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Post by john on Aug 15, 2007 10:42:00 GMT -4
We're going to be starting a Star Fleet Battles Campaign in September.
Anyone interested in playing should get there names in.
We're also going to be doing an order for minis and if anyone is looking for rule books of maps we can also bring them in.
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Post by dude163 on Aug 15, 2007 13:37:50 GMT -4
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Post by dude163 on Aug 21, 2007 20:46:13 GMT -4
bump for John the Klingon kamikaze
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Post by john on Aug 21, 2007 23:15:09 GMT -4
Wow, that's lots and lots of stuff. I'm not sure we want to get that complicated, but I think we will be able to use this in a streamlined form. I'll keep reading and note which rules I think we'll need for a simplified version of this.
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Post by john on Aug 24, 2007 10:56:53 GMT -4
I've gone through the rules once and clipped out what I thought would work, I'll go over them again in the next couple of days and try and fine tune them to be as simple as possible. I'll show you what I've got Tuesday or I'll send you a copy of the modified version.
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Post by john on Aug 24, 2007 18:28:02 GMT -4
Talking to Kevin II this evening, he says he's interested in the campaign.
This is what I was thinking for set up; -We'll set up a map similar to the suggestion given in the rules, with neutral zone as an unexplored area in the center. -Each player will have one major planet and two minor planets in his starting territory. -Each major planer will have d4-1 moon and each minor planet will have d3-1 moons. -On a 2d6, 5 or less means there is also an asteroid field present. -Ship selection will be fairly open, though I'd suggest we avoid size 2 ship for this campaign. -BPV for ship selection will be 1200(?). -Each player will also start with 1 SB and 2 BATS. -Each player will also start with 2 small freighters and 2 large freighters. -All planets and bases will be noted on the map and locations are known to all players.
Let me know what you guys think.
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Post by dude163 on Aug 24, 2007 19:45:48 GMT -4
Sounds good to me, what rules will we be using for the movements etc?The link I posted or do we want to streamline them?? also tell Kevin II to get on the forum here
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Post by john on Aug 24, 2007 20:26:09 GMT -4
I told him already.
I'm going over the campaign movement rules now, likely post something tomorrow. Seems pretty strait forward, but I'd like this to as smooth and streamlined as possible.
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Post by john on Aug 25, 2007 8:13:31 GMT -4
Movement
-Each hex on the campaign map represents 1500 light years (500 parsecs). Each turn of the campaign represents 3 months (1 season). Each turn is divided into 6 impulses (2 weeks each). The 6 impulse chart is used to regulate movement.
-All movement is plotted beforehand, but only for the following impulse. Movement is plotted in the plotting phase, and such plot must specify which ships move into which hex numbers.
-Facing and turn modes are irrelevant for campaign movement.
-Unless stated otherwise, each ship may move up to 6 hexes per turn. The decision whether or not to move is made during the plotting phase of each impulse. A ship is never committed to plot a movement. Please note that a ship has the opportunity to move on the impulse chart relative to its maximum speed, not what ends up being its overall speed. For example, a normal healthy starship has a maximum speed of 6 hexes per turn. This means it gains an opportunity to move as if it had a speed of 6 on the impulse chart. The ship could choose to forego the first 5 movement opportunities and then move in its final movement opportunity.
-Freighters may move 3 hexes per turn maximum. This includes Auxiliary units and Q-ships.
-Sublight ships cannot move unless being towed.
-Ships towing other ships move 3 hexes per turn maximum.
-For each 1/6 of its total warp boxes a ship loses, its maximum speed is reduced by 1. This applies only to ships that can move 6 hexes per turn. Ships with lower normal maximum speeds must lose warp boxes proportionately. Thus, a freighter, with a maximum speed of 3, will not slow at all if it loses 1/6 of its warp, but will slow down by 1 if it loses 1/3 or its warp.
-COUNTER PLACEMENT
-Certain items qualify for Campaign Unit status (CU). Please note that CU is distinct from a unit as defined by Star Fleet Battles. When "unit" is used in these rules, it refers to a Star Fleet Battles unit (and not a CU). A CU is any ship, monitor, or single PF/Int. A CU does not include fighters, shuttles, mines, bases, ground bases, freighters, police ships, or Q-ships. PFs docked in PFMs are not CU.
-If one or more CU occupy a given hex, a counter must be placed in the hex (facing is irrelevant at all times). A counter must be in the hex for each race that has one or more CU in a hex. Only 1 CU counter is placed in each hex for each race, no matter how many CU are in the hex. CU counters should be generic, but identifiable by race.
-CONVOYS
-Freighters and Q-ships are not placed on the map. Their entire movement must be plotted in advance. A movement for a freighter consists of disembarking from a planet, base, FRD, or base construction site and arriving at a similar location. Freighters cannot move from one location without arriving at a different location.
