• Campaign Description
• Sequence of Play
• Allowed Empires
• Starting Conditions
• Map Setup
• Generate Income
• How To Write Orders
• List Of Possible Orders
• Sign, Break, & Offer Treaties
• Intelligence Actions
• Move units
• Trade Routes
• Supply Phase
• First Contact
• Create Encounters
• Fight Battles
• Troops and Cargo
• Upgrade Colony Facilities
• Colonies Created
• Morale Checks
• Colonies Grow
• Systems Explored
This game is an attempt to run a Star Fleet Battles, published by ADB, campaign under the rules given by the Victory By Any Means (v1e) ruleset, published by VBAM Games.
We recognize that these two companies are currently engaged in creating a product, named Federation Admiralty. However, that game been in development for greater than 8 years, and still no known release date. It appears that Federation Admiralty is a missions-based campaign game, rather than an adaptation of Victory by Any Means to the Star Fleet Universe. This document is intended to provide that adaptation.
This document is not an invitation to discard the Victory by Any Means rulebooks. There is some items that are reprinted herein, but the nitty-gritty math is handled behind the scenes and will not be reprinted here. This is intended to allow a new player to play the campaign when there is a Campaign Moderator (CM) who has these books and knows how to do things behind the scenes.
This is a "4X" style of campaign, where each player takes on the role of an entire empire in their efforts to "eXplore", "eXpand", "eXploit", and "eXterminate". Each player may achieve their goals by a variety of methods, from full scale war to economic domination to diplomatic unification to technological superiority.
The allowed empires to start with are those who have the infrastructure to take and hold territory, plus have a logistics network that can service that territory. Primarily it is those empires that have bases, have freighters, and have warships. This removes the empires such as the Jindarians (R16.0), the Orions (R8.0), and most of the simulator races of Module C4. Also, the intent is to remove those empires that have limitations on them in the source material that cannot be properly modelled with an effective "same start" as the other positions. This leaves out the Neo-Tholians (R7.60), the WYN (R14.0), the LDR (R14.0), and the Seltorians (R15.0).
The following empires are allowed:
• The Federation (R2.0)
• The Klingon Empire (R3.0)
• The Romulan Empire (R4.0)
• The Kzinti Hegemony (R5.0)
• The Gorn Confederation (R6.0)
• The Tholian Holdfast (R7.0)
• The Hydran Kingdom (R9.0) (Module C1)
• The Andromedan Invasion (R10.0) (Module C2)
• The Lyran Empire (R11.0) (Module C1)
• The Interstellar Concordium (R13.0) (Module C2)
• The Vudar Enclave (R17.0) (Module F2)
• The Paravian Mauraders (R18.0) (Module C6)
• The Carnivon Hordes (R19.0) (Module C6)
• The Frax Battle Line (R51.0) (Module C4)
Each player has a list of ships they could build. As their technology advances, this list will change to include more effective ships and ships with wider variety of roles. In most campaigns, this list of ships is public, so that other players can identify what ships they are encountering in each meeting of fleets.
Each player may start with a certain number of spaces "owned", and perhaps a further number of spaces "explored". There may be non-player positions, which are run by computer.
As an optional rule, players may not be in complete control of their empire: The signing and breaking of treaties may instead be handled by computer.
The map is your traditional hex-map, where each space has six sides. Not every hex will have something important in it, but most will. Habitable systems are generally the most important thing found in a space, but there might be terrain features, minable systems, or empty space. Each space has six exits, reaching to the six neighboring spaces, and taking up one movement of the ships to traverse.
Colonies generate the bulk of an empire's income. The amount generated by a colony is based on it's RAW (how much raw materials there are) and it's Productivity (how many factories there are). If the Census (how many people live there) is lower than the Productivity, then use the Census number. If the Morale (how happy the people are) is lower than the Census and Productivity, then use that number.
Example Listing: Note that the Output column is the amount of income generated by the colony.
Trade fleets, usually represented as a group of freighters, can move between systems and generate taxable income for the empire's coffers. Up to 10% of the income of each system on a trade route can be taken in from trade. Income from trade does not reduce the income normally generated by a system - it is in addition to the normal income.
Other sources of income include one-time credits, such as from random events or from other empires.
Maintenance costs are levied each turn based on the the number of hulls of each type are in service. Tho read the number on the ship data, the first number is how much is spent, the second number notes how many hulls per amount spent. If there are fewer hulls than the indicated number, there is no rebate. So a maintenance value of "3/5" means to spend 3 Economic Points (EPs) per 5 hulls of this type. If there are 10 in service, then 6 EPs are spent. If there are 6 in service, then 6 EPs are spent.
