[2006.12.05]
[v3.7]

FTCamp0.2: Campaign Round (Fleet Orders)

This page includes the full rules for grouping and ordering craft.

0: Content

1: Add Fleet Markers (top)

As discussed in the Support Phase Section, newly built craft may be left in orbit around the builder that built them. Once several craft have been built, or perhaps just the one, they may be taken from orbit and formed into a Fleet Group.

The type of group depends on the craft assigned to it. Importantly, this new group is formed in the Support Phase of the previous round, in the same Support Phase you (must) assign EPs to the newly formed group.

The new group appears on the Campaign Map at this point, on the hex where the builder(s) that built it are located.

Note:

  1. As a consequence, the Expend EP step occurs next, thus the new group immediately expends EPs (if it had not been split from the builder, the builder would have had an increased EP cost for this round)
  2. The newly formed group may be issued a Fleet Order this round, as it appeared
  3. Importantly, the WHOLE Fleet Orders Phase is simultaneous, the steps are for logical clarity only. No player will have a chance to react to the newly formed group this round - they cannot alter their orders once it is reveal.

2: Expend EPs (top)

2.1: Who needs EPs?

All assets that are not on a friendly system hex will need to expend some of their Endurance Points (EPs). Friendly covers systems with positive loyalty towards your power, and systems owned by another player who agrees to support your fleet.

All Standard Fleet Groups on Patrol Duty require EPs, the total of all Groups assigned to an HQ/Outpost is calculated and it is abstracted that a single group requiring that many EPs is on that hex - THIS EP COST CANNOT BE COVERED BY A SYSTEMS FREE ALLOWANCE.

A system hex can support 5 (five) times its Biology rate in EP cost per round without expending any resources. This free allowance represents the systems basic goods surplus.

Example
A System with rate 19 Bio can support 95 EP costs without burdening the world, which is almost equivalent to 9,500 points worth of ships.

2.2: Expend EP Costs

Each Fleet Group has a points value (see 4: Re-organising for complete Fleet Group Rules), the group requires 1 (one) EP per 100 points or part there of.

Example
A 346 point Task Force will require 4 EPs.

Similarly, all Independents must be supplied with 1 EP per 100pt or part there of, of their cost.

The EPs can come from eithr:

For groups assigned to Command HQs and Outposts, calculate their EP cost as described. The EPs for the HQ/Outposts can be obtained from any HQ/Outpost. Only EPs may be moved around Command Bubbles like this. (A common approach would be to ensure one of the Outposts or HQ is on a node of a Trade Hub to make supplying easier).

2.3: Consequences of failing to supply EPs

If you are unable to supply the entire amount of EPs required, then every craft within the Fleet Group loses 1 (one) Crew Factor, the top-left most one.

Should a craft lose it's last Crew Factor it drifts. If the Fleet Group is given move orders then the craft is left behind and lost forever.

3: Attach Independents (top)

Independents are a single craft that satisfies several criteria, they can be used in special ways.

3.1: Fleet Group Mechanics

After Expending EPs, but before the Fleet Orders are Issued, Independents may be attached and/or detached from Standard Fleet Groups that are in the same hex.

Each Standard Fleet Group is of a class (see later), for example groups upto 500 points are Task Forces. Each group may have upto it's class limit in points of Independents attached, with a minimum of 1 (one).

Example
A 346 point Standard Task Force, thus the Group Limit is 500pt, can have attached for example:
  • Five 100pt Independents or
  • Three 150pt Independents or
  • One 600pt Independents.
Each Standard Task Force can always have at least one attached Indepent, no matter its cost.

Independents appear on the map as counters, as do Standard and Support Fleet Groups, but not Patrolling Groups. However, when attached the Independents Marker is removed. Thus you can 'hide' independents by keeping them attached to active groups.

4: Issue Orders (top)

The most active part of each Campaign Round, preferably each player will consider their orders before each meeting. Most likely with the following Rounds orders ready as well - in case there are no Battles or other circumstances that halt the delay Round.

