Topic: Somewhat Simple Campaign System
MadSeason and I played through an enjoyable campaign using a slightly modified version of the Simplest Campaign System, but being the greedy punks we are, we wanted more! The System from the books is designed, it seems, to maintain parity between the opponents and simply provide a generator for scenarios. For us, it was just a bit too abstract, and lacked the mechanics to make for a real "campaign". So, because we are motivated geeks, we created our own campaign system We tried to keep the simplicity and form follows function mentality of Starmada in mind when creating it. It is a lot more complicated than the Simplest Campaign System, but it runs 6 typed pages...just slightly shorter than say, VBAM. It is not a complete, in depth system with exploration, intel, espionage, and all that good stuff. In the end, it boils down to being pretty much a scenario generator for Starmada, but hopefully one that will provide some strategic decision points as well, and it does remove the "balancing" mechanic and makes it possible to build larger forces, making the likelyhood of larger battles greater (we found that in our last campaign it was tough to field forces up to the allowed points in the scenario after the first few battles). I'm pretty sure we clipped a few ideas from the forums, so if anybody sees something they threw out at one time, please don't think we are stealing your idea, we are just borrowing it. MadSeason also worked out a nifty Vassal Mod to act as a campaign tracker/strategic map to go along with the rules. He and I are getting ready to start a campaign to playtest and we will post up any changes we make. The rules have been through about 5 drafts at this point, and there is no doubt something(s) will crop up that needs fixing. I figured I would post up the rules because they were at the point that I felt we could share them and get some feedback, but they might not be as close to "done" as we think!
Anyway, enough babbling, here's the rules.
Pre-Campaign Considerations
Prior to the initial Campaign set-up there are several basic decisions the players must make. Both players should decide on what optional rules, if any, will be allowed in the Campaign. In addition the players should determine whether or not they will set any restrictions which must be followed during the course of the campaign. These restrictions can anything the players choose, such as limits on weapon range, Shields or Screens, inclusion of fighters, Tech Levels, whatever they can agree on. All of the options and rules “in-play” should be written down and saved in the Campaign Log so that both players can refer back to them at any time.
Players also need to decide whether the campaign will be played (at least started) with pre-generated ship designs or with the option of creating and deploying new designs at any time in the game. If it is decided to play through the Campaign with pre-designed ships, a player may only purchase replacement ships from that list of designs until after the third turn of the Campaign. After the third turn has been completed players may choose to add one new design to their list each turn during the Repair, Refit and Purchase Phase. If a player chooses not to add a design to his Empire at that time, the opportunity to add a design is lost; a player may only add one design each turn.
Map Set Up:
The campaign strategic map consists of 25 hexes, each one representing a star system. The opposing forces begin the game in possession of one system each, located in opposing sides of the map. These starting systems each consist of 1 Colony and 1 Starbase, and are the place that each side must deploy their initial fleet. The Starting System is considered an Empire's “Prime” system. An Empire's “Prime” Colony begins the game as a Class-5 Colony (see the section on Colonies for details). The Empire's first Starbase is built to the minimum standards outlined later, and may have a combat rating no greater than 250 (although it may be refit as per the rules). These facilities are considered “free” and do not require any expenditure of Economic Points.
Initial Fleet Set-Up:
At the beginning of the game each Empire has 2000 Economic Points available for the purchase of its initial Fleet. This initial force begins the game in the Empire's Prime System, and may be later organized into any number of Task Forces. An Empire may not “bank” any more than 100 EPs of these funds for future use. If more than 100 EPs remain following the purchase of its Fleet, the Empire's bank will be set at 100 Economic Points.
While the initial Task Force of the campaign is limited to 2000 EPs in “size”, there is no limit on how many Combat Points an Empire may place into a single task Force. An Empire may decide that it wants one massive fleet rolling across space or many smaller formations. Scenarios generated at the beginning of a Tactical Combat Phase will limit the amount of points an Empire may employ from that Task Force however, so a huge fleet may have more options when engaging in combat, but it might not be able to bring its full power to bear all at once.
Acquiring New Systems:
Each time a fleet enters an unoccupied system hex, it becomes the possession of the fleet's Empire. There is no benefit from merely possessing a star system, but once it is control an Empire may invest in improvements that provide several advantages. Systems already occupied by an opponent must be conquered before they become part of the invading Empire. Conquering systems is covered later.
