Federation Commander Expansion Campaign version 0.1
Derived from rules by Russ Wakelin
Overview
Incoming Transmission
Welcome to the Gamma Xi Sector, Commander. You have been tasked with taking control of this space in the name of our government. Initially you will only have a small patrol force. Prove the system is worth our while and you will be given additional resources. If you do well, I see honor, glory, and promotions ahead of you. Do poorly, and I’ll have you commanding a garbage hauler for the rest of your pathetic career. We understand each other, yes?
Objective:
To fulfill your orders you must take actions. Each action is really just playing a game against an
opponent or opponents. The type of action you take will dictate the type of game you play:
· Perform Recon: Players engage in small battles to gain Recon points. Recon points represent
how much ‘intelligence’ your fleet has gained on the sector, enemy positions, and assets.
· Gain Strategic Advantage: Once they have enough Recon points players may spend them to
engage in larger battles to gain Strategic points. Strategic points represent your offensive
position in the sector. The more Strategic points you have, the better positioned you are to make
a critical strike and establish control.
· Establish Control: Players that have gained a strong strategic position by accumulating Strategic points are now ready to spend those points to coordinate large engagements, such as Planetary
Assaults and Space Station Attacks, to gain Control points. Control points represent how much
dominance your fleet has in the sector.
Recon points and Strategic points are simply a means to an end. Throughout the Expansion Campaign
(X-Cam) players will gain and loose these points. You will always be returning to Recon actions to gain
back Recon points, and spending those points on Strategic actions to gain Strategic points. These, in
turn, are spent on Control actions to gain Control points.
Unlike Recon and Strategic points, you don’t spend Control points. Control points increase your rank,
give you access to refits, and most importantly: The first player to gain 5 Control points will win the Xcam. If two (or more) players both get to 5 control points within a week of each other, they fight a 1,000 point Duel scenario to break the tie (there is no disengagement). May the great maker help them.
Choose your government
When you sign up for the X-Cam you must select which government you will serve. If you start playing the X-Cam and find you don’t like your choice, you may change it at any time by starting over. Starting over means that all your Recon, Strategic, and Control points are reset to zero.
Special options:
Nothing yet.
How you play:
1. Find an opponent. I recommend bribery with Soda. That seems to work on me.
2. Challenge your opponent to an action. You may only choose an action that you can afford based
on your current status in the X-Cam. (see Action costs)
3. Roll scenario on the scenario table for the chosen action.
4. Determine Scenario, and Attacker based on scenario and Action rules below.
5. Build your fleet (notice you know your opponent, the scenario, and point value)
6. Apply Veteran Upgrades. (See Below)
7. Play the game.
8. Determine how many Recon/Strategic/Control points you gained and spent. Your opponent does
the same.
9. Send your results to the X-cam organizer. Send your action, the points you spent, and any points
you earned.
You can play any number of games in a week, and you can play the same opponent any number of
times.
Actions
Participating in the X-Cam is very simple. Find an opponent and challenge him to a game. Issuing a
challenge is an “Action.� The type of action, or challenge, you can issue depends on both your current
points (Recon, Strategic, etc) and, in some cases, your opponent’s points. There is no worrying about
maps, or game turns, or requirements to battle specific opponents. Just find someone, challenge them to
an action, and play. The following is the list of actions:
Recon Action:
You need more info on what is out there. Deploy some recon forces and scout the area. Report back
with your findings. You must get home with the information at all costs.
Reasons to challenge someone:
Gain Recon points equal to scored Victory Points /2(round up).
Reasons to accept challenge:
Gain Recon points equal to scored VP /3(round up).
Action Info:
Cost: Free
Opponent: Anyone! 2-4 players may participate in a single Recon Action (The multiplayer scenario chart just hasn't been built yet
Fleet Size: Use scenario, if random no ship with a move cost higher then 1/2
Attacker/Defender: Roll 2D6. High score is attacker.
