notification to all players as soon as the change is ABSOLUTE WAR II posted. By Aaron M. Staley You will see throughout these rules that the words “Round” and “Turn” have their first letters capitalized. Absolute War II is a campaign system designed for use These are abbreviations for “Campaign Round” or on SFBOL. No other game system is necessary, as this “Campaign Turn” respectively. campaign has it’s own combat system. It can be based on or use the spaceships from any sci-fi genre or game RACES ALLOWED FOR PLAY system. This campaign system does not attempt to duplicate game play of other game systems, but works to At this time, all SFB races may be used. (Yes, including produce a result similar to the result of having played the Andromedans. The Orion Pirates can be played as a those game systems. full-fledged race). Some races have various restrictions This set of rules primarily uses the ships from SFB to keep the campaign balanced. since it is being used on SFBOL. These rules are copyright Aaron M. Staley and not to be reprinted or sold PLAYER CAMPAIGN ENTRY without permission. The races and some of the ship designations within this document are copyright ADB inc. Anyone wishing to enter the campaign may do so, at the SFBOL is copyright Franz Games, LLC. This campaign beginning of, or during the campaign, by contacting the rule book may only be used with SFBOL for the Cold of GM. If the campaign is open to new players, the player Space campaign game. Enjoy the campaign! may request a race to play (Note: a player may choose Note - Various calculations are not revealed, for to play any race even though another player may already example, these rules do not cover how any particular be playing the race selected. The two players need not ship’s attack factor is calculated. Players do not need to be allied and may very well war against one another). know these things, please don’t ask the GM about it Once no more space is available on the campaign because I’m not going to reveal the system and I’m not map for new players to enter the campaign, or CY173 going to change the system (so your ships are stronger has been reached) the campaign will be declared closed and someone else’s is weaker). However, feel free to ask (no new players may enter the campaign). me questions about the actual rules presented in this Every player that enters the campaign will meet with rulebook. E-mail is email@example.com. the GM online in a campaign room and the GM will randomly determine the starting hex. The starting hex for INTRODUCTION a new player cannot be within 15 hexes of another player’s owned terrain. The new player’s home system The year is 167. All galactic races have emerged from a will be the closest star system to the randomly generated dark age of minor space exploration, internal political hex. If two or more such star systems exist, one of them feuds, and natural catastrophes. At this dawn of a new will be selected randomly. age, they all push outward to explore their neighboring The new player begins play at the start of the next star systems; only to find they are not alone. Peace and round after being placed on the campaign map. alliances are made where possible, but there are those in the galaxy not content with anything less than total SEQUENCE OF PLAY dominion over all others. Some choose the old pacifistic ways, but are slaughtered mercilessly. Then it is realized START OF YEAR that sometimes there is no choice but to go to war, no choice but to utterly annihilate those who would dominate TURN all. Coexistence is futility - when Absolute War becomes 1. Purchase new builds. necessity. a. Purchase new units. b. Purchase new technology. CAMPAIGN TIME-LINE 2. Make any economic transfers between races. Time in the campaign is expressed by year.turn.round. ROUND For example Y1.3.4 (the 4th round of the 3rd turn of year 1. 1st movement phase. (speeds 2, 3, and 4) 1). There are 10 turns per year; 10 rounds per turn. This 2. Combat resolution #1. campaign’s starting year is CY167 (Campaign Year 167). 3. 2nd movement phase. (speeds 1, and 4) 4. Combat resolution #2. RULES NOTES 5. Repairs, Assign Carrier Escorts, Resupply. (Repeat until Round 10 is complete, then continue Certain SFB rules are not used in this campaign. These the Turn sequence.) rules include (but not limited to): Monster scenarios, Joke ships or any unit the GM 3. Place builds purchased at the beginning of the turn. decides to exclude, and command ratings. 