From: Imre A. Szabo <ias@s...>
Date: Fri, 17 Mar 2000 09:55:08 -0500
Subject: SOT: FT-FB/Stellar Conquest/OGRE-GEV Campaign Rules - VERY LONG
Rules for a FT-FB/OGRE/GEV/SC Campaign
Version 1.3
New Empires Campaign Start:
Empire 1: Homeworld: 1 Entry Colony: Scorpii Colony: Banard Colony: Hamal
Colony: Kruger
Empire 2: Homeworld: 2 Entry Colony: Lalande Colony: Ceti Colony: Mira Colony:
Rastaban
Empire 3: Homeworld: 3 Entry Colony: Indi Colony: Ophiuci Colony: Kapetyn
Colony: Canis
Empire 4: Homeworld: 4 Entry Colony: Bootis Colony: Golotha Colony: Arcturus
Colony: Wolf
Note that Golotha is a Red Star added to hex EE4 to better balance the map.
Original idea by Bjørn Asle Taranger on his web page
http://home.sol.no/~beorn/batman/stelconc/ Each Entry hex contains a
Yellow Star. Homeworlds are selected from a deck containing cards 28, 25, 32,
36, 40, and 43. Homeworlds start with 80 pop, 80 ind, mass 40 SpaceStation in
orbit, construction docks capacity, 2x10, 2x16, 2x26, 1x36 in orbit.
Named colonies are drawn from the deck after cards 1, 2, 4, 5, 13, 14, 22, 23,
35, 50, 51, 52, 55, 64,67, 68, 72, 75, and 76 have been removed from the
decks. If a card drawn can not support 40 colonists, it is a miss draw,
discard that and draw another card. Each colony has 30 pop, 10 ind, one mass
10 SpaceStations in orbit.
Each Empire also starts with 4 x Scouts, 2 x Corvettes, 8 x mass 16, 4 x mass
26, and 2 x mass 36 freighters deployed in any of his explored star system,
and 160 i.p.s' to spend, and 320 i.p.'s worth of ground troops.
Technology can not be bought at this time. Each SpaceStation has 1 x
mass 6 interface craft and a mass 6 hanger.
Rules Changes to Stellar Conquest:
1. Population Growth Rates:
Barren 20:1
Minimal Terrain 15:1 Sub Terrain: 10:1
Terrain: 5:1
No population bonus for immigration.
2. Technology Tracks:
FLT Ship Speed: 2 3 4 5 6
0 160 320 640 1280
Industry: 1 2 3 4
0 160 320 640 Cost = 3 per ind to build
City Shields: 1 2 3 4
0 160 320 640
Colonization: T ST MT B
0 0 80 160
3. Points conversion: 1 i.p. = 1 Fleet Book point = 2 Ogre/GEV point
4. Holds Conversion: OGRE points / 5 = holds, round fractions up
Ninja OGRE points / 6.25 = holds
GEV units size 1 = 1 hold Stellar Conquest 1 pop = 10 holds
5. Taking planets. Planets are captured if all of the cities on it are
captured. Cities are neutralized by successfully eliminating all organized
military opposition in the area around the cities. Cities are captured by
garrisoning 1 infantry squad per pop. Any type of infantry may be used, but
the special abilities are lost when this is done. Every 20 pop is one city.
6. Campaign Sequence of Play: Each player completes the following phases.
1. Production - spend i.p.'s and receive units due this turn
2. Strategic movement of spaceships 3. Exploration of new star systems 4.
Resolve space combat with the Full Thrust Fleet Book
5. Conduct ground battles for cities with Ogre/GEV
6. Disembark pop 7. Record the passage of one turn 8. At the end of every
fourth turn, all players will participate in a special income and population
growth phase. Technology can only be purchased at this time.