One way to prevent maintenance costs are to mothball units. The mothballing process happens during repairs, so maintenance costs will be spent on the turn they are put into reserves. It will cost the full maintenance cost (not the "per number of ships" part) to take a unit out of mothballs.
Leftover intelligence points from the previous turn require upkeep as well, at the cost of 1 EP per 10 intelligence points.
Example Listing: Note that the Musketeer costs 2 for every 8 or less that there are. Also note that the Base costs 1 EP per Base hull.
|Ship||Service Date||Design||Cost||Maint||Def Val||Anti-Ship||Anti-Ftr||Cmd Rate||Basing||Notes|
### Waiting on Player Interface or the Player Document before being defined ###
During this phase, investment into research is performed. Most of the time, a portion of an empire's income is devoted to this, rather than the whole thing as a lump sum. The total amount invested over the course of a game-year is recorded and tracked.
Technology levels (versus the above yearly technology investment) are tracked by what effective year of unit builds the empire is allowed to make. For example, the game-year might be Y170, but the empire might have the technology level of Y168 - and thus not be able to build units with a service date of Y169 or Y170.
At the end of the game-year, each empire determines if they advanced their technology. This is done by comparing the amount invested over the course of the game year, to the income from colonies on the game-turn that this is being done. The chance of success is scaled against the 50% of the income. So if an empire had an income of 60 EPs and invested 30 EPs over the course of the year, then they have a 100% chance of advancing their technology. The amount invested in research, up to this 50% of the income, is then removed from the research investment.
If an empire invested more into research, then another chance of advancing is possible. The mechanism is the same, but the chance of success is halved. The remainder of the research investment is then reset so that the next game-year's record starts at 0.
There are several treaties that are available and almost all of them represent how your units treat and are treated by the other power. Offerring a treaty (generating a more positive relationship with the other power) is always successful, assuming the other power is willing to sign the treaty. However, issuing declarations (generating a more negative relationship with the other power) or breaking treaties has a chance of failure depending on the type of treaty involved and recent events.
When offering a treaty, it is reported to the other power on the following turn, who then needs to sign it. So the quickest that a treaty can be made binding is two turns from when it is offerred (one turn to offer the treaty, another turn to get it signed, and then it is in effect on the third turn.) Breaking treaties and making declarations (if either are successful) will go into effect on the following turn.
|TREATY NAME||TREATY DESCRIPTION||TREATY EFFECT|
|Normal Relations||This is the default relationship. This is the state of the relationship upon first contact and after an Armistice treaty.||• Units may freely move into eachother's territory.|
• No encounters are generated between forces.
|Non-Aggression Treaty||This is a mutual agreement to not destroy each other's assets.||• Units may not enter a system controlled by the other. Units of one power found in the other's system will be interned (captured).|
|Peace Treaty||This builds on a Non-Aggression treaty and further establishes a mutual border. At this point, both powers are treated as "friendly" towards each other.||• Civilian units may enter a system controlled by the other, but not military units.|
• Military units of one power found in the other's system will be interned (captured).
• No construction may occur in systems controlled by the other power.
|Trade Treaty||This also builds on a Non-Aggression treaty, but also allows trade to occur into the systems of the other power.||• Trade units may enter the territory of the other power, if not already able to by treaty.|
• Trade units may indicate systems of the other power as part of their trade route.
|Mutual-Defense Treaty||This builds on a Peace treaty by further allowing military units into the territory of the other power for purposes of defense.||• Military units may enter a system controlled by the other power.|
• Ground units may not be unloaded into systems owned by the other power.
|Unification Treaty||After a Mutual-Defense treaty, there is the option for full absorption of the other power. Note that this cannot be un-done. Do not enter into this lightly.||• One position is removed from the game.|
• All units and systems become owned by the other power.
• All treaties and declarations become the other power's, but their own relationships take precedence (if there is a conflict).
|Declaration of Hostilities||This indicates the two powers are hostile towards each other. This requires that there be normal relations between both parties or a declaration of war before this may be entered into. Both parties are then treated as "unfriendly".||• Units may enter a system controlled by the other power.|
• Encounters will be generated between forces.
• Ground units may not be unloaded into systems owned by the other power, but colonies may be destroyed from orbit.
|Declaration of War||Both parties are now at war with each other. This builds upon a Declaration of Hostilities.||• As a Declaration of Hostilities, but ground units may be used in systems owned by the other power.|
|Armistice||This restores normal relations between both parties after a period of hostilities.||• This breaks a Declaration of War and a Declaration of Hostilities.|
|Chain of Treaties:|
|Declaration of War||<-||Declaration of Hostilities||<-||Normal Relations||->||Non-Aggression Treaty||->||Peace Treaty||->||Mutual-Defense Treaty||->||Unification Treaty|
|->||Armistice Treaty||->||->||Trade Treaty|
|These may fail to go into effect||These may fail to be broken||This may not be broken|
Spies, espionage, sabotage, and propoganda are all important aspects of how nations interact - sometimes even with their own citizenry. Intelligence actions require the use of Intelligence points, representing the resources needed to perform both offensive and defensive intel actions. These points cost 1 EP per point and maintain for 1 EP per 10. Offensive use of these points uses them up but they are not used up when used defensively. The maximum number of intel points allowed at a system is equal to the Census value.
