Star Fleet Battles Campaign Rules

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This rule set is designed to generate a space-faring campaign using the Star Fleet Battles rules to resolve conflicts. Star Fleet Battles is a tactical space combat game produced by Task Force Games. The Star Fleet Battles universe is based loosely upon the Star Trek universe. Federation and Empire is the strategic level companion game to Star Fleet Battles. Although many aspects of this campaign mirror the "historical" realities of the Star Fleet Battles universe, and others are similar in scope and execution to the Federation and Empire rules, these rules are meant to stand independent to such considerations.

These rules are based upon an earlier campaign designed to encompass the entire General War. Such a campaign proved too large to be playable and was abandoned.

Questions about this rules set should be addressed to Devin Cutler.

These rules are copyright 1996 by Devin Cutler, all rights reserved. Star Fleet Battles, Federation and Empire, and all elements thereof are the copyrights of Task Force Games.

These rules provide for a rather small scale campaign. The average starting fleet (assuming a well-balanced defensive/offensive ratio) will consist of 2000 EPV of capital ships. This might amount to 1xDN, 1xBCH, 1xCC, 3xCA, 3XCW, 3xCL, 3xDD, and 3xFF. This is barely enough of a force to challenge a starbase, and it is far less than appears in some published scenarios. Each turn, a well-balanced production effort might produce 1xCC, 1xDD, and 1xFF.

As can be seen from the above, this campaign will not become cumbersome or massive. As an additional insurance, there are stacking limits that effectively limit the size of battles.

1.1 - SETUP


Each player will roll 2D6. The highest roller will be player #1, the next highest will be player #2, and so on.

Player #1 chooses his race first. Then player #2 chooses his race, and so on.

The following races are recommended as available choices for the campaign: Hydran, Federation, Klingon, Lyran, ISC, Gorn, and Romulan.

The following races are NOT recommended as available choices for the campaign, as they are too powerful, too weak, or not playable as a major race due to lack of ship variety: Tholian, Andromedan, Orion, LDR, WYN, and any of the other minor races.

1.1.2 - MAP SETUP

The map should be drawn on a blank sheet of large sized hexagonal paper (available from a local hobby store). Each hexagon should be able to hold a star fleet battles sized counter, and each hexagon should have a hexagon number pre printed on the map. The map should be setup after the number of players is known. The hex map should be divided into as many empires as there are players. Each empire should be roughly the same shape and size and should be adjacent to two (and only two) other empires (unless, of course, a 2-player campaign is being played). A neutral zone equal in size to an empire should be set up in the centre of the map. Thus, the players' empires will form a ring around a core of neutral space.

It is recommended that each territory be no more than 15 hexes in diameter and no fewer than 12 hexes in diameter, although some fudging may be necessary.

Once boundaries have been drawn (but before planets are placed), player #1 must choose his empire on the map. Once done, player #2 must choose his empire, and so forth. However, at any time during this empire selection process, the last player to pick a race may intercede and choose an empire. This intercession cannot alter any prior selections already made. Once the last player has interceded, the second to last player gains the right to intercede, and so forth. This process allows the player who picked race last to gain the "best" location on the map.

Each player then places his planets. Each race has 1 capital planet, 2 major planets, and 4 minor planets. The location of these planets is noted secretly on a sheet of paper and all locations are revealed simultaneously. These are then marked on the map. The location of capital planets, major planets, and minor planets is known to all other players and planet types can be distinguished from one another.

Planet location may never be changed. A planet can never be destroyed completely (i.e. removed from the map), moved, displaced, et al.

Each player then goes through the system composition procedure below to determine what else is present in the hex with the planet:

For each planet hex, roll 2D6. On a 9 or less, a gas giant is present in the planetary hex. Players must choose the size of the gas giant (within limits defined in the Star Fleet Battles rules) immediately.

For the main planet (not the gas giant), roll D3-1. This is the number of moons orbiting the main planet. Such moons must immediately have a distance from the planet specified (in Star Fleet Battles hexes). This distance must be from 4 to 30 hexes. No two moons may occupy the same distance or an adjacent distance (e.g. if a moon is chosen to orbit at a distance 14 hexes, then no other moon may orbit at 13, 14, or 15 hexes).

For each gas giant, roll 2D6-2. This is the number of moons orbiting the gas giant. The distance of these moons may be from 8-40 hexes from the surface of the gas giant. These moons may not share the same or adjacent distances with other moons orbiting that gas giant.

For each gas giant, roll 2D6. On a 9 or less, a set of rings occurs around the gas giant as per the Star Fleet Battles rules.

For each planetary hex, roll 2D6. On a roll of 5 or less, an asteroid field is present within the hex.

There are no planets initially setup in the neutral zone. Instead, players will explore the neutral zone and perhaps discover new planets (see the exploration rules below).

Once completed, each player then rolls on the Open Space Chart below for each hex within his empire not occupied by a planet:


3 = Black Hole@/Neutron Star@ (50% chance of either)
4 = White Dwarf@
5 = Heat Zone*@
6 = Dust Zone*@
7-15 = Open Space
16 = Asteroid Belt
17 = Nebula*
18 = Pulsar@

These rolls are not secret. Such terrain is noted on the map. Terrain noted with an * cover the entire hex for purposes of this campaign. Hexes with terrain in them noted with a @ may not have bases in them.


Each race then selects its starting forces. Starting forces are chosen using the BPV system from Star Fleet Battles. In all cases, use the higher of Economic or Combat BPV. Each player receives 2000 BPV from which to build his starting forces, subject to the following restrictions:



Each hex on the campaign map represents 1500 light years (500 parsecs). Each turn of the campaign represents 3 months (1 season). Each turn is divided into 6 impulses (2 weeks each). The 6 impulse chart is used to regulate movement.


All movement is plotted beforehand, but only for the following impulse. Movement is plotted in the plotting phase, and such plot must specify which ships move into which hex numbers. Other activity (such as Intelligence, Counter Intelligence, Laying Mines, et al) is plotted during this phase as well. These are dealt with later in the rules.


Facing and turn modes are irrelevant for campaign movement.


Unless stated otherwise, each ship may move up to 6 hexes per turn. The decision whether or not to move is made during the plotting phase of each impulse. A ship is never committed to plot a movement. Please note that a ship has the opportunity to move on the impulse chart relative to its maximum speed, not what ends up being its overall speed. For example, a normal healthy starship has a maximum speed of 6 hexes per turn. This means it gains an opportunity to move as if it had a speed of 6 on the impulse chart. The ship could choose to forego the first 5 movement opportunities and then move in its final movement opportunity.


The following ships/conditions affect a ship's maximum speed:

Freighters may move 3 hexes per turn maximum. This includes Auxiliary units and Q-ships.

Cloaked ships may move a maximum of 4 hexes per turn (exception: sublight cloaked ships move at sublight maximum speeds [see below]).

Sublight ships (those with no undestroyed warp engine boxes usable for movement) move 1 hex per turn (these ships travel faster than light by entering hyperspace ala Star Wars). Such ships must have at least 1 impulse box to move.

Monitors move 2 hexes per turn maximum.

Ships towing other ships move 3 hexes per turn maximum.

In all cases, a ship with no warp or impulse boxes undestroyed may not move under its own power. It is a derelict. For each 1/6 of its total warp boxes a ship loses, its maximum speed is reduced by 1. This applies only to ships that can move 6 hexes per turn. Ships with lower normal maximum speeds must lose warp boxes proportionately. Thus, a freighter, with a maximum speed of 3, will not slow at all if it loses 1/6 of its warp, but will slow down by 1 if it loses 1/3 or its warp. A sublight vessel may move its maximum speed of 1 hex even with only 1 impulse box left. A derelict ship will remain in the hex until it cannot pay for life support (not emergency support) or misses a maintenance, in which case it is destroyed. A ship normally gains between scenario damage repairs (per Star Fleet Battles D9.4), but only if it can manage to maintain non-emergency life support.

PFs and Interceptors may move at a maximum speed of 6 hexes, but may never move more than 2 hexes total (i.e. out 1 hex and back counting as 2 hexes) during any single campaign turn. Fighters move using sorties (see the Sortie rules below).

Federal Express ships may move 2 hexes per impulse, but may not move more than 6 hexes during any single campaign turn.

It costs 1 additional movement point to move out of a dust cloud hex.

