[ft] simple campaign system
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 14 Dec 1999 15:36:40 +1100
Subject: [ft] simple campaign system
The Top Men have supplied....
This should cater to your requirements, Roger.
*****
This is a simple conquest ruleset for those who want to play a "pickup
campaign". It can be used for structured campaigns as well. Each turn
(if
a time is required) is about 1 month.
*****
Each player starts with 16 worlds which produce 20,000 MCr total
military
budget as below:
World Type MCr/turn FT points
Homeworld (1): 5000 500
Core world (3): 2000 200
Colony (6): 1000 100
Outpost (6): 500 50
Total Production: 20,000 MCr (2000 ft points)
The worlds must be allocated within a 4*6 hex grid as shown below.
******* [use fixedsys font]
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*******
When setting up, 2 player games simply butt their territory randow edge
against random edge & commence the game. For 3+ players, an additional
territory is required, either blank or with multiple neutral worlds to
conquer. The players have their territories randomly placed around the
neutral territory & then commence play.
Neutral worlds are claimed by the first fleet to land marines (any
number).
Each player has a starting fleet of 5000 points with which to defend
their
territory.
Out of these points, they need to purchase the following:
Construction facilities: Cost is equal to the mass of construction
allowed
(ie: 50pt = 50 mass/turn construction). These have hits equal to it's
mass
with no defences at all.
Starbases: Cost is as per shipbuilding, with 5% mass for basic base
systems.
WarShips: Costs as per FTFB shipbuilding. Only FTFB ships can be
purchased
initially.
Freighters: Costs as per FTFB.
*****
Turn sequence:
1. Pay upkeep/scrap on ships/bases/construction facilities.
Each ship/base has a maintainance cost of 10% which must be paid. If
it's
not paid, then the ship is scrapped to give 25% of it's new cost if in a
friendly system.
Construction bases require upkeep equal to it's mass.
2. Move ships
Ships move up to 2 hexes. Fleets are visible up to 2 hexes away (within
move range). This takes into account scout ships/drones etc keeping an
eye
around.
3. Scanning & Resolve combat
Ships in the same hex are told what contacts are in scan range in
escorts,
cruisers, capitals. The fleet is then given 1 of 3 orders: attack,
retreat
or lurk.
If both fleets have retreat or lurk orders, then no combat takes place.
Attack vs Lurk is a standard space battle.
Attack vs retreat gives the attacker a 5+ chance of engaging the enemy
before they escape. This battle is resolved using FTL combat rules.
If the system's owner doesn't have attack orders, then combat takes
place
around the planet, with fixed defences & the Construction base in orbit.
4. Conquer territory
If the system has functional fixed defences, then a second battle needs
to
be resolved (if needed).
Marines are then landed on the planet. Compare the total mass of
marines to
the planets production, this is the odds of conquering the planet.
Attacker/Defender
1:3 1:2 1:1 2:1 3:1
6+ 5+ 4+ 3+ 2+
If the attacker fails, then all the marines are lost. Marines cost 5
pts/mass with no maintainance.
If the attack succeeds, then the planet is conquered. No funds are
generated next turn, but it produces it's full amount after that. If
the
shipyards have been destroyed, then they cannot be rebuilt at this
planet.
5. Build new ships (construction/repairs/resupply)
New ships are built from available funds. Maximum construction in any
system is equal to that system's budget, less maintainance for the
construction facilities. This puts a cap on construction, which makes
spreading the facilities around important.
Ships can also be repaired at any construction facility. The cost is
10%
per damage row of the ship's base cost. Destroyed ships cannot be
repaired
(obviously).
Resupply is purchased at normal cost and transported in freighters to
where
required (fleet train) or the warships stop at the system to resupply.
If
done properly, you need to keep track of specific supplies (ie: the
system
might have 23 std fighters, 8 heavy fighters & 3 SML(std) salvoes in
stock).
6. End phase
If a single player controls 75% of the territory (12 planets), including
the
Homeworld, then that territory is conquered and the rest of the worlds
become neutral if not held by another player.
Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu