This campaign contains elements of several scenarios, including:
- (618.0) CROSSWINDS
- (619.0) BACKDRAFT
- (620.0) FIRE IN THE EAST
- (621.0) DEMON OF THE EASTERN WIND
- (652.0) THE FREE CAMPAIGN
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:
- WYN: trade with the WYN Cluster, possible player race as WYN War of Return much later in the game (after they build their fleet).
- LDR: neutral, possible player race if and when a player can be found.
- Orion: neutral, non player per (533), possible player race if and when a player can be found (also per (533). The (503.5) secession rules ARE in effect unless and until an Orion player is found.
- Tholian: neutral per (503.3), possible player race much later when the 312th Squadron arrives.
- ISC: neutral per (503.2), possible player race much later when they decide to pacify the galaxy, and the module is published by ADB, Inc.
- Andromedan: random non-player menance per (571.3), possible player race much laterin the game, when a player can be found.
- Jindarian: maybe as non-player, do rules exist?
- Vudar: maybe, as non-player, do rules exist?
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:
- Each race begins the game with one Prime Team (522), but cannot have any more than one Prime Team while at peace. If this Prime Team is killed, the race may replace it, per (522.11), i.e. 5 EPs.
- This Prime Teams may use any mission including a special version of the Espionage mission (534) to attempt to discover invasion plans. This is a variation of (534.234), but instead of gaining a +1 modifier in a battle hex, the race has the opportunity to launch a pre-emptive strike, like the Kzintis and Hydrans in scenario (619) Backdraft. This only applies to two neighboring opposing races at peace with each other.
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- The Federation may NOT elect to use this rule under any circumstances. As the UFP Admirals proudly state, "We don't start wars, but we sure do finish them!"
- For this rule only, the opposing race may have assigned their Prime Team to counter-espionage, per (534.3), which will only create a +1 modifier to the espionage roll.
- Note that the limitations of (534.14) are in effect, specifically, Allies cannot conduct the same type of espionage or sabotage mission against the same enemy on the same turn.
- If this roll is successful, per (534.25) i.e. 5 or less on 2D6, then the opposing race will set-up their fleets first, and the pre-emptive race and their allies (if they elec to join) will set-up next and then execute a "Turn 0" prior to the planned invasion. Only certain fleets are available , described in the relevant scenario.
CAPTURING TERRITORY:
- Rule (430.2) in F&E states that captured provinces produce 1 EP for the capturing player.
- Rule (438) Long-term Capture of Provinces in F&E states that a 4 turn period with no enemy ships, raids or other incursions is required to gain the full 2 EPs from a province, but it is still considered a captured province, properly owned by the original empire, - full implications of interference by enemy units in (430.2).
- Rule (448.2) Annexing Provinces in PO states that an additional 6 turn garrison period with no incursions (raids do not count) is required to consider the province formally part of the empire.
- Rule (503.6) Neutral Zones describes the process to capture neutral zone territory, and Rule (442.52) in AO simplifies this rule such that each neutral zone hex is valued independently at 0.2 EP.
- Rule (446.0) Colonial Development in PO offers options to create more EPs by developing Colony planets and building Colony bases.
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
- Fall 168
- The Lyrans may attack the Kzintis, see (601).
- The Klingons may attack the Federation, see (620).
- The Romulans may attack the Gorns, see (621).
- The Kzintis, Hydrans or Gorns may use the rule above to discover the impending attacks, and if they do, they may execute a pre-emptive strike. Note that this will preclude the Federation from going to Limited War to support them, see (619).
- Spring 169
- The Klingons may attack the Hydrans, see (618).
- The Klingons may attack the Kzintis, if they have been attacked by the Lyrans, or if the Kzintis have attacked the Lyrans.
- If the Klingons have not attacked any race, they may go to Limited War to support the Lyrans, if they have been attacked. This would involve only sending Klingon units into Lyran space, see (619).
- Fall 169
- Spring 170
- The Federation may go to Limited War to support the Gorns, see (621.142).
- Fall 170
- Spring 171
- Fall 171
- The Romulans may attack the Federation, see (621).
- The Federation may go to Limited War to support the Kzintis, if the Kzintis did not pre-emptively attack the Coalation. The Federation may already be at Limited War in support of the Gorns, and if so, this will only mean that additional fleets are released, see (602.4).
RULES IN PLAY
These lists are intended as a quick level set, not a precise and exhaustive list.
- FE: (105.0) Sequence of Play
- AO: (105.0) Advanced Sequence of Play
- PO: (105.0) Comprehensive Sequence of Play
- FE: (200.0) Movement
- FE: (202.0) General
- FE: (203.0) Operational
- FE: (204.0) Strategic
- FE: (205.0) Reaction
- FE: (206.0) Retrograde
- FE: (207.0) Off-Map movement
- FE: (300.0) Combat
- FE: (301.0) General
- FE: (302.0) Procedure
- FE: (303.0) Command Ratings
- FE: (304.0) Battle Intensity
- FE: (305.0) Capturing Ships
- FE: (306.0) Cloaked Ships
- FE: (307.0) Pursuit
- FE: (308.0) Advanced Combat Rules
- FE: (308.4) Maulers - Only the Coalition may construct Maulers.