4. Conduct Strategic Relocation for small and medium These rules are not totally set in stone yet (I do ground bases, pods, fighters and PFs. apologize, PLEASE understand this is a massive 5. Collect income. project). SFB is a very large game system, and it is not (Repeat until Turn 10 is complete) the intent for this campaign to be that large. It is impossible at this time to list all the rules from SFB not in END OF YEAR use. However, as rulings are made and time permits, more SFB rules will be added to the above list. Rest DEADLINES assured that any changes to these rules will be minor. There will be times when players become “unexpectedly Further, any changes to the rules will be followed by a unavailable” on a short term basis or permanently. For whatever reasons, campaign deadlines must still be met, TERRAIN and the GM will not grant un-requested extensions. The only terrain used in the game are star systems and A player may ask for an combat extension at any time. empty space. A hex on the campaign map will either be A combat extension (if granted) will be no longer than 24 empty or contain a star system. Star systems have a hours, and no second extensions will be granted. There base value of 3, 4, or 5 EPs (Economic Points). Star are no extensions for movements or other activities. systems worth 3 EPs, will be shown as red; star systems In the event that a deadline is missed, the GM will worth 4 EPs will be shown as blue, and star systems move to the next Step, Round, Turn, or Year in the worth 5 EPs will be shown as yellow. sequence of play. Any combats will be adjudicated. No star system may be developed to produce more During movement Steps, the GM will not make your than 10 EPs per Turn. moves for you if you miss the deadline. The GM will not Ownership of terrain is achieved by simply moving a handle any player responsibilities with the exception of unit into the terrain hex. It is now owned by the race that adjudicating combats. moved a unit into the hex, and the GM will change it’s All players will have until 0400 hours EST daily to background color to represent this. If two units from submit moves. Any moves not received by the deadline opposing races enter the terrain hex on the same round, will be refused. The GM will then submit to all the players they must fight for ownership, or one must peacefully their updated maps. concede ownership to the other. Both may also choose Once you receive your map, if you have any combats to leave the hex unowned (for whatever reasons). that need resolution, you must contact the players If a race enters a star system owned by another race, involved and play those combats within 48 hours. (A he must defeat all forces in that hex to achieve message will be sent to all players letting them know ownership. If the hex is owned, but none of the owning when the next deadline is). This is done by sending your race’s forces are in the terrain hex, ownership transfers map, with the combat results on it, back to the GM. to the race that now occupies the terrain hex. Once all combats are resolved and all final map If a race enters a star system owned by another race, updates have been submitted to the GM, the GM will he can declare “hostile intent”. While in this status, no send a message to all players stating when the next one may receive income from the star system until the deadline is. non-owning race is destroyed or driven off (or the owning There will be times when the GM will be unavailable race is destroyed or driven off, thus making a new for several days due to real world military service. These owner). will be announced when necessary. STAR SYSTEM TERRAIN LOCATIONS OBJECTIVE AND VICTORY The base value of a star system determines the number of planets that ground bases may be placed. Besides Your objective is to become the strongest power on the asteroid fields, these planets are the only things of value board by conquering all other race’s home star systems. within the star system. Each planet is considered to be a The campaign will end in CY205 with the strongest race separate location. When a ground base or space base on the board declared the winner. (or any other non-mobile unit) is placed in a star system This will be determined by totaling the entire player’s hex, it must record it’s location (planet 1, 2, 3, etc.). point value (all the units he has in play, and all the terrain Some units (and the Jindarian race) use asteroid fields he owns). to prospect (or live) in. Open space is also a terrain location (though it is CONQUERED RACES actually devoid of actual terrain). Once a race’s star system has been conquered by No more than one large base can be at any one another player, all his units either defect to other location. opposing races, to the conquering race, or commit self So, for example: A player owns a star system with a destruction to avoid capture (determined by the GM). base value of 3. It has 3 planets (Planet #1, #2, and #3). To conquer another race’s home star system, see the If he places any units on those planets, he must record TERRAIN rule. which planet each unit is on. If it is an orbital unit, he The GM will roll 1d6 for each surviving unit of the merely assigns it a planet. Lets say he places units on all conquered player, and consult the table below: 3 planets, two units within asteroid fields at different locations, and has a battlestation in open space and ROLL (1d6) RESULT away from the planets. The star system has six locations, 1-4 Unit Self Destructs that an enemy would have to conquer before he could 5 Defects to conqueror take ownership of the hex. 6 Defects to other race RACIAL CAPITALS A race’s capital will be designated on the map as a In the case of the “6” result above, the GM will make a yellow star. This star system is worth 10 EPs. Once table for all other races, who will