Simple Campaign Thrust
From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Sun, 21 May 2000 14:03:33 -0700
Subject: Simple Campaign Thrust
Simple Campaign Thrust
The Short, Sweet Version
For those who aren't big on reading, here's essentially how it
works. Groups of ships move like fighters with orders, including
endurance
(supply). Systems generate income and either have - or do not have -
military bases, shipyards and/or supply depots. That's it! The rest is
just
details.
Designer Notes
This set of rules, much like the original Full Thrust, is
intended
to be simple and free of hard time or distance definitions. Most of the
campaign systems I've seen come across the FTML, including my own
initial
attempts, have been quite complex. Though they may be good simulations,
they are somewhat tedious in execution. So I've made an attempt to make
something that's easy, and is familiar in mechanics to Full Thrust.
Units of Distance
Like Full Thrust, the standard unit of distance is MU, which may
be
inches, centimeters, or any other convenient unit. As map scale and time
are not defined, any convenient scale may be used. However, the
suggested
scale is 1 MU = 1 inch = 1 light-year.
Turn Sequence
The campaign is played in turns, following a sequence of play
that
should be vaguely familiar to any Full Thrust player.
(1) Receive System Income
(2) Write Economic Orders
(3) Write Orders for all Task Forces
(4) Roll for Initiative
(5) Move Task Forces
(6) Secondary Task Force Movement
(7) Task Forces Attack
(8) Receive Builds
(9) Task Force Reorganization
(10) Turn End
Economics
Each system has an Economic Value, listed above the system icon.
This is the income, in MUCr., that the system generates each turn. The
income may be allocated to construction, including repair, or put into
the
treasury. Income assigned to the treasury may be used in any system on
the
following turn, but may not be used for any purpose on the current turn.
Construction & Repair
Shipyards may build or repair ships at the rate defined below.
The
total cost of the ship, for new builds, must be paid when construction
is
begun. Crippled ships cost half their value to repair, and this cost
must
be paid in full when the repair is initiated.
New builds and completed repairs are delivered in Phase (8).
Initiative
All players roll a single die, re-rolling any ties to determine
who
will have initiative for the turn. In various phases, higher initiatives
will move or act before those with lower rolls.
Movement
Each TF receives movement orders in Phase (3) of each turn.
These
orders are in the format of "Direction / Distance," where direction is
one
of the 12 clock facings, and distance is from 0-3 MU. So, NAC TF12 might
have orders of 9/3, meaning it will move 3 MU in direction 9.
In Phase (5) each TF executes its movement orders. The player
with
the lowest initiative moves a single TF first, followed by the next
lowest,
etc. After all players have moved one TF, they then move a second TF in
the
same order. This sequence continues until all TFs have executed their
movement orders. The actual movement direction may vary by up to 15°
off
the clock facing specified in the orders. This allows TFs to slightly
adjust their movement to allow for specific destinations or targets.
TFs may move again in Phase (6) by expending an Endurance Point,
exactly like fighters in Full Thrust. This move requires no orders and
may
be in any direction for up to 3 MU.
Endurance Points
Endurance Points work in exactly the same way as they do in Full
Thrust. When expended, they allow additional movement or attack on
another
TF. Military vessels have 6 points, and civilian ships have 2
Endurance Points are expended whenever a TF makes a secondary movement,
or
if a TF elects to use "supplied" status for combat.
Endurance Points are automatically replenished when a TF ends
its
movement at a system with a Supply Depot.
Combat
If two opposing TFs end their movement within 3 MU, either may
elect to enter into combat. This combat may be resolved by playing Full
Thrust, or by the abstracted system below.
When two TFs come into combat, each ship and fighter group must
select offensive or screening posture. Ships that are "screening" must
also
be given a "target" to protect. These orders are written and then
revealed
simultaneously.
Each ship in a TF has both an Offensive and Defensive Value. Starting
with
the player with the highest initiative from Phase (4), one ship with
offensive posture is selected to make an attack. The ship rolls a number
of
dice equal to its Offensive Value. These dice are scored as normal FT
dice:
1-3 is a miss, 4-5 is 1 point, and a 6 is 2 points and a re-roll. If the
total is equal to or greater than the target ship's Defensive Value, it
is
destroyed. If the roll is greater than half (fractions round up) the
ship's
Defensive Value, it is crippled.
A crippled ship's Offensive and Defensive Values are halved.
This
is cumulative with the penalty for being out of supply.
Ships entering combat must expend one Endurance Point to fight
at
its full potential. Ship that are out of Endurance Points, or those
voluntarily saving their points, are considered out of supply and fight
at
half their listed Offensive and Defensive Values. Thus, a crippled ship
that is also out of supply uses one quarter of its listed values.
Ships screening others in a TF must be destroyed before the
screened ship may be attacked.
Ships may combine their attacks against opposing ships, but do
so
along with the last ship making the attack. Thus if a CH elects to make
a
combined attack, it holds its fire until the second ship's turn to fire.
The CH could, in theory, be destroyed by the opposing player's next
attack,
loosing its chance to fire at all.
After all eligible ships have made their attacks, both players
decide if they wish to continue for another round of combat. If either
player opts to disengage, the combat ends for the current turn.
Otherwise,
both players write orders for offense or screening and play out another
round.
Fighters act in all ways as small ships. They must be given
orders,
may attack or screen, and can be crippled or destroyed. If a fighter has
no
hanger to return to after combat, however, it is lost.
Systems
The system map gives all necessary information for game play.
The
outer ring gives the star's spectral color. The inner circle is color
coded
to the star's initial nationality. The number inside the circle is the
star's "z-coordinate" for those who wish to add 3-D. The number above is
the system's EV in MUCr. The system's name is below. If present, the
black
circle to the left of the system represents a Supply Depot. If present,
the
black square to the right represents a Base. If present, the black
triangle
above and to the right represents a Shipyard.
