Our 4 player campaign
Posted: Sat Nov 24, 2012 1:01 am
OK, After finding a 4th dedicated player we have started another campaign similiar to our last one.
The main rules are:
Collect income
Pay upkeep
Repair ships
Buy ships
Place new (degraded crew) ships
Place new freighters
Place raiders in holding area
Write orders
Reveal orders
Pay offensive supplies.
Move ships
Place raiders in raided areas
Purchase Orions
Fight battles / retreat losers
Return raiders
Place new ships (that were not placed earlier)
Collect freigter income
Buy tug stuff
Start and End
============
The game starts with each player having a Starbase in their home zone. They have no ships.
The game ends when someone loses that starting Starbase, the winner being the one who destroyed it.
Collect Income
==============
Receive 25 for the home area.
+1 per region you control (apart from home region).
Pay Upkeep
===========
Total the EP cost of all your ships, you pay 5% (1/20) of this rounded off in upkeep.
+ 1 per command ship (DN, BCH, or 'command' vessel).
+ 1 per ship that can carry fighters (whether it does or not).
Repair Ships
============
Damaged ships at a planet or FRD can repair for 1 point.
Crippled ships at home base or FRD can repair for 2 points.
Carriers replace lost fighters if at a planet. (The 1 pt extra maintenance covers the supply of extra fighters).
Damaged bases and defsats are auto repaired each turn for free. That includes any destroyed defsats that are replaced for free so long as you stilll hold the region. Destroyed bases are not replaced.
Buy Ships
==========
Secretly work out what ships you want to buy. They cost 1/10 the ships BPV, round off (half up). Carriers/hydrans must buy with all their fighters as well.
At the start of the game each empire has limited ability to build large ships. The following shows what turn you can start to build each size ship (in Move Cost).
1 = 1/4
2 = 1/2
3 = 3/4
4 = 1
6 = 1/25, 1/5
8 = 2
You may only build 1 ship of each size class above in any turn, but can other wise build as many ships as you can afford given that limit.
You may use a slot to buy a smaller size ship, but not a larger ship.
Place new Ships (degraded crew)
===============================
New ships can be placed now for immediate use this turn, but will have a degraded crew. There is 50% chance at this point each turn that any existing degraded ships lose that status (not penal ships which are permanently crap).
Draw convoy lines
===================
If own a planet and it is not yet connect to the home base then draw a line from the planet to the next zone, or from the end of such a line to another zone.
Once that line reaches the home region you star collecting its income at the end of the turn. This line represents your convoy route, it can be raided.
If you lose a region which a line goes through then the while convoy line collapses and you have to re-start the process of redrawing it 1 zone at a time. So protect those lines!
Place Raiders in holding Box
============================
Any non crippled Fast ships/light raiding DNs can be placed off map as raiders for 2 point each.
Write orders
============
Secretly write your move orders for the turn.
Each ship can only move 1 region per turn.
Pay Offensive supplies
=======================
For each of your ships that is trying to move into another players zone pay Move Cost points in supplies. The overall total across all attacks is rounded UP.
E.G. you have 2 FF, 3 DDs and 2 CAs attacking enemy zones this turn, that equals 4.5, rounded up to 5 points.
Move ships
===========
All ships are moved as per the orders. There is no pinning etc, moves are assumed to be simultaneous.
If 2 forces are attacking each other they do not cross in the middle. The one that moves is determined randomly and the other stays put, unless one side has a scout and the other does not, in which case the side with the scout decides to move or await the attack.
Place raiders
=============
Ships in the raider holding box can be placed in any zone, enemy or friendly. If they join friendly ships then they can fight with them as normal.
If they are put in an enemy zone with no other friendly ships then they are raiding and cannot control the area. They can fight any enemy there, including convoy lines, but afterwards are placed in the nearest friendly zone (after all battles are resolved).
Purchase Orions
===============
One orion mercenary may be purchased per upcoming battle. They cost the same as a new ship would, however, so long as the orion survives half of that (rounded down) is refunded after the battle. The orion will only fight for one battle, he does not join your fleet afterwards. Orions do not count towards your command limit.
Fight battles
=============
Any zones with 2+ players in are battles. If there are multiple battles to resolve then each player rolls a dice and the winner chooses one to fight.