have an equal chance conquered, the yellow star is replaced with a green star each, and will roll for that unit’s new allegiance. system and is still worth 10 EPs. Conquering a race’s Units gained in this manner become Brother’s of the capital is done in the same manner that all other terrain Anarchist ships, and MUST be converted to the new hexes are captured. owner’s technology or scrapped. See rules on conversions. RACIAL OWNERSHIP OF STAR SYSTEMS Each race will be assigned it’s own color that will be CAMPAIGN MAP applied to the star system backgrounds in which they own. The campaign map is 100 x 100 hexes. It is surrounded by a barrier (shown in gray) that no unit may enter. SET-UP AND STARTING UNITS ROUNDS SPD 1 2 3 4 5 6 7 8 9 10 Each player chooses a race to play. Once the race is 4 1 2 1 1 1 2 1 1 1 2 chosen, the GM will assign the player a homeworld, 50 3 1 1 1 1 1 1 1 1 1 1 points worth of terrain owned (including the value of the homeworld), and the player’s starting units. 2 - 1 - 1 - 1 - 1 - 1 Each player begins the game with 1xSB with shipyard 1 - 1 - - - 1 - - - 1 (the shipyard has 3xCDKs and 1xFRD), 2xBATS, 4xBS, 1xSupply Fleet, 1xSupport Fleet, 1xDN, 1xCC, 3xCA, Note - The Federation Express and X-Federation 4xCL, 1xDDL, 3xDD, 1xSC, 1xFFL, 3xFF, and 3 ships of Express are capable of moving 2 hexes on every round the player’s choosing (1 x Size Class 3, 2 x Size Class and do not use the table above. 4). These three ships that the player chooses must be from what is currently available on the ship list and Note - PFs cannot travel from one campaign hex to cannot be a base. The specific starting units for each another. They must have a PFT or other unit capable of race are listed on their tech list word document. towing them or landing them to move on the campaign The player may place his BATS and BS units map. anywhere within 6 hexes of his home star system. No BS or BATS may be in the same campaign hex at start. The Note - Fighters and Shuttles cannot travel from one SB and shipyard must both be in the home star system campaign hex to another. They must have a unit to land hex. Large bases (BATS, BS, and SB) may never be on in order to be transported. moved or relocated. Any other unit may be placed at any large base TOWING - Any unit that has a movement rating above 0 location at start, to include the supply fleet and the may tow one other unit (it cannot tow 2 units at the same support fleet. time). The towing unit’s movement rating is reduced by The supply fleet consists of 1xTUG (with 2 cargo one while it is towing another unit. If the unit being towed pods), 2xF-L, 4xF-S. is two size classes larger than the towing unit (i.e., size The support fleet consists of 1xTUG (with 2 repair class 4 towing a size class 2), the movement rating is pods) 2xF-RL, 4xF-RS, 1xFRD. reduced by two. The movement rating cannot be reduced below one. PFs, fighter squadrons cannot tow. A unit that is designated as a tug under a race’s 100% VISIBILITY special abilities column of the ship list is not subject to the restrictions above. Tugs still cannot tow more than All players can see the other player’s moves, unit one ship (even with no attached pods). A tug can tow an locations and ALL economic information. In this entire unassembled starbase to it’s assembly location campaign, the only things hidden are your private without penalty. messages between other players and any agreements they make between themselves. Players will always be PASSING UNITS able to see information such as, any new builds It is possible for two opposing units or set of units to purchased, any special cargo a ship is carrying, where exchange hexes and pass each other. (Example, fleet or any player’s units are, who owns what star system, etc. unit A is in hex 0533 and moves to hex 0534; fleet or unit This campaign is an open book! B is in hex 0534 and moves to hex 0533.) In such situations, either of the players can demand MOVEMENT combat. To determine the combat hex, designate one hex as having a value of 1-3 and the other as having a All units have a movement rating from 0 thru 4. Consult value of 4-6 and roll 1d6. The result is the hex the the owning race’s ship data table to find any ship’s combat occurs in. The unit or fleet that was in that hex designated movement rating. prior to movement loses it’s move for that Round (unless the combat took place in Round-step #2). 0 - These units cannot move on the campaign map; at If the combat took place in Round-step #2, and that least not under their own power. They can be carried or unit or fleet did not disengage from the combat, it may towed to a destination where they can operate. Similarly, perform it’s normal move on Round-step #3. In this some units are capable of maneuver but cannot move situation, units with a MR of “4” do not get their second fast enough to leave the campaign hex it is in for months move. or years. Also, the player who lost his move in Round-step #1 1 - These units are slow and hulking, capable of moving may change his movement plot. at warp speeds, but just barely. They generally cannot maintain a fleet speed (moving with a fleet of fully UNIT STATISTICS capable combat ships). Their engines are too small for that purpose, designed to move a mass three or four All units must be assigned a name or a number by their times smaller than what they are actually trying to move. owning players. 