Ships leaving a nebula hex must roll a D6 on the Nebula Chart (below). All ships of the same race attempting to exit into the same hex from the nebula hex may use the same chart roll or each ship may be rolled for individually (or any combination of ships may be grouped under one or more rolls):

1 = Ship lost, does not exit the hex and must roll again next movement
2 = Ship lost, exits into a random adjacent hex
3 = Ship delayed, does not exit this impulse, but may exit next impulse into the plotted hex
4 = Ship delayed, does not exit that impulse, may exit next impulse into a random adjacent hex
5 = Ship exits
6 = Ship exits

Any group of ships which possesses a legendary navigator may add +1 to the above roll. The choice to add +1 is optional and made after the die is rolled.


There are no zones of control in this rules system. Combat only occurs if units occupy the same hex. Any unit may enter a hex containing units of another race. However, each race may have no more ships in a single hex than the command ratings in Federation and Empire allow to participate in a battle. Thus, the Hydran player who has a DN in a hex may have 10 other ships in that hex. Other ships may not enter the hex unless some ships vacate the hex. If a movement plot results in overstacking within a hex, then the owning player must abort the movement of all ships into that hex for that movement phase.

Stacking limits do not apply to ships docked at a base. However, such ships must begin any combat docked to the base. Stacking limits do not apply to a single Police Cruiser per hex.

The only exception to the stacking limits is when a starbase is being attacked. The hex containing a starbase allows double the stacking limits of the units which do not own the starbase.


This system intends to instill some of the fog of war found in any military endeavour. As such, individual ship information need not be revealed at all times (although it may need to be revealed at certain times).


Certain items qualify for Campaign Unit status (CU). Please note that CU is distinct from a unit as defined by Star Fleet Battles. When "unit" is used in these rules, it refers to a Star Fleet Battles unit (and not a CU). A CU is any ship, monitor, or single PF/Int. A CU does not include fighters, shuttles, mines, bases, ground bases, freighters, police ships, or Q-ships. PFs docked in PFMs are not CU.


If one or more CU occupy a given hex, a counter must be placed in the hex (facing is irrelevant at all times). A counter must be in the hex for each race that has one or more CU in a hex. Only 1 CU counter is placed in each hex for each race, no matter how many CU are in the hex. CU counters should be generic, but identifiable by race.

The only exception to the CU counter rule is with Romulan cloaked ships. When under cloak, Romulan ships are never noted as CU on the map, but plot their movement secretly. When the owning player notes that his cloaked ships have entered the same hex as another player's ships, he has the option of choosing to interact with those ships or remaining under cloak. Such choice is made secretly by the cloaking player. The only way cloaked ships may be brought to combat without the cloaking player's approval is when cloaked ships are successfully scanned (see Scanning rules below) and during the same impulse they are successfully scanned, ships of the scanning race are in the same hex as the cloaked ships. In this case, the cloaked ships may be brought to combat just like any other ships.


If a CU moves from one hex to another, and both hexes already have CU counters in them, it must still be announced that a CU has moved from that hex to the other.


Freighters and Q-ships are not placed on the map. Their entire movement must be plotted in advance. A movement for a freighter consists of disembarking from a planet, base, FRD, or base construction site and arriving at a similar location. Freighters cannot move from one location without arriving at a different location.


A single freighter movement may take more than 1 turn. All freighters must move at the fastest possible speed that will not result in leaving one of the convoy (freighters and Q-ships in the same hex and under the same movement plot) behind. When the owning player notes that ships of another race have entered the same hex as his convoys, he must announce the fact and a potential combat must be resolved.


Once plotted, freighter movement may not be aborted or diverted, even if the location they are heading to is captured, destroyed, or razed.


A Q-ship may only embark from a point with 2 other freighters of the same size. A Q-ship that suddenly finds itself without any freighters to escort must return at top speed to the last embarkment point it came from and await more freighters to escort. Two Q-ships may not escort any single freighter.

As an example, the Hydran player is setting up a convoy to bring needed supplies (in this case, fighters) to a planet near the front. He assigns 2 large and 2 small freighters to embark from his starbase. The most Q-ships he can assign to this convoy are 1 large and 1 small Q-ship (1 Q-ship per every 2 freighters). He then plots the entire convoy route in advance, in this case a straight line from the starbase to the planet, except for a small detour around a nebula. The convoy then sets off at a speed of 3. Along the way, the Klingon player intercepts the convoy and attacks, crippling one small freighter, which loses 1/3 of its warp engines and must slow to a speed of 2. The convoy continues at speed 2 but is again attacked by the Klingons. This time, 2 small freighters and 1 large freighter are destroyed. One of the Q-ships must now return to the starbase and await reassignment. The other Q-ship may continue to escort the freighter.


Q-ships may not move except as an escort for freighters or to return to its last embarkment point. They may defend a base or planet in combat.


Other ships may escort a convoy, and they are not under any Q-ship restrictions. However, unlike Q-ships, they will form a CU and must have a counter placed in their hex, thereby revealing the location of the convoy route.


Police ships may not leave the hex of the planet they are assigned to. If a police ship is destroyed, a new one may be built. Once completed, it may only move at its maximum speed towards the planet to which it is assigned. It must move in a straight line, but does not constitute a CU (ever). Police ships are immune to the need to perform maintenance.


Fighters may not move on the campaign map independent of their respective carriers or as cargo, except by sortie movement. Sortie movement represents a lightning strike against a nearby target by fighters equipped with warp booster packs.


Sortie movement is conducted after movement but before combat.


Fighters sortie by moving into an adjacent hex. They do not form a CU and need not have been allocated before they are conducted (although if multiple sorties are being conducted by various players, the announcement of sorties and their target hexes is done simultaneously).


A sortie may be launched from a hex containing enemy units. Such a sortie may not be intercepted by those enemy units. Fighters which sortie from a given hex may not take part in the combat to occur in their originating hex.


A sortie launched INTO a hex containing friendly units (other than more fighters) occurs before normal combat.


Fighters may not sortie without warp booster packs. Fighters that sortie enter combat with booster packs mounted (but these may start turned off).


No fighter may return from a sortie without booster packs. Those with booster packs may return to the hex from which they launched AFTER all combat for the turn has taken place. Fighters return from a sortie by destroying or driving off all enemies in the target hex or by disengaging from the target hex.

If friendly units remain in the target hex after all combat for the turn has taken place, the fighters may land in any shuttle/fighter boxes present in that hex. Fighters without booster packs may also do this.

If no friendly units are in the target hex and a fighter does not have booster packs, it is treated as destroyed. Legendary aces will survive without their fighters.


Different sorties may target the same hex. If an enemy sortie and a friendly sortie target the same hex, both sorties are resolved separately. However, either player has the option of using his sortie to intercept the enemy sortie. This battle is conducted first, then the surviving player may return or continue with his original sortie mission.

If a sortie(s) result in more than 2 races being present in a hex, then the combats and interactions must be done sequentially. First, roll dice amongst the races with sortying fighters to determine order. The first player announces whether he will intercept an opposing sortie. If so, that combat is fought. Next, the first player announces whether he will intercept the next opposing sortie, and so on. After the first player announces that he wishes to conduct no more interceptions, then the second player is given the same options.

Once all sortie interceptions are conducted, the first player then announces which race's ships he will attack. If there is a coordinated force in the hex, then he may attack the force rather than each individual race. Then the second player announces which race's ships he will attack, and so on. Then the sorties are conducted normally.

Interception and sortie allocation need not be done in full blocks of fighters. For example, a player may elect to intercept an opposing sortie with a portion of his fighters, the rest proceeding straight to the target. Likewise, if there are two different enemies in the hex, the sortie may be split into two attack groups.

Example: The Hydrans, Klingons, and Gorns all have capital ships in a hex getting ready to smash it out. None are coordinated forces. Each also has fighters within 1 hex of the battle hex and each conducts a sortie of fighters into the target hex. Each rolls a die, and the Hydran player is first player, Gorn second, and Klingon third.

First, the Hydran player announces any interceptions. He decides to intercept the Klingon fighters with all of his fighters. They fight and the Klingon fighters are decimated. The Hydran player elects to not intercept the Gorn fighters. The Gorn player elects not to intercept the Hydran fighters. The Klingon player now has no fighters.

