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SOT: FT-FB/Stellar Conquest/OGRE-GEV Campaign Rules - VERY LONG

From: "Imre A. Szabo" <ias@s...>
Date: Fri, 17 Mar 2000 09:55:08 -0500
Subject: SOT: FT-FB/Stellar Conquest/OGRE-GEV Campaign Rules - VERY LONG

Rules for a FT-FB/OGRE/GEV/SC Campaign
Version 1.3

New Empires Campaign Start:

Empire 1: Homeworld: 1 Entry
  Colony: Scorpii
  Colony: Banard
  Colony: Hamal
  Colony: Kruger

Empire 2: Homeworld: 2 Entry
  Colony: Lalande
  Colony: Ceti
  Colony: Mira
  Colony: Rastaban

Empire 3: Homeworld: 3 Entry
  Colony: Indi
  Colony: Ophiuci
  Colony: Kapetyn
  Colony: Canis

Empire 4: Homeworld: 4 Entry
  Colony: Bootis
  Colony: Golotha
  Colony: Arcturus
  Colony: Wolf

Note that Golotha is a Red Star added to hex EE4 to better balance the
map.  Original idea by Bjørn Asle Taranger on his web page
http://home.sol.no/~beorn/batman/stelconc/   Each Entry hex contains a
Yellow Star.  Homeworlds are selected from a deck containing cards 28,
25, 32, 36, 40, and 43.  Homeworlds start with 80 pop, 80 ind, mass 40
SpaceStation in orbit, construction docks capacity, 2x10, 2x16, 2x26,
1x36 in orbit.

Named colonies are drawn from the deck after cards 1, 2, 4, 5, 13, 14,
22, 23, 35, 50, 51, 52, 55, 64,67, 68, 72, 75, and 76 have been removed
from the decks. If a card drawn can not support 40 colonists, it is a
miss draw, discard that and draw another card.	Each colony has 30 pop,
10 ind, one mass 10 SpaceStations  in orbit.

Each Empire also starts with 4 x Scouts, 2 x Corvettes, 8 x mass 16, 4 x
mass 26, and 2 x mass 36 freighters deployed in any of his explored star
system, and 160 i.p.s' to spend, and 320 i.p.'s worth of ground troops.
Technology can not be bought at this time.   Each SpaceStation has 1 x
mass 6 interface craft and a mass 6 hanger.

Rules Changes to Stellar Conquest:

1. Population Growth Rates:

 Barren   20:1
 Minimal Terrain  15:1
 Sub Terrain:  10:1
 Terrain:   5:1
 No population bonus for immigration.

2. Technology Tracks:

 FLT Ship Speed:  2	 3	  4	   5	    6
			     0	  160	 320	640    1280

 Industry:  1	   2	    3	     4
		0    160    320    640 Cost = 3 per ind to build

 City Shields:	1     2        3	4
		     0	  160	 320	640

 Colonization:	T   ST	 MT	B
		       0    0	  80	160

3. Points conversion: 1 i.p. = 1 Fleet Book point = 2 Ogre/GEV point

4. Holds Conversion: OGRE points / 5 = holds, round fractions up
    Ninja OGRE points / 6.25 = holds
    GEV units size 1 = 1 hold
    Stellar Conquest 1 pop = 10 holds

5. Taking planets.  Planets are captured if all of the cities on it are
captured.  Cities are neutralized by successfully eliminating all
organized military opposition in the area around the cities.  Cities are
captured by garrisoning 1 infantry squad per pop.  Any type of infantry
may be used, but the special abilities are lost when this is done.
Every 20 pop is one city.

6. Campaign Sequence of Play: Each player completes the following
phases.
 1. Production - spend i.p.'s and receive units due this turn
 2. Strategic movement of spaceships
 3. Exploration of new star systems
 4. Resolve space combat with the Full Thrust Fleet Book
 5. Conduct ground battles for cities with Ogre/GEV
 6. Disembark pop
 7. Record the passage of one turn
 8. At the end of every fourth turn, all players will participate in a
special income and population growth phase.  Technology can only be
purchased at this time.