2 - These units have state of the art engines; from twenty Every unit has a set of statistics: Attack Factor (AF), or thirty years prior. They can barely keep up a fleet Defense Factor (DF), Hit Points (HP), and Movement speed, but are easily out-paced by truly modern engines. Rating (MR). Some units have Repair Points (RP). 3 - These units use the latest, greatest, state of the art engines. Ships with these engines are the standard AF - The Attack Factor is the maximum amount of combat units of the game. damage the unit can inflict on another unit in a single 4 - These units are a result from technological advances round of combat. AFs will be combined with those of and improvements which have resulted in exceptional other units during combat calculations. Only fighters will movement ability. have fractions in their attack factors. DF - The Defense Factor is the maximum amount of 4 - All players assign damage points received to their damage a unit can take before taking permanent units and adjust their statistics appropriately. Remove damage. When the defense factor is reduced to 0, any any destroyed units from play. Units affected by SFs further damage is scored against the unit’s HPs. Once become un-affected and re-adjust their DFs accordingly. the battle is over and if the unit survived, it’s DF is reset 4a (Starting on Combat Round #3) - Declare to it’s undamaged number. disengagement for any units the player wishes to disengage and consult the disengagement rule for HP - The Hit Points of a unit is the amount of damage a procedure. Remove any disengaged units from the unit may sustain before being destroyed. The unit is combat. destroyed when it’s number of HPs is reduced to 0. 5 - Attempt to capture an enemy unit. See rule. These points also determine the status of a unit, and can Maulers fire. be regained by using the repair rules. ATTACK FACTOR REDUCTION MR - The Movement Rating of a unit determines at what As a unit receives damage, it’s attack factor reduces by 1 speed the unit may move on the campaign map. point for every damage point. Once a unit becomes crippled, it loses 2 AF points for every further damage COMBAT point. Units with multi-turn arming weapons and scout When two or more units from different races enter a factors, have all the AF numbers reduced by 1 point for campaign hex, no combat ensues UNLESS one player each damage point (by 2 for each damage point while decides to engage. (You can declare engagement to the crippled). GM then contact the other player and set up a time to resolve the combat, or you can let the deadline expire CRIPPLED UNITS without declaring engagement.) Once the deadline When a unit receives a total amount of damage equal to expires, no combat is assumed and the campaign more than 50% of it’s undamaged hit point score, that continues. unit is now in a crippled status. If a unit is reduced to The procedure is as follows: All players involved in the 80% damage, the unit is still crippled but is now combat get online, enter a campaign game room and considered to be “Severely Crippled”. open the campaign game. Make a note of which units Crippled units have their MR reduced by 1. Severely are involved in the combat scenario you wish to resolve. crippled units have their MR reduced by 2. Then open an SFB game room. Add the definitions for the ships necessary for the scenario to the SFB game SCOUTS room. Next, import the .ssd files for each unit that is A scout can be any unit that has special sensors. The associated with the game pieces from the campaign number of special sensors a scout unit has determines room. Now you are ready to play the combat scenario in the number of scout factors (SF) it has and may use on the SFB game room. every combat round. No more than 2 SFs can be applied The sequence for each combat round is described to any unit (friendly or enemy). For each SF that is below. applied to a friendly unit, the friendly unit’s DF is 1 - Any units with Scout Factors (SFs) assign them to temporarily increased by 1. For each SF that is applied to units they wish to protect or harm. (note, this will effect an enemy unit, the enemy unit’s DF is temporarily the AF of any scout that used it’s SFs). See Scout rules decreased by 1. below for how the SFs effect units. Units with cloaking Scout units have a special attack factor. The attack devices specify any cloaking devices that are on. factor is two values separated by a dash (example: 1 - 2 - Each side then totals up the attack factors from his 3). If the scout unit uses any SFs on step #1 of the entire force (this is the Combined Attack Factor) and rolls combat round, that scout must use the value to the left of on the table below for the CAF modifier. the dash. If the scout unit does not use any SFs on step #1 of the combat round, it uses the value to the right of the dash. Roll 3D6 RESULT 3 95% DISENGAGEMENT 4 90% No unit may be disengaged from a battle earlier than the 5 85% end of combat round 3. No unit may be disengaged if it’s 6 80% damage status is red or black, or if it has an MR of 0. To 7 75% disengage, announce which units you intend to 8 70% disengage from the combat. If your opponent has no 9 60% objection, the units are considered disengaged. If your 10 or 11 50% opponent does object, roll 1d6 for each unit attempting to 12 40% disengage. Any result of 1-2 indicates success, and the 13 30% unit is considered to be disengaged at that time. If the die roll indicates failure (3-6) the unit may re-attempt on the 14 25% next combat round (if it is still eligible). 