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[FT] current campaign (long)

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.

Orbital Bombardment

  * Ships in orbit around a planet may turn their guns on the planets
    production systems. For each class of beam weapons that fires at a
    planet. The planet must subtract that many points of production
    for it's following turn. For each Ortillary system to bombard the
    planet, the planet must subtract 9 production for it's following
    turn. Only beam and ortillary weapons may effect a planet.

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