If more than one player entered a region then roll to see who arrived first, second etc. Battles are fought as soon as there is more than one side in the zone. The winner can choose to fight the next person as they arrive with whatever they have remaining.
Either side can choose to retreat if they want before the battle. The defender chooses first to do so.
The battle will take place around any terrain or planet or bases if the region has any.
Convoys cannot be directly attacked by non raiding ships. But they cannot retreat either and are automatically destroyed if abandoned.
Raiders on their own can always attack convoys if they want, which can be defended by any other ships present. Convoy raids do not take place around bases, and will ony take place around terrain if the convoy decides to, I.E. the raiders always catch them away from bases, but they can only be caught where they travelling which may not be near danagerous terrin if they so choose.
Only a certain number of ships can fight. Nominate a ship to be the command ship. It can control itself + as many ships as thats ships DamCon. So A cruiser means you can have 5 ships. If the command ship is a proper command ship then you get a +2 bonus ship rating. So a CC can command 6, and a DN 8. Bases and Defsats do NOT count to the count limit.
All standard FC rules apply to weapon restrictions etc (e.g. PPD limits).
You can only have 1 special ship per 5 normal ships (or part thereof). Special ships are Drone ships, Scouts, aegis, Maulers and Carriers.
Battles last a max of 10 turns, after that if the attacker has not cleared the defenders he 'loses' and must retreat.
Post battle Damage
------------------
A ship that ends up crippled is marked as crippled in the campaign, until repaired. A crippled ship takes DamCon *10 damage at the start of any subsequent battles.
A ship that is damaged at the end of a battle gets 4 turns of DamCon (or from the point it disengages) if it is still damaaged by even 1 box then it is marked as damaged, until repaired at a planet. A damaged ship start any subsequent battle with DamCon * 3 in damage.
Fighters that are lost are noted, but any fighters still alive are auto repaired at the end of the battle so long as there is carrier space in the victorious force to carry them. Fighters beyond the remaining fighter boxes are lost. Fighters still on the map of a retreating/destroyed force are all lost.
NB Frame hits still count as a non repaired box, so a ship that takes frame cannot possibly repair itself using damcon and will therefore always be noted as damaged after the battle. However, we do not track frame hits at the campaign level, so it will not start future battles with the frame hits.
NB A ship can never get reapir its campaign status during a battle, if it started 'damaged' then no matter how much it repairs itself during the battle it will end at least damaged still.
Captures
--------
A captured ship cannot be used. It provides 25% of its value in EP.
Convoys raids
-------------
If raiders are attacking a convoy you must have 100 cargo boxes per 10 points of convoy value on the lines in that region.
Before the battle you can swap one freighter for a Q-ship at the normal cost of a Q-ship (6 for small, 10 for large).
The value of the cargo is evenly spread around the convoy. After the fight count how much % of the cargo was destroyed (even if repaired) that is the % value of the convoy lost this turn, rounded up. Assuming no Q-ships, this means 1 point per 10 cargo or part thereof.
E.g. If you gave 2 convoy lines throgh a zone of 10 and 15, then you have a 25 pt convoy needing 250 cargo boxes. If you lose 150 of them then you have lost 15 of your convot income for that turn.
Retreats
========
Losers, or those who choose to retreat, must fall back after all battles are complete. They must move to another friendly zone, that is closer to the home base (or no further away if that isn't possible) than where they are if they can. If they cannot move to friendly zone then they must move so that they are closer to one than where they are. If they move into a zone that has (non retreating) enemy ships in they must fight another battle with those now. If they retreat/disengage from this extra fight via whatever means then roll a dice. On a 1-2 they are damaged, 3-4 crippled, 5-6 destroyed, +1 if the ship is already damaged, +2 if crippled.
Again roll to decide who chooses a force to retreat if it may be important on who retreats first.
Return raiders
==============
Any raiders that were in enemy zones on their own (and arrived via the raiding box) must now be moved back to the nearest friendly zone. They do not worry about how far that is, they just arrive back safe.
Place new ships
===============
Any ships bought this turn but not placed earlier are now paced at the home base. They have standard crews.
Collect freighter income
=========================
Completed convoy lines generate the value of the planet they come from in points.
