federation commander campaign
Moderators: mjwest, Albiegamer
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Hello I have received a number of emails asking for these rules, and if that was ok to ask for copies. Absolutley!! I do the work so that if anyone has an inkling to use my Empire campiagn rules that they can and should feel free. the way therules look on the thread are totally different from the actual word documents.
if you want them just let me know.
PS I will be adding to the code of war soon, the Code of war (COW) is a perpetual expansion and will have updatges periodically.
PM
if you want them just let me know.
PS I will be adding to the code of war soon, the Code of war (COW) is a perpetual expansion and will have updatges periodically.
PM
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- Pinkfluffychicken
- Lieutenant Commander
- Posts: 217
- Joined: Wed Aug 08, 2007 8:46 am
- Location: Kingston-upon-Thames
Lyran Fleet: BCH, CC, BC, DW x 5 and FF x 9 coming on from direction E with another FF coming on from direction F (35 hexes from the Klingon fleet)
Klingon: 15 ships being D5W x 4, D5 x 2, F5W x 4, and E5 x 5 on a fixed floating map.
Should be a giggle.
Commodore Mendez: Yup, earlier versions of the rules are on here.
chuckle. I THINK these are the finalised current rules, but am sure as soon as I post them I'll see things needing correcting!
Federation Commander Campaign Rules
v 3.03
1.0 MOVEMENT
1.1 Each turn is split into 6 movement phases.
1.1.1 Warp capable ships can move 1 hex per phase.
1.1.2 Crippled ships move 1 hex every 2 phases.
1.1.3 Movement is by written order. The only exception is defending ships on a MB or larger base (Rule 9.
.
1.2 Strategic Warping
1.2.1 Whilst in friendly space (space that was owned by the player or ally at the start of the turn) a warship with a movement cost of ¼ or more may move at double speed in safety.
1.2.2 If intercepted in enemy or neutral space whilst strategic warping a battle is fought on a fixed floating map under the following conditions:
1.2.2.1 The intercepted ships are placed on the board first, facing in the direction they are on the strategic map, in a single stack in the centre of the tactical map.
1.2.2.2 They must move at speed 24 +1 for the first four impulses of the turn.
1.2.2.3 They may not fire or load any weapon on turn 1.
1.2.2.4 On turn 2 their weapon status is as at the start of a normal scenario.
1.2.2.5 The intercepting ships set up anywhere on the board with whatever facing the intercepting player chooses with his weapons needing only their final turn arming (previous turn overload energy may have been applied at the intercepting player's choice). All capacitors are full and one launch of fighters may be placed within one hex of the launching ship.
1.2.2.6 No disengagement by the intercepted ships is possible until turn 6 (the intercepting player may disengage as normal).
1.2.2.7 If a player hits the map edge before turn six and cannot move legally they count as having Emergency Decelerated in that hex and apply the appropriate benefits and penalties to their ship(s).
1.2.2.8 Should the intercepted player win the engagement they may continue their movement plot at normal speed.
1.2.3 Strategic warping and normal movement may be combined in a turn.
1.2.4 Crippled ships, cloaked ships, freighters, armed cutters and vessels with a movement cost of less than ¼ may not strategic warp. Basically, only warships can.
1.2.5 Armed cutters are defensive units and may not enter neutral or enemy space.
1.3 Towing
1.3.1 A ship may tow another unit of the same movement cost or smaller. A MB counts as having a movement cost of one for the purposes of this rule.
1.3.2 A towing ship may not strategic warp.
1.3.3 A towing ship moves at its normal movement rate.
1.4 Raiding
1.4.1 A warship designated on its ship card as “Raiding� or “Fast� with movement plotted to start and finish in space that was friendly at the start of the turn may be designated a Raider for that turn and seek to damage the enemy's economy and logistics. Heavy Freighters destroyed cost the raided power 30 BPV; Large Freighters destroyed cost the raided power 20 BPV; Small Freighters destroyed cost the raided power 10 BPV.
1.4.2 The BPV cost of Raiding is the movement cost of the ship per hex.
1.4.3 A Raiding ship may strategic warp through neutral and enemy space without risking the penalties of 1.2.2 .
1.4.4 A Raiding ship cannot convert space.
1.4.5 When a Raid commences, the Raiding player rolls a d6 for each hex raided as the Raider enters the hex. On a roll of 1 a convoy is encountered, but does not detect the Raider or succeed in breaking the jamming if attacked. A second roll of 1 in the turn means a convoy is detected but this time the Raider is also detected and reported. Defending ships on bases may begin to react at this point (rule 9.
. To determine the size of convoy roll a d2. 1 is a single freighter (roll a d3 for small, medium or heavy). 2 is a larger convoy. Roll d6+1 for number of ships and a d6 for each ship to determine type, with 1, 2, 3 = small; 4, 5 = large; 6 = heavy.
1.4.6 When detected a Raider may abort the raid and retreat back along his movement track. Unused BPV is lost.
1.4.7 If a Raid targets a SY or or small base the Raider will start “jamming� at the moment of attack. On a roll of 1 on a d6 the defenders managed to get a message out and the raid is detected.
1.4.8 MB, BS, BATS and SB automatically detect Raiding ships.
1.5 Sentry Duty
1.5.1 Only one ship in any hex can be given the Sentry Duty order. The ship must pay 1 BPV for each hex of movement ordered (as per 4.1) and will convert neutral space, but will stop and act as an EW base actually on the border when an enemy, npc or allied border is detected. While on Sentry Duty the Sentry can detect the number of vessels in space the opponent has in the hex directly across the border in the direction the ship was facing when it hit that border, as well as detecting as usual in its own hex. It may not attack while on Sentry Duty. Any unused BPV are lost.
1.5.2 A warship may be given the Sentry Duty order on a known border (Armed Cutters do not count as warships for this purpose). In contrast with 1.6.1 the direction in which the Sentry ship is looking must be specified in Turn Orders.
1.5.3 Ships on Sentry Duty may fill the gaps in an EW net and count for the purposes of reaction. Ie if there is a gap of one hex between Bases defending ships from both bases may react into that hex if there is a friendly ship on Sentry Duty in that hex. If the gap is two hexes ships from the left hand base may react into the left hand hex covered by a sentry and ships from the right hand base into the right hand hex ditto and so on.
1.5.4 It is possible that two ships from different sides could end up on the same border looking in different directions. In this case they will detect eachother and at the discretion of either player may choose to fight for supremacy on that hex border. If neither player makes this choice they both sit there ignoring eachother. Should one player elect to fight the game is set up on a fixed floating map with each ship 15 hexes from the centre of the map facing toward eachother. The game ends when one player disengages or is destroyed.
1.5.5 Sentry Duty hexes may be set up in friendly space.
1.6 Reconnaissance
1.6.1 A fleet may choose to put up to half its ships on Reconnaissance.
1.6.2 Only ships with a movement cost of ½ or less may be placed on Reconnaissance.
1.6.3A ship on Reconnaissance must specify in its turn orders which hex boundary (A to F) it is looking across, and while remaining in the same hex as the fleet and moving with it will look across the hex boundary into the neighbouring hex and report any blips detected.