Benefits of Controlling Systems:
There are several reasons to control a star system. First, colonies provide the raw materials that maintain the fighting strength of an Empire's fleets. For each colony that an Empire controls, that Empire receives 1 six-sided die when rolling for Economic Points. EPs are covered in greater details in the “Income” and “Repair, Refit, Purchase” sections. The second benefit of controlling a star system is they are required to repair damaged warships. To complete repairs of a warship between battles, that ship must be in a star system with an Outpost or Starbase. Fleet support bases are fully covered later. Finally, the only place that new ships may be placed when they are purchased/built is in a system with a Starbase.
Oh, and the Empire that controls a star system gets to name it!
Star System Improvements:
As already mentioned there are several facilities that can be placed in a single star system. As you might have guessed, there is a cost associated with these facilities. The least expensive facility that may be placed into a star system is an Outpost. There is no set cost for an Outpost, but the controlling Empire pays for it from its available EPs. Whether each Outpost is a unique design, or a standard model used in every system an Empire controls doesn't matter, but each has minimum criteria that must be met. An Outpost must have at least 500 SUs dedicated to Cargo, and 500 SUs for Repair. Any other capabilities of an Outpost beyond these Auxiliary Services (such as defenses or weaponry) are up to the designer's whims, but keep in mind that they will increase the cost to purchase. Yes I know that this means that it is possible to place an Outpost in a system at no cost, but it would also mean that they would be vulnerable, as will be discussed later.
In addition to Outposts, an Empire may elect to construct a Starbase within a system. Starbases must have a Minimum of 1000 SUs of Cargo space, 500 SUs of Repair, and 100 SUs of Hospital. In addition, Starbases are always considered important facilities and must have at least Level 3 Shields. Starbases are much more expensive than an Outpost with the cost in EPs being the Starbase's Combat Rating plus Ten-times its Hull Rating (Cost=CR+(Hull*10)). Starbases and Outposts may only participate in tactical scenarios if there are no other vessels to defend the system (this will always be considered a Fleet Action Scenario), or if a planet is randomly selected for scenario terrain.
The final and most expensive, and probably the most important, permanent facility is the Colony. Colonies are treated very differently from Outposts and Starbases in that they have no Starmada statistics. Instead, Colonies have just one stat of importance: Class. Class is an abstraction used to represent the size and/or toughness of a Colony, and the higher the class number, the more resilient the colony is to damage or invasion (covered later). Class has no effect on the amount EPs a Colony grants its controlling Empire, but a colony that is tougher can survive to provide the EPs. To place a colony in a system that is under an Empire's control, that Empire must spend a number of EPs equal to 100-times the intended Colonies Class. Thus, a Class-3 Colony would require 300 EPs to place. To improve a Colony's class after it has been placed the owning Empire must spend 25-Times the new Class plus 50-times the difference in Class. For example, to increase the Class-3 Colony to Class-4 would require 150 EPs ((4*25)+(1*50)), while taking a colony from Class-3 to Class-5 would cost 225 EPs ((5*25)+(2*50)). A Colony may be reduced in Class by invasion or bombardment, which are covered later, and if it is reduced to Class-0 it is considered destroyed. If an Empire destroys an opponent's Colony and gains control of a star system, that Empire still uses the same procedure to purchase its own colony in the system if it wishes to have one.
Planets in the Campaign
When an Empire decides to place a facility in a star system, that Empire must also determine the size of the Planet that the facility will orbit (or reside on in the case of Colonies). The player purchasing the facility rolls 1D6, re-rolling a result of 6, with the final result becoming the Size of the Planet for the remainder of the Campaign. The controlling Empire may name the Planet and the name and size are recorded on the campaign map. The size of the Planet does not affect the maximum Class of a Colony, but does limit the amount of orbital structures that may be placed around it. Any scenario that includes the facility placed around or on the Planet automatically uses the Planet as the default terrain.
Conquering Star Systems:
When an Empire attacks a star system controlled by another Empire, it may just try to do as much damage as possible, or it may try to gain control of the system. If the system contains no colony, the attacker must simply destroy or chase away all of the defending forces to gain control of the system. This would include any Outposts or Starbases present. If the system does have a colony located in it, things get a bit more interesting. As we have already discussed, a Colony has a Class Rating that is an estimation of the toughness or size of the Colony. If an attacker faces no defending fleet, it may attempt to reduce a Colony's Class by engaging in a Bombardment Scenario. The procedure for a Bombardment Scenario is as follows: The Attacking Commander chooses the ships that will participate in the Bombardment mission (these ships must be chosen from the vessels already in the system), and also determines the order in which the ships will fire. Each ship then takes its turn firing at the Colony. The ship attacks the Colony with each of its weapons that have a minimum RNG of 6 and a minimum DMG of 2, rolling to hit with each weapon as if at Long Range. IMP is ignored for any hits scored, but each hit is considered to do damage equal to the weapon's DMG rating. When the Colony has taken a number of Damage Points equal to its current Class rating, its Class is reduced by 1 point.