4.0: Types of Order

Every:

must be given an order each Round from the following set, defaults to Hold-Nothing.

4.1: Move

The most basic type of Order, can only be issued to a Group if all craft within the group are FTL capable.

4.1.1: Lost Rolls after movement

Movement in space is a risky business, there is a chance that on exiting FTL the Group will become lost. These lost rolls are made in secret by a player after making the move.

The Lost Roll is made on a d6 with modifiers as follows: for the distance moved, the type of target hex and the contents of the target hex. The modifiers are below, a sucees is 1+ on 1d6.

Normally FTL craft have an optimal move of 7 (seven) hexes, this can be reduced if the craft have fled a battle by FTL in the previous round. The optimal move of the Group is the smallest of all craft that make up the Group.

DistanceMod.
NormalGeneral
(optimal-n)+n
5(optimal-2)+2
6(optimal-1)+1
7(optimal)+0
8(optimal+1)-1
9(optimal+2)-2
(optimal+n)-n
Target Hex typeMod.
Dust Cloud-2
Deep Space-1
Target Hex containsMod.
System+2
Outer System+1
Beacon+1/2/3

All hexes on the map are either Dust Cloud or Deep Space (nominally Space, but we allow ourselves the ability to add further types). Thus there is always a -2 or -1 modifier respectively.

Beacons are a systems that can be added, see Systems Compendium for full details. The Beacon must be active for the bonus to apply - and it applies to all groups, even your enemies. Maximum bonus is +3 for any one hex.

Systems give a flat +2 modifier, and Outer System Hexes are the ring of 6 hexes directly adjacent to the System Hex.

You can only attempt a move if it is possible to suceed, ie. the modifers make the roll at worst a 6+ on 1d6.

If you fail the roll you are Lost, the group may do nothing until it passes a Locator Roll or is recovered by a friendly group. This requires a Hold-Locate Order in a subsequent Fleet Orders Phase.

4.1.2: Wormholes

Wormholes are short cuts across the map, each wormhole has two ends that will potentially move as the campaign progesses (see UN Meeting Section for details).

Any marker may use a single wormhole per Move Order. It is not possible to pass through multiple wormholes in one round.

There is no penalty for using wormholes, when you move on to a hex containing one end you may instantly appear at the other (though you do not have to). There is no interaction while travelling though a wormhole, so groups may pass each other going through them (they are bi-directional).

4.1.3: Moving Statics

If a Group contains several statics, they must all be tugged simultaneously in order to make a Move Order between hexes on the Campaign Map.

However, if you wish to simply move from one Orbit-Sector to another within the same system there is the following special rule. You can elect to power down the Statics and move them in several trips. For each additional trip (ie. the lack of Tug Capacity means it will take multiple trips - but the largest Tug must be able to tug the largest Static), reduce the readiness level of the Group by one (1).

4.2: Hold

Hold Orders subdivide into many sub-orders, however you only announce to other players that the group is taking a Hold Order (since Hold is the default it usually suffices to run through all non-hold orders).

A group given a Hold Order can then apply any sub-order to each craft in the group individually. Thus a Support Group consisting of a Repairer and Merchant Ship carrying spare fighters could be given the Hold order whilst in the same hex as another Group. The Builder can be issued Hold-Repair to repair damage and the Merchant issued Hold-Restock to replenish any lost fighters (the target group would also need to be given a Hold Order - using the Maintain sub-order).

Following is a description of all the Hold sub-orders.

4.2.1: Patrol Duty

Only Standard Fleet Groups can be assigned Patrol Duty, and only when they are at a Command HQ (see Support Phase Section for details of building and maintaining HQs).

Essentially each Command HQ patrols a bubble of space (defined when the HQ is setup), there is a chance that any enemy groups that end their move on a hex within this bubble will be intercepted.

More importantly, all Groups that are on Patrol can be dispatched to ANY hex within the Command HQs bubble, if a successful Engage is made - this is done in the Engage Orders Phase.