1.6.4 The fleet may then break its movement plot, split up as the owning player decides and move into hexes where enemy forces are detected instantly as a reaction. All ships in the hex are available for the battle. These hexes may not be converted by these reactions.
1.6.5 If the fleet as a whole changes direction the ships on Reconnaissance remain looking in the same direction as they were – eg a ship put on Reconnaissance looking in direction A at the start of the turn will continue to look in direction A no matter what direction the Fleet as a whole is heading.
1.6.6 If more bpv committed to battle win than lose the fleet resumes its movement plot as if it had never left the hex from which it detected the enemy (ie the movement plot continues as written).
1.6.7 If more or the same bpv committed to battle lose the fleet retreats back into the hex from which it reacted and stops for the remainder of the turn. It is subject to the penalties of 9.4.1 and Reconnaissance status is lost.
2.0 SUPPLY
2.1All ships ending the turn in hexes that were owned by their player or the player's ally at the start of the turn and which can trace a line of friendly hexes to a Shipyard (SY) at the end of the turn are automatically in supply.
2.2 Any ship which ends the turn in space not owned by it or an ally at the start of the turn must be within six friendly hexes of a Supply Point or be out of supply.
2.3 A Supply Point is 2 Small freighters or 1 Large or Heavy freighter with a total of 50 Cargo spaces available (but see 7.4), an MB, BS, BATS, SB or shipyard.
2.3.1 To qualify as a Supply Point, freighters must remain within a single strategic hex and be designated as a Freighter Supply Point in their orders. Should they leave the hex for any reason their status as a Supply Point is lost from that moment for the remainder of the turn and any ships dependent solely on that Supply Point are out of supply.
2.4 A ship which ends the turn out of supply takes its DamCon rating in internals. These internals must be recorded separately from battle damage.
2.4.1 Until back in supply, an out of supply ship will take internal equal to its DamCon rating every movement phase at the start of the phase.
2.4.2 These internals and any other internals taken while out of supply can only be repaired at a Supply Point.
2.5 Fighters are not automatically replaced if out of supply.
2.5.1 Fighters may be placed in storage on a freighter and carried at a rate of three per cargo box. They may not be used in combat while in this state.
2.6 A region of space cut off from its parent Empire produces no income and cannot be developed.
2.6.1 If there is a shipyard in the cut off region it may utilise the income the region produces to develop the cut off region and may eventually become a new empire if not reunited with its parent.
2.6.2 A supply point in a cut off region protects ships from damage under 2.4. Rules 2.4.1 and 2.4.2 still apply.
2.6.3 A cut off region which contains a shipyard of at least 12 SP will continue to supply and repair ships based in or operating from that region
3.0 SHIP DETECTION
3.1 MB, BS, BATS and SB count as units with a special sensor and can see more detail in a hex than a unit without a special sensor.
3.2 The more powerful the unit, the greater the range of the special sensor.
3.2.1 MB have a sensor range of 1 (ie they see a radius of one hex outside the hex they are in).
3.2.2 BS have a sensor range of 2.
3.2.3 BATS have a sensor range of 3.
3.2.4 SB have a sensor range of 4.
3.3 Special Sensors will detect all vessels in their range except ships under cloak and Orions. Ships under cloak and Orions may be detected, the closer to the base the greater the chance.
3.4 All ships automatically detect all vessels in their hex except ships under cloak and Orions.
3.5 The information received is the number of vessels detected only.
4.0 EXPLORATION AND CONVERSION
4.1 Any warship with a movement cost of ¼ or more that is within 6 friendly hexes of a friendly Supply Point can convert the hex it is in from neutral or enemy territory to friendly territory at a cost of one BPV for each hex converted. Costs must be paid at the start of the turn on which it is intended they are to be used and if not used for any reason are lost.
4.1.1 A ship does not have to pay conversion costs when entering neutral or enemy space.
4.2 If, before the end of the turn on which it was converted, a warship of the original owning power or a power friendly to the original owning power with a movement cost of ¼ or more and which is not moving at a rate of two hexes per phase (eg Strategic Warping) enters a hex in the process of being converted by another power, the conversion of that hex is disrupted and at the option of the disrupting player does not occur. If disruption of conversion occurs the original owning power retains ownership of the hex and the converting power is aware of the disruption.
5.0 INCOME
5.1 Planets are rated as to how many Agri(cultural) and Ind(ustrial) bases they can support. Players generate income by taxing the Industrial bases.
5.1.1 Asteroids can produce 10 BPV per turn in tax per hex with an Ind in it.
5.1.2 Supernova, Nebula and Black Hole hexes each produce 5 BPV per turn (a notional average value on research).
5.2 To produce any income at all a hex must have a Science base present.
5.2.1 Exact details about a planet are ascertained by placing a Science base on the planet.
5.3 One Ind base on a planet produces 10 BPV in tax per turn.
5.4 One Agri base is required to support each planet and every 3 Ind bases on that planet (fractional accounting applies, cost rebates are possible).
5.5 Collecting income (in the form of tax) from planets and other more exotic locations involves costs which can be calculated as follows:
5.5.1 For each planet, Costs = Ind*Distance to Tax Base/2 + 3(Agri required – Agri available) in BPV.
5.5.2 For each Asteroid hex, Costs = Distance to Tax Base in BPV.
5.6 For the purposes of income collection, BS, BATS and SB count as Tax Bases.
5.7 Cash savings up to the value of a turn's income may be held without economic ill effect. This must be clearly defined in each turn's orders. Attempts to hoard larger amounts or overuse of over-clever accountants have a damaging effect on the economy. Excess economic resources can be donated to charity.
6.0 PRODUCTION
6.1.1 Shipyards are rated in Space Points (SP) which cost 20 BPV and require 2 SP to build. They are completely inactive until they reach a size of 12 SP at which point they become completely active.
6.1.2 Bases are rated in points (BPV) and require 1 SP for every 10 BPV or part thereof to build.
6.2 Every 1/8 point of ship movement costs 6 SP to build. Thus a Cruiser with a move cost of 1 will require 48 SP to build.
6.2.1 BCH and Tholian DN class ships count as having a movement cost of 1¼ for the purposes of 6.2 and 7.2 thus costing 60 SP to build and occupying 10 SP for the purposes of repair.
6.2.2 DNL class ships generally count as having a movement cost of 1 3/8 and DNH class ships generally count as having a movement cost of 1 5/8 for the purposes of 6.2 and of 7.2.
6.3 BPV costs must also be paid in full in advance.
6.4 Units with a Movement Cost greater than ½ take 6 phases to build.
6.4.1 Units with a Movement Cost of ½ or less take 3 phases to build. The SP they occupied may only be used to build units with a Movement Cost of ½ or less in the remaining 3 phases of the turn.
6.4.2 Bases costing 40 or more BPV take 6 phases to build and may not combine with units under 6.4.1.
6.4.2.1 Bases costing less than 40 BPV take 3 phases to build. They may combine with units under 6.4.1.
6.4.2.2 Fighters cost 1 SP and their BPV cost each to build. They count as having a movement cost of less than ½ for the purposes of 6.4.1. If built with the ship on which they are to serve the SP cost is waived, up to the maximum number of fighter bays that ship possesses.