The Colony also gets to shoot back at the bombarding vessel, rolling a number of dice equal to its Class (before any reduction from the bombardment) with any rolls of 5 or 6 being hits. These hits have an IMP of 1 and a DMG of 1. Following this, the next ship begins its firing pass as the first, with the Colony's Class reduced as appropriate from whatever damage was taken prior. The Bombardment Continues until all of the ships designated by the attacking commander have attacked once, at which point the scenario ends.
However, Colony may only be reduced to Class-1 by bombardment. To completely capture or destroy a Colony, an attacker must land troops on the planet's surface. This may be done following a Bombardment Scenario, but it may not be done during one. As with the Bombardment Scenario, the attacking commander chooses the ships that will be used to conduct the Assault Scenario, and the order in which they will make their landing attempts. If the assault ships are attempting to land troops by Teleporters, they make the attempt as if boarding a target 3 hexes away. Each Teleporter may land 1 Troop or Marine from the ship per success. The Colony gets to shoot at the assaulting ships just as in the Bombardment Scenario, but cannot stop Teleported troops/marines. When the number of Troops and or Marines that successfully reach the Colony total 10 times the Colony's Class, the Colony is reduced by 1 Class. When the Colony's Class number is reduced, the Troops/Marines that were required to lower the number are removed from the game (consider them battle casualties).
If using assault shuttles to land the troops the defending player may choose to turn the Colony's defenses against them instead of firing on the transporting starships. The Colony may roll a number of dice equaling its current Class against each shuttle attempting to land from a single starship, hitting on a 5 or 6, and having an IMP and DMG of 1. Given that each shuttle can carry a large number of Troops, it is possible that they can land decisive numbers despite the possible attrition.
It is also possible that a starship equipped with Atmospheric Capability may land to deposit its Troops or Marines directly. If this is the case, the Colony may roll a number of dice equal to its current Class to attack the assault vessel, hitting on a 3 or better, with each hit having an IMP and DMG of 1.
No matter the method to land the Troops, the Colony's Class is updated after each Starship has made its attempt to put boots on the ground. The Assault Scenario ends when all of the available Troops/Marines that can do so have attempted to land, or the Colony is reduced to Class-0, at which point it is considered destroyed. Troops and Marines that have successfully landed on a Colony, but do not have the strength to reduce the Colony to Class-0 remain on the Colony unless they are removed by their controlling Empire. The Empire that controls the besieged Colony may also land its own Troops or Marines (treated as an Assault Scenario, but landing attempts are automatically successful), treating the ensuing combat as a boarding action.
Initiative:
At the beginning of each Strategic Turn, both Empires roll 1D6 for Initiative. The high roll has gained Initiative for the Turn and is designated the “Active” player. Re-roll all ties. The Active Player moves one Task Force (see Strategic Movement Phase below for options), and any resulting scenarios are played out. The Player that lost the Initiative roll then gets to make one Strategic Move. The two Empires alternate moving task Forces until there are no more possible moves. An Empire is not compelled to move any of its Task Forces, and may choose to leave any or all of them where they are. If an Empire chooses not to move any Task Forces when it is its turn, that Empire simply declares that it is “Passing”, and the opposing Empire may then move a Task Force. If both Empires “pass” on the moves consecutively, the Strategic Movement Phase is considered concluded. If one Empire has moved all of its available task Forces and the other still has more than one that has not moved, the Empire with the remaining Task Forces moves them one at a time until they are all moved, or passes to end the Phase.
Strategic Movement Phase:
After determining initiative for the current turn, Empires have several actions they may choose from. The Empire that gained the initiative for turn may move one of its Task Forces one Strategic Hex. Only one Task Force may reside in a star system at a time. If an Empire moves a Task Force into a hex that already contains another one of its Task Forces, the two are combined into a single new Task Force. If an Empire combines two Task Forces in such a way, the newly resulting Task Force is considered to have used its Strategic Move for the current Turn.