Fighter interception is now finished, and the sortie missions are allocated. The Hydran player, believing that the Gorn player is not hostile, flies his sortie against the Klingon player with all of his fighters. The Gorn player, snickering, now allocates his entire sortie against the Hydran fleet.


Only fighters may participate in a sortie. No other friendly units in the hex can be involved in the sortie battle. Sorties into a hex need not encounter any enemy units in the hex (except for an enemy sortie that wishes to intercept), but may not find out what enemy units are in the hex without encountering them in battle. A main reason to sortie fighters into a hex with only friendly units, or without encountering enemy units, is to essentially rebase them to fighter boxes in that hex.


No more than 24 fighters may sortie into any single hex from any single race (or coordinated races). Sorties may be coordinated, but must originate from the same hex in order to do so. Shuttles and MRS (and SWAC) may not sortie. PFs and Interceptors may not sortie.


Two or more races can agree to coordinate forces. This is the only way two or more races may participate on the same side in the same battle. Coordinated forces are subject to the stacking limits of a single race and form only 1 CU (of either race). Both players must agree to form a coordinated force. In all respects, the two races' forces are treated as a single force of a single race. At any time, either of the races may dissolve the coordination. Coordinated races are under no compulsion to honour any agreements, and may shoot at each other during a battle if they wish.

3.0 - COMBAT


Combat occurs whenever opposing units enter the same hex. Combat covers all forms of interaction, including escape (which may prevent actual hostilities).


Whenever two players have units in the same hex, potential combat occurs. Each player notes on a piece of paper whether his forces (as a whole) will combat or bypass. If both (or all if more than two sides are present) have indicated bypass, then no combat occurs and the campaign continues.


If any or both (or all) of the players have indicated combat, then potential interaction may occur.


Before the bypass step, players may gain S1-S5 on the TacIntel chart in the Star Fleet Battles rules.


In some circumstances, three or more uncoordinated races may be present in a hex. In this case, each player involved rolls a die to determine player order. The player who rolls highest is the acting player. The acting player picks a single race to try to combat, and then combat is resolved completely as presented in the rules following. After that combat is entirely resolved (including approach battle and pursuits and terrain battles), then the players with forces remaining in the hex reroll and the highest roller becomes the new active player and may challenge the player of his choice in the hex to potential combat. He need not challenge anyone. However, once two races have been involved in a challenge, they cannot be involved in another challenge by the same opponent. This procedure continues until there are only 2 challengeable races within the hex, in which case active player determination is not necessary, and the two remaining players may use the bypass and combat card procedure to determine if a fight will take place.

It is not possible under these rules for 3 separate and uncoordinated races to participate in a single combat. The rules required for such a combat are far too complex and unnecessary.

Units that disengage or escape are reformed into a group along with any other surviving ships of that race, and these may be attacked by other races in the hex. However, units that disengage in ANY of the combats are treated as having disengaged and are subject to the rules for disengagement with regard to their next impulse's movement.

For example, assume a Hydran fleet, and Gorn fleet, and a Klingon fleet enter the same hex. The Gorn player shows a combat card, the Klingon player a bypass card, and the Hydran player a bypass card. Because someone played a combat card, combat may occur.

Each player rolls a die. The highest roll is the Hydran player. He challenges the Klingon player to battle. There is a battle and the Klingon player eventually disengages, ending the battle.

Each player rolls another die. The Klingon player rolls highest and is now the active player. He cannot challenge the Hydran player because they already were involved in a challenge. He does not want to challenge the Gorns, and so declines.

Each player rolls another die. The Hydran player rolls highest and is now the active player. He may not challenge the Klingon a second time, and so decides to challenge the Gorn (he could have declined to challenge the Gorn, but wants to attack him). Things go badly, and the Hydran player disengages with his ships that were not destroyed.

Now, the only two challengeable players left are the Klingon and the Gorn, so no active player needs to be determined. The Klingon player and the Gorn player both play cards. The Gorn player plays combat while the Klingon plays bypass. Combat occurs, with the Gorn player attacking the Klingon ships.

After the final battle, all ships that disengaged during any of the combats follow the disengagement procedures.


If potential combat is indicated, the next step is to determine who (if anyone) will attempt to escape and who (if anyone) will pursue the escapees.


Both sides may have units escaping and units pursuing. It is possible for every unit on both sides to escape.


Units break off from the main battle force (defined as those units not YET escaping or pursuing) in waves. A wave may include some or all of the units in the hex. If no units are allocated to a given escape wave, then that race may not conduct any further escape waves for that combat. Sublight ships may not escape. Shuttles and fighters may not escape outside of their carriers. Fighters carrying booster packs (not shuttles) may pursue. Ships may not escape from an escape combat.


Each player notes which ships will attempt to escape in the first wave. Although the exact ships are noted secretly, the owning player must reveal S1-S5 about the wave. Both players reveal their first escape wave simultaneously.


Each player then allocates any units that will pursue his opponent's escape wave. These must be noted and S1-S5 revealed to the opposing player. Pursuing ships may be broken down into several groups. Each group must have 1 unit in it capable of pursuing. Groups must be noted when the pursuit is allocated.


Each player then assigns escape wave 2 and then the corresponding pursuing units in exactly the same manner as wave 1. This process continues until no more units attempt escape. Any ships left over at this time are part of the main battle force.


A player may not have his units pursue a wave that has already been allocated and pursued. Thus, after wave 2 has been revealed, no ships may pursue wave 1.


Units attempting to escape are not merely running at top speed. At transwarp speeds, ships vary greatly in their top speeds, from ship to ship. Straining the warp engines at full speed could blow them, ruining the ship. Therefore, escaping is a combination of speed, stealth, tactics, low power output, and luck.

The chance to successfully escape is equal to 1-3 on a D6. Modifiers (to the actual die roll) are as follows:

Legendary navigator in the escaping wave = -1
Legendary navigator in the pursuing wave = +1
For each 2 full ships (not PFs or Interceptors) in the escaping force = +1
In an asteroid hex = -2
In a nebula = -3
In a dust cloud = -1
For each movement speed below 6 that the slowest unit in the escaping force may move = +1
For each movement speed below 6 that the slowest unit in the pursuing force may move = -1
All ships escaping are cloaked = -3 (but remember that cloaked ships have a maximum speed of 4)

A wave that successfully escapes from all pursuing groups (exception: see terrain combat rules below and sortie pursuit below) cannot be combatted by the race from which they escaped for the entire impulse.

Pursuing units may not fight any combats against the race it is pursuing except for the actual wave it is pursuing (exception: see terrain combat rules below).

A unit that escapes remains in the hex until its next movement and may be combatted next impulse. A unit that escapes is also vulnerable to attacks from a third race in the hex, as per the multiple races combat rules (above).

Units may escape from a sortie. Assume the sortie's movement speed is 5. Sorties may not escape from the units they have elected to fight. Units that escape from a sorite are still subject to further combat after the sortie phase by other ships of sortying race.

If multiple groups are pursuing a single escape wave, the pursuing player rolls for each group one at a time (in any order he wishes). If the escaping group escapes successfully or defeats the pursuing group in combat, the next pursuing group is rolled for.

A pursuing group may not abort its pursuit at ANY time.

Units that disengage from an escape combat are assumed to have disengaged per the disengagement rules.

When pursuing units catch escaping units, an Escape Battle (see below) occurs immediately.

You may not allocate pursuers to pursue an empty escape wave.


A Hydran carrier group has been bushwhacked by a Lyran task force. The Hydran group consists of 1 PFT with 6 PFs, 1 CVA, 1 AFF, and 1 DEA. The Lyran task force consists of 1 CWL, 2 CW, 1 CC with 2 PFs, 1 BC with 2 PFs, and 2 DW.

Both players receive S1-S5 regarding the opposing force. The Hydran player gulps in fear. Both players then note whether they will bypass or combat. The Hydran writes bypass; the Lyran writes combat. These are revealed, and combat will occur.

The first escape wave is allocated. The Lyran will not be escaping, and so foregoes any further chance to escape. The Hydran sends off his PFT with 3 docked PFs in the first wave. He announces S1-S5 to the Lyran player (in this case, the presence of docked PFs will not be known). The Lyran, unaware of the docked PFs, send 2 DW in 1 group to pursue the Hydran ship.