More efficiently, any Group on Patrol Duty can be ordered to arrive at either the Command HQ or any of it's Direct Outposts on the next Campaign Round.

A Group given Patrol Orders has their marker removed from the map. They are then attached to that Command HQ, each Round they can be moved to an Outpost near the HQ (see Support Phase Section).

To come off Patrol Duty, a Group is placed on the HQ/Outpost to which they were assigned at the start of the Fleet Orders Phase. They cannot intercept Invaders this round, but may perform any other order issued.

Note, the adding and removing of markers takes place in the Fleet Orders Phase, it is all simultaneous. Other players do not get to see the added counters as a separate step, their orders cannot be affected by this information.

4.2.2: Re-organise

Section 4 of this page covers the rules for Fleet Groups in detail, this Order is given to any groups that wish to alter their composition.

Any newly created groups have a marker placed on the map at that location. Conversly for groups that are merged remove the approproate markers.

All re-organisation must conform to the Fleet Grouping Rules by the end of the sequence of changes.

If the order is interrupted the player may choose to either abandon the alterations at a penalty OR complete the changes at a greater penalty (the penalty is to the groups thrust and readiness rating during battle).

4.2.3: Build, Rebuild, Unbuild, Repair and Make

The selection of sub-orders are specifically for Builders and Repairers, each order is fairly self explanatary, but more detail is given in the Support Phase Section.

4.2.4: Restock

Given to any craft that is carrying consummables that it wishes to load on to another craft. Note, this order is not required for transfering the cargo between different cargo holds, only the act of actually restocking a military craft with the cargo.

4.2.5: Maintain

The catchall sub-order for most craft that are the target of either of the above two classes of sub-order. Explicitly: Build, Rebuild, Unbuild, Repair, Make and Restock.

4.2.6: Tug

Civilian Grade Tugs are not as efficient as Military Grade, thus to use a Civilian Tug, the player must first issue this order to give the CiviTug a round to prepare to tug. Once the CiviTug is prepared it may be issued a Move Order in any subsequent round. There is no penalty for uncoupling the Tug.

4.2.7: Diplomatic Mission

Diplomats are characters that are placed on specific ships, normally a civilian grade, if placed in a military craft, that military group gains diplomatic immunity as defined by the UN Council.

A Diplomat can gather information about enemy fleets, launch propganda campaigns to affect the Loyalty Rating of a world and other subversive tactics including sabotage. The full rules for Diplomats are in the Support Phase Section, when they are used.

4.2.8: Locator Roll

Any marker (Standard Fleet Groups, Reserve Fleet Groups and Independents) that moved and failed their Lost Roll in a previous round must pass a Locator Roll.

If there is a friendly marker on the hex, then the Roll is passed automatically (at the friendly markers descression).

Otherwise, a Locator Roll is made, roll 2d6 and you must equal or exceed the distance to the nearest System OR Beacon. Thus being more than 12 hexes (at most) from either means you can only be recovered by a friendly group. The following modifers apply:

SensorsMod.
Basic+0
Enhanced+1
Superior+2
Type of Hex Lost inMod.
Dust Cloud-2
Deep Space-1
4.2.9: Activate Beacon

All Beacons must be made active, this is the only Hold sub-order that is publically declared. This is so that other players can plan their own Fleet Orders. [Note, Diplomatic Missions are declared to other players, but only to those involved - Beacons are public to all other players].

The Round this order is given, the Beacon powers up - thus it has no effect. The Beacon must then remain active for at least two (2) more rounds, taking the Hold-Activate Beacon Order.

For each Round you must announce the location of all active beacons, and their bonus - though past the minimum 2 round activation you may shutdown the emitters on any round without fore warning.

The Beacon causes the craft carrying it to be at a significant penalty should it be bought to battle.

4.2.10: Research

Order given to perform a Research Mission. See the Support Phase Section for details.

4.2.11: Special

The Hold-Special Order is the generic name for all of the above. A Hold and Hold-Special are different orders.

