Sample Campaign Rules

These are some rules developed by Steven Mulholland for an exploration campaign in a distant sector of the galaxy. The campaign was played out over a large hexmap (similar to F&E), but the battles were to be resolved using SFB. Different races would have established territories (in hexes), and would explore and fight to get more territory.

An outline of the rules is given below. There are still some fine points which were not worked out, noted by (?)'s in the text.


INITIAL SET-UP

Forces:
Each player starts with units totaling 2500 Economic BPV, including all ships, bases, mines, defsats, and all other items. Freighters and tugs to maintain the supply lines are assumed, however.

Officers:
Each player starts with one of each type of legendary officer. They can only be replaced by rolls on the Interesting Times table (not currently used). Only one LO is allowed per ship, and no transfers are possible unless a ship is destroyed. Exceptions are Doctor, Marine Major, and Ground Forces Commander.

Economy:
At the start, each player recives 150 EP/turn from local production, and 50 EP/turn Imperial grant. This may be increased by budget requests (see below).

Starting worlds: total of 150 EP/turn
Mining world (1 GCL/hexside) : 10-20 EP/turn
Colony world (3 GCL/hexsides) : 30-60 EP/turn
Homeworld (6 GCL/hexsides) : 60-120 EP/turn

Worlds are classed according to their number of Ground Combat Locations. Ground Forces will be used, and can be used to garrison worlds. Forces beyond the listed marine battalions such as Tanks or AFU's should organize them into units and buy them as such.

Mining worlds do not have atmosphere; Colony and Homeworlds do. GBDP's may be set up on usable hexsides, buy no more than two Ph-IV's can be installed on any one GCL.

Shipyards: Eight slips of shipyard
A shipyard is required for building units of SC4 and up, including bases which are assembled as components and shipped to final construction site (tugs/freighters assumed, but not counted as units).

Legendary Officers:
Each player starts with one of each type of legendary officer. They can only be replaced by rolls on the Interesting Times table (not currently in use). Only one LO is allowed per ship, and no transfers are allowed (unless the ship is destroyed, of course). Exceptions include the Doctor, Marine Major, and Ground Forces Commander.

LO's: Captain, Engineer, Science Officer, Weapons Officer, Navigator, Doctor, Marine Major, Ground Forces Commander.


SEQUENCE OF PLAY

Each turn, the following sequence of play is observed.

PRODUCTION/BUILDS

Building Ships/Other Units:
To build a ship, a player must allocate a total EP's equal to the ship's Economic BPV over a number of turns, determined by the formula below. Each ship produced occupies one shipyard slip during production.

     Number of turns = (Economic BPV) / (10 * Size Class)
     .    +50% to time to make a CV/SCS variant
     .    +33% to time to make any other variant
     .    Round to the nearest turn, 0.5 rounds down
     

During this time, the EP's must be applied as evenly as possible each turn. Production may be halted at any time, but the shipyard slip is still occupied during that time.

Bases are produced in sections at the shipyard, and then shipped out to their final location. Each base under production occupies one shipyard slip, and takes the following times to produce:

     SB	       12 turns (or 4 turns to upgrade from a BATS)
     BATS       8 turns (or 4 turns to upgrade from a BS)
     BS         4 turns
     

Bases being upgraded may/may not (?) operate normally.

Factories:
Factories cost 10 EP to build and take 2 turns. Each can produce 50 EP of items per turn, which must be allocated from the budget. The following are the types of factories. After the start, the items listed cannot be produced without a working factory.
     Each shuttle type (GAS, MSS, HTS)
     Each fighter type
     Each PF type
     Each type of ground vehicle (APV, GCV, ...)

     Modules for Rom ships
     Defsats
     Mines (only produced in 100pt packages; see Mines)
     Ground troops (including BP, HW, & Commando)
     
Factories are placed on a planetary GCL, and take 10 damage to destroy. It costs 1 EP per damage point to repair a factory, and takes one turn. During that turn nothing can be produced.

Budget Requests:
On any turn, a player may make a budget request to his Empire for 10 EP. On that turn, 2d6 is rolled on the following table:
     2-3  ...  No more requests for 1 Year (12 turns)
     4-6  ...  Request denied
      7   ...  Get your 10 EP back
      8   ...  15 EP one-time grant
      9   ...  20 EP one-time grant
     10   ...  25 EP one-time grant
     11   ...  5 EP permanent increase in budget
     12   ...  10 EP permanent increase in budget
     

The EP's received may/may not (?) be used on that turn for production.

Advanced Technology Requests:
In order to build PF's or X-ships, the player must pay 10 EP for a number of turns in AT Requests. Each turn he does so, he rolls 1d6 and records the total. When the total reaches 20 (15 for Lyrans) he may build Interceptor factories. When the total reaches 35 (25 for Lyrans) he may build PF factories. When the total reaches 50, he may build X-ships.


ESPIONAGE

A player may conduct espionage against an enemy if he has contacted an enemy world and collected 100 points of information on it. He then must allocate a number of EP's, and specify the espionage Level (1, 2, or 3) and type (Economic, Tactical, Strategic, or Sabotage) being attempted. Counter-intelligence is also bought in a number of levels, and can be attempted at any time.

The costs are as follows:

Espionage
	Level 1		 5 EP's
	Level 2		15 EP's
	Level 3		50 EP's

Counter-Intelligence: 10 EP per level

At the end of the turn, the player attempting espionage then rolls on one of the following tables, depending on the level attempted. There is a -1 to the roll for each level of counter-intelligence the target has allocated that turn, and a +3 if the espionage concerns one of your original worlds.

