomb.
Disrupt Research: The Orion player pays 20 pp up front and then rolls on the following chart.
Roll 1d6 and consult the following:
1-2 failure
2-4 Destroy 5 research points
5 Destroy 10 research points
6 As 5 above but also add 1 to the number of campaign turns to finish
Steal research
1-3 failure
4-5 success, though may be intercepted
6 success no interception allowed.
Assassinate: The Orion player may pay 50 pp up front to attempt to assassinate another spy or legendary officer then roll on the following chart.
Roll 1d6 and consult the following:
1-2 failure spy discovered and killed
3-5 failure
5 success, target eliminated
L. Counter Spies:
Empires may purchase 1 counter spy at any time for a cost of 50 PP; the counter spy may be used to counter the actions of an Orion Spy acting in their territory. Counter spies may be used defensively only through 1 of 2 actions. Counter intelligence, which effectively blocks an Orion Spies offensive action or Assassinate.
Counter Intelligence: Counter Intelligence is used after an Orion Spy has declared action, at this time the controlling Empire rolls 1d6 on the counter intelligence chart below.
Counter:
1-4 failure
4 success Orion Spy rolls at –1
5 success Orion Spy rolls at –2
6 Success Orion Spy is killed
Assassinate: Assassinate may be declared after the Orion Spy has declared action and is resolved before the Orion Spy takes action just like Counter Intelligence, once declared roll 1d6 and consult the Assassinate table below.
Assassinate:
1 Failure counter spy is killed, Orion continues with action.
2 Failure Orion Spy continues with action.
3 Failure Orion Spy continues with action but gets a +1 on roll.
4 Success, but both counter Spy and Orion spy are killed.
5-6 Success Orion Spy is killed
M. Bases:
Bases are created in steps for all empires, the following occurs for base creation and the following benefits are gained from bases.
1. First step a mobile base must be created and placed in system, the mobile base may stay or be moved to another system after creation, they may relocate once per strategic turn, and use the normal movement rules for adjoining borders There is no gain from a mobile base, but a mobile base is required to build a BS, BATS, or SB
2. After 1 turn the mobile base may be upgraded to either BS or Bats for the squadron cost of the base subtracting the cost of the Mobile base of 100, this takes one turn. After a BS or Bats is built and only after that you may construct a Star base, the cost of a Starbase is the full squadron cost, and they take a full turn before being active. Note that only Bats and SB provide systems with defensive infrastructure in terms of the system now having sectors (see bases and sectors at the beginning of the rules)
3. Benefits Supply range Production
A. Mobile Base 3 none
B. Base Station 3 none
C. Battle Station 3 +2 PP
D. Star Base 3 +5 PP
The added PP are not due to the base actually providing resources, they reflect an increase in efficiencies in the supply chain.
4. Defence Satellites may be purchased they are placed automatically at the end of the purchase step just like regular warships (minus BB and DN) you may place a maximum of 6 satellites around any one planet. They can only be used and placed at one of the controlling empires planets, they cannot be used to blockade.
N.Random Encounters:
Random encounters/events are rolled once each turn by the GM for each empire, a roll of 2-3 on 2d6 indicates an event, encounter or one of many possible scenarios.
Roll another 1d6 to determine which type 1 encounter, 2-3 event, 4-6 Scenario
Encounter roll 1d6
1 planet crusher
2 Spacedragon
3 Juggernaught
4 Deathprobe
5 Orion Attack an Orion force of 300 BPV attacks a random system.
6 Seltorian hive ship with 3-4 escorts not to exceed 350 pp
The random monster rolled above may only appear in one empire at a time, so if it rolled again you must ignore the roll. Specify a random border where the creature is coming form and into the empire, then roll direction, the creature will proceed on this course destroying everything it can for 1d4 campaign turns
N. Continued
The Seltorians follow the minor empire rules that explain the Seltorians earlier in the rules, this is the only way the Seltorians may re-join the campaign as an entity that is possible aligned with the existing Seltorians or opposed, to be determined by GM
Event roll 1d6
1 Random system rebels, no pp comes out until the rebellion is put down, the rebels are stopped if a ship of cost 130+ is stationed there for 1d4 turns.
2 Terrorists capture a random ship cost 130-200 this ship will then start to attack one ship of the chosen empire
3 Random planet suffers a catastrophic event, production is stopped and the planet is rendered useless.
4 New breakthrough in research, a Random ship receives an upgrade in its characteristics, roll to see which characteristic it is, then move the characteristic to 20.
