[FT] current campaign (long)

1 posts ยท Oct 7 1999

From: Roger Books <books@m...>

Date: Thu, 7 Oct 1999 14:13:53 -0400 (EDT)

Subject: [FT] current campaign (long)

Here's a copy of the current campaign we are using, if anyone has any comments
I would appreciate hearing them. I'm not including the map (it wouldn't be
polite) but if anyone wants it, yell. For reference each player starts with 5
worlds producing between 70 and 130
points/turn
and we have 3 players.

Campaign Rules

Oct 8, 1999

Resources Production

* Each controlled planet produces a set amount of NPV's per turn. * A planet
is controlled by whomever was the last to have a ship stationed in its inner
system.

Fleet Movement

* A fleet is always considered as being in a system. * Transit time from any
directly connected system to another is exactly 1 turn. * A fleet in a system
may elect to dive in system to the habitable planets or remain in the outer
rim. * A fleet entering a system is automaticly detected by all other ships in
that system. * Ships in a system may be intercepted by any enemy ships
stationed in
  the system, to accomplish this the intercepting player rolls a d6 +
1 and adds the movement rate of his slowest intercepting ship. The player not
desiring interception rolsss a d6 and adds the movement rate of his slowest
ship in the squadron. If the intercepting players number is greater than or
equal to his opponents than interception has occured and an intercept battle
must proceede. * For purposes of interception, fighters stationed in system
have a designated speed of 3. Fast Fighters are considered to be speed 4. For
every one combat endurance spent before the roll the fighters may add 1 to the
die roll.

Intercept Battle

* An intercepted player that fails to defeat the intercepting player must on
his next turn jump back to the system he entered from.

Fleet Upkeep

* After purchasing a ship, a portion of NPV's must be spent each turn to
maintain the ship. To calculate this cost take 6% of the ships Mass raised to
the 1.6 power. I.e. cost = (mass * 0.06) ^ 1.6 With a minimum cost of 1. *
Planet side, Moon, Asteroid and Star bases use the same rules for maintenance.

Purchasing Additional Ships

* After deducting upkeep costs, any remaining NPV's may be spent in the
production of new ships, bases or orbital facilities. You may never spend more
at a planet on new production than it produces in a single turn.

Asteroid/Moon/Star Bases

* Asteroid and Moon bases are treated as separate bases for each facing.
Weapons may only fire out of the facing they are built on. * Asteroids rotate
1 clock facing each turn. Moons are stationary throughout an encounter. *
Asteroid and Moon bases pay nothing for base hull costs during production
  and only 1/2 cost for armor.
* Star bases (ships lacking engines) must be in orbit of a planet or moon and
may rotate as per an asteroid or be stationary like a moon at the owning
players discretion.

EWM/ECM

* Visual detection, within 12 inches all information on the opposing ships may
be detected visually, you may look at your opponent's sheet to see any of
their ships within 12 inches. * Electronic detection * Within 12 inches all
information as for visual detection. * Within 24 inches apparent mass of ship
(this may be modified by ECM) * Within 36 inches targeting information only *
Enhanced sensors * Enhanced sensors take up 1 mass and cost 5 points *
Enhanced sensors extend the range brackets by 1, so 1. Within 24 inches as for
visual 2. Within 36 apparent mass 3. Within 48 targeting information *
Enhanced sensor information is available Fleet wide to the owning player. *
Enhanced sensor information may be made available to any local allies. *
Superior sensors * Superior sensors take up 2 mass and cost 10 points *
Superior sensors extend the range brackets by 2. * Superior sensor information
is available Fleet wide to the owning player. * Superior sensor information
may be made available to any local allies. * ECM systems * Each ECM system
takes 1 mass and costs 5 points * Range brackets may be reduced by one using
one or more ECM systems, they do not add. So. 4. Within 12 inches mass only
(although your opponent will then use visual) 5. Within 24 inches targeting. *
In mass detection ranges the mass of the ship may be enhanced to appear as up
to 50 mass greater per ECM used. For example an ECM scout of mass 12 with 3
ECM systems could look like a capital ship of mass 162.
  * ECM/sensor interaction
* An ECM system when used for range bracket lowering cancels the affects of
enhanced sensors (so the ship acts as if it had normal sensors). * An ECM
system when used for range bracket lowering decreases the affects of superior
sensors so they behave like enhanced sensors. * ECM benefits apply only to the
ships equipped with ECM.

Command and Control

* Fleets must be controlled by someone, at start each player will have 3
Commodores, 1 Rear Admiral & 1 Admiral. * A Commodore may command up to 250
mass of ships. Only one of which
    may be a capital ship of mass 101-140 and no ships of mass greater
than 140 may be commanded. * A Rear Admiral may command up to 500 mass of
ships. No more than 350 mass of which may be capital ships. * An Admiral may
command up to 800 mass of ships. No more than 450 mass of which may be capital
ships. * For every 3 Commodores possessed by a player, they get 1 additional
Rear Admiral. With a minimum of 1. * For every 3 Rear Admirals possessed by a
player, they get 1 additional Admiral. With a minimum of 1. * For each 400
mass of ships above a total mass of 2250 a player has in play, they will
receive 1 additional Commodore. * Commodores, Rear Admirals & Admirals once
produced may only be lost due to combat. * Lone ships are treated as being
under the command of their Captain. * Only the senior flag officer counts for
control purposes. * Fleets which are out of control must use the morale rules,
this includes both fleets without a flag officer (due to his death in combat)
and those whose flag officer is insufficient to control the fleet, which could
occur if the Flag Bridge or Flag Ship were destroyed. * In order for a flag
officer to have full control they must be stationed on a flag bridge, this
takes one mass and costs 3 points. If the flag officer is not on a flag bridge
he may only
    control 1/2 the normal mass of units.

Neutral Systems

* Have home defense fleets equal to 10 times the planets production. * If a
player attacks a neutral system, the other players join together to build the
fleet from ships purchased from the NAC, NSL, ESU and FSE. All ships must be
standard in design. * All other players then jointly command the defense fleet
of the neutral power versus the attackers. * Neutral ships are always
considered to be "out of command" and must use the morale rules. * If an
attack fails to take the planet, all surviving ships will remain at the
Neutral site and all lost ships will be replaced on the 2nd turn after the
attack.