Level 1:	1-2	Fails
		3-6	Succeeds
Level 2:	1-3	Fails
		4-6	Succeeds
Level 3:	1-4	Fails
		5-6	Succeeds
If successful, the player then chooses *one* of the listed results for that level and type of espionage.


SUPPLY LINES

Each player starts the game with all of their territory in supply, and 25 additional hexes of (unused) supply line. Each additional hex of supply line costs 25 EP, but requires no time to set up. Any value of ships may be supplied by a supply route. Each successful convoy attack removes 1d3 hexes of supply route.

Ships in supply automatically replenish any lost items that come with the ship: fighters, shuttles, drones, T-bombs, BP's, etc. Ships not in supply do not receive these, but may otherwise function normally for a number of turns depending on their size class, known as their 'supply status'.

    Size Class     Supply Status
	1		12
	2		 6
	3		 4
	4		 2
	5		 1

For each turn out of supply, a ship loses 1 turn from its supply status. After its supply status reaches zero, each turn out of supply the ship suffers a breakdown, repairable as if battle damaged. Ships that are in supply and do not move for their turn recover 2 turns of supply status.

Bases which still have non-zero supply status can support ships out of supply, with total BPV of up to 2x the base's BPV. Fighters based on the base do not count towards this total.


SHIP MOVEMENT AND DETECTION

A ship's movement allowance in strategic hexes is determined by its maximum warp speed in SFB, according to the following chart:
Max Warp
 30+	6 hexes/turn
25-29	5 hexes/turn
20-24	4 hexes/turn
15-19	    3
10-14	    2
 <10	    1

Ships which end their movement in the same hex automatically detect each other. Any ship may opt to evade opponents - its strategic move is then reduced by one hex/turn.

Patrol Zones:
Any ship may detect the presence of enemy warp-powered units. Each turn roll 1d6 on the following table, (?)
     1 hex            Auto
     2 hexes           2+
     3 hexes           3+
     4 hexes           4+  (Maximum patrol zone)
     
     Modifiers:    +2  ...  Ship with scout channels
     .             -1  ...  Enemy evading (see movement, above)
     .             -3  ...  Cloaked enemy
     

Reserve Movement:
Any ship or ships may be designated as Reserve. These ships do not move in the normal movement phase, but may do a reaction move into any battle hex within three hexes (or maximum move, whichever is less). For every hex they travel it takes them 1d3 turns to arrive. If the battle is over (all friendly units destroyed) before the reserves arrive, then the enemy ships are not contacted and they may finish their plotted move. You are not required to send available reserve ships.

Reserves arrive at WSIII, Speed Max, 20 hexes in a random direction from the enemy.


EXPLORATION

A scout may explore as many hexes per turn as it has scout channels, up to its maximum movement allowance. While exploring a scout must travel alone, as other ships would disrupt the fine sensor sweeps it needs. If the explored hex has already been explored by another player, the results are obvious. For each unexplored hex, the referee rolls 2d6:
   2	Enemy Colony world 
   3	Enemy Mining world
4-10	Nothing
  11	Neutral Mining world
  12	Neutral Colony world

An 'Enemy' world is defended by Klingon ships: 400 BPV of ships for a Colony world, 120 BPV of ships for a Mining world. Another player's worlds are considered 'Enemy', as well. A 'Neutral' world does not defend against takeover.

Once taken, the world's production adds to your economy - as long as a sufficient garrison must be maintained on the world. A basic garrison unit is 60 Combat BPV of ships or 30 BP attack factors. The following shows the required garrison size:

Neutral Mining:		 1 Garrison Unit	
Neutral Colony:		 3 GU's
Enemy Mining:		 2 GU's
Enemy Colony:		 6 GU's
Enemy Homeworld:	12 GU's


COMBAT

Control Limits:
Fleet size is limited by the ability of the command ship to lead. If the flagship is destroyed the next most capable automatically assumes command. Any ships over the limit cannot be used and must leave immediately. The following chart lists the total number of units which a given units may control (including itself):
     10 ...  DN, BCH, SCS, CV, SB, Homeworld
     9  ...  BC, CC, BATS
     8  ...  CA, CLL, CVS, Colony World
     7  ...  CL, DDL, CVL, BS
     6  ...  DD, FFL, Mining World
     5  ...  FF
     4  ...  Pol
     3  ...  PF
     

Scenario Set-up:
Opposing forces arrive at ... WS, distance (?)

Devastating a world:
It takes 120 total Combat BPV of ships 1 strategic turn to devastate 1 GCL. So it would take a lone cruiser 6 turns to devastate a homeworld. It takes each GCL 3 turns to recover, and only one recovers at a time. (So a ravaged world slowly regains its productive capacity).


MINES

Mine warfare rules will be used, for better or for worse. Mines must be purchased in the listed 100 point package, the exception being replacements for a damaged or partially swept field, or T-bombs for ships. Only minelayers or minesweepers may place or repair minefields.

100 point package:
15 Large Explosive
40 Small Explosive
3 Large Captor
7 Small Captor
4 Sensor

Repair

Repair may be conducted at any unused shipyard slip, or by any unit with working repair boxes. A shipyard slip may produce up to 200 repair points per turn; a repair unit may produce 20 repair points per turn for each repair box.

In order for repairs to be done, 1 EP must be allocated for every 10 repair points used. Immediately after allocation, units under repair have damaged boxes permanently repaired according to the Cost of Repair chart. They then may/may not (?) move and conduct other operations on that turn.


John H. Kim <jhkim@fnal.gov>
Last modified: Mon Jan 15 00:10:58 CST 1996