6.3 Small bases, MB, SY, fighters in storage and upgrades (but see 8.2.2) may be deployed up to 12 hexes from the SY at which they were built at the end of the turn on which they were built. They go active at the start of the next turn. They may also be deployed onto a freighter up to 12 hexes from the SY at which they were built, and carried further the next turn.
7.0 REPAIR
7.1 Repair points are MB, BS, BATS, SB or SY
7.1.1 Uncrippled ships may self repair after a battle. These repairs take the remainder of the phase in which the battle occurred. Self repairs cost 2 BPV for each internal box destroyed. Bases may self repair any amount of internal damage for 1 BPV for each internal box destroyed. Repairs are not compulsory, but must be all or nothing (except in combat).
7.1.2 Crippled ships may not self repair but must be repaired at a Repair Point (see 2.3). A ship or Base counts as crippled if at any point it reaches crippled status (ie self repair at the tactical level cannot correct the problem).
7.1.3 Repairs at a Repair Point cost 1 BPV per destroyed internal box and take 1 phase per ship if uncrippled or 3 phases if crippled. A crippled Base may only repair itself. One third of the damage is repaired at the start of each phase (roll on the DAC to determine which systems are repaired).
7.2 Ships undergoing repair at a Repair Point require 1 SP for every 1/8 movement cost. Thus a crippled Frigate would cost 2 SP to repair. See 6.2.1 and 6.2.2 for exceptions.
7.2.1 A Mobile Base has 8 SP available for repair.
7.2.2 A Base Station has 12 SP available for repair.
7.2.3 A Battle Station has 16 SP available for repair.
7.2.4 A Starbase has 20 SP available for repair.
7.3 Full BPV costs must also be met either from saved funds or at the start of the turn on which repairs are to be made or borrowed for against next turn's income.
7.4 Freighter Supply Points may repair Out of Supply damage. They may not repair battle damage. A Freighter Supply Point can repair Out of Supply damage on any number of ships in one phase
8.0 BASES
8.1 The only small bases currently in existence are the Science Base costing 8 BPV, the Agri costing 8 BPV and the Ind costing 20 BPV. Others may be added.
8.1.1 Science bases can be placed the turn after a line of friendly hexes to their destination is created.
8.1.2 In the case of asteroid hexes an Ind base may be placed at the same time as the Sci base.
8.1.3 In the case of planets Agri and Ind bases can be placed the turn after the Sci base or on any turn subsequently while there is an active Sci base on the planet.
8.2. A MB may be placed by Freighter or towed by a 1 movement cost or greater ship. If placed by freighter each BPV requires 1 box of cargo.
8.2.1 It takes ½ a phase to deploy or pack up and prepare to move a MB.
8.2.2 A MB may be upgraded to a BS if the difference in BPV is built at a production centre. The upgrade is automatically deployed on the base if the base is 12 or fewer hexes from the producing shipyard. If further than 12 hexes it must be deployed by freighter (but may be deployed onto a freighter up to 12 hexes from the Shipyard which produced it). Each BPV of upgrade requires 1 cargo box.
8.2.3 It takes six phases, beginning the phase after the upgrade arrives at the base, to convert a MB to a BS; 9 phases to convert a BS to a BATS; and 12 phases to convert a BATS to a SB.
9.0 TACTICAL ENCOUNTERS
9.1 Each phase players will inform eachother of any encounters they have. If no disengagement takes place they will set up on a fixed floating map and fight it out.
9.2 For 3 ships per side or less the battle default is Federation Commander Squadron Level. More than 3 ships per side the default is Federation Commander Fleet Level. Players may choose any form of SFB or variant by mutual agreement.
9.3 The result, including costs of damage and identifying details of cripples must be passed to the GM by the end of the turn. Crippled ships must be marked as such in Turn Orders.
9.4 Disengaging forces retreat 1 hex on their movement track (if attacking as in 10.4.1 and for one side in 10.4.2) or one hex in any one of the three opposite directions from the one the attackers entered the map (if defending in 10.4.2) and cease all movement for the remainder of the turn.
9.4.1If the movement plot of the winning side takes them into a hex where there are enemy ships which disengaged from battle on the immediately previous phase a fixed map engagement is fought where any ship from the defending side which disengages is destroyed.
9.4.2 If the attacking side enters a hex where there are enemy ships which disengaged from battle on a phase of that turn other than the immediately previous one, a battle is fought on a fixed floating map as normal.
9.5 The winning side continues its movement plot and orders.
9.6 Attacking forces (see 10.4) may choose to cancel their movement for the rest of the turn at the start of any phase.
9.7 Captured ships gain the capturing side 1 BPV per undestroyed internal box.
9.8 Defending ships (see 10.5) which start the turn in the same hex as a base (MB or bigger) may strategic warp within the detection radius of that base (including any friendly hexes with friendly ships on Reconnaissance in them) in response to detected threats. If the threat leaves the detection area of a base, defending ships in that detection area may not react to them any longer. After reacting, defending ships will automatically Strategic Warp back to their base
9.8.1 Defending ships must react by the shortest possible route and may not pause (ie wait for reinforcements) in that reaction. Reaction must be instant.
10 TURN ADMINISTRATION
10.1At the start of the turn all players deposit a copy of their turn with the GM.
10.2 At the start of each phase each player informs the relevant other players of hexes they intend to convert from enemy to friendly status.
10.2.1 The relevant other players then inform the original player of those hexes where opposition to the intended conversion is encountered and conflict is resolved.
10.3 At the start of each phase each player informs the GM of hexes they intend to convert from neutral to friendly status.
10.3.1 At the start of each phase the players inform the GM of any change in their race's diplomatic status with other races.
10.4 For the purposes of resolving issues such as disengagement from tactical battles (see 9.4) a force is attacking if it is moving from hex to hex when it encounters the enemy.
10.5 Only forces not moving from hex to hex count as defending forces for the purposes of 9.4.
10.6 In the case of multiple simultaneous attacks into a hex where there are defending forces, the three hexes possible for disengagement by those defending forces are defined from the largest attacking force in terms of BPV. If both (or all) the largest forces are exactly equal in BPV the defender chooses from which of those largest forces the disengagement hexes are defined.
10.7 Ships moving at a rate of two hexes each phase count as being in both hexes of their movement plot each phase for the purposes of resolving encounters with ships moving at normal speed, but not with other ships moving at a rate of 2 hexes per phase. Eg a Raiding ship.
10.8 At the end of each phase all maps, economies and SY capacities are adjusted to reflect the results of 10.2.1 and 10.3.
10.9 The decision of the GM may be wrong, crass, ill considered or downright stupid. It is still final.
Klingon: 15 ships being D5W x 4, D5 x 2, F5W x 4, and E5 x 5 on a fixed floating map.
Should be a giggle.
Commodore Mendez: Yup, earlier versions of the rules are on here.
chuckle. I THINK these are the finalised current rules, but am sure as soon as I post them I'll see things needing correcting!
Federation Commander Campaign Rules
v 3.03
1.0 MOVEMENT
1.1 Each turn is split into 6 movement phases.
1.1.1 Warp capable ships can move 1 hex per phase.
1.1.2 Crippled ships move 1 hex every 2 phases.
1.1.3 Movement is by written order. The only exception is defending ships on a MB or larger base (Rule 9.
1.2 Strategic Warping
1.2.1 Whilst in friendly space (space that was owned by the player or ally at the start of the turn) a warship with a movement cost of ¼ or more may move at double speed in safety.