15 20% Once the combat scenario is complete, any 16 15% disengaged units must be removed from the hex they 17 10% disengaged in. Roll 1d6 for each unit and place the 18 5% disengaged unit in the directional hex adjacent to the combat hex. If your opponent agrees, (and ONLY if he 3 - The CAF is multiplied by the modifier. Any resulting agrees) you may keep all your disengaged units together fractions are dropped. The final result is how much as a single group and disengage them in a direction of damage is scored to your opponent’s force. your choosing, or a direction your opponent will allow. If he does not agree, then each unit must be rolled for and cloaking device is inactive, the ship may use the AF to disengaged as described above. the right of the slash and receives no change to the DF. Cloaking devices only have an effect on combat SUPPLY STATUS scenarios and have no effect during campaign play. Units which have participated in a previous combat scenario and have not been resupplied prior to another MINEFIELDS combat scenario will have a reduced AF. Apply the Minefield packages may be purchased for 20 EPs. penalty from the UnSup column on the ship list to the AF Minefields may be placed in open space (get over it and for that unit. buy a few minesweepers) or around a terrain location, In order to resupply a unit, the unit must enter the such as a planet or to include a space base. Minefields same hex as a resupply unit (a unit with at least 5 may not be deployed in an asteroid field. Minefields may undamaged cargo boxes). The player pays the resupply only be placed by minelayers. cost on Round-step #5 (equivalent to the number for that In order to conform to SFB rules, the number of mine unit in the UnSup column of the ship list). The unit’s packages that can be placed in any one location, is 1, 2, unsupplied status is now removed. 3, or 6. The number of mine packages placed in a No supply ship may resupply more than 2 units in a location determine the strength of the overall minefield. campaign round. A supply ship may resupply itself. Any unit that enters a minefield location must roll 1d6. Fighter and PF resupply is handled differently. These If the number rolled is equal to or less than the units must be moved to their carrier/tender, or the minefield’s strength, the unit has suffered mine-strike carrier/tender can move to a location to pick them up. damage. A natural roll of “6” is an automatic mine-strike. Each unit that has suffered a mine strike now will take CAPTURING UNITS damage as if it were attacked with a CAF of 10, +2 for If a player wishes to attempt to capture an enemy unit each additional minefield strength point beyond a during an Absolute War combat scenario, he may try to strength of 1, and then roll once on the combat table. do so. He announces which unit he wishes to attempt to If the force that entered the minefield has capture and rolls 3d6. If the result is 18, the unit is minesweeper units, it adds +1 to each die roll made for captured. It immediately joins the capturing side with an each minesweeper the force possess (MSS shuttles by AF of 0 for the remainder of the scenario. Only one themselves do not receive this bonus). attempt may be made per combat round on step #5. If there is an enemy force (who owns the minefield) in There are modifiers to the die roll. If the defender’s the same location, any damage from the minefield is force has more BPs than the capture attempt’s force, the scored first. Then the combat procedure continues capture attempt is disallowed. For every three BP’s the normally. force attempting to capture has, a +1 is added to the die If there is no opposing force in the minefield’s location, roll. If the unit you are trying to capture is crippled, add the minefield has been breached and can now be an additional +2 to the die roll. passed through freely by that race (unless the minefield (INSERT GROUND ASSAULT RULES HERE). is later repaired by the owning race). Only one attempt to capture a unit can be made per Non-Combat Minefield Passage: If no combat is scenario. being conducted at the location of the minefield, the If you are resolving the combat by playing an SFB owning race can pass through his own minefield using scenario, use their rules as normal. the minefield pass-code. On the Round when the minefield is laid (an only when it is laid) the minefield is CARRIER ESCORTS assigned a secret number from 1 thru 12. If the owner Carrier escorts were originally designed to protect the does not assign a secret number, the