7. Ship Construction, Conversion, and Repair:
 All ships except interface craft must be built in orbit in construction
docks.	A construction dock must have a hanger big enough to hold the
ship.  Construction docks can build smaller ships, not less then ½
their
capacity.  Interface craft built on planets must be capable of lifting
off of that planet.  The time required to lift off of a planet is the
same as for fighters.

				 T   ST  MT B
 Fully Streamlined	4    3	  2    1
 Partially Streamlined 6    5	 4    3
 Un-Streamlined        8    7	 6    5

 Streamlining costs 5% per level, max 2, min 0.
 Ships are built, repaired, and converted at a rate of one row of hull
boxes per turn.

8. Battle Damage.
 Systems knocked out by threshold checks and temporarily repaired are
treated as knocked out at the start of the next battle that ship is in.
They may be repaired as normal damage control.	Only systems that have
been replaced at a Construction Dock prevent this.

9. Space Docks:
 SpaceDocks can be attacked as any other unit.	Damaged space docks
continue building as long the hanger does not collapse and all primaries
are functional.  Destroyed space docks and space docks with collapsed
hangers do not continue working.  The ship in them is not damaged.
Ships in space dock can not be attacked until after the space dock is
destroyed or the hanger collapses.  No damage is done by hanger
collapse.  Ships in space dock are not combat ready.  They can not
engage in any type of combat activity, and shields do not work.  Ships
in space dock also double all hull damage taken while inactive, but
primaries are inactive and can not cause catastrophic damage.  Space
docks that build nothing can increase there size at a rate of 5% of the
mass of the dock per turn, round fractions up.

10. StarBases:
 A StarBase can increase it's mass by 5% every turn, round fractions
up.  StarBases are often assembled in pre-Fab modules, towed by FTL tugs
or in the holds of large freighters.  The restriction on this is that
the StarBase modules are treated as if they were 20% more massive then
they are.

11. Cities:
 Every 20 pop and the ind associated with it forms one city.  Cities of
different sized can exist, as long as no city is over the maximum size
and the planet can support that number of cities.  Each city may base
three squadrons of fighters at the SpacePort and do not require hangers
to be built.  Each SpacePort can build ships of Corvette class and
smaller, but it takes twice as long.  No ship larger than Escort Cruiser
can land at a SpacePort.

12. SpacePorts:
 Up to three squadrons of fighters can be based in a SpacePort.
Additional fighters can not be based at SpacePorts; SpacePorts are
commerce ports and only have the fighters to provide anti-piracy
patrols.  Additional fighters can be based in SpaceStations in orbit.
To get into space, fighters must spend time and endurance based on the
type of planet.  Fast fighters burn one less time an endurance to get
into space.
  Type of Planet:			B   MT	 ST    T
  Endurance and time burned:   1      2       3     4

13. OGRE Production Facilities (OPF's) are built on planets, not in
orbit.	OPF's are built near an existing city and are constructed with
the fleet book rules.  They are considered heavily armored and can not
be destroyer during ground combat.  Only Orbital Bombardment can damage
them as if they were a spaceship.  OPF's must have a hanger large enough
to hold the OGRE or OGRE's they are building.  It takes 2 turns to build
a  25 points or less OGRE, and 4 turns to build larger OGRE's.	A hanger
can not build OGRE's less then half the size of the hanger.

14. Cargo Transfer
 Freighters that can not land on a planet can still transfer cargo to
that planet if they have interface craft, or if they are docked to a
SpaceStation that has interface craft.

15. Very Optional Nuclear OGRE/GEV:
 This is for those demented creatures  who want to reduce beautiful
terrain worlds to radioactive barren husks...  Keep track of the number
of cruise missiles and cruise missile equivalents expended on each
planet.  A cruise missile equivalent is 100 combat factors used, not
counting laser towers , needle beams, and AP's.  This includes the
combat factors for each hex by Orbital Bombardment.  When the total of
number cruise missiles and equivalents equals the population limit of
the plant, that planet is reduced in habitability as follows.  All
excess pop dies, but not excess ind.
  T 80 to ST 60 to MT 40 to B 20
  T 60 to ST 40 to MT 30 to B 15
  T 40 to ST 30 to MT 20 to B 10
 Planets recover the effect of one cruise missile every economic phase
(every four turns), but can never regain habitability once lost.
Planets can't be reduced below barren.	  To reduce a T80 to MT40 would
require 140 cruise missiles and/or cruise missile equivalents.	80 to
drop it to a ST60 and 60 to drop it to a MT40.	After each strategic
turn, all fractional cruise missile equivalents are dropped.