-A single freighter movement may take more than 1 turn. All freighters must move at the fastest possible speed that will not result in leaving one of the convoy (freighters and Q-ships in the same hex and under the same movement plot) behind. When the owning player notes that ships of another race have entered the same hex as his convoys, he must announce the fact and a potential combat must be resolved.
-Once plotted, freighter movement may not be aborted or diverted, even if the location they are heading to is captured or destroyed.
-A Q-ship may only embark from a point with 2 other freighters of the same size. A Q-ship that suddenly finds itself without any freighters to escort must return at top speed to the last embarkment point it came from and await more freighters to escort. Two Q-ships may not escort any single freighter.
-Q-ships may not move except as an escort for freighters or to return to its last embarkment point. They may defend a base or planet in combat.
-Other ships may escort a convoy, and they are not under any Q-ship restrictions. However, unlike Q-ships, they will form a CU and must have a counter placed in their hex, thereby revealing the location of the convoy route.
-No cloaks for long range movement.
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Post by john on Aug 26, 2007 9:55:50 GMT -4
COMBAT
Engaging and Evading
-When units of two or more races enter the same campaign hex we will use the following rules for determining wether or not combat takes place.
-All players present in said hex declare number and size class of ships.
-All players then declare if they are seeking combat or trying to evade combat.
-If all players seek engagement then the battle takes place according to SFB rules.
-If all players seek to evade each other then no combat takes place.
-If they are some players seeking engagement and others seeking to evade then the following rules come into play;
a) Evading players declare campaign hex(es) they wish to escape to.
b) Engaging players declare the number of ships that will give chase and what enemy units they are trying to run down.
c) d6, 1-3 escape, 4-6 run down
d) modifiers +/_ in favor of each unit; -1 for each 1/6 less campaign movement that a ship has +1 for legendary navigator +1 for legendary engineer +1 for each factor one side out numbers the other. +2 for cloaking
e) if some units stay and fight to allow other units to escape, combat must last more than three complete turns to allow escaping units to fully evade pursuit. If combat lasts less that three full turns then the evading forces receive a +/- 1 modifier in their favour.
f) evading after engagement, to disengage after combat ships have to had exchanged fire and one unit most leave the SFB hex map. If either the disengaging ship or pursuing ship have taken combat damage in the previous engagement then that ship is +/- 1.
g) repairing with dam con while evading, three turns of DC may be expended to repair shields on damaged systems.
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Post by strontiumdog on Aug 27, 2007 15:20:39 GMT -4
looks straight forward. want to concede defeat now
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Post by john on Aug 27, 2007 15:34:22 GMT -4
Ha!
Dream on.
By the way, we've got some minis in for SFB and I was talking to our distributer and her said he might be able to get some of the others (the ones we've been unable to get so far) depending on how much we order. We'll have to talk about it.
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Post by dude163 on Aug 27, 2007 18:15:35 GMT -4
nice!!
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Post by john on Aug 28, 2007 9:49:51 GMT -4
The rest of the rules;
AFTER COMBAT
-After all combat in a hex, D9.4 repairs may be made and items held in cargo boxes may be transferred to ships for use.
CPV/RESOURCES
-Resources are measured in terms of what they can purchase. In this campaign, the unit of purchase is the CPV, which is the Economic BPV cost out of Star Fleet Battles. CPV stands for Campaign Point Value.
-CPV are paid in order to purchase ships, fighters, bases, freighters, shuttlecraft, advanced drones, crew quality, et al.
-A given race collects CPV during the economics phase. CPV is collected from planets that are in the possession of the owning race or have been captured and secured by a conquering race.
-A planet produces CPV on a per turn basis as follows: Major Planet = 50CPV/turn Minor Planet = 25CPV/turn Thus, each race starts out with a CPV production rate of 100CPV per turn.
-These rates apply only to planets in the home empire of a race. Captured planets are calculated differently. Planets discovered during the campaign produce at 75% of the above rates (and if captured produce at half that reduced rate).
-CPV produced during the economics phase MUST be allocated to the Base Pool, stored in a cargo box, or used by a repair box during the turn in which is was produced. Otherwise, the CPV is lost.
-CPV produced by a planet may be automatically loaded into any repair or cargo box in the same hex as the planet. CPV may, at the beginning of the economics phase, be automatically transferred to other cargo boxes or to a repair box (but not from a repair box to a cargo box). CPV may be offloaded from a freighter or other cargo bearing ship to another cargo box immediately upon the arrival of the freighter into the hex.
-CPV may be destroyed in combat. Such CPV is lost when the cargo box containing it is destroyed. CPV may not be located in hull boxes.
-CPV may not be the object of hit and run raids, as they represent bulky raw materials. However, if captured (by capturing a ship), they may be transported at non-combat rates.