minefield is carrier they were assigned to. Carrier escorts can be assumed to have a pass-code of “1” (which means no assigned to any unit, although there are restrictions as to one, even the owning race, can pass through the the benefits they provide to those units. minefield without breaching it). If the pass-code is given Carrier escorts give the unit they are assigned to to an ally, and he presents this number to the GM, and (only) a +1 to it’s DF (Escorts which are SC 3 provide a his ships may pass through the minefield unharmed. +2). Combat Minefield Passage: If the minefield is about Carriers have a limit to the number of escorts they to be breached by a hostile force, the hostile force may may have: SC2 = 5 escorts, SC3 = 3 escorts, SC4 = 2 present the GM with a number from 2 thru 12. If he gives escorts. the correct number, he may pass through the minefield Carrier escorts are assigned on step #5 of the unharmed! He gets one chance at a guess, and if he campaign Round procedure and may not be re-assigned guesses right, that means a spy somewhere has during combat. successfully leaked the pass-code to the enemy! Carrier escorts can protect non-carriers, but only one Changing Pass-Codes: Only a minelayer or escort can provide protection to the non-carrier unit. minesweeper of the owning race can change a pass- Carrier escorts can never be assigned to bases, pods, code, and the unit must spend one Round within the fighter squadrons or PF flotillas. minefield’s location to do this. Laying: Only minelayers or minesweepers may lay a CLOAKING DEVICES minefield. It takes one full Round to lay up to three mine Units with cloaking devices work like ships with SFs; only packages. A minefield with six mine packages would better. Ships with cloaks (for Orion purposes) will be require two full Rounds. designated as such. Romulan ships will be assumed to have them unless the SFB rules state the ship does not MAULERS have the device. Maulers are capable of directing damage at a single Cloaking devices are declared to be “active” or target. The AF for the mauler weapon is displayed within “inactive” in step #1 of the combat Round. While the parenthesis [Example (14)]. The AF points from the cloaking device is active, the unit receives +4 to it’s DF mauler weapon can be added to the CAF, but are not and must use the AF to the left of the slash. While the required to. If added to the CAF, all points must be added. The mauler fires on step #5 of the combat round 1xSC3 & 1xPF flotilla per Turn, or procedure. Any AF points the mauler has not associated 1xSC3 & 1xFighter squadron per Turn, or with the mauler weapon may be used during combat 1xSC4 & 1xPF flotilla per Turn, or round steps 1-4 OR may be used in conjunction with the 1xSC4 & 1xFighter squadron per Turn, or AF of the mauler weapon. 2xFighter squadrons or 2xPF flotillas, or one of each The owning player simply designates a target for the per Turn. mauler and then rolls 3d6 on the combat table. The result is the number of HPs scored on the target. Shipyards (CDKs) cannot act as a repair unit UNLESS If the target has a MR of “0”, the mauler receives a +4 they are not constructing anything (which is almost to the die roll. never). They will normally have FRDs assigned to them to relieve them of the burden of having to act as such. ADJUDICATION Remember, a shipyard is nothing more than a location The GM will resolve combats in the event that players with one or more CDKs in it. Destroy the CDKs and the become unavailable for whatever reason. This is referred shipyard is destroyed. to as adjudication. If both players involved in a combat Once X-technology becomes available, a SB cannot become unavailable, the GM will adjudicate both sides build a SC4 X-ship. An SBX can. Also at that time, CDKs using the combat procedure in these rules. will be able to build X-ships. If one of the two (or more) players is available to play If a shipyard is attacked and a CDK is destroyed, the combat scenario, the GM will act as the opposing anything it was constructing is also destroyed. Anything player against him. under construction cannot participate in the combat The GM does not retreat! If the GM adjudicates or procedure. plays a scenario for an unavailable player in a scenario, disengagement cannot occur; all sides fight to the death. BUILDING UNITS Each unit in the game has a cost in EPs. Pay this cost in USING SFB the first step of the Turn sequence and assign the Players can resolve combat scenarios using the SFB location of the unit being built. This should be done by game system on SFBOL. They must play the scenario adding a unit to a valid location on the campaign board before the deadline and additional extensions will not be and marking it as “under construction.” In step #3 of the made for this purpose. Once played, the results should Turn sequence, remove the “under construction” note, be given to the GM so he can convert them to campaign and the unit is now ready for use. stats. If units were damaged on previous scenarios, the GM will provide the damage information for each ship. BUILDING BATTLESHIPS To set-up for SFB, all ships at weapons status III, 