5 Merchant marines make a remarkable discovery, empire may investigate, this may yield PP, territory, or information…to be determined by GM
6 New World is discovered in random system, world type can only be placed in a system that has no world in it.
Scenario
In the event that a scenario is rolled, the GM chooses one from the many of pre-published scenarios to be played out. This allows for a myriad of possible games that happen beyond the scope of the empire game. it takes into account ships that are on patrol, exploration, or even border ships if the scenario applies. The players follow the special rules laid out in the scenario in scenario play all three-map types are used.
O. Ship Characteristics:
Each ship in the game is in effect unique with their own construction traits and officers and crew. Each ship will be recorded on an individual Ship log which will serve as the ships "character sheet" on this log you will record the name of the ship, track victory points and name the captain and track all the officers experience.
First of all roll the 1d20, 2d10 or 5d4 for each of the 6 ship characteristics, record this on the ship log ship characteristics may be increased by one of two methods, upgrades or using victory points to achieve scores above 16.
Cost in VP's is 1 per number raised to; (a 16 to a 17 would cost 17 VP) then divide by 2 for total VP cost.
Ship Characteristics:
Hull 1-6 takes 1 extra hit for each 10 scored
7-15 none
16 reduces 1 internal for each 20 scored
17-20 chance for failure on HET is reduced by 1
21 reduce 1 internal for each 15 scored
22 free HET and reduce 1 internal for each 10 scored
Weapons 1-6 negative 1 modifier to all roles
7-15 nothing
16 +1 to single weapon in volley
17-20 +1 to one weapon type in volley
21 range for weapons is reduced by 1 column
22 +1 to all weapon types on volley
* The + means a favourable roll modifier of 1
Power 1-6 subtract 1 each turn from batteries
7-15 nothing
16 +1 power
17-20 +2 power
21 +3 power
22 +4 power
Command 1-6 add 1 to number of hexes to fulfil turnmode
7-15 nothing
16 -1 to turn mode
17-20 may rotate 15 points on shield rotation
21 Shield regeneration cost is cut in half
22 Cost for evasive action and HET is halved
General 1-6 energy cost for trans/trac is doubled
7-15 nothing
16 +1 to range of transporters and tractors
17-20 Transporters carry X2 marine per transporters
21 +2 to range
22 Tractor auctions cost ½ power to match opponent
P. Legendary Officers and Experience:
Officer Level Charts:
Any Officer
Level Victory points Abilities
1 0-12 none
2 13-24 Choose one lvl 2
3 25-50 Choose one lvl 3 plus any from level 2*
4 51-100 Choose one lvl 4 plus any from level 3*
5 100+ Choose one from each level.
* Applies only to Captains and First Officers, all other officers choose from one pool.
Q. Victory Point Chart:
During the game, points are scored for causing damage to the enemy ships as follows:
For scoring internal damage = 10% of point value
For forcing a ship to disengage =25% of point value
For crippling an enemy ship = 50% of point value
Crippling is defined as causing internal damage equal to one-half of all boxes (not counting boxes repaired before the end of the scenario).
For destroying an enemy ship = 100% of point value
For capturing an enemy ship = 200% of point value
Take total points and divide by 10 to get VP value and then divide by number of ships on winning side.
Points may also be scored for achieving scenario specific goals.
10-20 points may be awarded for winning the scenario at GM discretion
1-5 points may be awarded for role playing
The victory point percentages are not cumulative, use only the best victory point percentage applicable.
Lossing the scenario causes 1-10 negative points to be applied at GM discretion
R. Legendary Abilities:
All abilities are listed by a code, pleas record this code on the ship record log for officer abilities.
Captain______________________________________________________________________________
Level 2 Abilities
C-2-1 Margin of victory
Once a turn captain may re-roll any one die roll
C-2-2Discipline
Once a turn captain may have any one officer roll re-rolled.
C-2-3 Combat strategies
Once per turn captain may change facing of ship by 1 hex facing.
C-2-4 Command star 1
Captain gains 1 of 3 stars for promotion to commodore.
C-2-5Command tactics
Once per turn step captain may move ship 1 hex in current facing after fire is declared
Level 3 abilities
C-3-1 Command star 2
Captain gains 2nd of 3 stars for promotion
C-3-2 Captains sacrifice
Captain re-directs any one internal hit per volley into another system.