1.2.2 If intercepted in enemy or neutral space whilst strategic warping a battle is fought on a fixed floating map under the following conditions:
1.2.2.1 The intercepted ships are placed on the board first, facing in the direction they are on the strategic map, in a single stack in the centre of the tactical map.
1.2.2.2 They must move at speed 24 +1 for the first four impulses of the turn.
1.2.2.3 They may not fire or load any weapon on turn 1.
1.2.2.4 On turn 2 their weapon status is as at the start of a normal scenario.
1.2.2.5 The intercepting ships set up anywhere on the board with whatever facing the intercepting player chooses with his weapons needing only their final turn arming (previous turn overload energy may have been applied at the intercepting player's choice). All capacitors are full and one launch of fighters may be placed within one hex of the launching ship.
1.2.2.6 No disengagement by the intercepted ships is possible until turn 6 (the intercepting player may disengage as normal).
1.2.2.7 If a player hits the map edge before turn six and cannot move legally they count as having Emergency Decelerated in that hex and apply the appropriate benefits and penalties to their ship(s).
1.2.2.8 Should the intercepted player win the engagement they may continue their movement plot at normal speed.
1.2.3 Strategic warping and normal movement may be combined in a turn.
1.2.4 Crippled ships, cloaked ships, freighters, armed cutters and vessels with a movement cost of less than ¼ may not strategic warp. Basically, only warships can.
1.2.5 Armed cutters are defensive units and may not enter neutral or enemy space.
1.3 Towing
1.3.1 A ship may tow another unit of the same movement cost or smaller. A MB counts as having a movement cost of one for the purposes of this rule.
1.3.2 A towing ship may not strategic warp.
1.3.3 A towing ship moves at its normal movement rate.
1.4 Raiding
1.4.1 A warship designated on its ship card as “Raiding� or “Fast� with movement plotted to start and finish in space that was friendly at the start of the turn may be designated a Raider for that turn and seek to damage the enemy's economy and logistics. Heavy Freighters destroyed cost the raided power 30 BPV; Large Freighters destroyed cost the raided power 20 BPV; Small Freighters destroyed cost the raided power 10 BPV.
1.4.2 The BPV cost of Raiding is the movement cost of the ship per hex.
1.4.3 A Raiding ship may strategic warp through neutral and enemy space without risking the penalties of 1.2.2 .
1.4.4 A Raiding ship cannot convert space.
1.4.5 When a Raid commences, the Raiding player rolls a d6 for each hex raided as the Raider enters the hex. On a roll of 1 a convoy is encountered, but does not detect the Raider or succeed in breaking the jamming if attacked. A second roll of 1 in the turn means a convoy is detected but this time the Raider is also detected and reported. Defending ships on bases may begin to react at this point (rule 9.
1.4.6 When detected a Raider may abort the raid and retreat back along his movement track. Unused BPV is lost.
1.4.7 If a Raid targets a SY or or small base the Raider will start “jamming� at the moment of attack. On a roll of 1 on a d6 the defenders managed to get a message out and the raid is detected.
1.4.8 MB, BS, BATS and SB automatically detect Raiding ships.
1.5 Sentry Duty
1.5.1 Only one ship in any hex can be given the Sentry Duty order. The ship must pay 1 BPV for each hex of movement ordered (as per 4.1) and will convert neutral space, but will stop and act as an EW base actually on the border when an enemy, npc or allied border is detected. While on Sentry Duty the Sentry can detect the number of vessels in space the opponent has in the hex directly across the border in the direction the ship was facing when it hit that border, as well as detecting as usual in its own hex. It may not attack while on Sentry Duty. Any unused BPV are lost.
1.5.2 A warship may be given the Sentry Duty order on a known border (Armed Cutters do not count as warships for this purpose). In contrast with 1.6.1 the direction in which the Sentry ship is looking must be specified in Turn Orders.
1.5.3 Ships on Sentry Duty may fill the gaps in an EW net and count for the purposes of reaction. Ie if there is a gap of one hex between Bases defending ships from both bases may react into that hex if there is a friendly ship on Sentry Duty in that hex. If the gap is two hexes ships from the left hand base may react into the left hand hex covered by a sentry and ships from the right hand base into the right hand hex ditto and so on.
1.5.4 It is possible that two ships from different sides could end up on the same border looking in different directions. In this case they will detect eachother and at the discretion of either player may choose to fight for supremacy on that hex border. If neither player makes this choice they both sit there ignoring eachother. Should one player elect to fight the game is set up on a fixed floating map with each ship 15 hexes from the centre of the map facing toward eachother. The game ends when one player disengages or is destroyed.
1.5.5 Sentry Duty hexes may be set up in friendly space.
1.6 Reconnaissance
1.6.1 A fleet may choose to put up to half its ships on Reconnaissance.
1.6.2 Only ships with a movement cost of ½ or less may be placed on Reconnaissance.
1.6.3A ship on Reconnaissance must specify in its turn orders which hex boundary (A to F) it is looking across, and while remaining in the same hex as the fleet and moving with it will look across the hex boundary into the neighbouring hex and report any blips detected.
1.6.4 The fleet may then break its movement plot, split up as the owning player decides and move into hexes where enemy forces are detected instantly as a reaction. All ships in the hex are available for the battle. These hexes may not be converted by these reactions.
1.6.5 If the fleet as a whole changes direction the ships on Reconnaissance remain looking in the same direction as they were – eg a ship put on Reconnaissance looking in direction A at the start of the turn will continue to look in direction A no matter what direction the Fleet as a whole is heading.
1.6.6 If more bpv committed to battle win than lose the fleet resumes its movement plot as if it had never left the hex from which it detected the enemy (ie the movement plot continues as written).
1.6.7 If more or the same bpv committed to battle lose the fleet retreats back into the hex from which it reacted and stops for the remainder of the turn. It is subject to the penalties of 9.4.1 and Reconnaissance status is lost.
2.0 SUPPLY
2.1All ships ending the turn in hexes that were owned by their player or the player's ally at the start of the turn and which can trace a line of friendly hexes to a Shipyard (SY) at the end of the turn are automatically in supply.
2.2 Any ship which ends the turn in space not owned by it or an ally at the start of the turn must be within six friendly hexes of a Supply Point or be out of supply.
2.3 A Supply Point is 2 Small freighters or 1 Large or Heavy freighter with a total of 50 Cargo spaces available (but see 7.4), an MB, BS, BATS, SB or shipyard.
2.3.1 To qualify as a Supply Point, freighters must remain within a single strategic hex and be designated as a Freighter Supply Point in their orders. Should they leave the hex for any reason their status as a Supply Point is lost from that moment for the remainder of the turn and any ships dependent solely on that Supply Point are out of supply.
2.4 A ship which ends the turn out of supply takes its DamCon rating in internals. These internals must be recorded separately from battle damage.
2.4.1 Until back in supply, an out of supply ship will take internal equal to its DamCon rating every movement phase at the start of the phase.