CONSTRUCTION
-Ships and other items are constructed at bases. Construction takes place by channeling CPV through repair boxes. Each repair box channels 1 CPV per turn.
-A unit being constructed must be docked at/inside a base. The base must have docking space for the completed vessel in order to begin construction. An under construction vessel cannot be targetted and has no effect on battle until 100% complete. Only the repair boxes assigned to that docking bay may be used to construct a given ship. The under construction ship is destroyed when the base is destroyed. In the case of a starbase, it is destroyed when every internal on the docking module is destroyed.
-All ships with drone racks are presumed to have Type I speed 8 explosive drones from the factory. These drones are included in the price of the drone rack, and such drones may be produced free of charge by any base capable of producing drones (although they have to be stored somewhere).
-Other advanced/faster drones must be paid for using CPV. Remember that purchasing a drone entitles you to a reload of the exact same type free of charge. Also, remember that you can get a CPV credit for buying an advanced drone by turning in your factory issue drone.
-Drones (especially advanced drones) may be stored in cargo boxes. Star Fleet Battles rules tell how many drones (and other items like shuttles) can be stored in a cargo box.
-All ships are built with their full compliment of shuttles (including spares). These may be left off of the ship, but must still be paid for.
-All ships must have at least 1 shuttle if it hasn't been destroyed (fighters do not count). Ships which lose all shuttles must purchase a new one the next time they stop for maintenance or maintenance will not occur.
-A shuttle may NEVER be carried in a fighter box, or in a shuttle box with a ready rack unless historically noted.
-A ship may not purchase or alter its historical reload boxes. While a ship without proper reload boxes would carry a fighter, such a fighter could not fire heavy weapons (not even once). A fighter cannot be carried in a shuttle box unless historically noted.
-Only bases, CVs, CC(L/M), BCH, DN, SCS, the B10, or the SSCS may carry MRS. Other ships may carry MRS if historically noted. No ship may carry more than 1 MRS unless historically noted.
-Mines may only be carried in mine boxes, by noted Romulan ships (per Star Fleet Battles rules), or on an MLS or MRS. Mines may be carried inert in cargo boxes. No ship may have a mine box unless its SSD normally lists one. Shuttle bays may not be converted to mine boxes.
-In the campaign, minefields (as opposed to mines dropped tactically during combat) are laid after combat. It takes no time to lay a minefield. Outside of combat, a minesweeper (or MLS or MRS) may lay any or all of its mines instantly (after the combat phase). The minefield must be plotted immediately. Romulan non-mine sweepers that carry mines may only drop them during combat.
-Mines dropped during combat are eliminated after the combat phase.
-No single terrain feature may have more than 120 CPV worth of mines in a minefield. Mines laid outside of combat must be laid within 25 hexes of any terrain point (or base) or they will have no effect. Minefields may only be laid around terrain points and bases; they have no effect and are eliminated if laid in a terrain location or a terrain hex or an open space hex.
-When a fighter is built, it comes with 3 EWP and 3 WBP sets (this is per the Star Fleet Battles rules).
-These human elements must be "built" (i.e. trained) at a starbase or battle station. Pilots can gain experience through combat (crews and officers may NOT). Poor crews and pilots will give a discount for a ship's cost. Normally, all ships and fighters are assumed to have normal pilots, crews, and officers. Legendary officers and ace pilots cost extra. Pilots, officers, and crews must be built along with the unit they are serving, and count as part of the construction price of the unit. Replacing a poor crew with a normal crew or building up a legendary officer or pilot or an outstanding crew after a ship is built is treated as a refit. No ship may ever have more than +25% of its normal compliment of Crew Units or Boarding Parties. If you need more, get a Starliner or TT pod. Pilots and legendary officers may be transported in any hull box of any ship, but when being transported, are not effective. Crew units adding onto a crew or replacing lost crew must be of the same uniform quality as the crew units on the ship. If crew units of differing qualities are mixed together, the entire crew devolves to the lowest quality crew unit and remains so permanently until the ship is refit and a new crew is paid for.
-Planets may also have boarding parties et al. In addition to the boarding parties and crew units that come with ground bases, the maximum number of boarding parties/crew units on each type of planet is listed below: Major Planets = 300 BP/300 CU Minor Planets = 150 BP/ 150 CU Moons = 50 BP/50 CU
-Replacement boarding parties and crew units must be purchased at a star base or battle station and transported to the planet. Any number may be offloaded after combat as long as at least 1 working shuttle or transporter is available.
-Shuttles retained on planet must dock in a shuttle box on a ground base. Ground Combat Vehicles may be purchased and built at a base and then transported on planet, but no more than 1 out of every 10 BP may have a GCV.