C-3-3 Vision/Recruitment
Captain may promote another officer to next level. (This can only be used once in and only on one officer) and also captain may (once) recruit any 2nd level officer of any one type (except captain) for current ship
C-3-4 Prerogative of command
Once per turn captain may use any one XO officer skill one level below (from current XO officer on ship)
C-3-5Command structure
Ship has command even if all command systems are destroyed.
C-3-6 Academy Mastery
Counter any officer single ability, once per impulse.
Level 4 abilities
C-4-1 Command star 3
Captain gains 3rd of 3 stars and can be promoted to Commodore.
C-4-2 Legend
Captain becomes legendary may use any other officer’s ability 2-4 once per impulse from current officers on ship.
C-4-3 Confusion
At the end of sub pulse 4 on any one impulse captain may choose to turn the facing of any enemy ship by one 60-degree turn.
C-4-4 Master strategist
Re-roll any one die of choice each impulse.
C-4-5 Superiority
Counter any single captain ability once per turn.
First Officer__________________________________________________________________________
Level 2 abilities
X-2-1 Indirect attack
Cost of arming suicide shuttles halved
X-2-2 Crew Training
Add 1 point to damage control each turn
X-2-3 Absolute responsibility
First officer adds 1 to marine rolls when defending
X-2-4 Command star 1
Acquire 1 of 3 stars for promotion to level 2 captain
X-2-5 Defence Matrix
All shields have 1 point of reinforcement per turn
Level 3 abilities
X-3-1 Command star 2
Add second star of 3
X-3-2 Ship Acumen
Counter any single ship enhanced characteristic, once per impulse.
Level 4 Abilities
X-4-1 Executive Privilege
Counter any non-captain ability once per impulse
X-4-2 Sword and Shield command
First officers can co-ordinate Navigator and Weapons officer to use Sabre Fighting.
Engineer ____________________________________________________________________________
E-1 Provide power
Add 1 power each turn
E-2 Ships Steward
Add 1 to damage control rating
E-3 Emergency power
Add 1 free hex of movement once a turn on any subpulse.
E-4 Reach of many
Add 1 to range of transporters
E-5 Hand of the Ship
Add 1 to range of tractor beams
Weapons Officer______________________________________________________________________
W-1 Duellist
Add 1 to any single die roll when attacking
W-2 Shield Wall
Re-roll any single defence roll on an impulse
W-3 Re-calibrate
Once per turn you may re-roll the hit location for a volley.
W-4 Marksman
Once a turn, Weapons officer may choose a single internal, sacrifice all other hits from volley.
W-5 Countermeasures
Counter any single Weapons ability, from an officer or through ship characteristics.
W-6 Cyclone
Reduce arming time on a single multi-arm Direct Fire weapon by one impulse.
W-7 Whirlwind
Reduce arming time on a single multi-arm Seeking weapon by one turn.
W-8 Sword
Allows direct fire weapons to be used while conducting evasive action. (Cannot be used without Navigator with Shield Movement ability
Navigator____________________________________________________________________________
N-1 Star Beacon
Auto Disengagement on any ending impulse
N-2 Evasive Mastery
Ship takes one less impulse to come out of evasive action.
N-3 Shield
Allows direct fire weapons to be used while conducting evasive action. (Cannot be used without Weapons Officer with Sword Ability)
N-4 Expert Manoeuvring
Gain a free HET
N-5 Efficient Geometry
HET costs 3
N-6 Profiler
Terrain/Web movement restrictions halved
Marine Commander___________________________________________________________________
M-1 Legion of Honour
Marine major acts as 2 boarding parties
M-2 Jugular strike
+1 on hit and run roles for impulse
M-3 Moral of the Empire
Add +1 to rolls when defending
M-4 Masters Duel
Call out other Marine major for one on one duel Use opposed D6 roll to determine victor. Winning side gains +1 on attack
M-5 Assassinate
During boarding action Marine Commander may choose to attempt to kill opposing ships officers. Roll 1d6 1-3 no success, 4, marine Commander killed, 5 marine Commander and target killed, 6 target killed.
M-6 Ship Conqueror
+1 on roles when attacking
S. Racial Abilities (By Race):
The following abilities are all specific to the owning race and as such may not be used by other empires, the Captain and XO abilities are all level specific and may be acquired at that given level. The abilities for all other officers have unless otherwise noted in the description a requirement of needing to have at least one ability from the general pool before you can choose a racial skill.
THE UNITED FEDERATION OF PLANETS
F-1 Captains Bluff Captain Lvl 3
Use ability Captain has 25% to win scenario by creating an elaborate hoax, which causes the enemy captain to withdraw due to a perceived catastrophic danger.