2.4.2 These internals and any other internals taken while out of supply can only be repaired at a Supply Point.
2.5 Fighters are not automatically replaced if out of supply.
2.5.1 Fighters may be placed in storage on a freighter and carried at a rate of three per cargo box. They may not be used in combat while in this state.
2.6 A region of space cut off from its parent Empire produces no income and cannot be developed.
2.6.1 If there is a shipyard in the cut off region it may utilise the income the region produces to develop the cut off region and may eventually become a new empire if not reunited with its parent.
2.6.2 A supply point in a cut off region protects ships from damage under 2.4. Rules 2.4.1 and 2.4.2 still apply.
2.6.3 A cut off region which contains a shipyard of at least 12 SP will continue to supply and repair ships based in or operating from that region
3.0 SHIP DETECTION
3.1 MB, BS, BATS and SB count as units with a special sensor and can see more detail in a hex than a unit without a special sensor.
3.2 The more powerful the unit, the greater the range of the special sensor.
3.2.1 MB have a sensor range of 1 (ie they see a radius of one hex outside the hex they are in).
3.2.2 BS have a sensor range of 2.
3.2.3 BATS have a sensor range of 3.
3.2.4 SB have a sensor range of 4.
3.3 Special Sensors will detect all vessels in their range except ships under cloak and Orions. Ships under cloak and Orions may be detected, the closer to the base the greater the chance.
3.4 All ships automatically detect all vessels in their hex except ships under cloak and Orions.
3.5 The information received is the number of vessels detected only.
4.0 EXPLORATION AND CONVERSION
4.1 Any warship with a movement cost of ¼ or more that is within 6 friendly hexes of a friendly Supply Point can convert the hex it is in from neutral or enemy territory to friendly territory at a cost of one BPV for each hex converted. Costs must be paid at the start of the turn on which it is intended they are to be used and if not used for any reason are lost.
4.1.1 A ship does not have to pay conversion costs when entering neutral or enemy space.
4.2 If, before the end of the turn on which it was converted, a warship of the original owning power or a power friendly to the original owning power with a movement cost of ¼ or more and which is not moving at a rate of two hexes per phase (eg Strategic Warping) enters a hex in the process of being converted by another power, the conversion of that hex is disrupted and at the option of the disrupting player does not occur. If disruption of conversion occurs the original owning power retains ownership of the hex and the converting power is aware of the disruption.
5.0 INCOME
5.1 Planets are rated as to how many Agri(cultural) and Ind(ustrial) bases they can support. Players generate income by taxing the Industrial bases.
5.1.1 Asteroids can produce 10 BPV per turn in tax per hex with an Ind in it.
5.1.2 Supernova, Nebula and Black Hole hexes each produce 5 BPV per turn (a notional average value on research).
5.2 To produce any income at all a hex must have a Science base present.
5.2.1 Exact details about a planet are ascertained by placing a Science base on the planet.
5.3 One Ind base on a planet produces 10 BPV in tax per turn.
5.4 One Agri base is required to support each planet and every 3 Ind bases on that planet (fractional accounting applies, cost rebates are possible).
5.5 Collecting income (in the form of tax) from planets and other more exotic locations involves costs which can be calculated as follows:
5.5.1 For each planet, Costs = Ind*Distance to Tax Base/2 + 3(Agri required – Agri available) in BPV.
5.5.2 For each Asteroid hex, Costs = Distance to Tax Base in BPV.
5.6 For the purposes of income collection, BS, BATS and SB count as Tax Bases.
5.7 Cash savings up to the value of a turn's income may be held without economic ill effect. This must be clearly defined in each turn's orders. Attempts to hoard larger amounts or overuse of over-clever accountants have a damaging effect on the economy. Excess economic resources can be donated to charity.
6.0 PRODUCTION
6.1.1 Shipyards are rated in Space Points (SP) which cost 20 BPV and require 2 SP to build. They are completely inactive until they reach a size of 12 SP at which point they become completely active.
6.1.2 Bases are rated in points (BPV) and require 1 SP for every 10 BPV or part thereof to build.
6.2 Every 1/8 point of ship movement costs 6 SP to build. Thus a Cruiser with a move cost of 1 will require 48 SP to build.
6.2.1 BCH and Tholian DN class ships count as having a movement cost of 1¼ for the purposes of 6.2 and 7.2 thus costing 60 SP to build and occupying 10 SP for the purposes of repair.
6.2.2 DNL class ships generally count as having a movement cost of 1 3/8 and DNH class ships generally count as having a movement cost of 1 5/8 for the purposes of 6.2 and of 7.2.
6.3 BPV costs must also be paid in full in advance.
6.4 Units with a Movement Cost greater than ½ take 6 phases to build.
6.4.1 Units with a Movement Cost of ½ or less take 3 phases to build. The SP they occupied may only be used to build units with a Movement Cost of ½ or less in the remaining 3 phases of the turn.
6.4.2 Bases costing 40 or more BPV take 6 phases to build and may not combine with units under 6.4.1.
6.4.2.1 Bases costing less than 40 BPV take 3 phases to build. They may combine with units under 6.4.1.
6.4.2.2 Fighters cost 1 SP and their BPV cost each to build. They count as having a movement cost of less than ½ for the purposes of 6.4.1. If built with the ship on which they are to serve the SP cost is waived, up to the maximum number of fighter bays that ship possesses.
6.3 Small bases, MB, SY, fighters in storage and upgrades (but see 8.2.2) may be deployed up to 12 hexes from the SY at which they were built at the end of the turn on which they were built. They go active at the start of the next turn. They may also be deployed onto a freighter up to 12 hexes from the SY at which they were built, and carried further the next turn.
7.0 REPAIR
7.1 Repair points are MB, BS, BATS, SB or SY
7.1.1 Uncrippled ships may self repair after a battle. These repairs take the remainder of the phase in which the battle occurred. Self repairs cost 2 BPV for each internal box destroyed. Bases may self repair any amount of internal damage for 1 BPV for each internal box destroyed. Repairs are not compulsory, but must be all or nothing (except in combat).
7.1.2 Crippled ships may not self repair but must be repaired at a Repair Point (see 2.3). A ship or Base counts as crippled if at any point it reaches crippled status (ie self repair at the tactical level cannot correct the problem).
7.1.3 Repairs at a Repair Point cost 1 BPV per destroyed internal box and take 1 phase per ship if uncrippled or 3 phases if crippled. A crippled Base may only repair itself. One third of the damage is repaired at the start of each phase (roll on the DAC to determine which systems are repaired).
7.2 Ships undergoing repair at a Repair Point require 1 SP for every 1/8 movement cost. Thus a crippled Frigate would cost 2 SP to repair. See 6.2.1 and 6.2.2 for exceptions.
7.2.1 A Mobile Base has 8 SP available for repair.
7.2.2 A Base Station has 12 SP available for repair.
7.2.3 A Battle Station has 16 SP available for repair.
7.2.4 A Starbase has 20 SP available for repair.
7.3 Full BPV costs must also be met either from saved funds or at the start of the turn on which repairs are to be made or borrowed for against next turn's income.
7.4 Freighter Supply Points may repair Out of Supply damage. They may not repair battle damage. A Freighter Supply Point can repair Out of Supply damage on any number of ships in one phase
8.0 BASES
8.1 The only small bases currently in existence are the Science Base costing 8 BPV, the Agri costing 8 BPV and the Ind costing 20 BPV. Others may be added.