15% Battleships (BBs) cannot be built like normal units. They commanders options, tournament barrier for 3 turns then require 2xCDK to build; one for each half. Simply pay the disengagement when leaving the map, and the map is cost for the BB, label each CDK as building a BB, and at the standard fixed map. All ships have the maximum the end of the Turn, the BB will be finished. If the player number of T-bombs independent from the commander’s does not wish to use 2xCDK, he can use 1xCDK and option percentage. expend 2 turns to build the BB. Units which are unsupplied have only 5% commanders options, and only 25% remaining of drones SPECIAL TECHNOLOGY and reloads, shuttles, special crews such as boarding Players may purchase special technology. Looking at the parties, T-bombs and any other form of expendable historical timeline, there are advances that occur in ammunition or equipment. Probes and crew units are certain years (new ship classes and types available on unaffected by this penalty. certain years, PF technology, Maulers, etc.). Players can speed up this process. CONSTRUCTION Any technology or new ship that would become available no more than 5 years from the game’s current GENERAL CONSTRUCTION year, can be moved forward or purchased. For example: Shipyards and large bases have the capability to build In CY169, the Federation player wants the DD+ but other units. The limitations on these units are as follows: does not want to wait for CY171. The Federation player A BS or BATS can build only SC5 and smaller units. pays the cost listed for that technology. The DD+ is now A SB can build only SC4 and smaller units. available for purchase in CY170. He can pay the same A Shipyard can build any unit. cost a second time (in the same Turn phase he paid for No more than 1 fighter squadron or 1 PF flotilla may the first one, or later) and immediately begin purchasing be built at any large base per campaign Turn. A SB may the DD+ in CY169. build only 1 SC4 ship per Turn, and this does not effect All special technology is handled in the above manner. it’s ability to produce fighters or PFs. (For campaign Take note that if he had not paid any of the costs for this purposes only, a fighter squadron is 8 to 12 fighters.) special technology, he still would not have to pay the Shipyards are composed of many units, the most cost in CY171 (when the technology becomes available). important of which is the “Dry Dock” (CDK, from SFB The only time you must pay for technology is if you want Module R11). The dry dock can build any SC4, SC3, and to use it earlier. SC2 unit. While it is working on such a project, it has the capability to produce 2 PF Flotillas, 2 Fighter Squadrons, CONSTRUCTING LARGE BASES or one of each. CDKs cost 120 EPs to build and can be Constructing large bases always begins at the towed to a new location. They cannot construct while in homeworld or other shipyard location. tow. CDKs can produce units (beyond the PFs and First, the player must pay for the large base he is fighters already described above) at the following rates: constructing (which will be built by a CDK as if it were a 1xSC2 per Turn (non-BBs), or SC2 unit, unless the base is a BS which will be built as a 1xSC3 & 1xSC4 per Turn, or SC3 unit). 2xSC4 per Turn, or At the end of the Turn in which the large base was completed, the hex is designated as a “Salvage Hex”. purchased, it is placed in the shipyard location in which it The hex is worth 5% of the total EPs of all forces who was constructed (noted as “unassembled”). No unit, participated in combat. Further, if any units were actually other than a tug, may now tow the unassembled large destroyed in that hex, the hex becomes worth and base to it’s final location. The final location CAN be a hex additional 15% of the value of the destroyed units. which already has a large base in it. The first salvage ship to enters a salvage hex collects Once at the final location, two F-RL (or 4 F-RS, or the the income and it is instantly added to the owner’s bank. equivalent in ship repair boxes) must be present in order In the case of a tie, the salvage ships (along with anyone to assemble the large base. Assembly begins in the first else in the hex) may fight for it. Or they can share it. Round after the unassembled bases’ arrival, and ends All Orion pirate ships have salvaging ability. ten Rounds later (it requires one full turn to assemble a large base - of any kind). REPAIR OPERATIONS While in this placement state, the large base has no Some units in the game have repair points (RPs). Some attack factor. The defense factor and HPs are the same of these points can be used for any unit, and some can as if the large base were operational and is destroyed only be used for PF units. when the last HP is destroyed. The number of repair points a unit has is shown on the The large base cannot perform any action while it is in ship data table in the “RP” column. Units that can only the process of being placed. repair PFs with their repair points will have an asterisk (*) STARBASES: SBs use all the rules above except that next to the number. This is the number of repair points it it must be built