The next escape wave is allocated. The Hydran sends off his CVA, AFF, and DEA in the second wave. The Lyran sends 1 CWL, 2 CW, 1 CC, and 1 BC in two groups, with the CWL and 2 CW in 1 group and the CC and BC in the other.

The next escape wave is allocated. None of the remaining Hydrans wish to escape. These remaining units become the main battle force, consisting of 4 Lyran PFs versus 3 Hydran PFs.

The first escape wave is now resolved. All units move at speed 6, and the Hydran has only 1 escaping unit (the docked PFs do not count since they escaped docked), so there are no modifiers. The pursuing player rolls a D6 and the result is a 5...the Hydran PFT is caught.

The second wave is now resolved. All units move at speed 6, but the Hydrans have 3 escaping units, which results in a +1 to the die roll (4 units would have resulted in a +2). Two Lyran groups are hunting the Hydrans, so the Lyran player elects to resolve the CWL group first. He rolls a D6 and the result is a 2. With the +1 modifier, the result becomes a 3 and the Hydran wave escapes the first pursuing group.

The Lyran now rolls for his BC group. The result is a 3, which is modified to a 4. This group catches the Hydran second wave, and an Escape Battle (see below) takes place.


The main battle is comprised of all units that have not attempted escape nor pursued escaping waves.


Main battle units are presumed to have spotted the enemy and are preparing for battle.


Two types of main battles can be condcuted, Open Space or Terrain Space. This section will deal with Open Space main battles.


All forces belonging to one player set up on a Star Fleet Battles map within ten hexes of each other. The opposing forces then sets up its forces, again within 10 hexes of its own ships, no less than 40 hexes away from the nearest opposing ship. No unit may be placed more than 45 hexes away from the closest enemy unit, and one ship/PF/Interceptor must be at range 40 when setup is conducted. Roll a D6 to see who sets up first.


Speed last turn was equal to the slowest maximum speed of all ships/undocked PFs in the force. Movement was forward; all ships may turn or sideslip on their first movement. Weapon Status is 1. No guards have yet been assigned. Facing is towards the opposing force (facing may be adjusted towards the opposing force after it sets up).


A floating map is used. Disengagement by acceleration is not allowed. Disengagement by separation is modified as per below. Sublight disengagement is as per Star Fleet Battles.

Disengagement by separation may occur when the following criteria have been met:

  1. No ship has scored internal damage for 20 turns
  2. No ship has scored shield damage (not reinforcement) for 10 turns
  3. The distance between ships has not decreased for 20 turns

All of the above criteria must be met.

Technically, disengagement by separation may occur at any range, but it is not likely at any range less than 30 hexes. Tractoring a ship, or transporting boarding parties on board will count as internal damage each turn that boarding parties remain on board or that a tractor beam has been maintained. A seeking weapon must be able to catch its opponent during its life using the opponent's lowest speed during the last 10 turns; otherwise, seeking weapons will not deter disengagement by separation.

At the beginning of any impulse that the above criterion have been met, either player can announce disengagement.

A ship that has successfully disengaged cannot be involved in any further combats that impulse with that race. They may be involved with combat from a third race in the hex. Ships that successfully disengage from a sortie are not subject to further attacks by that race, even after the sortie phase.

A ship that disengages must move on its next available impulse assuming maximum possible speed. Such movement must be into the hex from which the current hex had been entered. If a ship had been in the current hex since before its last movement, or had never moved during the entire campaign, it must roll randomly to see which hex is entered. Groups of disengaging ships may roll this random result in groups designated by the owning player.

This rule is designed to promote disengagement as a retreat maneuver and escaping as a bypass maneuver.


These battles involve one or more terrain features. Terrain features include any non-mobile reference point located within a hex. Generally, any unit that cannot be displaced is a terrain feature. This includes, but is not limited to: SB, BATS, BS, BLM (which have been deployed), SAMS, Complats, Moons, Planets, Asteroids, Suns, Nebulae, Pulsars, Dust Clouds, White Dwarfs, Neutron Stars, Black Holes, et al. Derelict ships are not terrain features, but are simply another unit in that hex.

All hexes with planets are presumed to have a sun in the same hex.


Certain terrain takes up the whole campaign hex. These are noted under the Open Space chart. Others take up only 1 Star Fleet Battles map hex. Still others take up more than 1 Star Fleet Battles map hex but less than a whole campaign hex.


If a feature takes up a single Star Fleet Battles map hex up through 1000 Star Fleet Battles map hexes, it is known as a terrain point. A feature that takes up more than 1000 Star Fleet Battle map hexes but less than a campaign map hex is known as a terrain location. Terrain taking up the entire campaign hex is known as a terrain hex. The only real terrain locations in Star Fleet Battles are asteroids and suns, which would take up far more than 1000 Star Fleet Battle map hexes but would not encompass an entire campaign hex.


Battles fought in a hex with terrain must be placed relative to that terrain. The bypass phase is conducted normally. If combat is indicated, the defender may attempt to force an approach battle.


The defender is considered the player who arrived at the terrain first. Thus, if a Lyran force moves into a hex with a Hydran BATS, and, on the same impulse, Hydran forces move in to reinforce the base, the Hydrans are the defenders (as their BATS was in the hex first).

If no defender can be determined, the side with a legendary navigator is the defender. If both or no sides have a navigator, then a D6 is rolled to determine the defender for that impulse only.

The defender allocates some, none, or all of his forces to each terrain feature in the hex. He can allocate no units to a terrain feature, thereby abandoning it. He then allocates any of his remaining forces to fight an approach battle.

This allocation of defenders is made secretly, but the attacker does gain the usual S1-S5 on the defender.


An approach battle is conducted exactly like an Open Space battle. Escapes may be attempted and pursuits may be undertaken. The key difference is that, during escape, the escaping player announces whether the escaping wave will attempt to avoid all combat, or will escape TO a terrain feature. The terrain feature must be specified. The pursuing player may then allocate pursuit forces.

If an escaping wave is trying to avoid all combat, treat as the normal escape in Open Space. If an escaping wave is trying to reach a terrain feature, and it successfully escapes , it arrives at the terrain feature. If the escaping wave is caught, an escape battle takes place in Open Space. Any escaping forces that survive the escape battle and do not disengage may proceed to the terrain feature. Any pursuing forces which did not successfully catch the escaping force, or which survived the escape battle and did not escape, may also arrive at the terrain feature.

Units which pursued escaping units that attempted to avoid all combat (and did not try to proceed to a terrain feature) may not take part in any battles in the hex against that race other than an escape battle against the units it is pursuing.

Defending units trying to force an approach battle may NOT attempt to escape back to a terrain feature. They may escape to avoid all combat.

If no defending units try to force an approach battle, all attacking units may escape freely to a terrain feature (they may not escape to avoid all combat). Otherwise, after an approach battle, any surviving attackers are then allocated to each terrain feature to participate in terrain battles (along with any attackers that successfully escaped to that terrain feature).


For campaign purposes and to simplify and speed up terrain battles, no ship may participate in battles at two terrain features in any single impulse.


Ships disengaging from one terrain feature may not arrive at another feature. Units at one terrain feature may not react in any way with units at another terrain feature. The attacker may choose the order of battle resolution.


Fighters may be launched from a terrain feature (or from a ship defending a terrain feature) and take part in the approach battle. However, these fighters must have been allocated with the rest of the approach battle forces and may not then take part in the terrain battle. This also applies to PFs and Interceptors. Fighters and PFs and Interceptors may also be allocated to a different terrain feature in the same hex than where they were based.


If a terrain battle is to occur at a terrain point, the defending forces set up within 20 hexes of the feature, speed last turn was 6, weapon status was 1, facing any direction. Attacking forces enter at least 40 hexes away, but not more than 45 hexes away, from the nearest enemy unit. At least one attacking ship/PF must be exactly 40 hexes from the nearest enemy unit. Weapon status is 1, speed maximum forward, facing the terrain feature. Note that for a terrain point, the attacking forces DO NOT need to be within 10 hexes of all other attacking units. This means attackers can surround a terrain point.