7. Ship Construction, Conversion, and Repair: All ships except interface craft
must be built in orbit in construction docks. A construction dock must have a
hanger big enough to hold the ship. Construction docks can build smaller
ships, not less then ½ their capacity. Interface craft built on planets must
be capable of lifting off of that planet. The time required to lift off of a
planet is the same as for fighters.
T ST MT B
Fully Streamlined 4 3 2 1
Partially Streamlined 6 5 4 3
Un-Streamlined 8 7 6 5
Streamlining costs 5% per level, max 2, min 0. Ships are built, repaired, and
converted at a rate of one row of hull boxes per turn.
8. Battle Damage. Systems knocked out by threshold checks and temporarily
repaired are treated as knocked out at the start of the next battle that ship
is in. They may be repaired as normal damage control. Only systems that have
been replaced at a Construction Dock prevent this.
9. Space Docks: SpaceDocks can be attacked as any other unit. Damaged space
docks continue building as long the hanger does not collapse and all primaries
are functional. Destroyed space docks and space docks with collapsed hangers
do not continue working. The ship in them is not damaged. Ships in space dock
can not be attacked until after the space dock is destroyed or the hanger
collapses. No damage is done by hanger collapse. Ships in space dock are not
combat ready. They can not engage in any type of combat activity, and shields
do not work. Ships in space dock also double all hull damage taken while
inactive, but primaries are inactive and can not cause catastrophic damage.
Space docks that build nothing can increase there size at a rate of 5% of the
mass of the dock per turn, round fractions up.
10. StarBases: A StarBase can increase it's mass by 5% every turn, round
fractions
up. StarBases are often assembled in pre-Fab modules, towed by FTL tugs
or in the holds of large freighters. The restriction on this is that the
StarBase modules are treated as if they were 20% more massive then they are.
11. Cities: Every 20 pop and the ind associated with it forms one city. Cities
of different sized can exist, as long as no city is over the maximum size and
the planet can support that number of cities. Each city may base three
squadrons of fighters at the SpacePort and do not require hangers to be built.
Each SpacePort can build ships of Corvette class and smaller, but it takes
twice as long. No ship larger than Escort Cruiser can land at a SpacePort.
12. SpacePorts: Up to three squadrons of fighters can be based in a SpacePort.
Additional fighters can not be based at SpacePorts; SpacePorts are
commerce ports and only have the fighters to provide anti-piracy
patrols. Additional fighters can be based in SpaceStations in orbit. To get
into space, fighters must spend time and endurance based on the type of
planet. Fast fighters burn one less time an endurance to get into space.
Type of Planet: B MT ST T
Endurance and time burned: 1 2 3 4
13. OGRE Production Facilities (OPF's) are built on planets, not in orbit.
OPF's are built near an existing city and are constructed with the fleet book
rules. They are considered heavily armored and can not be destroyer during
ground combat. Only Orbital Bombardment can damage them as if they were a
spaceship. OPF's must have a hanger large enough to hold the OGRE or OGRE's
they are building. It takes 2 turns to build a 25 points or less OGRE, and 4
turns to build larger OGRE's. A hanger can not build OGRE's less then half the
size of the hanger.
14. Cargo Transfer Freighters that can not land on a planet can still transfer
cargo to that planet if they have interface craft, or if they are docked to a
SpaceStation that has interface craft.
15. Very Optional Nuclear OGRE/GEV:
This is for those demented creatures who want to reduce beautiful terrain
worlds to radioactive barren husks... Keep track of the number of cruise
missiles and cruise missile equivalents expended on each planet. A cruise
missile equivalent is 100 combat factors used, not counting laser towers,
needle beams, and AP's. This includes the combat factors for each hex by
Orbital Bombardment. When the total of number cruise missiles and equivalents
equals the population limit of the plant, that planet is reduced in
habitability as follows. All excess pop dies, but not excess ind. T 80 to ST
60 to MT 40 to B 20 T 60 to ST 40 to MT 30 to B 15 T 40 to ST 30 to MT 20 to B
10 Planets recover the effect of one cruise missile every economic phase
(every four turns), but can never regain habitability once lost. Planets can't
be reduced below barren. To reduce a T80 to MT40 would
require 140 cruise missiles and/or cruise missile equivalents. 80 to
drop it to a ST60 and 60 to drop it to a MT40. After each strategic turn, all
fractional cruise missile equivalents are dropped.