Buy Tug Stuff
==============
If a tug is an area you may purchase a base item, or FRD. Bases may be built up through the stages of Mobile base, Base station, battle station, starbase. Each stage cost the same as though you were buying it as a ship, e.g. a Mobile base costs 10. Upgrading a Mobile Base to a base station costs another 14 etc. Bases cannot move afterwards. They are ssumed to be around the planet if built in a planet zone.
Defense sats can be built around a planet, costing 10 for a group of 5. They pay upkeep as normal, but they are always restored to full strength of 5 at the start of any battle, so long as you keep control of the region. The cannot control a region though if an enemy ship enters.
An FRD can be built at a planet for XXX?. They can ony be moved by the tug. A tug cannot build anything in a turn it moved an FRD.
A tug can only build/upgrade one thing a turn.
Tuhs are used to place monitors. Monitors can only be placed at planetsm and can't move. Monitors do count towards your command limit in a battle.
=========================================
The main change is to convoys, in order to remove clutter they are now represented as convoy routes (That take time to setup) rather than individual units. Some other tweaks to deal with things that came up before.
Additonally, Andros are in as one side. they follow the following special rules:
1) Only ships with DisDevs may move on the campaign map. Satellite ships can survive and hold or fight in regions if they find themselves alone (by accident or design), but they will not be able to move out unless carried by a mothership. Satellites forced to retreat from a region without a mothership are dead.
2) Andro 'convoys' are immune to raiders.
3) They follow the same ship building program as Galactic powers. i.e. 1/4 ships only on turn 1 etc.
4) All andro Disdev ships also count as Raiders.
5) They do not use command limits, they use normal Andro rule of no more than 2 disdev ships, plus whatever they carry.
Note that as the smallest ship available with a Disdev is the Python (3/4 ship) it will be turn 3 before they can move out the hme base, which means others will have an edge in zone grabbing. The mothership rule could prove nasty - lose a mothership and the sats can't move, lose the sats and you need to go back to base to pick up more. The Raider rule is to mitigate against the cons and make them feel more like the background.
Additionally the LDR have been seriously uppointed. LDR ships with 2 gatlings cost 10% extra and 4 gatlings cost 25% extra. This means their small ships start off about the same as we have played them before, but the larger ships with 4 gatlings are now a noticeably higher cost, the LDR CA is now on a par with the ISC CA.
The main rules are:
Collect income
Pay upkeep
Repair ships
Buy ships
Place new (degraded crew) ships
Place new freighters
Place raiders in holding area
Write orders
Reveal orders
Pay offensive supplies.
Move ships
Place raiders in raided areas
Purchase Orions
Fight battles / retreat losers
Return raiders
Place new ships (that were not placed earlier)
Collect freigter income
Buy tug stuff
Start and End
============
The game starts with each player having a Starbase in their home zone. They have no ships.
The game ends when someone loses that starting Starbase, the winner being the one who destroyed it.
Collect Income
==============
Receive 25 for the home area.
+1 per region you control (apart from home region).
Pay Upkeep
===========
Total the EP cost of all your ships, you pay 5% (1/20) of this rounded off in upkeep.
+ 1 per command ship (DN, BCH, or 'command' vessel).
+ 1 per ship that can carry fighters (whether it does or not).
Repair Ships
============
Damaged ships at a planet or FRD can repair for 1 point.
Crippled ships at home base or FRD can repair for 2 points.
Carriers replace lost fighters if at a planet. (The 1 pt extra maintenance covers the supply of extra fighters).
Damaged bases and defsats are auto repaired each turn for free. That includes any destroyed defsats that are replaced for free so long as you stilll hold the region. Destroyed bases are not replaced.
Buy Ships
==========
Secretly work out what ships you want to buy. They cost 1/10 the ships BPV, round off (half up). Carriers/hydrans must buy with all their fighters as well.
At the start of the game each empire has limited ability to build large ships. The following shows what turn you can start to build each size ship (in Move Cost).
1 = 1/4
2 = 1/2
3 = 3/4
4 = 1
6 = 1/25, 1/5
8 = 2
You may only build 1 ship of each size class above in any turn, but can other wise build as many ships as you can afford given that limit.
You may use a slot to buy a smaller size ship, but not a larger ship.
Place new Ships (degraded crew)
===============================
New ships can be placed now for immediate use this turn, but will have a degraded crew. There is 50% chance at this point each turn that any existing degraded ships lose that status (not penal ships which are permanently crap).