If a terrain battle is to occur at a terrain location, the defender must decide whether the battle will take place deep within the location (if possible, you cannot fight inside a sun) or at its edge. If within, the terrain covers all of the Star Fleet Battles maps involved in the combat. Set up is as per Open Space battles. If the defender sets up at the edge, he may place his units within 10 hexes of the edge of the location AND within 10 hexes of all other friendly forces. The attacker sets up per Open Space battles except he must also setup no closer than 40 hexes from the edge of the terrain feature and outside of that terrain feature.


Once terrain battles have been allocated (exception: terrain hexes, as opposed to terrain locations and terrain points, are treated like Open Space battles and do not fall under this procedure), the defender (only) may attempt to escape from the terrain battle. The attacker may allocate pursuit as normal. Defenders escaping from a terrain feature may not arrive at another feature but instead attempt to avoid all combat with that race.


Escape battles occur when an escape attempt has failed. Set up the escaping forces within 10 hexes of each other. Weapon status is 0, all ships face in the same direction. Speed was maximum forward.


The pursuing forces set up 30 to 34 hexes from the nearest enemy ship (in any direction, including in the path of the escaping ships). At least one pursuing ship must be exactly 30 hexes from the nearest escaping ship. Pursuing ships must be within 10 hexes of each other (exception: see surrounding below). Weapon status is 2, speed maximum forward facing towards the enemy ships.

Pursuing forces may attempt to surround the escaping ships. The pursuing player allocates some of his forces to surround. A D6 is rolled. If a 1-3 results, another D6 is rolled and the surrounding forces are set up as per 3.6.1 above, but in the direction number noted on the die. The pursuing player may allocate several groups of ships, with each group attempting a separate surround. These groups might technically all arrive at the same spot, but usually, the more surrounding groups allocated, the more enclosed the escaping force will become.


A group of 6 Romulan WE and 3 KE is attempting to surround an escaping Federation CVA group, which is facing direction 1. The Romulan has set up his forces roughly in direction 1. The Romulan allocates 6 surrounding groups as follows:

  1. KE
  2. KE
  3. KE
  4. 2 WE
  5. 2 WE
  6. 2 WE

He rolls 6 D6 as follows: 1, 5, 4, 3, 2, 2. Groups 1, 4, 5, and 6 may surround. The other groups remain in the hexes they setup in. The Romulan player then rolls a D6 for direction for each of his surrounding groups that succeeded. He rolls a 3, 4, 1, 3.

The Romulan now has forces deployed as follows:

 Direction 1: 2 KE, 2 WE    

 2 WE
 Direction 2: none    

 2 KE
 Direction 3: KE, 2 WE  


 Direction 4: 2 WE    

 Fed Fleet
 Direction 5: none  


 Direction 6: none    

 2 WE

 2 WE

A legendary navigator in the pursuing force subtracts 1 from the surrounding attempt die roll AND may adjust the surrounding direction die roll by 1 in either direction.

The reverse holds true for a legendary navigator in the escaping force. If both forces have legendary navigators, there is no effect.


Flanking is a maneuver that may only be attempted in approach battles or in Open Space battles, or in terrain hex battles (that is, in battles where the terrain feature occupies the entire campaign map hex). Flanking may NOT take place in terrain point battles or terrain location battles.


After all escaping and pursuing has been attempted, and before main battle setup, players write down which ships will flank. This may be some or all of the main battle force. More than 1 group of flanking ships may be allocated, but a sequential flanking order amongst the groups must be set up. Any ships that do not flank are set up per the rules.


Each player secretly rolls a D6 and adds 1 to determine the turn that his first flanking force will arrive. At the beginning of that turn, before Energy Allocation, the flanking force is set up in any direction desired, as long as the flanking forces are not closer than 30 hexes to the nearest enemy ship/PF and all units within the flanking force are within 10 hexes of each other.


When the first flanking force is set up, the players may roll a D6+1 to determine how many more turns later the next flanking forces will arrive, and so forth.


If two opposing flanking forces arrive at the same turn, roll a D6. The higher roller sets up first, then the lower roller.


Fighters may only flank if booster packs are attached, but they may drop them prior to appearing on the map.


Flanking forces may not escape. They must show up at their designated time. Flanking forces arrive at weapon status 2, speed maximum forward, facing the nearest enemy ship.


A legendary navigator may reduce the flanking turn of arrival by 1 if so desired.


Flanking rolls are secret.


The Hydrans have a minor planet in this hex. There is a gas giant in the system, and the Hydrans have a SAMS orbiting the gas giant and a BATSF orbiting the planet. A police cruiser is assigned to this hex.

On impulse 1 of the campaign turn, a large Klingon force moves into the hex, as does a Hydran force.

The Klingons have the following:

1xD6PFT with 6xG-1

The Hydrans have:


A. Each player provides the other with TacIntel S1-S5. The players then note bypass or combat. The Hydran players writes bypass, the Klingon noted combat. Combat will occur.

B. The Hydran player, being the defender, allocates his forces as follows: Gas Giant - 1xPol, 1xCVU; BATSF - 1xCM(M); Approach - 1xBCH, 1xBCC, 1xCM(T), 1xFFL(Cr), 2xFF(H), 6 fighters from the BATSF.

C. The Klingon and Hydran players allocate the first escape wave for the approach battle. The Hydrans allocate none. The Klingons allocate 1xD7, 1xD5, and 1xF5L to escape towards the Gas Giant and the SAMS orbiting it. The Hydrans elect not to pursue.

D. The second escape wave is allocated. The Hydrans, having declined the first escape wave, may not attempt any further escapes. The Klingons allocate 1xC9, 1xD5, and 1xF5CVL to escape towards the BATSF. The Hydrans allocate 1xBCH, 1xCM(T), and the 6 fighters from the BATSF to pursue in 1 group.

E. The Klingons decline to allocate a third escape wave.

F. The first escape wave is resolved. No pursuit was allocated, so that wave arrives at the Gas Giant.

G. The second escape wave is resolved. The escape chance is 1-3 with a +1 to the die roll because the escaping group has 3 ships. The Hydrans roll a 3 and catch the Klingon force.

H. The escape battle is setup. The Klingons set up facing direction 1. The Hydrans set up roughly in direction 1 and allocate the CM(T) to surround. A 3 is rolled; the surround succeeds. The next roll is a 4, meaning the CM(T) is set up behind the Klingon escaping force in direction 4. The Hydran then elects to surround with his fighters. He rolls a 2 and succeeds. His direction roll is a 6, and he sets up the fighters in direction 6.

I. The escape battle is fought. The Klingons lose a D5 but either destroy the Hydrans or cause them to disengage. The C9 and the F5CVL continue on to the planet and the BATSF.

J. Flanking for the approach battle is allocated. The Klingons order flanking as follows:

A - 1xD7C and 2xG-1
B - 4xG-1

The Hydrans flank with 2xFF(H)

K. The main approach battle forces are setup. The Klingon force includes 1xD7D, 1xF5S, and 1xD6PFT with no PFs (they all flanked). The Hydrans have 1xBCC and 1xFFL(Cr). The Hydran player rolls a 5 on his first flanking roll, so his 2xFF(H) will arrive on turn 6. The Klingon rolls a 3, so his 1xD7C and 2xG-1 will arrive on turn 4. On turn 4, he rolls a 6, so his remaining 4xG-1 will arrive on turn 11. The battle is fought, and 1xD7C and 4xG-1 survive (or do not disengage). These ships are then cleared through and the Klingon player allocates them to the BATSF battle.

L. The Hydrans at the Gas Giant may escape. They elect to await the Klingons.

M. The Hydrans at the BATSF may escape. The Hydran player allocates the CM(M) for the first escape wave (but leaves behind its 6 fighters to aid the BATSF). The Klingons elect to let it depart.

N. The Gas Giant battle is fought. To their surprise, the Klingons find a fully loaded CVU waiting for them and disengage. The Hydrans let them go, knowing that the disengaging units will have to move back into the hex from which they came (and the PFs will probably die unless a PFT can get to them in time).

O. The BATSF battle is fought. The Hydrans have 1xBATSF and 1xPol. The Klingon force of 1xC9, 1xD7C, and 4xG-1 sets up after the Hydran forces have. The Klingon elects to set up in a tight force, although he could have placed his unit in a circle around the planet. The Klingons blow up the BATSF but take some casualties.

End of the Defense of Hydraxx 7.