Scenario Table:
If 2 Players, roll 2D6 and consult the table below
Roll Scenario Notes
ROLL TYPE SCENARIO
2 – 5 RECONN 8CM8 The Stasis Box,8CM27 First and Future Shock, 8KL Derelict
6 SEARCH AND RESCUE 8TA2 Ares is Down, 8B108 Landing Party
7 ENEMY SHIP SIGHTED DUEL w/MODIFIERS
8 POLICE ACTION 8B103 The Coming of The Meteor, 8PA3 Police Action
9 – 10 AMBUSH 8B101 Sabotage, 8RA3 The Art of Duty
11 – 12 ESCAPE 8B113 The Critical Hit, 8RA9 Practice, Practice and Then What...?
Strategic Action:
You’ve gathered information on the critical locations of enemy supplies and key vessels. It’s time to
move in and hit them where it hurts.
Reasons to Challenge Someone:
Gain Strategic Points equal to scored VP /2
Reasons to Accept Challenge:
Gain Strategic Points equal to scored VP/4 AND Recon points equal to V4. Accepting a challenge offers less strategic point potential, but you can gain Strategic Points without spending Recon points. You also pick up some Recon points, so there is little reason to say no.
Action Info
Cost: Challenger pays 30 Recon Points, Defender pays nothing
Opponent: Any one other player.
Fleet Size: Use Scenario, if random no move cost higher then 1.
Attacker/Defender: Challenger is the attacker
Scenario Table:
Roll 2D6, then consult the table below.
ROLL TYPE SCENARIO
2 – 5 DISRUPT SUPPLY ROUTE 8PA2 Race to The Base,8KG Refueling Roulette, 8E The Iridima Convoy
6 CAPTURE THE SYSTEM , 8KJ Showdown at Grimrock
7 ENEMY SHIP'S SIGHTED DUEL w/MODIFIERS (SQUADRON)
8 ASSASINATION 8RA2 And To The Republic,
9 – 10 PREVENT ENEMY FOOTHOLD 8KEAttack on Battlestation K-3, 8RA Mobile Base X-ray
11 – 12 DIVERSIONARY TACTICS 8BA7 Death of The Star Cougar, 8RA1 The Surprise Reversed
Control Action:
We have them now! You have scouted out enemy positions, established a strong strategic position, and
you are now ready to strike. Time to move in the big guns.
Designer Note: This action places restrictions on who you can challenge in addition to a cost for the challenge. This is done
for two reasons. From a “fluff� perspective an opponent who has just started scouting out the sector has no major targets to
attack. From a game balance perspective, Control points are a big deal, you should only be able to earn them from players
who have played more than a couple games.
Reasons to Challenge someone:
If you, the Challenger, win you gain 1 Control point! This is the ONLY way to get Control points. A
“Win� is defined by the scenario.
Reasons to Accept Challenge:
You, as defender, gain 1 Strategic Point for EACH VP you score in the mission. Accepting a
Control challenge is the fastest way to earn Strategic Points without spending recon points.
Designer Note: I did this for a couple reasons. First, I want it to be tempting to accept the challenge, so the Challenger
doesn’t have a hard time finding opponents. From a ‘fluff’ standpoint, your opponent has revealed the power of his force to
you in all its glory. You also know exactly where it all is….your base! Also, I wanted to open up the possibility of an instant
counter strike. If a defender really does well he could easily pick up 25-40 strategic points.
Action Info
Cost: Challenger pays 80 Strategic Points, Defender pays nothing
Opponent: Any one other player with at least 40 Strategic Points or at least 1 Control Point.
Fleet Size: Use Scenario, for random anything goes (but remember Mike doesn't like BB's)
Attacker/Defender: Challenger is attacker
Scenario Table:
The scenario played is based on the Challenger’s current Control points (CP) See Chart below.
