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Campaign <repost>

From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Thu, 29 Mar 2001 07:41:28 -0800
Subject: Campaign <repost>

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 1 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 [XXX], 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]


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