8.1.1 Science bases can be placed the turn after a line of friendly hexes to their destination is created.
8.1.2 In the case of asteroid hexes an Ind base may be placed at the same time as the Sci base.
8.1.3 In the case of planets Agri and Ind bases can be placed the turn after the Sci base or on any turn subsequently while there is an active Sci base on the planet.
8.2. A MB may be placed by Freighter or towed by a 1 movement cost or greater ship. If placed by freighter each BPV requires 1 box of cargo.
8.2.1 It takes ½ a phase to deploy or pack up and prepare to move a MB.
8.2.2 A MB may be upgraded to a BS if the difference in BPV is built at a production centre. The upgrade is automatically deployed on the base if the base is 12 or fewer hexes from the producing shipyard. If further than 12 hexes it must be deployed by freighter (but may be deployed onto a freighter up to 12 hexes from the Shipyard which produced it). Each BPV of upgrade requires 1 cargo box.
8.2.3 It takes six phases, beginning the phase after the upgrade arrives at the base, to convert a MB to a BS; 9 phases to convert a BS to a BATS; and 12 phases to convert a BATS to a SB.
9.0 TACTICAL ENCOUNTERS
9.1 Each phase players will inform eachother of any encounters they have. If no disengagement takes place they will set up on a fixed floating map and fight it out.
9.2 For 3 ships per side or less the battle default is Federation Commander Squadron Level. More than 3 ships per side the default is Federation Commander Fleet Level. Players may choose any form of SFB or variant by mutual agreement.
9.3 The result, including costs of damage and identifying details of cripples must be passed to the GM by the end of the turn. Crippled ships must be marked as such in Turn Orders.
9.4 Disengaging forces retreat 1 hex on their movement track (if attacking as in 10.4.1 and for one side in 10.4.2) or one hex in any one of the three opposite directions from the one the attackers entered the map (if defending in 10.4.2) and cease all movement for the remainder of the turn.
9.4.1If the movement plot of the winning side takes them into a hex where there are enemy ships which disengaged from battle on the immediately previous phase a fixed map engagement is fought where any ship from the defending side which disengages is destroyed.
9.4.2 If the attacking side enters a hex where there are enemy ships which disengaged from battle on a phase of that turn other than the immediately previous one, a battle is fought on a fixed floating map as normal.
9.5 The winning side continues its movement plot and orders.
9.6 Attacking forces (see 10.4) may choose to cancel their movement for the rest of the turn at the start of any phase.
9.7 Captured ships gain the capturing side 1 BPV per undestroyed internal box.
9.8 Defending ships (see 10.5) which start the turn in the same hex as a base (MB or bigger) may strategic warp within the detection radius of that base (including any friendly hexes with friendly ships on Reconnaissance in them) in response to detected threats. If the threat leaves the detection area of a base, defending ships in that detection area may not react to them any longer. After reacting, defending ships will automatically Strategic Warp back to their base
9.8.1 Defending ships must react by the shortest possible route and may not pause (ie wait for reinforcements) in that reaction. Reaction must be instant.
10 TURN ADMINISTRATION
10.1At the start of the turn all players deposit a copy of their turn with the GM.
10.2 At the start of each phase each player informs the relevant other players of hexes they intend to convert from enemy to friendly status.
10.2.1 The relevant other players then inform the original player of those hexes where opposition to the intended conversion is encountered and conflict is resolved.
10.3 At the start of each phase each player informs the GM of hexes they intend to convert from neutral to friendly status.
10.3.1 At the start of each phase the players inform the GM of any change in their race's diplomatic status with other races.
10.4 For the purposes of resolving issues such as disengagement from tactical battles (see 9.4) a force is attacking if it is moving from hex to hex when it encounters the enemy.
10.5 Only forces not moving from hex to hex count as defending forces for the purposes of 9.4.
10.6 In the case of multiple simultaneous attacks into a hex where there are defending forces, the three hexes possible for disengagement by those defending forces are defined from the largest attacking force in terms of BPV. If both (or all) the largest forces are exactly equal in BPV the defender chooses from which of those largest forces the disengagement hexes are defined.
10.7 Ships moving at a rate of two hexes each phase count as being in both hexes of their movement plot each phase for the purposes of resolving encounters with ships moving at normal speed, but not with other ships moving at a rate of 2 hexes per phase. Eg a Raiding ship.
10.8 At the end of each phase all maps, economies and SY capacities are adjusted to reflect the results of 10.2.1 and 10.3.
10.9 The decision of the GM may be wrong, crass, ill considered or downright stupid. It is still final.
Famous last words #11: "That's a very big fleet!"
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
On turn 15, the campaign ended........................................
We will be -re-starting a new campaign in two weeks, turn 1.
our campaign has run for 15 months, and we have had an aweseome time!!
we look forward to our re-start with all the rules that have been slowly added in to our existing game ready to be run from the get go.
We will continue to post here, and place all the turn and rules data for the new campaign as we did with the last one.
thansk!
We will be -re-starting a new campaign in two weeks, turn 1.
our campaign has run for 15 months, and we have had an aweseome time!!
we look forward to our re-start with all the rules that have been slowly added in to our existing game ready to be run from the get go.
We will continue to post here, and place all the turn and rules data for the new campaign as we did with the last one.
thansk!
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- asguard101
- Lieutenant SG
- Posts: 170
- Joined: Sun Jul 20, 2008 3:00 pm
- Location: Florida
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Hello,
the first turn of the new campaign starts this Sunday.
here are the races that have been selcted to play:
federation
Romulan
Hydran
Lyran
Klingon
Tholian
Orion
there will be pirate cartels that operate in the two quadrants (alpha and Beta) thisis down by 2 quadrants from the earlier campaign.
Each race will be starting with a cruiser for exploration and then can buy up from there.
the first turn of the new campaign starts this Sunday.
here are the races that have been selcted to play:
federation
Romulan
Hydran
Lyran
Klingon
Tholian
Orion
there will be pirate cartels that operate in the two quadrants (alpha and Beta) thisis down by 2 quadrants from the earlier campaign.
Each race will be starting with a cruiser for exploration and then can buy up from there.
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- Pinkfluffychicken
- Lieutenant Commander
- Posts: 217
- Joined: Wed Aug 08, 2007 8:46 am
- Location: Kingston-upon-Thames
We've now done two turns under the new "players resolve the turn" system and nothing appears irretrievably broken so far. And there was much rejoicing.
Klingons and Lyrans danced around a bit and then DIDN'T fight their major fleet action. Wusses. The fact that very significant percentages of their total fleets were gathered in one spot leaving defences elsewhere a little on the thin side shouldn't have deterred them!
Big Gorn and Rom fleets advanced, bulldozing under a few unfortunate Hunters which found themselves in the way. Planets 138,140 and 141 continue to be the front line. Fed/Hydran response awaited with interest.
btw: rules posted above aren't complete. Missing monitor rules, amongst other things. They are correct as far as they go, though.
Klingons and Lyrans danced around a bit and then DIDN'T fight their major fleet action. Wusses. The fact that very significant percentages of their total fleets were gathered in one spot leaving defences elsewhere a little on the thin side shouldn't have deterred them!