Draw convoy lines
===================
If own a planet and it is not yet connect to the home base then draw a line from the planet to the next zone, or from the end of such a line to another zone.
Once that line reaches the home region you star collecting its income at the end of the turn. This line represents your convoy route, it can be raided.
If you lose a region which a line goes through then the while convoy line collapses and you have to re-start the process of redrawing it 1 zone at a time. So protect those lines!
Place Raiders in holding Box
============================
Any non crippled Fast ships/light raiding DNs can be placed off map as raiders for 2 point each.
Write orders
============
Secretly write your move orders for the turn.
Each ship can only move 1 region per turn.
Pay Offensive supplies
=======================
For each of your ships that is trying to move into another players zone pay Move Cost points in supplies. The overall total across all attacks is rounded UP.
E.G. you have 2 FF, 3 DDs and 2 CAs attacking enemy zones this turn, that equals 4.5, rounded up to 5 points.
Move ships
===========
All ships are moved as per the orders. There is no pinning etc, moves are assumed to be simultaneous.
If 2 forces are attacking each other they do not cross in the middle. The one that moves is determined randomly and the other stays put, unless one side has a scout and the other does not, in which case the side with the scout decides to move or await the attack.
Place raiders
=============
Ships in the raider holding box can be placed in any zone, enemy or friendly. If they join friendly ships then they can fight with them as normal.
If they are put in an enemy zone with no other friendly ships then they are raiding and cannot control the area. They can fight any enemy there, including convoy lines, but afterwards are placed in the nearest friendly zone (after all battles are resolved).
Purchase Orions
===============
One orion mercenary may be purchased per upcoming battle. They cost the same as a new ship would, however, so long as the orion survives half of that (rounded down) is refunded after the battle. The orion will only fight for one battle, he does not join your fleet afterwards. Orions do not count towards your command limit.
Fight battles
=============
Any zones with 2+ players in are battles. If there are multiple battles to resolve then each player rolls a dice and the winner chooses one to fight.
If more than one player entered a region then roll to see who arrived first, second etc. Battles are fought as soon as there is more than one side in the zone. The winner can choose to fight the next person as they arrive with whatever they have remaining.
Either side can choose to retreat if they want before the battle. The defender chooses first to do so.
The battle will take place around any terrain or planet or bases if the region has any.
Convoys cannot be directly attacked by non raiding ships. But they cannot retreat either and are automatically destroyed if abandoned.
Raiders on their own can always attack convoys if they want, which can be defended by any other ships present. Convoy raids do not take place around bases, and will ony take place around terrain if the convoy decides to, I.E. the raiders always catch them away from bases, but they can only be caught where they travelling which may not be near danagerous terrin if they so choose.
Only a certain number of ships can fight. Nominate a ship to be the command ship. It can control itself + as many ships as thats ships DamCon. So A cruiser means you can have 5 ships. If the command ship is a proper command ship then you get a +2 bonus ship rating. So a CC can command 6, and a DN 8. Bases and Defsats do NOT count to the count limit.
All standard FC rules apply to weapon restrictions etc (e.g. PPD limits).
You can only have 1 special ship per 5 normal ships (or part thereof). Special ships are Drone ships, Scouts, aegis, Maulers and Carriers.
Battles last a max of 10 turns, after that if the attacker has not cleared the defenders he 'loses' and must retreat.
Post battle Damage
------------------
A ship that ends up crippled is marked as crippled in the campaign, until repaired. A crippled ship takes DamCon *10 damage at the start of any subsequent battles.
A ship that is damaged at the end of a battle gets 4 turns of DamCon (or from the point it disengages) if it is still damaaged by even 1 box then it is marked as damaged, until repaired at a planet. A damaged ship start any subsequent battle with DamCon * 3 in damage.
Fighters that are lost are noted, but any fighters still alive are auto repaired at the end of the battle so long as there is carrier space in the victorious force to carry them. Fighters beyond the remaining fighter boxes are lost. Fighters still on the map of a retreating/destroyed force are all lost.
NB Frame hits still count as a non repaired box, so a ship that takes frame cannot possibly repair itself using damcon and will therefore always be noted as damaged after the battle. However, we do not track frame hits at the campaign level, so it will not start future battles with the frame hits.