 Ballistic Ortillery Systems:
 Ortillery Systems are treated like Salvo Missiles.  The Ortillary
launcher is mass 3 and 9 pts.  Each Ortillery round is mass 2 and cost 2
points.  Each Ortillery round is stored in a magazine.	A single shot
rack version is available.  Each rack or launcher can fire one Ortillery
round per turn, if over the battlefield.  All Ortillery rounds will
enter from the same side of the board for the entire battle.  The
attacker announces this before play begins.  Each Ortillery round will
move across the board from that edge until it is shot down or detonates
at it's target.  Ortillery rounds can only be shot down by lasers.  Shot
down Ortillery will accidentally detonate just like a cruise missile.
Ortillery is subject to fratricide just like cruise missiles.  Each
Ortillery round that detonates counts as one cruise missile for
destroying the habitability of planets.
  Distance moved on the board:	  To Kill:
		       0 to 10			   12
		      11 to 15			  11+
		      16 to 20			  10+
			   21+			     9+

Rules Changes to the Full Thrust Fleet Book:

1. Fighters:.  A fighter squadron is bought the way it will be.
Fighters can not change between rolls, etc.  Attack fighters score one
point of damage against enemy fighters on a roll of 5 or 6 and ignore
heavy modifications; and interceptors score one point of damage on ships
on a roll of 5 or 6.  Standard Full Thrust fighters are light fighters.
Medium fighters have one level of heavy.  Heavy fighters have two levels
of heavy.  Class 1 batteries ignore heavy modifications.

 Fighter Base cost is 2 per fighter.  Different modifications can be
combined, except the following:
 Torpedo and Interceptor or Attack
 Interceptor and Attack

2. Fighter Hangers cost mass x 2.  Construction Hangers cost mass x 3.

3. Each point of pop requires 10 holds to transport.  Colonization costs
are included in this capacity.	It cost 1 ip for each colonists.

4. Each hold can carry 1 ip.  Hangers can be used as holds, but every
1.5 mass of hanger acts as a 1 mass hold and can not carry any IFC in
that space while being used as a hold.

5. No level 3 shields.

6. Atmospheric streamlining: Semi-streamlined costs 5% of mass and
points = 2 x mass
     Full-streamlined costs 10% of mass and point = 2 x mass

7. Operational Engagement:
 When two are more sides have ships in the same system, roll 2d6 plus
the thrust rating of the slowest ship, plus the sensor rating of the
best scout in the fleet.  Whichever player rolled highest, has the
following options:
  1. To retreat from the system, move the fleet marker one hex away
towards friendly planets.
  2. To attack enemy planets in that system.  The player has the option
to attack enemy held planets in that system.  Players being attacked can
station their fleet any friendly planet, deep in system away from all
planets.
  3. To attack enemy fleets in that system.  The player being attacked
has the option to station his fleet at any planets he owns in that
system.
  4. To lurk in the system and/or scan the planets or enemy fleets in
that system.
 Note: Moving players always have the option of number 2, even if they
lose the die roll.

8. Scanning Systems and Survey Data:
 Players should jealously guard their survey data.  Systems are
automatically surveyed if no enemy ships are in that system.  If enemy
ships are in that system, only the number of useful orbits will known.
The type of planet, pop and ind of that planet, and orbital structure
around that planet will not be known.  A player must either attack the
planet at the orbit and scan the planet (or win the space battle), or do
a successful scan of that planet form deep space.  All scans on planets
roll on the following chart:
    1-2   No Information
     3	   Type of planet, example T-60
     4	   Type of planet, current population
     5	   Type of planet, current pop, ind
     6	   Type of planet, current pop, ind, mass and type of structures
in orbit