Ballistic Ortillery Systems: Ortillery Systems are treated like Salvo
Missiles. The Ortillary launcher is mass 3 and 9 pts. Each Ortillery round is
mass 2 and cost 2 points. Each Ortillery round is stored in a magazine. A
single shot rack version is available. Each rack or launcher can fire one
Ortillery round per turn, if over the battlefield. All Ortillery rounds will
enter from the same side of the board for the entire battle. The attacker
announces this before play begins. Each Ortillery round will move across the
board from that edge until it is shot down or detonates at it's target.
Ortillery rounds can only be shot down by lasers. Shot down Ortillery will
accidentally detonate just like a cruise missile. Ortillery is subject to
fratricide just like cruise missiles. Each Ortillery round that detonates
counts as one cruise missile for destroying the habitability of planets.
Distance moved on the board: To Kill: 0 to 10 12
11 to 15 11+
16 to 20 10+
21+ 9+
Rules Changes to the Full Thrust Fleet Book:
1. Fighters:. A fighter squadron is bought the way it will be. Fighters can
not change between rolls, etc. Attack fighters score one point of damage
against enemy fighters on a roll of 5 or 6 and ignore heavy modifications; and
interceptors score one point of damage on ships on a roll of 5 or 6. Standard
Full Thrust fighters are light fighters. Medium fighters have one level of
heavy. Heavy fighters have two levels of heavy. Class 1 batteries ignore heavy
modifications.
Fighter Base cost is 2 per fighter. Different modifications can be combined,
except the following: Torpedo and Interceptor or Attack Interceptor and Attack
2. Fighter Hangers cost mass x 2. Construction Hangers cost mass x 3.
3. Each point of pop requires 10 holds to transport. Colonization costs are
included in this capacity. It cost 1 ip for each colonists.
4. Each hold can carry 1 ip. Hangers can be used as holds, but every 1.5 mass
of hanger acts as a 1 mass hold and can not carry any IFC in that space while
being used as a hold.
5. No level 3 shields.
6. Atmospheric streamlining: Semi-streamlined costs 5% of mass and
points = 2 x mass
Full-streamlined costs 10% of mass and point = 2 x mass
7. Operational Engagement: When two are more sides have ships in the same
system, roll 2d6 plus the thrust rating of the slowest ship, plus the sensor
rating of the best scout in the fleet. Whichever player rolled highest, has
the following options: 1. To retreat from the system, move the fleet marker
one hex away towards friendly planets. 2. To attack enemy planets in that
system. The player has the option to attack enemy held planets in that system.
Players being attacked can station their fleet any friendly planet, deep in
system away from all planets. 3. To attack enemy fleets in that system. The
player being attacked has the option to station his fleet at any planets he
owns in that system.
4. To lurk in the system and/or scan the planets or enemy fleets in
that system. Note: Moving players always have the option of number 2, even if
they lose the die roll.
8. Scanning Systems and Survey Data: Players should jealously guard their
survey data. Systems are automatically surveyed if no enemy ships are in that
system. If enemy ships are in that system, only the number of useful orbits
will known. The type of planet, pop and ind of that planet, and orbital
structure around that planet will not be known. A player must either attack
the planet at the orbit and scan the planet (or win the space battle), or do a
successful scan of that planet form deep space. All scans on planets roll on
the following chart:
1-2 No Information
3 Type of planet, example T-60
4 Type of planet, current population 5 Type of planet, current pop, ind 6 Type
of planet, current pop, ind, mass and type of structures in orbit
Operational Scanning Enemy Fleets (This does not replace MT sensor rules for
tactical scanning,):
1-3 No Information
4 Number of ships 5 Number of ships, and class of ships 6 Number of ships,
class of ships, and hull integrity
Sensor modifiers for scans: Deep Space Sensor Modifiers: Planet Area Sensor
Modifiers: Basic Not useable
Basic -2
Enhanced
-1 Enhanced +1
Superior
0 Superior +2
Rules Changes to OGRE/GEV:
1. All Cities have one team of standard infantry per pop at no cost. This is
where you get your garrison troops back if you took one of his cities.