Between combats within a hex, no change in the status of the map or the units may take place, with the following exceptions:

Between an approach battle or an escape battle and the terrain battles, a ship may conduct 1 turn of emergency damage repair or 1 turn of damage control on shields. It may have 1 turn to reload drone racks. It may not prepare a special shuttle.

Between battles with 1 race and battles with another race in a hex, a ship may conduct as much emergency damage repair as it wants. All shields are restored to full power assuming at least 2 points of power can be assigned to damage control. In addition, 10 turns worth of damage control may be exercised on destroyed systems (but remember there are limits to how many boxes may be repaired with continuous damage repair). Spare shuttles may be broken out (and spare fighters too). Pilots may gain experience. Drone racks may be reloaded. Inert items held in cargo bays may not be broken out. Boarding parties and crew units may be transported to other ships in the fleet. Fighters and shuttle may be assigned to other ships in the fleet.

After all combat in a hex, D9.4 repairs may be made and items held in cargo boxes may be transferred to ships for use.


4.1 - CPV

Aside from combat, economics is the most important aspect of the campaign. Economics includes not only the building of ships, but the allocation of scarce resources, safe transport of same, storage, and protection thereof. A successful wartime economist will need to ensure that he has the amount of resources he needs, where he needs them, and at the proper time.


Resources are measured in terms of what they can purchase. In this campaign, the unit of purchase is the CPV, which is the Economic BPV cost out of Star Fleet Battles. CPV stands for Campaign Point Value.


CPV are paid in order to purchase ships, fighters, bases, freighters, shuttlecraft, advanced drones, crew quality, et al.


A given race collects CPV during the economics phase. CPV is collected from planets that are in the possession of the owning race or have been captured and secured by a conquering race.


A planet produces CPV on a per turn basis as follows:

Capital Planet = 100CPV/turn
Major Planet = 50CPV/turn
Minor Planet = 25CPV/turn

These rates apply only to planets in the home empire of a race. Captured planets are calculated differently. Planets discovered during the campaign produce at 75% of the above rates (and if captured produce at half that reduced rate).

Thus, each race starts out with a CPV production rate of 300CPV per turn.

There are no provinces (ala Federation and Empire) in this game. There is no "fuel" in this game.


A CPV entirely fills 1 cargo box. CPV may only be carried/transported in cargo boxes. They may only be stored in cargo boxes.


CPV may only be utilized via repair boxes (exception: Base Pool and Intelligence). Each repair box may utilize 1 CPV per turn.

CPV produced during the economics phase MUST be allocated to the Base Pool, allocated to Intelligence, stored in a cargo box, or used by a repair box during the turn in which is was produced. Otherwise, the CPV is lost.

CPV produced by a planet may be automatically loaded into any repair or cargo box in the same hex as the planet. CPV may, at the beginning of the economics phase, be automatically transferred to other cargo boxes or to a repair box (but not from a repair box to a cargo box). CPV may be offloaded from a freighter or other cargo bearing ship to another cargo box immediately upon the arrival of the freighter into the hex.

CPV that is transferred to a repair box and then not used by that repair box by the end of that turn is lost.


CPV may be transferred between cargo boxes (or from a cargo box to a repair box, but not vice versa) before or after combat. This takes no campaign time.


CPV may be destroyed in combat. Such CPV is lost when the cargo box containing it is destroyed. CPV may not be located in hull boxes.


CPV may not be the object of hit and run raids, as they represent bulky raw materials. However, if captured (by capturing a ship), they may be transported at non-combat rates.



Ships and other items are constructed at bases. Construction takes place by channeling CPV through repair boxes. Each repair box channels 1 CPV per turn.

A unit being constructed must be docked at/inside a base. The base must have docking space for the completed vessel in order to begin construction. An under construction vessel cannot be targetted and has no effect on battle until 100% complete. Only the repair boxes assigned to that docking bay may be used to construct a given ship. The under construction ship is destroyed when the base is destroyed. In the case of a starbase, it is destroyed when every internal on the docking module is destroyed.

Units are constructed at the following bases:

Starbase = Any unit
Battle Station = Size class 4 or smaller units (except SWACS)
Base Station = Size class 6 or smaller units (except SWACS)
FRD = Size class 7 or smaller units (except SWACS)
BLM and SAMS = nil

A unit need not be constructed during a single turn. Construction on a unit may halt and resume later at any time.


It can be assumed that the thought admirals of the Klingon Empire knew that a D5 was better than a D6 or that the Federation High Command knew that the CLC far outmatched the CA. However, it can also be assumed that there was a reason why every ship built wasn't a BCH or CC, or why every Hydran PF wasn't a Howler. Since many of these considerations (political, economic, logistical) are outside the scope of this campaign, and since seeing the same ships built over and over again is extremely boring, the following construction rules are in effect:

The per turn build rates are not savable. In other words, if a player does not build a scout for 10 turns, he is not entitled to build 10 scouts on his next turn. He must always abide by the 1 scout started per turn restriction.

The above limitations apply to conversions and refits also. In other words, if a player begins to convert a FF to a scout, then he may not also begin to build a scout ship in the same turn.

4.2.3 - REFITS

Ships may be refit or converted. Refitting may occur at any base equipped to construct the unit in question. Any ship being refit must be docked to the base this is refitting it. The refit only takes effect when the entire refit or conversion is complete. Until that time, the ship is treated exactly as it was before its refit. The ship may undock from the base, but doing so voids any CPV spent on the refit so far.

The cost of a refit is as per Star Fleet Battles. Only historical refits are allowed. Conjectural refits are NOT allowed. Basically, you must be able to find a single historical instance of the ship being used in battle before the refit will be allowed.

The cost in CPV to retrofit a ship (i.e. downgrade its BPV) is equal to the difference in the BPV before and after the conversion. Thus, if a ship worth 145 EPV is refit to a variant that costs 110 EPV, the cost in CPV will be 35 CPV. All refits and retrofits cost at least 10 CPV.

A ship may be constructed and refit in the same turn. Several different refits may be performed in the same turn. A ship may undergo maintenance and refit in the same turn. A ship may not be repaired and refit in the same turn.

Refits from one ship class to another are not allowed unless historical. Thus, the Hydrans cannot convert a Ranger to a Dragoon. A Lyran may convert a CA to a DN.

Any number of ships may be refit during any one turn (subject to CPV, repair boxes, and docking space).


Various ordnance and accessories may be purchased. These are dealt with individually. - DRONES

All ships with drone racks are presumed to have Type I speed 8 explosive drones from the factory. These drones are included in the price of the drone rack, and such drones may be produced free of charge by any base capable of producing drones (although they have to be stored somewhere).

Other advanced/faster drones must be paid for using CPV. Remember that purchasing a drone entitles you to a reload of the exact same type free of charge. Also, remember that you can get a CPV credit for buying an advanced drone by turning in your factory issue drone.

Drones (especially advanced drones) may be stored in cargo boxes. Star Fleet Battles rules tell how many drones (and other items like shuttles) can be stored in a cargo box.

No single ship may exceed its race's maximum of special drone types. This does not include inert drones stored in cargo boxes for transport. - SHUTTLES

All ships are built with their full compliment of shuttles (including spares). These may be left off of the ship, but must still be paid for.

All ships must have at least 1 shuttle if it hasn't been destroyed (fighters do not count). Ships which lose all shuttles must purchase a new one the next time they stop for maintenance or maintenance will not occur.

A shuttle may NEVER be carried in a fighter box, or in a shuttle box with a ready rack unless historically noted. - FIGHTERS

A ship may not purchase or alter its historical reload boxes. While a ship without proper reload boxes would carry a fighter, such a fighter could not fire heavy weapons (not even once). A fighter cannot be carried in a shuttle box unless historically noted. - MRS

Only bases, CVs, CC(L/M), BCH, DN, SCS, the B10, or the SSCS may carry MRS. Other ships may carry MRS if historically noted. No ship may carry more than 1 MRS unless historically noted. - MINES

No transporter bombs are used. Mines may only be carried in mine boxes, by noted Romulan ships (per Star Fleet Battles rules), or on an MLS or MRS. Mines may be carried inert in cargo boxes. No ship may have a mine box unless its SSD normally lists one. Shuttle bays may not be converted to mine boxes.

In the campaign, minefields (as opposed to mines dropped tactically during combat) are laid after combat. It takes no time to lay a minefield. Outside of combat, a minesweeper (or MLS or MRS) may lay any or all of its mines instantly (after the combat phase). The minefield must be plotted immediately. Romulan non-mine sweepers that carry mines may only drop them during combat.

