This campaign contains elements of several scenarios, including:

GENERAL SET UP

PLAYERS: The Players are listed on the website homepage, and include the usual suspects - Feds, Klingons, Romulans, Kzinti, Gorn, Hydran and Lyran. These major races will always be played, even if a player decides to leave the campaign. The race will then be played by a new player, or the race's allies will be responsible to execute their decapitated ally's turn.

SETUP: The races setup in a different manner depending on the outcome of the pre-game Prime Team missions, which are described below.

MAP

The standard historical map will used, turn 1 = Spring 168. The off-map areas exist and are used normally. Neutral races may participate as follows:

COURSE OF PLAY

SEQUENCE OF PLAY: follow the normal Sequence of Play, Coalition phases first. A one-time exception exists if the Alliance Prime team espionage mission is successful, in which case the Kzintis & Hydrans, and/or Gorns have the option to phase once in turn 0, Spring 168 per the scenario rules in (619) Backdraft.

PRIME TEAMS:

CAPTURING TERRITORY:

ORDER OF BATTLE

The historical Orders of Battle and Prodcution Schedules from Advanced Operations will be used. Many races will become involved at a different time, so the Pre-War Construction should be ignored, as the race will produce units normally. If a race does not become involved earlier than normal, for whatever reason, the PWC will govern the peacetime builds.

The new MSIT charts from ADB, dated 4/2005 are considered authoritative.

Please visit the StarFleetGames BBS here to access the current version of the SITs.

INVASION SCHEDULE

  1. Fall 168
  2. Spring 169
  3. Fall 169
  4. Spring 170
  5. Fall 170
  6. Spring 171
  7. Fall 171

RULES IN PLAY

These lists are intended as a quick level set, not a precise and exhaustive list.

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