Supply Depots
A supply depot can supply any number of TFs, so long as they end
their movement in the system. Supply Depots may be constructed in a
system
at a cost of five times the system's EV, requiring five turns to
complete.
Bases
A "base" is actually a network of orbital platforms and system
defenses, making a system, and TFs sheltered there, much more difficult
to
attack. A base has an Offensive and Defensive Value equal to one
twentieth
of its Economic Value (fractions round normally). A base has five
separate
elements (attacks) in combat, and each must be destroyed to eliminate it
completely. Each time one is destroyed, it looses one attack. Each of
its
five elements must be completely destroyed before the next element may
be
attacked. Thus it is entirely possible that a base might have three full
elements and one crippled element after a round of combat. A base may be
constructed in a system at a cost of ten times the system's EV,
requiring
ten turns to complete.
Shipyards
A shipyard builds and repairs at a rate of one tenth of the
system's economic value per turn, and may work on combined projects
equal
to one half that value. A shipyard may be constructed in a system at a
cost
of ten times the system's EV, requiring ten turns to complete.
Auxiliaries & Supply
Fleet auxiliaries and freighters can be included with a Task
Force
to increase its operational range. These ships must also be included for
combats in which the TF fights
Ship Statistics
The following are suggested play values for the ships from the
Full
Thrust Fleet Book Volume 1. They are presented in the format of: Name
and
Class - Offensive Value/Defensive Value (1/2 values) [1/4 Values].
NAC
Harrison SC - 2/1 (1/1) [1/1]
Arapaho CT - 3/3 (2/2) [1/1]
Minerva FF - 4/3 (2/2) [1/1]
Tacoma FH - 5/4 (3/2) [1/1]
Ticonderoga DD - 5/5 (3/3) [1/1]
Huron CL - 6/6 (3/3) [2/2]
Furious CE - 6/7 (3/4) [2/2]
Vandenburg CH - 6/9 (3/5) [2/2]
Majestic BC - 9/10 (5/5) [2/3]
Victoria BB - 10/10 (5/5) [3/3]
Excaliber BDN - 10/12 (5/6) [3/3] 1 Fighter Group
Valley Forge SDN - 11/16 (6/8) [3/4] 2 Fighter Groups
Inflexible CVL - 4/13 (2/7) [1/3] 4 Fighter Groups
Ark Royal CVH - 5/16 (3/8) [1/4] 6 Fighter Groups
NSL
Falke SC - 2/2 (1/1) [1/1]
Strochen CT - 3/3 (2/2) [1/1]
Ehrenhold FF - 3/4 (2/2) [1/1]
Waldburg DD - 4/6 (2/3) [1/2]
Waldburg-M DM - 5/5 (3/3) [1/1]
Kronprinz Wilhelm CL - 5/6 (3/3) [1/2]
Radetzky CE - 6/7 (3/4) [1/2]
Markgraf CH - 7/8 (4/4) [2/2]
Maximilian BC - 9/9 (5/5) [2/2]
Richthofen BC - 10/8 (5/4) [3/2]
Maria von Burgund BB - 13/9 (7/5) [3/2]
Szent Istvan BDN - 10/14 (5/7) [3/4] 1 Fighter Group
Von Tegetthoff SDN - 14/17 (7/9) [4/4] 1 Fighter Group
Der Theuerdank CVA - 9/19 (5/10) [2/5] 4 Fighter Groups
FSE
Mistral SC - 2/2 (1/1) [1/1]
Athena CT - 3/3 (2/2) [1/1]
Ibiza FF - 4/3 (2/2) [1/1]
San Miguel DD - 5/4 (3/2) [1/1]
Trieste DH - 6/4 (3/2) [2/1]
Suffren CL - 7/5 (4/3) [2/1]
Milan CE - 7/6 (4/3) [2/2]
Jerez CH - 9/7 (5/4) [2/2]
Ypres BC - 9/9 (5/5) [2/2]
Roma BB - 11/9 (6/5) [3/2]
Bonaparte BDN - 10/13 (5/7) [3/3] 1 Fighter Group
Foch SDN - 16/19 (8/10) [4/5] 3 Fighter Groups
Bologna CVL - 7/13 (4/7) [2/3] 4 Fighter Groups
Jeanne D'Arc CVH - 9/20 (5/10) [2/5] 7 Fighter Groups
ESU
Lenov SC - 2/1 (1/1) [1/1]
Nanuchka CT - 3/3 (2/2) [1/1]
Novgorod FF - 4/4 (2/2) [1/1]
Warsaw DD - 4/5 (2/3) [1/1]
Volga DH - 5/5 (3/3) [1/1]
Tibet CL - 5/6 (3/3) [1/2]
Beijing-B CE - 6/7 (3/4) [2/2]
Gorshkov CH - 7/6 (4/3) [2/2]
Voroshilev CH - 7/7 (4/4) [2/2]
Manchuria BC - 8/9 (4/5) [2/2]
Petrograd BB - 9/11 (5/6) [2/3]
Rostov BDN - 8/13 (4/7) [2/3] 1 Fighter Group
Komarov SDN - 13/24 (7/12) [3/6] 1 Fighter Group
Tsiolkovsky CVL - 5/12 (3/6) [1/3] 4 Fighter Groups
Konstantin CVA - 10/22 (5/11) [3/6] 6 Fighter Groups
All Nations
Fighter Group - 3/2 (2/1) [1/1]
Fleet Auxiliary - 1/5 (1/3) [1/1] Carries 9 Additional Endurance Points