Mines dropped during combat are eliminated after the combat phase.

No single terrain feature may have more than 120 CPV worth of mines in a minefield. Mines laid outside of combat must be laid within 25 hexes of any terrain point (or base) or they will have no effect. Minefields may only be laid around terrain points and bases; they have no effect and are eliminated if laid in a terrain location or a terrain hex or an open space hex. - SWAC

These units may only be purchased by ships historically carrying them. - WBP, EWP

When a fighter is built, it comes with 3 EWP and 3 WBP sets (this is per the Star Fleet Battles rules). - BOARDING PARTIES, CREW UNITS, OFFICERS, PILOTS

These human elements must be "built" (i.e. trained) at a starbase or battle station. Pilots can gain experience through combat (crews and officers may NOT). Poor crews and pilots will give a discount for a ship's cost. Normally, all ships and fighters are assumed to have normal pilots, crews, and officers. Legendary officers and ace pilots cost extra. Pilots, officers, and crews must be built along with the unit they are serving, and count as part of the construction price of the unit. Replacing a poor crew with a normal crew or building up a legendary officer or pilot or an outstanding crew after a ship is built is treated as a refit. No ship may ever have more than +25% of its normal compliment of Crew Units or Boarding Parties. If you need more, get a Starliner or TT pod. Pilots and legendary officers may be transported in any hull box of any ship, but when being transported, are not effective. Crew units adding onto a crew or replacing lost crew must be of the same uniform quality as the crew units on the ship. If crew units of differing qualities are mixed together, the entire crew devolves to the lowest quality crew unit and remains so permanently until the ship is refit and a new crew is paid for.

Planets may also have boarding parties et al. In addition to the boarding parties and crew units that come with ground bases, the maximum number of boarding parties/crew units on each type of planet is listed below:

Capital Planets = 600 BP/600 CU
Major Planets = 300 BP/300 CU
Minor Planets = 150 BP/ 150 CU
Moons = 50 BP/50 CU

Replacement boarding parties and crew units must be purchased at a star base or battle station and transported to the planet. Any number may be offloaded after combat as long as at least 1 working shuttle or transporter is available.

Shuttles retained on planet must dock in a shuttle box on a ground base. Ground Combat Vehicles may be purchased and built at a base and then transported on planet, but no more than 1 out of every 10 BP may have a GCV.

4.3 - REPAIR

Ships may be repaired using the same system as construction. However, the point of repair cost chart is used. It costs 1/2 CPV for each point on the chart. Thus, it costs 5 CPV to repair a warp drive. If this sounds steep, remember that D9.4 repair is used as well, and this will repair most of a ship's damaged systems. Any damage remaining after D9.4 represents systems blown straight off the ship.


A damaged ship may not be refit until the turn after all damage is complete.

4.4 - BASES

Bases are built differently from ships. They represent major construction efforts and require the use of a base pool.


During the economics phase, CPV may be allocated to the Base Pool. Once allocated, CPV may not be taken from the Base Pool (except to build a base). Once CPV has been put into a cargo box, it may not be put into the Base Pool. Bases include all units with positional stabilizers. BLMs are built as ships and towed to their site. FRDs are built as ships and either towed or moved under their own power. Ground bases are covered below.


When enough CPV has been accumulated, the player sets aside the proper number of CPV from the Base Pool. He must then move a Tug or Large Freighter to the hex site. Only 1 tug or freighter may actually build the base. If the tug or freighter leaves the base site (i.e. the hex where the base is being built), the base or upgrade is lost and all CPV set aside for its production are lost.


Each turn, the tug/freighter may channel as many CPV to the base as it has cargo boxes. A large ore carrier is the best base builder around, channeling 100 CPV per turn. Using an ore carrier, it would take 7 turns to build a basic starbase.


The tug or freighter building the base may be replaced by another such at any time, but at least one tug or large freighter must be in the hex at all times.


A base may be upgraded (i.e. from a BS to a BATS), if historical. A BATS may not be upgraded to an SB, but any base may be scrapped for half of its CPV value (once fully repaired) and that value must go directly into the Base Pool.


A base may not begin construction until the entire production amount has been set aside from the Base Pool.


Bases being built in a hex not occupied by a base previously cost 1.5 times as much CPV to build.


Ground bases are not built out of the base pool, but are built directly from planetary CPV. They do not need to be funneled through repair boxes, and are the only units capable of this type of building. Each planets may have a certain number of ground bases per hexside as follows:

Capital Planet = 4 ground bases per hexside
Major Planet = 3 ground bases per hexside
Minor Planet = 2 ground bases per hexside
Moon = 1 ground base per hexside



Ships can be captured per Star Fleet Battles. A captured ship can be used in all ways allowed by the Star Fleet Battles rules until taken to a base of the type able to build that size of ship. Once there, the captured item can be converted into a hybrid ship (i.e. a D7H, OK6, et al) as per the conversion rules, or may be melted down and salvaged for scrap. All hybrid conversions cost at least 15 CPV.


A salvaged ship will bring in as many CPV equal to half of its current CPV. Current CPV is defined as the original CPV of the ship (assuming normal crew and officers) less CPV required to repair the ship back to full operating condition.


A captured ship may not fire its weapons until converted.


No race may use technology from the captured ship unless included in a hybrid design like the RKL.


Planets may be razed. This basically means ships circle the planet, bombarding the surface in an effort to subdue the populace and destroy all ground installations and factory and transport capacity.


Each ship has a Razing Potential (RP). This is defined as 6 minus the size class.

Modifiers to RP include:

Per 6 fighters (round down) +1
Scout Ship -1
MS, PFT, LTT, Tug -1
BCH +1
Mauler +1
Battle Pod +1
Freighter = no RP


Razing is performed after combat of each impulse. The razing potential of the force is added and applied to the planet. No ship may raze more than 1 planet per impulse. Razing may only occur on planets (not gas giants).


Razing has no effect on Boarding Parties on the planet (or crew Units or civilians). It has no effect on any SSD based installations. Razing may not take place as long as a single ground base remains intact in that hex (even if the ground base is on a moon surrounding a gas giant).

The only effect of razing is to lower the CPV output of the planet being razed.

Each RP applied per impulse will lower the CPV output of a planet by 1 CPV.


Razing may only be performed by ships in the hex that did not disengage. Razing may not be performed by ships that escape unless such ships escaped TO the planet and did not disengage or escape therefrom.


A planet will recover from razing at the rate of 1/10 its original CPV output per turn. Thus, a capital planet recovers from razing at a rate of 10 CPV per turn.


Planets may also be captured. In order to capture a planet, all enemy Boarding Parties must be destroyed. Once this is done, capture takes place immediately.


A captured planet will provide CPV for the conquering race at 1/2 of the rate it normally would. Thus, a captured capital planet which has been razed with 50RP would produce 25 CPV per turn (100-50=50/2=25). A planet will not produce CPV for a conqueror until after it has been captured for en entire turn (impulse 1 to impulse 6). Captured planets recover from razing at half the normal recovery rate.


A captured planet will always produce rebels each turn (during the rebellion segment). A capital planet will produce 4D6 rebel militia squads per turn. A major planet will produce 2D6 and a minor planet 1D6. Moons do not produce rebels.


Each planet must be garrisoned by a certain amount of BP. Garrisons cannot be commandos or militia. Heavy Weapons squads count as 1 BP for garrison calculations. Each GCV or shuttle assigned to garrison also counts as 1 BP. A capital planet requires a garrison of at least 50 BP. A major planet requires 30 BP, and a minor planet 20 BP. Failure to provide an adequate garrison results in a major revolt (during the rebellion phase), wherein the number of rebels are doubled. Garrison value is calculated at the start of the rebellion segment. BP in ships or ground bases do not count for garrisons.


A normal rebellion and a major revolt cannot both happen during the same turn on the same planet.


If, at any time, a ship friendly to the planet ends an impulse in a planet hex and no conquering ships are in the same hex, a major revolt will occur.


BP that rise in revolt cannot take casualties. They only inflict them. They do not remain on the planet and are not added to next turn's revolt roll. Assume that many of these partisans are slain, become heroes and martyrs, and fuel a new batch of patriots.