Hold-Special acts as a catchall for all other special actions not yet considered, or that may be added later.

4.3: Maintain Orbit

This Order is used to affect the Loyalty Rating of Systems. It is possible to give this order to: Military Groups, Groups Transporting Troops and Groups containing a Diplomat.

The affect occurs in the Resources Phase, see that section for details.

4.4: Support

The Support Order allows you to assign one (1) group to follow exactly the order of one (1) other group taking a non-support order (you cannot chain support groups).

For most purposes (unless explicitly stated otherwise), the group on Support Orders accepts the outcome of its parent group.

Also, this has an effect on the Engage Orders Phase, Groups supporting another group do not make an engage roll, they follow there as well. Though they arrive at a battle a little after the start.

Example
A hex contains two standard fleet groups (A and B say) and an independent merchant craft (I). The Independent I is attached to group A. Group B is order to support group A. Group A then makes a Move Order. Thus only one Lost Roll is made for the move by A, both B and I follow A exactly - meaning if A fails all three become lost.

5: Re-organising (top)

Below we give the full rules for types of craft and the mechanisms for grouping them.

5.1: Types of Craft

Each craft has a Class, defined by its mass:

5.1.0: Craft Class
SHIP CLASS Abbreviation MASS RANGE
Scout or Courier SC MASS 4-10
Corvette CT MASS 8-16
Frigate FF MASS 14-26
Destroyer DD MASS 24-36
Heavy (or Super) Destroyer DH MASS 30-50
Light Cruiser CL MASS 40-60
Patrol or Escort Cruiser CE MASS 50-70
Heavy Cruiser CH MASS 60-90
Battlecruiser or Light Battleship BC MASS 80-110
Battleship BB MASS 100-140
Heavy Battleship (or Battledreadnought) BDN MASS 120-160
Dreadnought DN MASS 140-180
Superdreadnought Type 1 SDN 1 MASS 150-200
Superdreadnought Type 2 SDN 2 MASS 200-250
Superdreadnought Type 3 SDN 3 MASS 250-300
Superdreadnought Type 4 SDN 4 MASS 300-350
Superdreadnought Type x SDN x MASS (100+50x)-(150+50x)

NOTE: The Carrier Classes are unique to here, they are NOT THE SAME AS FB1. Guide: Attack Carriers are really the huge super carriers with 8+ fighter groups brissiling with guns; Heavy Carriers, 4-8 fighter groups; Light 2-4 groups; Support, Escort 1-4 groups.

All units with Tender Bays must be classed as a Carrier.

For general units, the Carrier subset of classes is more subjective. The UN will approve a design into a certain class, make any case for/against there.

There are several classes of craft, each with a special set of criteria.

5.1.1: Civilian (Independent)

To classify as a Civilian Independent craft the design must conform to the following criteria:

If a craft fits the above it is able to gain a 10% discount on it's cost in Ore.

The most common types of Civilian Independents are Static Civilian Builders. A craft is defined as Static if it has no FTL and no Main Drive.

5.1.2: Military (Independent)

To classify as a Military Independent craft the design must conform to one the following criteria:

Basically static and designs primarily used in the Resources and Support Phases.

5.1.3: Military (Standard)

Any design that fails to satisfy the conditions for 4.1.1 or 4.1.2 are classed as Standard Military Craft.

Military craft are not allowed to enter another Powers space, to do so it to violate that space as defined by the UN Council. Consequences are as the invaded power decides.

5.1.a: Statics

Statics are immobile craft, if they are on a system hex then they must be in a secret, but specified, Orbit and Sector. See the Engage Orders Phase for more details of Orbits and Sectors.

To maneuvre a static requires a Tug, even between Orbit-Sector within the same system.

5.2: Types of Groups

5.2.1: Standard Fleet Groups

Only Standard Military craft can be grouped into a Standard Fleet Group.

Independents (either Civilian or Military) can be only be attached to Standard Fleet Groups.