- FE: (308.9) Command Points - No race receives free points, which are replaced by Admirals (316.0), but races may buy points normally.
- CO: (311.0) Advanced Combat Rules - new fractional chart.
- CO: (312.0) Statis Field Generators
- CO: (313.0) Electronic Warfare
- AO: (314.0) Raids
- AO: (315.0) Battle Groups
- AO: (316.0) Admirals
- AO: (317.0) Advanced Scouts
- AO: (318.0) Advanced Combat Rules
- (318.1) Kzinti Fast Drone Bonus
- (318.2) Kzinti Pre-War Drone Stockpile
- (318.3) Federation Reaction
- (318.4) Late-War combat formations
- (318.7) Advanced Small Scale Combat
- (318.8) Oversized Figher Squadrons
- PO: (320.0) Advanced Raids
- PO: (321.0) Marine Major Generals
- PO: (352.0) Tholian Pinwheels - if Tholians come into play.
- FE: (400.0) Economics
- FE: (410.0) Supply System
- FE: (420.0) Repairs
- PO: (424.0) Depot Level Repair - too complex?
- PO: (425.1) Planetary Repair Dock - basically a ground-based FRD.
- PO: (425.2) Conversion During Repair - conversions within a class are reduced by 1 point if done during repair.
- PO: (425.3) Rapid Combat Repair - Starbases may use 4 repair points (5 for plasma races) during the Combat phase at 1EP/RP.
- FE: (431.0) Production - be sure to use the MSIT PDF files!
- FE: (433.0) Conversion
- FE: (434.0) Activations
- FE: (435.0) Transfers - between formal allies only.
- FE: (436.0) Battleships - Once the Klingons complete a Battleship, any race at a wartime economy may begin construction.
- AO: (441.0) Special Base Construction - PGBs, modules for bases: Fighter, PF and Power.
- AO: (442.0) Advanced Accounting
- (442.51) Activation of Dreadnoughts
- (442.52) Neutral Zone Accounting
- (442.53) DW Production
- (442.54) LDR Repair
- (442.55) Salvage
- (442.6) Annualized Fighters
- (442.7) Gorn Logistics
- (442.8) KR Maintenance
- (442.9) Auxiliary Ship Production
- CO: (443.0) Commercial Convoys
- PO: (446.0) Colonial Development
- PO: (447.0) Advanced Deficit Spending
- PO: (448.0) Transferring Provinces
- PO: (449.0) Trade with the WYN Cluster
- PO: (450.0) Special Economics Rules
- PO: (450.1) Minor Shipyards
- PO: (450.2) Medium Shipyards
- PO: (450.3) Production Overrides
- FE: (500.0) Special Rules
- FE: (503.0) Neutral Races
- FE: (504.0) Orion Pirates
- FE: (505.0) Survey Ships
- FE: (506.0) Off Map Areas
- FE: (502.0) PFs - all races deploy PFs in the normal timeframe.
- FE: (507.0) Reserves
- FE: (508.0) Planets
- FE: (509.0) Tugs
- FE: (510.0) Mobile Bases
- FE: (511.0) Capital Hexes
- FE: (512.0) Tholian Web - if Tholians come into play.
- FO: (514.0) Klingon Swarms
- FO: (515.0) Flexible Carrier Groups
- FO: (516.0) Federation SWACs
- CO: (513.0) Special Units - unique ships for many races.
- CO: (516.0) LTTs
- CO: (517.0) Pods for Tugs
- CO: (519.0) Monitors
- CO: (520.0) Special Attack Forces
- CO: (521.0) Ground Combat
- CO: (522.0) Prime Teams
- AO: (523.0) X-Ships - per available dates in the MSIT.
- AO: (524.0) Casual PFs
- AO: (525.0) Special Warships
- AO: (526.0) Advanced Support Units
- AO: (527.0) Fed F111 Fighters
- AO: (528.0) Klingon Penal Ships
- AO: (529.0) Non-player Orions - as described above.
- AO: (530.0) Heavy Fighters
- PO: (531.0) Police Ships
- PO: (534.0) Espionage and Sabotage - special Prime Team missions
- PO: (535.0) Megafighers
- PO: (536.0) Forward Defense Units - PDUs on moons and asteroids.
- PO: (537.0) Additional Special Rules
- PO: (537.1) Resistance Movements
- PO: (537.2) Tug Rescue Mission - Tugs and LTTs may attempt to save destroyed ships (if successful, they are only crippled).
- PO: (537.3) Early Warning Networks
- PO: (537.4) Monitor PF Pallets
- PO: (538.0) Cloaked Decoys
- AO: (700.0) Orders of Battle
- Playtest Rules:
- CL21: (3CM.0) Legendary Commodore.
- CL30: (4FH.0) Hospital Ships
- CL22: (5KD.0) Diplomacy
- CL22: (5BI.o) ISC Rapid Base System - if the ISC enter the game.