NB A ship can never get reapir its campaign status during a battle, if it started 'damaged' then no matter how much it repairs itself during the battle it will end at least damaged still.
Captures
--------
A captured ship cannot be used. It provides 25% of its value in EP.
Convoys raids
-------------
If raiders are attacking a convoy you must have 100 cargo boxes per 10 points of convoy value on the lines in that region.
Before the battle you can swap one freighter for a Q-ship at the normal cost of a Q-ship (6 for small, 10 for large).
The value of the cargo is evenly spread around the convoy. After the fight count how much % of the cargo was destroyed (even if repaired) that is the % value of the convoy lost this turn, rounded up. Assuming no Q-ships, this means 1 point per 10 cargo or part thereof.
E.g. If you gave 2 convoy lines throgh a zone of 10 and 15, then you have a 25 pt convoy needing 250 cargo boxes. If you lose 150 of them then you have lost 15 of your convot income for that turn.
Retreats
========
Losers, or those who choose to retreat, must fall back after all battles are complete. They must move to another friendly zone, that is closer to the home base (or no further away if that isn't possible) than where they are if they can. If they cannot move to friendly zone then they must move so that they are closer to one than where they are. If they move into a zone that has (non retreating) enemy ships in they must fight another battle with those now. If they retreat/disengage from this extra fight via whatever means then roll a dice. On a 1-2 they are damaged, 3-4 crippled, 5-6 destroyed, +1 if the ship is already damaged, +2 if crippled.
Again roll to decide who chooses a force to retreat if it may be important on who retreats first.
Return raiders
==============
Any raiders that were in enemy zones on their own (and arrived via the raiding box) must now be moved back to the nearest friendly zone. They do not worry about how far that is, they just arrive back safe.
Place new ships
===============
Any ships bought this turn but not placed earlier are now paced at the home base. They have standard crews.
Collect freighter income
=========================
Completed convoy lines generate the value of the planet they come from in points.
Buy Tug Stuff
==============
If a tug is an area you may purchase a base item, or FRD. Bases may be built up through the stages of Mobile base, Base station, battle station, starbase. Each stage cost the same as though you were buying it as a ship, e.g. a Mobile base costs 10. Upgrading a Mobile Base to a base station costs another 14 etc. Bases cannot move afterwards. They are ssumed to be around the planet if built in a planet zone.
Defense sats can be built around a planet, costing 10 for a group of 5. They pay upkeep as normal, but they are always restored to full strength of 5 at the start of any battle, so long as you keep control of the region. The cannot control a region though if an enemy ship enters.
An FRD can be built at a planet for XXX?. They can ony be moved by the tug. A tug cannot build anything in a turn it moved an FRD.
A tug can only build/upgrade one thing a turn.
Tuhs are used to place monitors. Monitors can only be placed at planetsm and can't move. Monitors do count towards your command limit in a battle.
=========================================
The main change is to convoys, in order to remove clutter they are now represented as convoy routes (That take time to setup) rather than individual units. Some other tweaks to deal with things that came up before.
Additonally, Andros are in as one side. they follow the following special rules:
1) Only ships with DisDevs may move on the campaign map. Satellite ships can survive and hold or fight in regions if they find themselves alone (by accident or design), but they will not be able to move out unless carried by a mothership. Satellites forced to retreat from a region without a mothership are dead.
2) Andro 'convoys' are immune to raiders.
3) They follow the same ship building program as Galactic powers. i.e. 1/4 ships only on turn 1 etc.
4) All andro Disdev ships also count as Raiders.
5) They do not use command limits, they use normal Andro rule of no more than 2 disdev ships, plus whatever they carry.
Note that as the smallest ship available with a Disdev is the Python (3/4 ship) it will be turn 3 before they can move out the hme base, which means others will have an edge in zone grabbing. The mothership rule could prove nasty - lose a mothership and the sats can't move, lose the sats and you need to go back to base to pick up more. The Raider rule is to mitigate against the cons and make them feel more like the background.
Additionally the LDR have been seriously uppointed. LDR ships with 2 gatlings cost 10% extra and 4 gatlings cost 25% extra. This means their small ships start off about the same as we have played them before, but the larger ships with 4 gatlings are now a noticeably higher cost, the LDR CA is now on a par with the ISC CA.