The EP rating is the size of the group divided by 100 rounded up. A Standard Group can store ten (10) times it's EP rate for operations away from friendly systems.

5.2.2: Reserve Fleet Groups

Any collection of craft can be formed into a Reserve Fleet, as long as they are not all Standard Military (otherwise the group reverts to a Standard Fleet Group).

Independents cannot be attached to Reserve Fleet Groups.

The EP rating is the size of the group divided by 100 rounded up. A Reserve Group can store twenty (20) times it's EP rate for operations away from friendly systems.

While a group is classed as a Reserve Fleet Group it may never give Engage Orders in the Engage Phase.

A Reserve Group can be formed anywhere, but only converted back into a Standard Group at a system with positive Loyalty towards you.

If all craft in a Reserve Group that make it a reserve group are destroyed, the group MUST return to a player owned system (not just friendly). Upon arrival it may take a Hold-Reorganise and become a Standard Fleet Group - conforming to the rules.

5.2.3: Military Static Group

Military Static Groups are composed entirely of Military Statics, which Independents.

Independents cannot be attached to Military Static Groups.

These groups are half way between 4.2.1 and 4.2.2, they do not count towards the Groups Limits Structure and have no such restrictions. Thus they can be of any size (in points) of as many Statics.

The group may store up to ten (10) times its EP ratings in EPs, as for Standard Groups. There is no Readiness (see the Battles Phase Section) penalty.

All Statics in a group must be stationed in the same Orbit-Sector, you cannot split them up. If you wish to move the group (requiring Tugs) and they whole cannot be moved at once, then they cannot move to a different Map Hex. See the Moving Statics special Rules.

5.3: Group Limits

Groups are not arbitary in nature, there is an imposed (though slightly artificial) structure. The main purpose is to attempt to normalise the size of fleets wandering around the map.

Reserve Fleet Groups have no imposed limits or structure.

There is no limit to the number of Independents you may have.

Standard Fleet Groups are limited in size (by points value), and must adhere to a structure. Craft, Fighters, Drones and etc. count towards the group limit - in fact everything counts unless otherwise stated.

Group Type Maximum Size Number of .. below in structure required
Name Code
Task ForceTF500 ----
Combat GroupCG1000 2 TF---
Battle GroupBG1500 2 CG8 TF--
War GroupWG2000 1 BG4 CG16 TF-
ArmadaAA>2000 1 WG2 BG8 CG32 TF

Each Group is placed in the structure, this has no effect on the physical locations of any group, just that each group is considered in a specific place in a tree diagram.

Each new group formed must be placed in this diagram conforming to the table above. For example, consider a structure as below.

Note that each group in the above diagram is a specific group, and all are unique.

That covers the restictions placed on groups.

5.4: Fleet Group Mechanics

It is perhaps a good idea to give a quick overview of how grouping will affect the campaign.

Each group is one marker on the campaign map, that acts a a whole - all following the same order. Battles will involve groups (possibly multiple groups from multiple players), but each group acts as a whole.

6: Add Markers leaving Patrols (top)

Any Group that was assigned to Patrol can be bought back on to the Map in any Round. They appear at their currently assigned HQ/Outpost.

Recall, you may move groups assigned to Patrol secretly between Outposts and the HQ within a single Command Bubble - during the round they move they may not intercept any invaders. They may only move to another Outpost or the HQ if it falls within the command radius of their current assigned position or its command radius. (This last part is to stop players leap frogging groups around the map in secret).

If you bring a group off Patrol, it appears as a new marker.

All Orders are simultaneous, thus a group leaving patrol and a newly formed group appear to other players as the same thing. However, logically the patrol group appears afterwards. (This logical order is to keep Expending EPs to a clear structure).

7: Long Range Scans (top)

After all Fleet Orders have been carried out, information may be exchanged and Patrols may be triggered. The information passed is as follows:

A scanned group must reveal it's composition by Class. For example, "this group contains three battleships and five destroyers".

