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PallidaMors
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Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Mar 20, 2008 3:40 pm    Post subject: 1.30 rules Reply with quote

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Last edited by PallidaMors on Fri Mar 28, 2008 4:58 pm; edited 3 times in total
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Mike
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Joined: 07 May 2007
Posts: 1675
Location: South Carolina

PostPosted: Thu Mar 20, 2008 4:23 pm    Post subject: Reply with quote

Have this edition of the rules been cleaned up for grammar and spelling? I started doing that to a previous version and got frustrated.
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Sandpaper gets the job done, but makes for a lot of friction.
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PallidaMors
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Location: Seattle, Wa

PostPosted: Thu Mar 20, 2008 4:30 pm    Post subject: new legendary abilities Reply with quote

THOLIAN ASSEMBLY

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.

Romulan Star Empire

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.

Klingon Empire

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
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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 Mar 20, 2008 4:36 pm; edited 2 times in total
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Mar 20, 2008 4:31 pm    Post subject: Reply with quote

Hi Mike, I spent about an hour reformatting and laying the text out differently, sorry for the frustration.

Smile
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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 Mar 20, 2008 4:36 pm; edited 2 times in total
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PallidaMors
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Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Thu Mar 20, 2008 4:32 pm    Post subject: Reply with quote

Mike if you want me to email you a word document I will, it is much cleaner and easier to read. the forum does not accuratley reproduce the text when I post it.

Thanks.
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Pinkfluffychicken
Lieutenant Commander


Joined: 08 Aug 2007
Posts: 217
Location: Kingston-upon-Thames

PostPosted: Sat Mar 22, 2008 9:43 pm    Post subject: Reply with quote

Phew! T14 in!

Mega delays due to close friend of many of us in coma after headbutting a train Sad (he's conscious now, but not able to speak and mostly paralysed on right side. Improving all the time, though, so hoping for the best...) and the Lyran had to retake an exam (successfully - he's not just a ball of fluff!)

Cor! You seem to be going great guns, Pallida Mors. Congrats.

Mike: How's the campaignette going?
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PallidaMors
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Joined: 24 Oct 2007
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Location: Seattle, Wa

PostPosted: Sun Mar 23, 2008 4:17 am    Post subject: Reply with quote

Sounds great My freind on the thames.

I am sorry for your freind, I hope to him a full recovery.

So turn 8 is almost done, at least the battles that neeed to be fought.

last night a terridic battle was fought in what is looking to be a blooding and long war between the Gorn and the Romulans.

the Gorn invasion of the Romulan empire headed off what was to be a major Romulan offensive into the Confederation. The Gorn Fleet struck a major system (lvl6) and if they win places them within striking distance of the Romulan home system.

the Gorn fleet was broken into 2 wings a smaller squadron of 2 HDD and then the main body of the HDN, CC, CS, 1HDD, 2 FF and an Orion LR that the gorn paid for as a mercenary.

The gorns smaller fore was intercepted by the ROmulan KR LEgion of Steel and the We Bloodwing. the battle started at 830pm, and concluded at 3:30 am, in what was one of the most tactically intense games of our campaign.

In the end the Gorn won, the WE was a blasted wreck, and while the Gorn won a strategic victory the The romulans only recevied a minro defeat in that they managed to tractor and pull the crippled bloodwing to the end of the map and disnegage the two Gron ships realized the mistake of movement to late and neither ship was in position to stop the KR from the rescue operation. They had managed to pummel the WE into almost destruction and at the end the Bloodwing had almost 280 dead and was burning in space.

This battle was awesome to watch, and to participate in. there were 4 players each with a ship and the TSE player gamemastered. all in all a great night.

tomorrow, Sunday the two main bodies will clash.....
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PallidaMors
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Location: Seattle, Wa

PostPosted: Tue Mar 25, 2008 12:18 am    Post subject: turn 8 action report Reply with quote

Well several interesting developments.

1. the gorn romulan battle. The much anticipated engagement between the gorn and romulan fleets, happened!! sort of.

The two fleets comprised of the following vessels, squared off preparing to defend the honr of each empire.

the Gorn: 1HDN, 1CC, 1CS, 3xHDD, 2XFF and 1 Orion LR merc.

The Roms: 1DN, 2xKE, 1KRC, 1KR, 2WE

the romulans asked if the fate of the battle could be decided by one ship from each fleet doing battle instead of all ships. (the romulan worry was not the gorn fleet, more the possible political and strategic ramifications if even o few of the Rom ships were rendered useless, the other borders of the empire would be hard to defend.