Types of Intel Missions:
Espionage - Gathering Information
Most units are allowed to move twice in a turn. The exceptions are "Fast" units and "Slow" units, which are able to move once more or once less than the others. Units will stop at the previous legal location if told to move through an area they cannot enter by treaty. If unfriendly units are present, then movement into or out of that space will stop. If two units who's powers are "unfriendly" attempt to move past eachother, then they will stop in the area between spaces. Units that are between spaces will move before the neighboring units move.
Trade units (those with the special trait of "Trade") can be set to perform trade along trade routes. These trade routes can encompass up to three adjacent spaces.
At this point, each unit traces a line of supply or be rendered "Out Of Supply". The length of a supply line can be two spaces, and must end at a friendly supply point or a friendly colony that is "In Good Order". A colony qualifies as in good order if it has a Census of 3 or more and also has a productivity of 3 or more. Friendly colonies or supply points are those belonging to the owner of the unit or to a power that the owner has a peace treaty or better with.
If the unit is out of supply, then the unit has some combat disadvantages. The unit is destroyed if out of supply twice in a row.
When two powers meet for the first time, they are immediately given a relationship of "Normal Relations". This means that both parties are aware of eachother, They can communicate freely, Offer eachother treaties or make declarations against eachother, units from one power is free to move within the territory of the other, and no battles are generated between them.
Encounters are created when units from two powers that are "unfriendly" find themselves in the same space. If there is any other terrain, then that terrain is included in the battle (this will probably be a planet, if a colony could or does exist in the space.) If one power has any sort of stationary units, then the battle will take place at the stationary unit (which may include the colony planet, if it exists. Otherwise it is in deep space).
Raiders may strike any place where there is a Trade unit, a Colony ship, a transport ship, or where there are no military units. If the raid was against civilian shipping (colony, trade, or transport units) then the obvious result of a successful raid is destruction or crippling of those units. If a system was raided (through lack of a military presence) then a successful raid will remove the income of that system for a turn and require a Morale check as if the system was captured by an enemy.
The rules source has a system in place to fight battles that seems similar to F&E's SIDCORS system. At this time, the primary way to fight battles will be by using SFB.
Troops and other cargo can be picked up or deposited by transport fleets. Troops deposited on an unfriendly system will be used for capturing that system. Troops deposited in a system owned by the same player may be used to control a population who's morale has gone to 0.
Random events are optional, but they cover the gamut from awarding productivity to some systems, to creating more pirate raids, to reducing intel points, and everything in between.
Construction can go as fast as completing a unit on the turn it was purchased. All construction of units and fighters takes place at shipyards. Shipyards can contribute as much to construction as they can produce in income. The number of units they can build in a turn is somewhat less than that.
Bases can be produced at systems where there is no shipyard. Such planets can contribute the same amount towards construction as a system with a shipyard.
Units that are crippled need to be repaired. To repair a unit it is sent to a shipyard, where it takes up a slot that could be used to build a ship, and the owner pays 25% of the original cost. Bases do not need a shipyard.
Units that have been sent to the reserves (e.g. Mothballed) or are set to come out of reserves would do so as part of the repair step.
Productivity can be increased at colonies. In effect, factories and businesses are being built. The cost for this is 10-times the new productivity value. So to go from 3 to 4, it would cost 40 EPs.
Colonies are created from Colony Fleets. First a Census unit must be picked up from a system, then the Colony Fleet moves to the site of the new colony, and then the whole fleet is dismantled and a new colony is created with a Census unit at the new system. A new colony starts with a Morale of one and a Productivity of 0.
Morale checks are made every turn at every colony. There are a wide variety of factors that can affect the Morale of the populace, from being too far away from a large colony, to having been occupied by an enemy force, to having a large ground force present, to having full employment of the populace. If the Morale drops to less than half of the Census value, then the income production of the colony drops to half and the colony will no longer be able to supply your units. if the Morale drops to 0, then all productivity at the colony ceases and the planet is considered to be in rebellion.
At the end of every year, a check is made to see if the population grows (if not capped by the Capacity stat.)
Systems are explored by sending a unit to that system. Generally, any unit sent to a system will gain current and complete information about the system at the end fo the turn that they arrive. Optionally, those units with the "Explorer" trait are the only ones that recieve complete information, and the normal units would instead get some subset of information.