F-2 Veterans Captain Bluff Captain Lvl 4
as above but % chance is 35%, or Captain may opt to roll 15% or less, to have the enemy captain surrender his ship.
F-3 Shield Harmonics XO lvl 3
Move up to 10 points from an adjacent shield as opposed to 5 points, during end of turn phase.
F-4 Improved Shield XO lvl 4
Shield bleed damage occurs at 15 pts Harmonics (if combined with Weapons officer ability Master Shield harmonics then prevent all shield bleed damage.)
F-5 Master Shield Harmonics Weapons Officer
Add +1 to shield reinforcement capacity per volley, cost is still one energy token.
F-6 Emergency Weapons engineer
At the end of any impulse a direct fire weapon of choice may be re-charged during the same impulse and fired again, cost in energy tokens is double the normal.
F-7 Emergency Warp Power Navigator
Navigator must already have Star Beacon, plus the mandatory 1 other ability. If so at the end of any impulse owning player may move ship up to 3 hexes away from current location on same heading.
KLINGON EMPIRE
K-1 Sabre Dance Cpt Lvl 4
This powerful ability when used in conjunction with the XO weapons Master and the weapons officer Weapons Geometry allows the Klingon ship to fire Disrupters at the next lower range category, though energy cost is +1.
K-2 Weapons Master XO lvl 2
Linked to Sabre Dance
K-3 Weapons Geometry Weapons
Linked to Sabre Dance
K-4 Target engines only Weapons
Once per turn a single volley automatically scores internal on the power damage chart.
K-5 Wolves Manoeuvre Navigator
Once per turn, ship may make a 60degree turn even if turn mode is not satisfied, turn mode is reset to zero.
K-6 Shield of Khaless Captain Lvl3+ Weapons
With this ability the Disrupters on the Klingon Ship may be used to fire in defensive mode if needed.
THE TERRAN STAR EMPIRE
T-1 Guillotine Weapons
If bridge is hit roll 1d6 to kill any officer 1-2 indicates a fatality (if no bridge then any remaining control system.
T-2 Agonizer Booth XO Lvl 3
Add 1 to damage die for one weapon per Volley.
T-3 Captains Justice Cpt lvl 3
Add 1 to damage die for one weapon per Volley (2) if combined with agonizer booth
T-4 Protect the Empire XO lvl 4
Ignore damage from any one direct fire Weapon on a roll of 1-2 on a d6
T-5 Live by the Sword Marine Major
Sacrifice marine major and gain +10-boarding Parties for one round of marine combat.
T-6 Crash Dive Weapons
The ship may fire while under cloak, however this burns the cloak out and can not be repaired
During the battle. Costs 5 PV to repair between scenarios. The ship is fully visible the next
Impulse.
T-7 Shake and Bake Navigator
The ships may cancel Evasive Maneuvers during the offensive fire step of any impulse. The violent stabilization of the ship is treated like a HET, but add 1 to the roll, as it is slightly safer then an actual HET
KZINTI HEGEMONY
Z-1 Mass Drones Weapons
May use 1 shuttle as a scatter pack (4) drones on shuttle and pulled from racks. Maximum of 1 shuttle per scenario.
Z-2 Seeker Junior grade Weapons
This ability allow the Kzinti ship when firing drones NOT to announce the intended target of 1 drone being fired. The Player places the drone as normal but can move the drone to any opponent of choice, following the Drone rules for turn mode and speed. THe weapons officer literally has a
manual control at the weapons console that allows him/her to direct the movement of the Drone remotely. and can be targetted at anytime against any ship or allowable target. The Weapons office may at even the last moment before impact redirect the drone to another target, a true drone.
Z-3 Seeker Senior grade Weapons
Allows 2 drones instead of 1 but otherwise is the same as Seeker Junior Grade.
ROMULAN STAR EMPIRE
R-1 One last duty Captain lvl 2
Ship may self-destruct on any end of turn Phase, this must be declared 5 impulses in Advance of the end of the turn.
R-2 Lord Centurion XO lvl3
Cloaking device costs 25% less
R-3 Gatling Plasma Captain Lvl 4
A type F tube may hold and shoot 2 Torpedoes of type, the cost is doubled and the force of the use of the tube causes the tube to be destroyed, though it may be repaired using dmg control.
R-4 Defence Manoeuvre 1 Navigator+Captain lvl2
With this the Romulan ship may move in evasive as well as cloaked, the cost is the cost of both added together, going evasive in this action does not void the cloak. With the HET’s are also possible.