 Operational Scanning Enemy Fleets (This does not replace MT sensor
rules for tactical scanning,):
    1-3    No Information
     4	     Number of ships
     5	     Number of ships, and class of ships
     6	     Number of ships, class of ships, and hull integrity

 Sensor modifiers for scans:
 Deep Space Sensor Modifiers:				     Planet Area
Sensor Modifiers:
    Basic	       Not useable
Basic		   -2
    Enhanced
-1						     Enhanced	     +1
    Superior
0						     Superior	      +2

Rules Changes to OGRE/GEV:

1. All Cities have one team of standard infantry per pop at no cost.
This is where you get your garrison troops back if you took one of his
cities.

2. Ground Battle Set Up:
 Step 1: Defender allocates his defensive forces to each city.	He does
NOT inform the attacker of his dispositions.  Defender declares which
board sides lead to his friendly cities, if any, at a rate of 1 board
edge per city.
 Step 2: Attacker declares where his forces will land.	He does know the
pop and ind of each city, but not defending forces and	OPF's.	 The
attacker can conduct landings against multiple cities if he wishes, but
each battle is fought separately and no ground troop can fight in more
then one battle.  Attacker declares which board sides lead to his
friendly cities, if any, at a rate of one board edge per city.
 Step 3: Defender sets up the map and places his city.	The attacker
then looks at the map and secretly writes down where he will be
landing.  The defender then sets up all of his defensive forces and the
game commences.

  In follow on battles, the attacker has the option of coming in by road
and/or by landing with interface craft.  The defender will know which
board edge the attacker will be coming in on before he sets up, but will
not know where the attacker might land...

 Step 4: Battle lasts until one side or the other is destroyed, or
retreats.  Either back into interface craft or off a side of the map to
a friendly city.

3. Landing Zones must be large enough for the craft to safely land.
Small Interface Craft, mass 6 and lower, need only 1 clear hex to land
in and 1 adjacent hexes.  Larger landing craft need landing hexes equal
to their mass /10 to land in, and all adjacent hexes must be clear.

4. OGRE's can be carried externally by FTL tugs, but conventional forces
can not.    OGRE's can not attack while being carried externally.  Nor
can they be attacked.  If the ships they are on is destroyed, and the
rector does not blow up, the OGRE can be captured by sending a Freighter
or FTL tug capable of carrying the OGRE to salvage it.	Note that the
Reactor check must be made if the ship is destroyed by regular fire.
The OGRE will float in space in that hex until somebody retrieves it.
The OGRE will switch sides if one of your opponents retrieves it first.
OGRE's do after all, realize their own self worth...

5. Cities are set up on the board.  City tiles must be placed on the
board at city sites, one ring around the city site can be filled with
city tiles if all the city sites in that city have been filled with city
tiles.	The D rating of city tiles is the city shields level.

6. Only infantry can fight in Cities without spill over.  Every city
tile reduced to rubble destroys one pop and all ind associated with that
pop.

7. Fighter Support:
 Fighter can be sent to participate in ground combat.  Fighters are very
fast and can not take advantage of terrain, emplacements, etc.	Fighters
must move their full movement allowance in both phases.  Fighters are
allowed only hexside turn in each movement phase.  Fighters have very
limited arcs and can only attack the units directly in front of them.
Torps have slightly greater arc of fire, the front 30' of the fighter.
Results of D cause a fighter to abort ground combat and return to its
carrier or spaceport for the rest of that battle.  A second D result
will kill an aborting fighter.	Non-Ogre missiles have a +1 when
attacking fighters.

8. Command Posts:
 Units without command posts can not combine to make attacks.  They must
attack individually.  Disabled units (not stuck units) within 6 hexes of
a command post roll 1d6, results of 5+ allow the unit to recover early
from being disabled.

9. GEV reduced movement on MT and B planets:
 On MT planets, GEV's lose one movement factor from their first movement
phase.
 On B planets, GEV's lose one movement factor from both their first and
second movement phases.

