From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Fri, 18 Aug 2000 18:10:27 +1000
Subject: [FT] KISS Campaign System
Done. Hope you like them, it draws on several of my old posts as well as some ideas that have turned up over the last few weeks. ***** Sequence: 1. Initial setup 2. Movement 3. Combat 4. Economics 5. Construction 6. Research 7. End phase & Optional rules. ***** 1. Setup a grid map using sectors with the home planet in a corner. The distance between home planets should be equal to the number of weeks you want to play (assuming 2-3 games/week). This supports up to 4 players. If there are 3 players, the player being "bracketted" gets an extra 25% start bonus to give them a fighting chance. If you want to use more than 4 players, you'll need to use a hex grid and spread the players out equidistant. The player with the most territory at the end of the campaign "wins" and must take a 10% penalty on all resource production in the next game. All squares outside the home system are left blank initially & rolled for when explored for the first time (this can be kept secret if you have a GM to moderate the game). The result indicates the resources available to the system (see economics). Once initally rolled, this doesn't change. 1: Useless (roll again: on a 5-6, it is a black hole/pulsar and the fleet is destroyed). 2: 20 BPV, 3: 30 BPV 4: 40 BPV 5: 40 BPV, 1d6 research 6: 50 BPV & repair base (up to mass 60 ships only) To be held, the player must have been the last one in the sector & have at least 2 other "friendly" sectors touching it (including diagonals). The home sector counts as 2 for this purpose. ***** 2. Movement Players write orders for each fleet using grid references in secret & then move fleets simultaneously. Fleets move 1 sector each month (abstract) and fight any enemies encountered. Unless outmassed more than 2:1, fleets must fire at least one turn in anger before disengaging (including transport vessels). This is to force at least minimum damage, as the winner claims the square. ***** 3. Combat Combat is resolved as a normal FT game. If there are fixed defences in the system, they must start on the table unless both players agree to fight 2 separate battles for the sector. If three or more players contest the same system, they all fight at once if you have a large enough play area. ***** 4. Economics The home sector produces 200 BPV per month & build ships of any size allowed by the tech base. Each additional sector produces a random amount from 20-50 BPV per month. These points can be spent anywhere in the empire for construction, repairs or replacement munitions or saved up for later use. ***** 5. Construction Ships are constructed at the home sector or repair bases. The full cost in BPV is paid when the keel is laid, and at the end of each turn (not the turn the cost is paid), d6x10 mass of the ship is built. This should give an average of 1 turn for escorts, 2 turns for cruisers & 3 or more turns for capital ships. If the system falls, then all current construction is lost. Each player starts with 5 basic designs they can build free, but the first hull of each new design (more than 10% mass change in systems) costs double BPV. All ships are fully repaired in one month (not the month they were damaged) at a cost of 20% (or part thereof) per threshold of the hull damage. [ie: it costs 1-79% of the new price to fully repair]. Munitions can be built in any quantity by paying the cost, but cannot be used without an appropriate laucher / hanger etc. This may require a transport to carry them to the fleet for resupply. Ships can be scrapped for 25% of their new value at any base which can handle it, including captured enemy ships (this could give a bonus in research). Fixed defences can be constructed, but note they require a tug or tender to move to their new location. ***** 6. Campaign Research (optional) Each player gets an initial research budget of 5-8d. (agreed before campaign start) Each game month, they get an additional 2-4d research. (agreed before campaign start) Whole die must be split between areas *before* the die roll. The next advance is available at double mass for the same benefit (ie. you develop class-1 beams at 1 mass, class-2 beams are available at 4 mass +2 mass for 6-arc fire). Energy & Kinetic weapon research are mutually exclusive (due to design philosophy) until you capture an intact piece of tech from the enemy (requires boarding or finding abandoned ships) and scrap it at a base. If you scrap an enemy ship with higher tech items, you get a d6 bonus in that field for the turn (parity bonus). This is the only way to research the opposite weapon tech to your own. ----- Construction Research: 1 Mass 40 hulls / Partial Streamlining 10 FTFB Hull armour 15 Mass 60 hulls / Full Streamlining 25 Mass 100 hulls / Basic Fighters (requires thrust-6) 50 Mass 160 hulls / Heavy Fighters (requires thrust-6) 75 Mass 200+ hulls 100 Dual Type Fighters (Heavy Attack, Fast Interceptors, etc) Propulsion Systems: 1 Thrust-2/FTL Drive 10 Thrust-4 25 Thrust-6 30 Tender FTL Drives 50 Thrust-8+ 100 Cloaking Field (advanced drives can be researched separately for 50) Energy Weapon Research (cannot choose Kinetic Weapon Research): 1 PDS 5 Class-1 beam (Beam mines) 10 Class-2 beam 15 Needle beams 25 Class-3 beam/Interceptor fighters (must have basic fighters) 30 Pulse Torpedoes 50 Class-4+beam/Torpedo fighters (must have basic fighters) 100 Nova Cannon 200 Wave Gun Kinetic Weapon Research (cannot choose Energy Weapons Research): 1 Scatterpack / MKP 5 Class-1 railgun 10 Class-2 railgun 25 Class-3 railgun 40 Class-4 railgun 60 Class-5 railgun 100 Class-6+ railgun Missile Weapon Research: 1 Sub Munition Packs 10 Basic Capital Missile (MT nuclear) 20 Minelayer/Minesweeper (subpac mines) 30 EMP/Needle Capital Missiles 40 Ortillery/Attack Fighters (must have basic fighters) 50 Salvo Missiles (Std) 65 Salvo Missiles (ER) 100 Salvo Mines (minefields are IFF salvo missiles) Defence Systems 1 Firecon 10 ADFC 25 Energy Screen 1 (requires Class-3 beams) 50 Energy Screen 2 (requires Class-4 beams) 100 Reflex Field (requires Cloaking Field) ***** 7. All bookkeeping is performed. Optional rules: Fighters can be one of the unbalancing things in campaign play for both sides. This option will make both sides respect them & not throw them away. Each fighter bay can support 9 pilots. When a fighter is lost, roll d6: 1-3 = pilot and fighter lost, 4-5 = pilot recovered, 6 = fighter & pilot recovered (or use your own system). Replacement Pilots cost 10 BPV each and must be ferried forward from bases (as well as the replacement fighters). To prevent excess amounts of pilots being kept in reserve, any excess with a fleet will require 1 passenger mass aboard a ship somewhere in the fleet train. This doesn't apply to pilots in transit with the replacement fighters. ***** Neath Southern Skies -http://home.pacific.net.au/~southernskies/ [Pirates] Dame Captain Washalot [NPJB] Absorbent Sponge Sheesh'Ka'Baab [MKW2] Admiral Peter Rollins - Task Force Zulu-Beta