Espionage plays a major part in any war, and its effect upon the campaign is not overlooked in these rules.


Espionage is conducted by allocated points called Intelligence Points (IP).


Each IP is generated from a single CPV. CPV are assigned as IP during the CPV phase of the turn.


IP are kept in an Intelligence Reserve (IR). The IR carries over from turn to turn but can never contain more than 300 IP.


IP are allocated to missions during the espionage phase. Each mission must have at least 10 IP allocated to it. A mission may have up to 300 IP allocated to it.

Each player allocates his IP to missions secretly and simultaneously. Multiple missions of the same type must be allocated, and the specific target of the mission must be named. Multiple missions may be directed at the same target in the same turn, in order to gain more information.


Mission available include:

  1. Minefield Detection
  2. Construction Plans
  3. Movement Plot
  4. Ship Plans
  5. Base Plans
  6. Location Detection
  7. Insurrection
  8. Counter Intelligence
  9. Resource Check
  10. Planet Check - MINEFIELD DETECTION

Each mission allows the spying player to know whether there is a minefield in the hex and what point location or base it surrounds. A second successful mission in the same turn will allow the spying player to determine how many CPV the minefield is made up of. A third successful mission in a single turn will allow a complete map of the minefield. - CONSTRUCTION PLANS

A successful mission allows the spying player to know exactly what was built at a single base during the CPV phase. This includes refits, ordnance, and officer training. What must be announced is the number of points spent and on what the points were spent. One does not have to tell whether the construction was finished or in process. - MOVEMENT PLOT

Allows the spying player to see the first movement plot of all ships in a hex for that turn. Only the first impulse plot is revealed. Since the Intelligence phase occurs before movement plotting, the player being spied upon must commit his first impulse plot for that hex ahead of time. - SHIP PLANS

Allows the spying player to see the SSD of any one ship. He may examine its name, shuttles, ordnance, crew, officers, and pilots. The spying player may pick a random ship in a hex or a specific ship by name. For the latter to occur, the player must have gained TacIntel enough to learn its name or have spied upon its SSD previously during a prior turn. - BASE PLANS

Allows the spying player to know how many CPV are in the base pool and where any and all bases are under construction/refit (including what type of base is being built/refit to). This does not include any unit without positional stabilizers. - LOCATION DETECTION

Allows the spying player to know S1-S5 of TacIntel on all units in a single hex, including cloaked units. If cloaked units are located, then the spying player's forces may successfully bring to battle any cloaked ships that remain in the hex on the first impulse of movement. - INSURRECTION

Allows the spying player to add D6 to the number of revolting BP on a single captured planet. No more than 5 such missions can be conducted on a single planet in a single turn. - COUNTER INTELLIGENCE

Each point allocated to counter intelligence will negate 1 IP of a spying player. All counter intelligence points must be allocated to a mission once the mission objectives are announced but before the spying player tells how many points he allocated. - RESOURCE CHECK

Allows the spying player to tell how many CPV are stored in cargo or repair boxes in that hex. - PLANET CHECK

Allows the spying player to know what ground bases are on planet, their facing, and all ships, units, BP, and CU on planet (as well as how many GCV are possessed by the BP).


Intelligence works as follows:


The spying players all allocate their IP to specific missions. All salient points of the mission must be written down (i.e. which hex, which ship, et al). All IP in the IR need not be spent. All players then allocate IP to counter intelligence. Next, all players roll 2D6. The highest roller goes first, then the next highest, and so on. The first player announces the specifics of one of his missions. He does NOT announce how many points he has allocated to that mission. The victim then announces how many (if any) counter intelligence points he will use to thwart the mission.


If the total of mission points minus counter intelligence points is ten or greater, the mission succeeds on a 1-4 on a D6. If the total is less than 10, the mission fails. If the total is more than 20, the mission succeeds on a 1-5 out of 6. If any mission does not succeed, it fails and points allocated to the mission are expended. If any mission succeeds, points allocated to thwart it are lost.


All ships need to come into port for maintenance occasionally. The frequency varies from ship to ship. Such maintenance includes shore leave, new orders, training sessions, refueling, engine flush, life support, new food, water, and a general ship check.


Ships must come in for maintenance as follows:

DN, SCS, CVA, B10, SSCS - every 4 turns
BCH, BC, CA, CC - every 8 turns
CL - every 6 turns
CW, NCL, CM - every 4 turns
DD, FF - every 4 turns
DW - every 3 turns
Survey Ship - need not
PF - every turn
Tug or LTT - every 10 turns
Freighters, Police Ships - need not


Ships not specifically mentioned need to maintain on a frequency equal to their hull type (thus, a Federation Scout, based on a DD hull, must maintain every 4 turns).


Ships may maintain at any base as follows:

Starbase = any ship
BATS = any ship
BS = any ship
FRD = any ship
BLM = any ship
SAMS = class 5 or smaller ship


Ships not maintaining will lose 1 crew quality level. Poor crews have penalties doubled. This will not affect pilots or legendary officers. All such ships also incur a +1 penalty to their breakdown rolls.


Some ships may scan in hexes they do not occupy. Scanning takes place during the scanning phase of each impulse.


Any ship with special sensors may scan certain other ships.


Scanning covers an entire hex.


Differentiation is made between certain types of ships/units with special sensors.


Any BS, BATS, SB, BLM, or ground base with special sensors may perform a base-scan. A base-scan has a range of 3 hexes. Each operative sensor may scan one hex per impulse.


Any scout ships (i.e. any ship not listed above and not a PFT) with special sensors may make a ship-scan. A ship-scan has a range of 1 hex. Each operative sensor may make 1 ship-scan per impulse. SAMS make ship-scans.


PFT and scout PFs may not make any scans.


All scans work on a 1-3 on a D6. A successful scan provides S1-S5 on the hex.


A long range scan may be undertaken in place of a normal scan. A long range scan adds +1 to the range but the chance of success drop to 1 in 6.


Scans may be performed in an empty hex. The only real reason to do so is to catch cloaked ships or freighters.


Scans will turn up cloaked ships on a 1 in 6. Long range scans never detect cloaked ships.


The scanning player need not tell where his scan originated from, nor whether it is a base-scan or a ship-scan. He need not tell whether it is a long range scan, but must roll the die in the open (so certain die rolls may give this away).


Multiple scans may be made of the same hex during a single impulse. Scans need not be allocated beforehand; they may be done in any order. Players should roll a die and conduct all of a player's scans in die roll order.


Scans can pick up convoys, Q-ships, bases, police ships, and ground bases.


A lot of space is unexplored, and during wartime, exploration for new sources of wealth becomes important. Players can send survey ships into the Neutral Zone in search of new planets.


Surveying takes place during the Economics Phase. To survey a particular hex, a Survey Ship must be in the hex. A legitimate survey ship includes 1 normal survey cruiser, 2 large survey freighters, or 4 small survey freighters. Scouts et al may not survey.


Upon surveying, each player rolls 3D6 for each hex being surveyed. Multiple survey ships per hex do not increase or decrease the chances. Surveying is rolled per hex, NOT per ship.

3 = Major Planet discovered
4 = Minor Planet discovered
5 = Delay, all ships in the hex must remain in the same hex for another turn, then roll again
6-15 = Open Space (roll on the Open Space terrain chart)
16 = Monster! Roll 1D6 for each ship in the hex (5-6 = destroyed, -1 to die roll if a legendary science officer is aboard a survey ship)
17 = Minor Planet discovered
18 = Major planet discovered


Ships moving through unsurveyed space may only move at half normal speed. Combats occurring in unsurveyed space always occur in Open Space with no terrain.

If more than one race enters a hex to survey it, a die is rolled, with a +1 if a legendary science officer is aboard that race's survey ship. The highest roller gets to survey the hex.


Once a hex is explored, all races treat it as explored.


Exploration results are never secret.


Planets that are discovered produce income on the Economics Phase in the turn after discovery.


For purposes of defender/attacker designations, the race last moving through a surveyed hex is the owning race. At the moment of survey, the race that made the survey roll is the defender.


This rule is designed to introduce monsters into the campaign. The rules are optional and are to be implemented some time in the future.


12.0 - VICTORY

Players are free to decide their own victory conditions. In can be a fight to the death, or whomever has the highest CPV production rate per turn at the end of some designated time period.

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