REPAIR
-Ships may be repaired using the same system as construction. However, the point of repair cost chart is used. It costs 1/2 CPV for each point on the chart. Thus, it costs 5 CPV to repair a warp drive. If this sounds steep, remember that D9.4 repair is used as well, and this will repair most of a ship's damaged systems. Any damage remaining after D9.4 represents systems blown straight off the ship.
BASES
-During the economics phase, CPV may be allocated to the Base Pool. Once allocated, CPV may not be taken from the Base Pool (except to build a base). Once CPV has been put into a cargo box, it may not be put into the Base Pool. Bases include all units with positional stabilizers. BLMs are built as ships and towed to their site. FRDs are built as ships and either towed or moved under their own power. Ground bases are covered below.
-When enough CPV has been accumulated, the player sets aside the proper number of CPV from the Base Pool. He must then move a Tug or Large Freighter to the hex site. Only 1 tug or freighter may actually build the base. If the tug or freighter leaves the base site (i.e. the hex where the base is being built), the base or upgrade is lost and all CPV set aside for its production are lost.
-Each turn, the tug/freighter may channel as many CPV to the base as it has cargo boxes. A large ore carrier is the best base builder around, channeling 100 CPV per turn. Using an ore carrier, it would take 7 turns to build a basic starbase.
-The tug or freighter building the base may be replaced by another such at any time, but at least one tug or large freighter must be in the hex at all times.
-A base may be upgraded (i.e. from a BS to a BATS), if historical. A BATS may not be upgraded to an SB, but any base may be scrapped for half of its CPV value (once fully repaired) and that value must go directly into the Base Pool.
-A base may not begin construction until the entire production amount has been set aside from the Base Pool.
-Bases being built in a hex not occupied by a base previously cost 1.5 times as much CPV to build.
-Ground bases are not built out of the base pool, but are built directly from planetary CPV. They do not need to be funneled through repair boxes, and are the only units capable of this type of building. Each planets may have a certain number of ground bases per hexside as follows:
Major Planet = 3 ground bases per hexside Minor Planet = 2 ground bases per hexside Moon = 1 ground base per hexside
CAPTURING SHIPS
-Ships can be captured per Star Fleet Battles. A captured ship can be used in all ways allowed by the Star Fleet Battles rules until taken to a base of the type able to build that size of ship. Once there, the captured item can be converted into a hybrid ship (i.e. a D7H, OK6, et al) as per the conversion rules, or may be melted down and salvaged for scrap. All hybrid conversions cost at least 15 CPV.
-A salvaged ship will bring in as many CPV equal to half of its current CPV. Current CPV is defined as the original CPV of the ship (assuming normal crew and officers) less CPV required to repair the ship back to full operating condition.
CAPTURING PLANETS
-Planets may also be captured. In order to capture a planet, all enemy Boarding Parties must be destroyed. Once this is done, capture takes place immediately.
-A captured planet will provide CPV for the conquering race at 3/4 of the rate it normally would. Captured planets recover from razing at half the normal recovery rate.
-A captured planet always requires boarding parties, at least 1/3 the max must be present or the planet revolts and no CPV are produced. A revolting planet will kill 1/4 of present BP and CU per turn.
-Bombarding a planet will reduce a planet CPV production by 50%, if all planet hexes are hit for 100pnts of damage. It takes eight campaign turns for CPV production to return to normal.
-All fractions are rounded up to the nearest whole number.
SURVEYING
-A lot of space is unexplored, and during wartime, exploration for new sources of wealth becomes important. Players can send sensor equipped into the Neutral Zone in search of new planets.
-Surveying takes place during the Economics Phase. To survey a particular hex, a sensor equipped ship must be in the hex for one full turn.
-Upon surveying, each player rolls 3D6 for each hex being surveyed. Multiple survey ships per hex do not increase or decrease the chances. Surveying is rolled per hex, NOT per ship.
3-4 = Major Planet discovered 5-6 = Minor Planet discovered 7-8 = Delay, all ships in the hex must remain in the same hex for another turn, then roll again 9-16 = Open Space (roll on the Open Space terrain chart) 17 = Major and Minor Planet discovered 18 = 2 Minor planets discovered
-Ships moving through unsurveyed space may only move at half normal speed. Combats occurring in unsurveyed space always occur in Open Space with no terrain.
ORDER OF PLAY
Players allocate survey missions. Planets produce CPV Players allocate CPV to Base Pool Players allocate CPV to repair boxes and cargo boxes and note conversion or repairs or productions taking place Players allocate convoy routes Impulse Procedure (1-6) Plot movement for this impulse Movement is conducted Escape and pursuit Resolve escapes Resolve escape battles Resolve main battle Repair under SFB D9.4 Mines are laid Bombardment is performed
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Post by cheethorne on Aug 29, 2007 15:26:54 GMT -4
This is Kevin II. I am now on the forums.
I haven't had a chance to read over the rules listed here yet. But I will. It looks interesting.
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