The Gorns said NO, they said return to them the level 4 system that the Romulans took, and do not cros our borders again.

The Romulans agreed......Why? TBD, after they are romulans, who knows what the end game of thier long term strategic thinking will look like.

there was another piece to this agreement, but it is left off, as other players of the campaign review this thread and nothing can be let out, if it effects another empire.

In the end the Gorns agreed, and left, the romulans cut off transmission engaged cloaking and watched them leave romulan space.

it was a classic standoff, we soent about an hour setting up the game, making sure all the stats for the indivual ships were ready, readied legendary officers..only to the the higher ups, use this a means to accomplish a diplomatic ending....under duress.

both fleets saved, to fight another day.

Meanwhile the had hit tholians were hit hard yet again, the TSE and teh GORn had both invaded them, the Tholians lost 2 lvl6 and 1 lvl 5 system. then on top of that, the Seltorian Hive ship and 3 escorts showed up in thier empire on the southern rim of thier territory.

That battle is cureently being fought and looks like this.

Seltorians: 1BW (battlwagon) 1 NCA, 1CL, 1FF

Tholians: they have a 256 point 18 hex globular web, and 1 BB, 1NCA, 2 CA, 1 CW

the battle started and is on hold at the end of turn 1, it will be concluded wed night, then it will be turn 9......

the new rules for 1.3 go into effect for the campaign at that time, ...new system sector rules, the ability to devastate worlds and systems, the ability to explore discovered systems at a deeper level and find if there are worlds in them......ect

should be very fun.
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PallidaMors
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Location: Seattle, Wa

PostPosted: Tue Mar 25, 2008 4:40 am    Post subject: Reply with quote

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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
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PostPosted: Fri Mar 28, 2008 6:23 am    Post subject: FINAL CHANGES Reply with quote

FINAL CHANGES

Empire

Campaign setting
Version 1.30



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 Secotrs
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 6)

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 20 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 5
3 Minor 10
4 Major 20
5 Major 30
6 Major 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 3 ships, this takes no special ships or command ships to have. After 3 ships if you wish to have 4 or more ships (a fleet) then you have to have a ship with a Flag bridge present which 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 5, this allows you to have 5 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 6 as do Battlestations and Starbases.
Dreadnoughts and Battle ships have a rating of 9.

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.

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 and trade
3. resolve spy actions
4. purchase step
5. assign ships to duty roles
6. exploration
7. resolve raids/pirates
8. conduct movement/attacks/fast warships
9. resolve tactical battles
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 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)
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, 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 1-6 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.

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: (optional Rule)

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 ear 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.

C. Patrol/Police craft:
May not attack, may not explore.

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.

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.





F. Raids/Patrols:
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.

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. Gather critical information
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 place 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.


Gather Critical Information: 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 success minor detail discovered, consult GM
5 success minor detail discovered, consult GM
6 success major detail discovered consult GM

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
7 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:

1-3 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 2-4 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

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 it’s 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. 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.
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PallidaMors
Commander


Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Fri Mar 28, 2008 6:41 am    Post subject: The Seltorian Hive Ship DESTROYED Reply with quote

An interesting update on turn 8 of the campaign.

A random encounter had been roled (rule N) it was determined it was a Seltorian Battle wagaon with 350 PV of escort ships. (ouch) this would have been incredibly hard to deal with for any of the empires at war.

The TSE and Federation WAR
the GORN and Romulans WAR
the Klingons And Federation WAR
the Tholians Gorn and TSE WAR

so you can imagine the balance tip if the random encounter showed up in an of those empires...so which empire??

The Seltorian BW with a NCA, CL and FF shows up in the Tholian Holdfast!! quickly invading one of only 3 remaining systems that the Tholians control (they have lost all the rest to the Gorn and Terran Star Empire)

The Tholians have to defend! the Seltorians have to WIN, if they lose the battle they lose the system and with no system they default on position and are removed from the game (see minor empire rules)

The battle was horrific.

The Seltorians had the massive BW, a NCA a CL and the FF

the Tholians pulled ships from thier home fleet
1 BB, 1 NCA, 2 CA and one CW (photon armed)

the tholians started by casting webs out of a globaular web to try to slow the Seltorian advance, and quickly learned why seltorians have little regard for webs...the seltorian ships blasted through layers of webbing trying to get to the tholian fleet.