Big Gorn and Rom fleets advanced, bulldozing under a few unfortunate Hunters which found themselves in the way. Planets 138,140 and 141 continue to be the front line. Fed/Hydran response awaited with interest.
btw: rules posted above aren't complete. Missing monitor rules, amongst other things. They are correct as far as they go, though.
Famous last words #11: "That's a very big fleet!"
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Great Question Pinecone, the TSE along with the rest of the Mirror Universe will be used in the storyline of course and can and will appear in various campaign level scenarios, but for the re-start of this campaign they will be an auxillary race.
also the folloiwng races though not played as formal empires will be in the game though "off Map"
Gorn
Seltorian
Kzinti
Wyn
Vuldar
LDR
The story line of the mirror universe is still intact and will have a huge impact on the empire camapaign...it will be interesting to see the involvement and the effect.
Thanks
PM
also the folloiwng races though not played as formal empires will be in the game though "off Map"
Gorn
Seltorian
Kzinti
Wyn
Vuldar
LDR
The story line of the mirror universe is still intact and will have a huge impact on the empire camapaign...it will be interesting to see the involvement and the effect.
Thanks
PM
pinecone wrote:So, no more TSE?here are the races that have been selcted to play:
federation
Romulan
Hydran
Lyran
Klingon
Tholian
Orion
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
The Campaign is Reborn!
Sunday we restarted and made it through 6 turns. We started about 2pm and finished before 9pm. This is the map as it stands at the start of turn 7. Empires have about 8 or 9 ships with no battles yet. But the Thoians did grab a sector from the Klingons last turn. Should be interesting to see about their response. Also the Lyrans had a visit from a Space dragon on turn 5 that ravaged a system on the Romulan border. It left the next turn the the relef of the Lyran player. Some diplomacy has happened between the Hydrans and Tholians, and also the Klingons and the feds. There has been some raiding by empires and orions but that has limited success. A Lyran spy tried to assainate the Romulan Admiral but was killed by the Romulan spy acting as homeland security. More to come.
http://i276.photobucket.com/albums/kk15 ... pturn7.jpg
Sunday we restarted and made it through 6 turns. We started about 2pm and finished before 9pm. This is the map as it stands at the start of turn 7. Empires have about 8 or 9 ships with no battles yet. But the Thoians did grab a sector from the Klingons last turn. Should be interesting to see about their response. Also the Lyrans had a visit from a Space dragon on turn 5 that ravaged a system on the Romulan border. It left the next turn the the relef of the Lyran player. Some diplomacy has happened between the Hydrans and Tholians, and also the Klingons and the feds. There has been some raiding by empires and orions but that has limited success. A Lyran spy tried to assainate the Romulan Admiral but was killed by the Romulan spy acting as homeland security. More to come.
http://i276.photobucket.com/albums/kk15 ... pturn7.jpg
Colour Sergeant Bourne: It's a miracle.
Lieutenant John Chard: If it's a miracle, Colour Sergeant, it's a short chamber Boxer Henry point 45 caliber miracle.
Colour Sergeant Bourne: And a bayonet, sir, with some guts behind.
From the Movie ZULU
Lieutenant John Chard: If it's a miracle, Colour Sergeant, it's a short chamber Boxer Henry point 45 caliber miracle.
Colour Sergeant Bourne: And a bayonet, sir, with some guts behind.
From the Movie ZULU
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Greetings:
Turn 1-6 of the new Emprie camapign has been concluded, and we are off to a terrific start.
As you can see, Sir Drake posted the new map, each empire started out with 1 system each, thier home system and one ship in the 130-200 bandwidth. each empire was able to buy thier first ship of choice for exploration and defence.
As follows here was the first ship of each race:
Tholian: NCA Guardian
Lyran: BCH, Bloodclaw
Federation: BCJ, USS Republic
Klingon: D-6 Taker (yes he choose a d-6 and carried over the unspent income to next turn.
Romulan: Novahawk: RIS Empirator Numitor Rex
Hydran: Mongol CM with full fighter wing, HMS Vanguard
Orion: BCH...name is a secret
By the end of turn 6 each race had gradually built up to between 6-8 ships depending on the empire, reighterws were built, systems explored and commoercial platmorf built. here are the NPC Empires with their current builds.
Tholian:
1X NCA
1X CC
2X CW (photon armed)
4X NDD
33X Large freighters
4X Commercial platforms
Thery have 1 Admiral and 1 fleet, and 1 spy.
Admiral Vorak of the 1st Fleet currently engaged in offensive operations against the Klingons, last turn they took a Level 5 Klingon system, the Regula Prime System to be exact.
Romulans:
1X NH
2X WE
2X FH
1X Seahawk
2XSkyhawk
1X SPH
27X Large Frighters
4X CPL
They have 1 Admiral and 1 fleet and 1 spy
Admiral Octavius, of the 1st Consular Fleet, currently conducting war games on the Lyran border.
the Lyrans attempted to assasinate the Romulan Admiral, the Romulan spy was used in counter mode 9 "the Talshara" and succesfully killed the lyran Operative.
The Federation:
1XBCJ
2XCA
3XNCL
1xDD
1XFF
15Xlarge freighter
1X Ore Freighter
4X CPL
They have 1 fleet, 1 spy
the Home fleet, currenty in stand down, at the Sol system.
Hydran:(Player Controlled)
1XLord Bishop CC
2xMongol
3Xtartar
2XCuir
5X ore freighters
1 fleet, 1 admiral, 1 spy.
The Hydran fleet is the 1st legion, home fleet and based in the Hydran home system under Admiral Cantor.
Klingon Empire:(player Controlled)
1xC7
1XFD-7
1X-D6
1XD5
4XE-4
11XLarge Ore Frighters
No fleets, No Admirals, 1 Spy
Clans of the Lyran Empire:(player controlled)
1XBCH
1XCA
2XCW
2X Milt FF
1XDD
1XFF
9 Large Freighters
1X Large ore freighter
No Admirals, No Fleets, Spy was killed in action against the Romulans.
The Federation and the Klingons both explored a critical level 5 system that is located on their mutual borders, the Klingons phased out of Warp in thier new FD-7, the Federation at the same time was exploring with the USS Republic a mighty BCJ heavy battlecruiser. both ships went to red alert and battle stations, no fire was initiated, the klingons and the Federation withdrew upon agreement that the system and it's attendant planet, "shermans world" would be co-brokered by both empires mutually. (this is the lined system on the campaign map) the actions of the two empires is less than freidnly but they have moved to non-aggresion with deep suspicion.
The Tholians attack a Klingon system, the regula Prime system. the klingons withdrew with no fight most likely to form a fleet and train an Admiral in order to fight back againast the Tholians with thier Admiral (Vorak) and the Tholian 1st Fleet.
At this time the other empires have been exploring deep space and preparing thier ships, thier economies and thier diplomatic corp. the Orions have built a powerful enforcer group, and are preparing to meet for the first time th new cartels on turn 7, the Orions ahve began to build masssive amounts of freighters to help with the transport of the other empires lucrative production that they may not be able to move themselves if they have not developed thier merchant marine.