2. Ground Battle Set Up: Step 1: Defender allocates his defensive forces to
each city. He does NOT inform the attacker of his dispositions. Defender
declares which board sides lead to his friendly cities, if any, at a rate of 1
board edge per city. Step 2: Attacker declares where his forces will land. He
does know the pop and ind of each city, but not defending forces and OPF's.
The attacker can conduct landings against multiple cities if he wishes, but
each battle is fought separately and no ground troop can fight in more then
one battle. Attacker declares which board sides lead to his friendly cities,
if any, at a rate of one board edge per city. Step 3: Defender sets up the map
and places his city. The attacker then looks at the map and secretly writes
down where he will be landing. The defender then sets up all of his defensive
forces and the game commences.
In follow on battles, the attacker has the option of coming in by road
and/or by landing with interface craft. The defender will know which
board edge the attacker will be coming in on before he sets up, but will not
know where the attacker might land...
Step 4: Battle lasts until one side or the other is destroyed, or retreats.
Either back into interface craft or off a side of the map to a friendly city.
3. Landing Zones must be large enough for the craft to safely land. Small
Interface Craft, mass 6 and lower, need only 1 clear hex to land in and 1
adjacent hexes. Larger landing craft need landing hexes equal
to their mass /10 to land in, and all adjacent hexes must be clear.
4. OGRE's can be carried externally by FTL tugs, but conventional forces
can not. OGRE's can not attack while being carried externally. Nor
can they be attacked. If the ships they are on is destroyed, and the rector
does not blow up, the OGRE can be captured by sending a Freighter or FTL tug
capable of carrying the OGRE to salvage it. Note that the Reactor check must
be made if the ship is destroyed by regular fire. The OGRE will float in space
in that hex until somebody retrieves it. The OGRE will switch sides if one of
your opponents retrieves it first. OGRE's do after all, realize their own self
worth...
5. Cities are set up on the board. City tiles must be placed on the board at
city sites, one ring around the city site can be filled with city tiles if all
the city sites in that city have been filled with city tiles. The D rating of
city tiles is the city shields level.
6. Only infantry can fight in Cities without spill over. Every city tile
reduced to rubble destroys one pop and all ind associated with that pop.
7. Fighter Support: Fighter can be sent to participate in ground combat.
Fighters are very fast and can not take advantage of terrain, emplacements,
etc. Fighters must move their full movement allowance in both phases. Fighters
are allowed only hexside turn in each movement phase. Fighters have very
limited arcs and can only attack the units directly in front of them. Torps
have slightly greater arc of fire, the front 30' of the fighter. Results of D
cause a fighter to abort ground combat and return to its carrier or spaceport
for the rest of that battle. A second D result
will kill an aborting fighter. Non-Ogre missiles have a +1 when
attacking fighters.
8. Command Posts: Units without command posts can not combine to make attacks.
They must attack individually. Disabled units (not stuck units) within 6 hexes
of
a command post roll 1d6, results of 5+ allow the unit to recover early
from being disabled.
9. GEV reduced movement on MT and B planets: On MT planets, GEV's lose one
movement factor from their first movement phase. On B planets, GEV's lose one
movement factor from both their first and second movement phases.
10. Revetments are changed as follows from OGRE Miniatures: Instead being
destroyed by an X result, they are reduced to a D1 value. An X result on a D1
revetment will destroy it. A D1 Revetment can be rebuilt into a D2 revetment
by engineers spending ½ the time required to build a new revetment.