Each active ECM fitted means the player can choose not to reveal that ships class, though you must still announce that there is a ship there. Each Area ECM also excludes one (1) other craft from revealing its class.

Each craft fitted with Stealth Hulls do not need to be revealled, or even that they are there. (Note, a group made of entirely stealth craft would reveal, "you scan - there's nothing there".

If the scanning player is using Superior Sensors, he can reveal this, and then the player being scanned must reveal one ECM obscured craft per Superior Sensor used. Against stealth ships, the Superior Sensors make the player being scanned reveal the number of craft, but nothing else.

This information is exhanged under the following circumstances during the Engage Orders Phase, though players should collect this information about their own groups now to pass on to other players.

7.1: Enhanced Arrays

Any Group fitted with Enhanced or Superior Sensors can scan other groups in adjacent hexes (see 5.3 for if you are in the same hex).

7.2: Patrolled Hexes

Patrolled Hexes are covered by a Command HQ or one of it's Outposts. Essentially all the groups assigned to patrol duty are stationed at a specific HQ/Outpost, when an invader enters the sensor grid there is a chance they are detected and that a group responds quick enough to bring them to battle.

To that end, the patrol trigger is an opposed roll, so the owner of the patrol can choose not to trigger the event (since this will reveal that they have a patrol zone).

The sensor grid is made up of FTL detection devices, that are durable and cheap to deploy. ECM and Stealth have no effect on the exit from FTL Jumps, the exit can be picked regardless.

Command Bubbles can only be used to intercept enemy groups as they move (they are based on detecting FTL Jumps).

Announce to the Invader your intention to intercept. An Invader is(are) a non-friendly group(s) that has ended its move on a hex covered by the Command Bubbles Radius, the Sensor Grid helps to make interception possible. The Inteceptor chooses one group from each HQ/Outpost that covers the triggered hex, work out the Minimum Thrust (t), distance from Invader to the nearest Sensor (a) and distance from Invader to originating HQ/Outpost (b). The Invader calculates the Maximum Mass (M) present within the hex and the Minimum Thrust (T) [Note groups on Support Orders DO COUNT in these calculations].

The Interceptor also receives the following bonuses (B):

The Invader rolls two d6, takes the highest and has a score of:

Score = (max of two d6) - ( M/50 round down) + T

The Interceptor rolls one d6, and has a score of:

Score = (d6) - (a) - (b) + T + B

If the Invader wins then the groups sent to intercept arrive too late and the invading groups have moved away from their FTL entry point, becoming untrackable.

If the Interceptor wins or draws, then they can place a marker representing the group on the same hex as the invader - it is then a contested hex and you follow the proceedure under 5.3.

7.3: Contested Hexes

All groups fitted with scanners (note civilian ships are not fitted by default) may scan all other groups within the same hex. Each must reveal it's composition by Class.

Scans are revealled as detailed.

If there are Statics present within the hex, this must also be revealled, however only the specific Orbit must be revealled - not the sector.

The information revealled is to be used as intelligence, determining your orders in the Engage Orders Phase.

8: Claim Systems (top)

Systems are fundamental to the campaign, without them you get no resources and so cannot continue to be viable (unless you become entirely dependent upon another power).

Each System is assigned a Loyalty Rating, all systems start at zero by default. A system is under your control if it has positive loyalty towards you; a system can never be loyal to multiple players.

8.1: Neutral

If a system has zero Loyalty Rating and you end with a group capable of affecting Loyalty you can nominally claim the system as yours - though to be truely yours you must have taken a Maintain Orbit Order, that has not been interrupted.

The Loyalty Rating won't increase until the Resources Phase, but if you are not inturrpted you can claim the system as your now.

8.2: Invasion

If the Loyalty Rating (LR) of a system is positive for another player, and you arrive with hostile intensions you are invading. To claim the world as your own you must first reduce the LR to zero, then increase it to claim the world as yours (this can occur on the same round).

See the Loyalty Rating Section of the Resouces Phase for details of taking and strengthing systems.

This page © Copyright 2006, Simon White