Here are the current economies:
Federation: 307
Klingon: 295
Hydran: 288
Lyran: 279
Orion: 75
Tholian: 295
Romulan: 314
Thanks.PM
Turn 1-6 of the new Emprie camapign has been concluded, and we are off to a terrific start.
As you can see, Sir Drake posted the new map, each empire started out with 1 system each, thier home system and one ship in the 130-200 bandwidth. each empire was able to buy thier first ship of choice for exploration and defence.
As follows here was the first ship of each race:
Tholian: NCA Guardian
Lyran: BCH, Bloodclaw
Federation: BCJ, USS Republic
Klingon: D-6 Taker (yes he choose a d-6 and carried over the unspent income to next turn.
Romulan: Novahawk: RIS Empirator Numitor Rex
Hydran: Mongol CM with full fighter wing, HMS Vanguard
Orion: BCH...name is a secret
By the end of turn 6 each race had gradually built up to between 6-8 ships depending on the empire, reighterws were built, systems explored and commoercial platmorf built. here are the NPC Empires with their current builds.
Tholian:
1X NCA
1X CC
2X CW (photon armed)
4X NDD
33X Large freighters
4X Commercial platforms
Thery have 1 Admiral and 1 fleet, and 1 spy.
Admiral Vorak of the 1st Fleet currently engaged in offensive operations against the Klingons, last turn they took a Level 5 Klingon system, the Regula Prime System to be exact.
Romulans:
1X NH
2X WE
2X FH
1X Seahawk
2XSkyhawk
1X SPH
27X Large Frighters
4X CPL
They have 1 Admiral and 1 fleet and 1 spy
Admiral Octavius, of the 1st Consular Fleet, currently conducting war games on the Lyran border.
the Lyrans attempted to assasinate the Romulan Admiral, the Romulan spy was used in counter mode 9 "the Talshara" and succesfully killed the lyran Operative.
The Federation:
1XBCJ
2XCA
3XNCL
1xDD
1XFF
15Xlarge freighter
1X Ore Freighter
4X CPL
They have 1 fleet, 1 spy
the Home fleet, currenty in stand down, at the Sol system.
Hydran:(Player Controlled)
1XLord Bishop CC
2xMongol
3Xtartar
2XCuir
5X ore freighters
1 fleet, 1 admiral, 1 spy.
The Hydran fleet is the 1st legion, home fleet and based in the Hydran home system under Admiral Cantor.
Klingon Empire:(player Controlled)
1xC7
1XFD-7
1X-D6
1XD5
4XE-4
11XLarge Ore Frighters
No fleets, No Admirals, 1 Spy
Clans of the Lyran Empire:(player controlled)
1XBCH
1XCA
2XCW
2X Milt FF
1XDD
1XFF
9 Large Freighters
1X Large ore freighter
No Admirals, No Fleets, Spy was killed in action against the Romulans.
The Federation and the Klingons both explored a critical level 5 system that is located on their mutual borders, the Klingons phased out of Warp in thier new FD-7, the Federation at the same time was exploring with the USS Republic a mighty BCJ heavy battlecruiser. both ships went to red alert and battle stations, no fire was initiated, the klingons and the Federation withdrew upon agreement that the system and it's attendant planet, "shermans world" would be co-brokered by both empires mutually. (this is the lined system on the campaign map) the actions of the two empires is less than freidnly but they have moved to non-aggresion with deep suspicion.
The Tholians attack a Klingon system, the regula Prime system. the klingons withdrew with no fight most likely to form a fleet and train an Admiral in order to fight back againast the Tholians with thier Admiral (Vorak) and the Tholian 1st Fleet.
At this time the other empires have been exploring deep space and preparing thier ships, thier economies and thier diplomatic corp. the Orions have built a powerful enforcer group, and are preparing to meet for the first time th new cartels on turn 7, the Orions ahve began to build masssive amounts of freighters to help with the transport of the other empires lucrative production that they may not be able to move themselves if they have not developed thier merchant marine.
Here are the current economies:
Federation: 307
Klingon: 295
Hydran: 288
Lyran: 279
Orion: 75
Tholian: 295
Romulan: 314
Thanks.PM
Last edited by PallidaMors on Wed Nov 26, 2008 9:33 pm, edited 1 time in total.
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- asguard101
- Lieutenant SG
- Posts: 170
- Joined: Sun Jul 20, 2008 3:00 pm
- Location: Florida
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
Yes the Federation BCJ Uss republic could have " cleaned the Klinks Chronometer" The Federation will maintain peaceful options as long as they do not disrupt thier trade and ability to grow. At this tume Starfleet has been placed on a very high Alert, and they have promoted Commodore James Blackthorn to Admiral. Blackthorn is the Federations equivilant of Admiral Halsley from WW2...if there is to be a fight then the Fedartion will use a fighting Admiral to make the point.pinecone wrote:Awsome!
I wonder why the federation didn't fight for that system. They could have destroyed the klink easily.
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
- PallidaMors
- Commander
- Posts: 478
- Joined: Wed Oct 24, 2007 4:54 am
- Location: Seattle, Wa
DONEasguard101 wrote:Hey Pali,
I know it might be asking a lot, but what are the player fleets current make up.
PM see the previous posts by me, the Klingons, Hydran, Orion and Lyran are all player controlled
Creator Empire campaign rules and Code of War (COW)Expansion.
review rules on the Federation Commander Campaign post, 123,000 views and growing
review rules on the Federation Commander Campaign post, 123,000 views and growing
Hello PallidaMors. I am going to start a camapaign soon, and I think (if you don't mind) I'd like to use your rules. I just have a few questions:
1. Do you think this system will work for a one-on-one campaign? I know the diplomatic phase would be kind of weird (Only one person to fight with, so why make allainces) but otherwise do you think it'd work out?
2. How many Map panels are in a "sector" (as far as battling in that sector). And I don't quite understand what effect bases have on the size of the sector either, could you explain that please?
3. I don't quite get the organization of stations in the home system either.
4. Are frigates still the only things that can scout? And are you supposed to get two frigates or one cruiser at the beginng. In the case of a cruiser, what's the point limit (or do you get heavy, light, ect.)?
5. May the TSE take more than 1/2 of their torpedos away for other things?
6. Is it possible for a scouting ship to find a derelict?
7. Is it okay for me to use your rules? I know you worked hard on them. If so, thank you.
I'm sure this is going to be fun. Thank you for making these rules to begin with also.
1. Do you think this system will work for a one-on-one campaign? I know the diplomatic phase would be kind of weird (Only one person to fight with, so why make allainces) but otherwise do you think it'd work out?
2. How many Map panels are in a "sector" (as far as battling in that sector). And I don't quite understand what effect bases have on the size of the sector either, could you explain that please?
3. I don't quite get the organization of stations in the home system either.
4. Are frigates still the only things that can scout? And are you supposed to get two frigates or one cruiser at the beginng. In the case of a cruiser, what's the point limit (or do you get heavy, light, ect.)?
5. May the TSE take more than 1/2 of their torpedos away for other things?
6. Is it possible for a scouting ship to find a derelict?
7. Is it okay for me to use your rules? I know you worked hard on them. If so, thank you.
I'm sure this is going to be fun. Thank you for making these rules to begin with also.