Revetments provide cover for 4 adjacent hexsides, less
if the builder desires. Revetments protect against fire down the line
between covered and un-covered hexsides.
11. Orbital Bombardment: Step 1: Determine ships in orbit over the battle
field. Attacker divides his fleet up and places it into all, some, or none of
the six orbital positions. 1d6 is then rolled to determine which one of the
orbital positions is over the battle field. Each turn the, the position
increments by 1, with 6 incrementing to 1. Only ships in orbit over the battle
field may conduct orbital bombardment. Note that Needle Beams are handled
separately. Step 2: Attacker declares his target hexes and what he will be
firing at each hex (for the fleet, not individual ships).
Step 2: Attacker rolls for accuracy of each barrage. 1-3 on target,
4-5 off by one hex, 6, off by two hexes.
Step 3: Roll 1d6 for direction of error, if needed. Step 4: Roll for damage of
the barrage. Beams and Sub Munition Packs roll as normal at the shortest range
band, less screening effect of the atmosphere, B none, MT, level 1, ST level
2, and T level 3. Note that this screening effect does effect SMP's. Pulse
Torpedoes roll to hit,
with B at 2+, MT at 3+, ST at 4+, and T at 5+. Salvo Missiles roll to
lock on, B with 1d6, MT with 1d6-1, ST with 1d6-2, and T with 1d6-3.
Each missile or torpedo does1d 6 points of damage. Beams and SMP's do
normal damage, including re-rolls.
Step 5: Apply full value of the barrage to all units in the barrage hex, and
one half value to all units in the adjacent six hexes. OGRE's halve all damage
from Orbital Barrages, but must check for every system
on the OGRE. Stealth equipped OGRE's do receive their -1 defensive
bonus. Fighters use their listed D value to survive Orbital Barrages.
Needle Beam in orbit over the battle field nominate a target unit or OGRE
system and roll 1d6. On a 6, that unit or system is destroyed regardless of
all other considerations. On a 5, that unit or system under goes a strength 1
attack.
12. OGRE/GEV and Full Thrust Integration:
Ships and interface craft that land on a planet can be attacked by ground
forces. Stat sheets for landed ships are a hybrid between Full Thrust and
OGRE. Each armor circle is converted into 4 armor point, and each hull is
converted into 4 hull points. Each class 1 battery is
converted into a D4 4/3 battery, each PDAF is converted into a D3 3/4
missile battery. Other weapons can not fire on landed spaceships but can be
attacked and have are a D4. Each point of Thrust represents one D3 engine. All
other systems can not be specifically targeted, but can still be damaged by
threshold checks. Attacks on the hull of landed spaceship are carried exactly
like attacks against OGRE treads, except that armor is destroyed first. After
each row of hull is destroyed, make threshold checks for all systems that can
not be specifically attacked, such as primaries (for 2 row and lower), fire
controls, hangers, holds, magazines, etc. Example of a Generic Mass 6
Interface Craft:
PDAF D3 3/4 O
Engines D3 OOOO
Hull OOOO
OOOO
Mass 1 Holds O
Primaries B L R
Converting Full Thrust Fighters to OGRE/GEV
Fighter Type: Combat Values: Points: Special:
Lt Ftr 2/2 M6-4 D1 4
Med Ftr 2/2 M6-4 D2 8
Hvy Ftr 2/2 M6-4 D3 12
Int Mod 1/2 +0 3/2 against
Ftr's
Atck Mod 3/2 +2 1/2 Against
Ftr's
Torp 1/2 +6 1 x 6/5
Torp
Fast M9-4 +2
Long Range +2 Endurance +3
Notes: Fighters must move fully both of their movement allowances. Fighters
are allowed only one facing change per movement phase. Fighters may only
attack units in line ahead of them.
Points are OGRE/GEV points. Divide by 2 to get Full Thrust points.