One turn 2 the Tholians left the secuirity of the globular web and engaged teh seltorian BW at point blank range....It was awesome....

it was like watching a battlestar go up in one cataclysmic strike.

the tholian fleet hit the seltorian BW with over 500 points of dmg.

the ship lost the front 45 point shield, used it's 27 batteries to reinforce shilelds 5 times....

all told the ship took 371 hits internally!! not enough to destory this monster...but it did once the war engines were gone the next default hit for the 10th row was frame...and slwoly the frame hits started happening. and then in an explosion rivalling a planet blowing outward from the core the BW blew apart!!

the Tholians lost the Neo CA, and the Seltorians also lost the FF...a great and terrible day for both. (for the tholians because thier economy which is so damadged by the invasions from the gorn and TSE is down to 136 a turn, and the NCA is a cost of 170 all by itself.)

the Seltorians withdrew and lost the scenario.

the surviving 4 tholian ships each received 34 VP!!

the BW was worth 500 (for being destroyed, see VP chart) this total was divided by 10 (50) then divided among the 4 ships..then the tholians received another 20 for winning th scenario...there will be legendary officers promoted form this monumental battle that will go down in the Tholian histories as a pivitol battle in thier survival.

Thanks......
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OGOPTIMUS
Captain


Joined: 10 Nov 2006
Posts: 980

PostPosted: Fri Mar 28, 2008 6:54 am    Post subject: Re: The Seltorian Hive Ship DESTROYED Reply with quote

PallidaMors wrote:
the tholian fleet hit the seltorian BW with over 500 points of dmg.

the ship lost the front 45 point shield, used it's 27 batteries to reinforce shilelds 5 times....

all told the ship took 371 hits internally!!


um....WOW! Just WOW! That's crazy. I bet that wasn't expected! Now we know the monster isn't invincible.
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dstancliffe
Lieutenant JG


Joined: 24 Oct 2007
Posts: 36

PostPosted: Fri Mar 28, 2008 11:46 am    Post subject: Reply with quote

PallidaMors wrote:
should this thread, stop?

there are 14000 views, but I am not sure if anyone gets any value from it any longer.


I read the turn reports and battle reports with interest, but the frequent re-posting of the campaign rules (IMVHO) really screws up the readability of this thread.

Especially when the re-posted changes are minor, and there is a whole separate thread giving the campaign rules anyway, whenever I want to look at them.
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PallidaMors
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Joined: 24 Oct 2007
Posts: 478
Location: Seattle, Wa

PostPosted: Fri Mar 28, 2008 5:01 pm    Post subject: Reply with quote

Hi Dstancliff,

thanks for the feedback...I removed all the copies of the rules throughout this thread. except the very first posting (thought it was neat to see the comparison) Starnites edition, and the final edition. I will clean up the rules thread as well.

thanks!
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PallidaMors
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Posts: 478
Location: Seattle, Wa

PostPosted: Fri Mar 28, 2008 7:30 pm    Post subject: current stats on the Orion pirate cartel (hammerfist) Reply with quote

Here is the stat page for one of the 8 pirate cartels operating in teh various empires. you can see each ship, thier stats and adn vp and battles and legendary ability codes (X-reference in rules)

This cartel operates in Kzinti space, itis unfortunate that the psoting makes the nice shet look at bundled together, but if you read left to right you get the idea.


EMPIRE SHIP RECORD
Empire: Hammerfist Cartel (Kzinti)
Ship Class*
BR CR CR CR LR LR
Cost 110 100 100 100 75 75
Name

Hammerfist Blackjack Entropy
Sword Switchblad Assassin Cutpurse
Role*

VP 56 13
Battles won/lost 8/0 1/0
Characteristics .
Hull 15 10 7 17 18 10
Weapons 20 11 8 7 12 18
Power 10 18 5 15 12 15
Command 15 6 10 5 15 14
General 12 18 9 9 10 18
Legendary Officers, for abilities you may record the unique code for each ability instead of typing the actual name, each ability has it’s own code in the description found on 22-29
CPT LVL 4
VP 51
Abilities
F-1, F-2, C2-5
C3-4, C2-3,

XO LVL
VP
Abilities



WPN LVL 2
VP 13
Abilities
Z-2
NAV LVL
VP
Abilities

ENG LVL
VP
Abilities

MARC LVL
VP
Abilities

* Ship Class, Please place ships on this log left to right in order of when purchased, for reconciliation purposes.
* Role, Please indicate the role by the following: which border, patrol, escort, home fleet, exploration, repair, refit.
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