HYDRAN ROYAL KINGDOM
H-1 Fusion Expert Weapons
This ship reduces the range for fusion weapons by one hex.
H-2 Flight Master XO LVL 3
The fighters of this ship can stack and shoot 4 fighters per hex.
H-3 Trap! CPT LVL 2
When defending a sector, the ship may pre-place fighters in any hex, not including the 4 hexes closest to the borders. The fighters may activate during any offensive fire step and operate normally after that. The fighters are hidden until activated. Please record the hex the fighters are in on a sheet of paper.
LYRAN STAR CLAN EMPIRE
L-1 ESG Pulse Engineer
The Engineer causes the ESG to change radius, re-adjust as if it was created at the new radius. Can be done once per ESG usage.
L-2 Drone Burnout Weapons
The ESG takes 1 less damage point from drone hits.
L-3 Strike Point Alpha Navigator
Once per battle, this ship can attack any shield facing of an opponents ship when they are at
range 0. This includes range 0 ESG hits.
CONFEDERATION OF THE GORN
G-1 Hammer of the Tri-Star Captain Lvl 4
The Gorn Captain with this ability adds 2 damage to each carronade result.
G-2 Born of Fire Marine
Add +2 to all gorn marine combat rolls.
G-3 Iron Guard of the Tri-Star Marine
Gorn Marine units each count as 3 in boarding action
G-4 Mangler Weapons
Add 2 to range of Tractor Beams
THOLIAN ASSEMBLY
TH-1 Defense Grid Captain Lvl 3+Engineer
The ships capitain may have one webcaster used to cast a web instead of casting the web, the Tholian may place the web barrier directly over one shield. the amount of space is reduced to just that shield. The cost in terms of damage protection is up to the strength of the web on a 1 per 1 exchange. The Tholian ship may do this in the defense step and has to declare which shield they are layingthe web over. Once done the strain that this places on the tholian ship causes all webcasters to be destroyed from the strain.
SELTORIAN HIVE
S-1 Commune Captain lvl 3
The seltioran ship acts as a command cruiser for purposes of command rating due to Seltorian commander linking with the hive.
S-2 Accelerator Weapons
Particle cannons only cost 1
S-3 Devastator XO lvl3 + weapons
Particle cannon rnage is reduce by one collumn, damage is +1.
Note: where it indicates the officer level + an officer this means than in addition to the requirement the ship smust also have a legendary officer of the type noted. Example: captain lvl3 + weapons would mean the ability is a lvl 3 captain ability and you must also have a legendary weapons officer on the ship to use the ability.
S. Research Rules (optional)
Research is a powerful new option to the game and as such it is optional, there is no tech tree or list of obvious research items, instead it is governed by a small flow chart for the decision filter the player must follow. It is divided into one of three areas of research, it is governed by the GM of the game who assignes the research points needed to accomplish the research and also the cost in PP and the number of turns it will take to finish the research item.
The three areas of research are as follows:
1. Empire: technologies in this field affect or have influence at the empire level, an example of this would be a network of listening posts that surround the empire and gives it the effect of a neutral zone on all borders.
2. Fleet: Technologies here affect the ships in a given empire, an example of this may be “maximum shields” this technology gives each shield an additional 10 points before they take damage on the ship card.
3. Note that ships in service prior to the new technology must be refitted following the frame damage rules.
4. Legendary ability: this is self explanatory, it allows the empire to research new and implement new legendary abilites above the scope of those listed.
Research may be declared by each player at the research step on the turn order summary, to do this the players follow the following basic parameters.
1. they pay 10 PP to start the idea, this reflects the use of labs, scientists, resources to get the idea off the ground and into theory.
2. Then assign the research to one of three areas; Fleet, Empire or legendary ability.
3. Then announce the idea, with all parameters, the effect the cost, the energy that may be required…ect, this needs to be written up for all players to see.
4. The GM then vetoes or allows the idea, if the idea is vetoed the player still uses the 10 pp and losses them.
5. Once the idea is accpeted then the player begins to spend the necessary reseach points, prodution points and any other qualification the GM may choose to assign, including the number of turns.
6. Each turn the player rolls on the research progeress chart.
The Decision Filter: S.T.A.R
All ideas must follow the above basic outline for approval.
They must be
Strategic: the idea must be able to have strategic value at the campaign level.
Or Tactical: the idea must have tactical value at the ship to ship level.