in 7 parts. each part is considered a can give to another unit in a single Round. separate SC2 unit for base construction purposes. Once No unit can receive more than one repair point from all 7 parts are built, they are then temporarily attached one repair source in a round. The maximum any unit together to be towed. could ever receive in a round is two per round from two CONSTRUCTING SMALL/MEDIUM BASES AND different sources. Units may receive two repair points PODS from the same source only if that unit is an FRD, CDK (if Small/Medium bases (ground or space based) and pods it ever gets used for such a role), or large base. are built as SC5 units (PFs). Once built, they must be If a ship is in a crippled status, it cannot receive towed to the location they will operate. Bases are repairs from anything other than an FRD, CDK, or SB. inactive while being towed; pods are usually active For a unit to receive repairs it must be in the same hex unless they are being towed by a unit that is not a tug, or as a repair unit. being towed by a tug that already has the maximum A repair unit that is itself in a crippled status cannot amount of active pods attached. provide repairs to itself or other units. Base augmentation modules are built in the same When a repair unit gives another unit a repair point, manner as pods. the point cost 1 EP and is subtracted from the players Once small or medium ground bases reach their economic point total (or bank) on the Round it is used. location they immediately become operational. REFITS AND CONVERSIONS PF AND FIGHTER RESUPPLY Refits and conversions available for individual units are shown on the ship lists. The unit must be at a location STRATEGIC RELOCATION capable of constructing that unit and construction rates Fighters and PFs at large base locations may be moved apply. (shipyard for most units, SB or shipyard for SC4 to any other large base location on Step #4 of the Turn. units, etc.). Once this is done, on step #1 of a Turn, pay the cost of the refit or conversion, and on step #3 of the OTHER FIGHTER AND PF RESUPPLY Turn the unit’s refit or conversion is complete and the PROCEEDURES unit is ready for service. Fighters and PFs must be built before they can be When you acquire a unit from another race by provided to a CV or PFT, they are not automatic, no-cost whatever means, that unit must be converted to your resupply items. technology. This follows the same rules as conversions The ship to be resupplied with fighters or PFs must be except the new owner pays only 15% of the ship’s in the same campaign hex location as the supply ship. current value (round fractions up). The GM will determine the ship’s statistics and add the ship to your ship list. It is ECONOMICS now a Brother of the Anarchist. If the unit acquired would have no significant COLLECTING INCOME difference if conversion were to be done (such as On step #5 of the Turn sequence, all players receive acquiring an F-S from an enemy), then conversion is not income. The GM does the calculation and updates the necessary and the ship may be used immediately. The players bank account. Red star systems are worth 3 GM will make the ultimate decision in these matters. EPs, blue are worth 4, and yellow are worth 5. The player’s homeworld or any green star system are worth SCRAPPING 10 EPs. There are ways to increase the production level Scrapping can be done at a shipyard or any large base of a star system; but at no time can any star system location. A unit is designated for scrapping on Turn-step produce more than 10 EPs per Turn. 1a and is considered scrapped on Turn-step 5. Scrapping a unit produces 33% of that unit’s former IMPROVING STAR SYSTEMS EP value and adds that EP amount to the players EP total. Star systems can be improved by adding certain ground bases and prospecting units. These units are listed SALVAGING below: When a battle takes place, and units are damaged or UNIT TYPES EP IMPROVEMENT destroyed, there will likely be debris. Once a battle is APS +0.33 CPP +0.5 STB, BATS, BS, OR BSC +3 SB Increase SS to 10 F-OL* +0.75 F-S*, F-AS*, or SAO* +0.25 F-L*, F-AL*, or LAO* +0.5 F-OP +1.5 F-PL +1 F-PS +0.75 FTP +0.33 HAM +1.5 MB* (with 2 cargo pods) +0.75 OB, OAS or OA +2 PCS +0.25 SAL* +0.5 SAM* +0.33 GMS +1.75 GSA +0.25 * Adds to capabilities of a prospecting unit; cannot provide a bonus by itself. Maximum of 1 of any of these units per prospector. ECONOMIC TRANSFERS There may be times when you wish to give another race EPs for whatever reason. On Step #2 of the Turn procedure, any race may give up to 10% of what he had in the bank at the start of the Turn to another player. Only that 10% can be given away to one (or more) other players. SUMMARY Absolute War has returned, but without the complicated rules! This version is a simple campaign, self supporting, designed for play on SFBOL, and uses the SFB game background. The rules you read above are actually part of a larger game system I have designed and intend to publish (with my own background and many other differences, not using SFB’s background). I hope you enjoy playing in this campaign.
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