CP TYPE SCENARIO
0 BREAK THROUGH 8CM5 Last Stand
1,2 ENEMY FLEET SIGHTED DUEL w/MODIFIERS
3 DESTROY STARBASE Starbase Assault
4 PLANETARY BOMBARDMENT 8DK3 (mod), New Scenario w/Ground Bases
Global Rules:
“It’s a battle worthy of a Song�
To set up a Duel scenario roll 1D6 and consult the chart below to determine BPV:
ROLL RECONN STRATEGY CONTROL
1 – 2 75 200 400
3 – 4 115 285 600
5 – 6 135 350 800
After BPV is determined roll 1d6 twice, once to determine the map type and once to determine if there is any terrain. See charts below:
ROLL MAP TYPE
1 – 3 FIXED MAP PROTECT THIS TRADE ROUTE OR OUR CONVOYS WILL BE EASY PICKINGS
4 – 6 FLOATING MAP ENEMY SHIP SPOTTED ENGAGE WITH CAUTION
ROLL TERRAIN TYPE
1 NEBULA (WYN RAD RULES) AND ALL YOU WANTED TO DO WAS STUDY NEUTRINO'S, BATTLESTATIONS!
2 – 3 ASTEROIDS!!! CAUSE GIANT BALLS OF ROCK ARE ONLY A SLIGHT INCONVIENENCE
4 – 5 LARGE PLANET NOT MUCH TO SAY... IT'S LARGE, AND... GLOWY, NOW LETS FIGHT
6 OPEN SPACE YAWN.
If you received asteroids roll 1d6 again to determine amount of panels to be placed (all asteroid fields are light asteroids in the duel scenario). See chart below:
ROLL ASTEROID FIELD STRENGTH
1 THREE
2 – 5 TWO
6 FOUR
“We’ll fight, but we’ll fight them on our terms.�
Strategy points accrue as you play the game, because they are spent on control actions your bank of points will always be in flux. For each 100 strategy points you have accrued you can perform a Battle Adjustment. A Battle Adjustment is one of the following options: adding or subtracting two to the initial scenario die roll, replacing one map panel in any scenario after the map is built, adjusting your starting location by up to 5 hexes in any direction, preventing your opponent from completing any one Battle Adjustment. Each adjustment costs 5 strategy points and any adjustment you intend to cancel must be canceled before your opponent completes it. (You may hold no more then 525 Strategy Points in your bank at one time).
Example: Chuck wants to add two asteroid panels to scenario 8KA, he currently has 316 Strategy points, his opponent Bill has 247 Strategy points and does not want to play in an asteroid field. Chuck declares his intention to exchange a map panel and spends 5 Strategy points, Bill wanting to block this action spends 5 of his own If Chuck wants to continue he must spend 5 more points to try again, and because Bill has 242 points left he can spend 5 more to cancel Chuck's second attempt. Chuck still wants his asteroids and since he still has 306 points left he spends 5 more points to exchange one map panel, Bill no longer has enough battle adjustments left to stop Chuck from placing his asteroids.
“We are pleased with your progress. These resources are now at your disposal.�
(This section is still under construction, I intend to limit it too 3 types of officers, Captain, Engineer, and communications (kidding), Weapons officer. As far as ship upgrades go it is going to be something like 2x lab section 1 x P1 with an FA arc, 2xP3 LS/RS, 4x Hull, all random. I would also like to find a way to include 32 speed drones, and other technology advancements but I think that can wait for the next campaign.)
Players with Control points have impressed their governments and can now call upon experienced
resources. After the scenario is determined and fleets are chosen players may elect to give ships veteran upgrades. For each Control Point you currently have, you may perform the following steps:
1. Nominate a ship for a veteran upgrade
2. Roll for the type of veteran upgrade: Officer or “Refit�
3. If Officer Roll for the type of Legendary Officer.
4. If Refit:
a. Roll on the “Refit� table.
b. You MUST accept the result rolled unless the ship can not have the refit or is already refit, otherwise Re-roll
If you have more than one Control Point you may repeat the above process for different ships, or place
several Upgrades on a single ship. The choice is yours.
Your opponent must witness the roll(s) and must be told which ship(s) gained Upgrades. Any
ship with an Upgrade is worth more VP per upgrade to your opponent. After all, they are taking
away a tactical advantage.
Note that any Upgrades are for that battle only. This represents you requesting priority
assistance from high command, and you get what they send you. Your next request may be answered by
a different ship.