Attainable: the idea must be within basic guidelines and fit in with the current level of development of the empire and the game.
Reasonable/Realistic: reasonable in that the idea will not unbalance the game or give any empire technollogy or enhancment that is unrealistic to the s _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing |
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Terran Star Empire Ensign

Joined: 18 Jan 2008 Posts: 5 Location: Citrus Heights, CA
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Posted: Mon Jun 09, 2008 2:28 am Post subject: |
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From the 1.4 rules
"Fourth: Orion ships may engage in a particular battle at the last minute before tactical battles occur. If there is an Orion ship’s station on the adjacent border of the battle or in the empire in question the Orion player may react to a battle and use fast warship rules to join the battle at the end of turn 1. This causes the Orion ship to have to double their war engines and causes the Orion ships to arrive with the appropriate damage at the start of the scenario. If the Orion ship is attempting to join a marauder/raid or patrol action then the ship must roll on the interception results chart to see if they were successful in joining the battle."
Having the Orions be able to bring ships into any battle after we have already set up what is going to be at the battle, is a big change, it might just sound like a neet ideal. but think about this. Having them say oh, yea I want to add these ships to the battle at the battle map setup, with out any one knowing before hand. This alows them to say only one ship starts in the battle play stage, but when set comes to the battle map then others can join in then. Haveing them just be mercs, and having a empire get to have the help, for what ever gains the orions get, was ok. Even having others pay what ever, not just the cost that rule price of having the Orion join as mercs. But they had to have the same rule as we do to be able to set up the battles, during the time the battles are choosen and what ships are going to go in. Not after the end of that faze and we then go to the out come and battle map.
If a empire attacks or defends, and does not have the forices, this is because of their plaining. They can hire the Orions as mercs. But the new rules are letting them now be able to portal/ raid/attack/defend all at the same time, and not have to worry as to where there forices are stationed on the board, like the rest of us. Non of us have this abality. The Orions r not suppoise to be a major race. Only needing a small amout of ships that can act as all the forices they need. It might seam like it is only a small tool to help balance out the fights on the battles maps, but it is not. If we where only playing the battles, and not a campaine, then this would be ok, just part of the senero. But the strategies or tactics of the over all game has many diffnet levels. And the players are just getting use to this. This is the main fun of the game.  _________________ Live Fast and Conquer!!! |
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Pinkfluffychicken Lieutenant Commander

Joined: 08 Aug 2007 Posts: 217 Location: Kingston-upon-Thames
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Posted: Mon Jun 09, 2008 8:58 pm Post subject: |
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Well, we're now well into t14 and the Tholians have metamorhosed into the Romulans, so we now have all seven basic races represented.
The Gorn, Roms and Lyrans have all attacked the Klingon this turn around planets 138, 140 and 141 (which form a cluster) but a cunning raid by the Hydrans has destroyed the supply point for the Gorn attack from the West (lone Hunter beat up a Gorn Armed Cutter and FL. I was playing the Gorn side and made a mess of it), and tougher than expected Klingon opposition (3xD5W, 2xD5, 3xE4, an E5 and a Fed FF) has bogged down the Romulan/Lyran assault from the South (Romulan BB and BH, Lyran BCH and 2xDW).
Decisions are awaited as to what the players will do next. The R/L assault has managed to cripple the Base Station on 138, so its "radar" isn't working again until phase 5 (of six) of this turn. Given that a functioning "radar" is needed for the Klingon to react his ships to threats in the area, this is potentially a significant blow. Currently the R/Ls are holed up in an asteroid field awaiting a combined Klingon Fed counterattack which will probably involve a few more Fed FFs at least. Battle due this coming weekend.  _________________ Famous last words #11: "That's a very big fleet!" |
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PallidaMors Commander

Joined: 24 Oct 2007 Posts: 478 Location: Seattle, Wa
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Posted: Tue Jun 10, 2008 12:09 am Post subject: |
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wow great recap, sounds like your campaign continues to gorw and be very fun!!
tip o' the hat to you and your group.
PM _________________ Creator Empire campaign rules and Code of War (COW)Expansion.
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pinecone Fleet Captain

Joined: 03 May 2008 Posts: 1862 Location: Earth
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Posted: Wed Jun 11, 2008 7:45 pm Post subject: |
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The Feds should maintain their alliance with the Selts, make a full alliance with the Romulans, and arrange an allaince with the tholians (Who had fought the TSE and Gorns), and squash the TSE and Gorns Forever . |
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