10. Revetments are changed as follows from OGRE Miniatures:  Instead
being destroyed by an X result, they are reduced to a D1 value.  An X
result on a D1 revetment will destroy it.  A D1 Revetment can be rebuilt
into a D2 revetment by engineers spending ½ the time required to build
a
new revetment.	Revetments provide cover for 4 adjacent hexsides, less
if the builder desires.   Revetments protect against fire down the line
between covered and un-covered hexsides.

11. Orbital Bombardment:
 Step 1: Determine ships in orbit over the battle field.  Attacker
divides his fleet up and places it into all, some, or none of the six
orbital positions.  1d6 is then rolled to determine which one of the
orbital positions is over the battle field.  Each turn the, the position
increments by 1, with 6 incrementing to 1.  Only ships in orbit over the
battle field may conduct orbital bombardment.  Note that Needle Beams
are handled separately.
 Step 2: Attacker declares his target hexes and what he will be firing
at each hex (for the fleet, not individual ships).
 Step 2: Attacker rolls for accuracy of each barrage.  1-3 on target,
4-5 off by one hex, 6, off by two hexes.
 Step 3: Roll 1d6 for direction of error, if needed.
 Step 4: Roll for damage of the barrage.  Beams and Sub Munition Packs
roll as normal at the shortest range band, less screening effect of the
atmosphere, B none, MT, level 1, ST level 2, and T level 3.  Note that
this screening effect does effect SMP's.  Pulse Torpedoes roll to hit,
with B at 2+, MT at 3+, ST at 4+, and T at 5+.	Salvo Missiles roll to
lock on, B with 1d6, MT with 1d6-1, ST with 1d6-2, and T with 1d6-3.
Each missile or torpedo does1d 6 points of damage.  Beams and SMP's do
normal damage, including re-rolls.
 Step 5: Apply full value of the barrage to all units in the barrage
hex, and one half value to all units in the adjacent six hexes.  OGRE's
halve all damage from Orbital Barrages, but must check for every system
on the OGRE.  Stealth equipped OGRE's do receive their -1 defensive
bonus.	Fighters use their listed D value to survive Orbital Barrages.

 Needle Beam in orbit over the battle field nominate a target unit or
OGRE system and roll 1d6.  On a 6, that unit or system is destroyed
regardless of all other considerations.  On a 5, that unit or system
under goes a strength 1 attack.

12. OGRE/GEV and Full Thrust Integration:
 Ships and interface craft that land on a planet can be attacked by
ground forces.	Stat sheets for landed ships are a hybrid between Full
Thrust and OGRE.  Each armor circle is converted into 4 armor point, and
each hull is converted into 4 hull points.  Each class 1 battery is
converted into a D4 4/3 battery, each PDAF is converted into a D3 3/4
missile battery.  Other weapons can not fire on landed spaceships but
can be attacked and have are a D4.  Each point of Thrust represents one
D3 engine.  All other systems can not be specifically targeted, but can
still be damaged by threshold checks.  Attacks on the hull of landed
spaceship are carried exactly like attacks against OGRE treads, except
that armor is destroyed first.	After each row of hull is destroyed,
make threshold checks for all systems that can not be specifically
attacked, such as primaries (for 2 row and lower), fire controls,
hangers, holds, magazines, etc.  Example of a Generic Mass 6 Interface
Craft:
   PDAF     D3	 3/4   O
   Engines   D3   OOOO
   Hull        OOOO
		 OOOO
   Mass 1 Holds    O
   Primaries  B    L	R

Converting Full Thrust Fighters to OGRE/GEV
Fighter Type:	Combat Values:	     Points:   Special:
Lt Ftr		    2/2   M6-4	 D1	    4
Med Ftr 	 2/2   M6-4   D2	 8
Hvy Ftr 	  2/2	M6-4   D3	 12

Int Mod 	  1/2				+0	   3/2 against
Ftr's
Atck Mod	3/2			      +2	1/2 Against
Ftr's
Torp		    1/2 			  +6	     1 x 6/5
Torp
Fast			      M9-4		+2
Long Range				       +2	   Endurance +3

Notes:
 Fighters must move fully both of their movement allowances.
 Fighters are allowed only one facing change per movement phase.
 Fighters may only attack units in line ahead of them.
 Points are OGRE/GEV points.  Divide by 2 to get Full Thrust points.

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