If a Task Force moves into a Strategic Hex already occupied by a Task Force (or an Outpost or Starbase) from the opposing Empire, a Tactical Combat Phase is initiated. A Tactical Combat Phase is a single Starmada Scenario (determining the scenario is covered in a later section). If a Task Force enters a Star System containing another Empire's Colony but no ships or stations, it may choose to engage in a Bombardment or Assault Scenario. If an attacking Task Force is defeated, the surviving/escaping ships are returned to the Star System that they originated the attack from. This includes all of the ships of the Task Force, and not just those that may have been selected to participate in the scenario.
An Empire may also choose to split one Task Force into two new Forces. One of the resulting Task Forces must move to an adjacent hex (this hex may be controlled by the Opposing Empire, which triggers a Tactical Combat Phase) while the other remains in the hex that the original Task Force was located in. The Task Force that remains is not considered to have moved during the Turn.
Tactical Combat Phase:
When the Task Forces of opposing Empires meet in a Star System they enter a Tactical Combat Phase. A Tactical Combat Phase begins with the Active Player rolling 1D6; on a roll of “6” the Active Player selects a scenario, otherwise the player rolls another 1D6 and consults the following table:
1 Breakout
2 Fleet Action
3 Hit & Run
4 The Patrol
5 To the Rescue
6 The Trap
See the Core Rulebook for the details of each scenario.
The default map size for most scenarios will be Medium. The exception is the Fleet Action scenario, which will use the Large map.
The Defending Player next rolls to determine the Terrain (if any) present for the scenario by rolling 1d6; on a result of 1-4 there is no terrain, and on a 5 or 6 roll another 1D6 and consult the following table:
1 None
2 Asteroids (1D6x1D6)
3 Black Hole (Roll 1D6 for size, 6=No Terrain)
4 Dust Cloud
5 Nebula
6 Planet (Roll 1D6 for Size, 6=No Terrain)
Following the terrain roll, but prior to the placement of terrain (if any), the Defending Player may choose to decline the battle. If the Defending Player chooses to do so, all of its ships present in the contested Strategic Hex must be moved to an adjacent hex that is not under the control of the attacking Empire. This is considered the Strategic Move for the Task Force(s) doing so for the current turn.
For placing single objects such as planets and black holes, the defending player chooses the placement on the board prior to placement of ships. For multiple objects such as asteroids, divide the total number by 2, with each player then taking turns to place the objects on the board. In cases where there are an odd number of objects the defending player gets to place the extra one. Terrain cannot be placed in such a way that the terrain (or any part of it) is inside the other forces deployment zone. If this cannot be avoided, the center of the terrain feature must be placed at least 3 hexes from the opponent's deployment zone.
See the Core Rules for the effects of terrain.
Terrain generated for a scenario does not become the “default” terrain for that star system. Strategic Hexes are considered large enough to encompass numerous types of terrain.
Assuming the Defending Player has accepted the scenario, the battle is played with victory conditions as determined by the scenario. If the Attacking Player wins the scenario, that Empire may chose to keep its forces in the system, or they may move to an adjacent hex not controlled by the enemy. Whichever Empire loses the scenario must remove any remaining/surviving ships to an adjacent hex not controlled by the enemy. This includes all of the ships that were part of the Task Force present in the system and not just those deployed for the Tactical Scenario. A Task Force from the Attacking Empire is considered to have moved for the Turn while the Task Force of the Defending Empire may still be moved if the controlling Empire chooses to do so. If an Empire cannot move its ships to a hex not controlled by the enemy, they are considered destroyed at the conclusion of the scenario.
Outposts and Starbases do not leave the star systems in which they are placed. If an attacking Empire has defeated a defending Task Force and the system contains an Outpost, Starbase or Colony, the Attacking Empire may choose to immediately engage the facility. If the attack is launched against an Outpost or Starbase, the scenario is automatically considered a “Fleet Action”. If an attack is made on a Colony, a Bombardment or Assault Scenario may be chosen. An Attacking Empire that has successfully defeated a defending Task Force my also choose to remain in a star system containing one or more enemy facilities without attacking, but an Empire cannot claim any star system with an enemy Starbase, Outpost, or Colony still present. If a Defending Player only has a Starbase or an Outpost in a system that is attacked, that Empire must employ the facility against the attack, even if the facility's cost exceeds the limitations of the scenario. If the Defender has only an Outpost or Starbase to defend a system the scenario is automatically considered a “Fleet Action”.
Outposts and Starbases in Tactical Combat Scenarios
As mentioned in the Strategic Movement section there are times when facilities will be part of a tactical scenario. For the sake of simplicity Outposts, Starbases, and any other “Space Station” or “Satellite” units may only be selected by the Defending Empire if there is a planet in the scenario set-up. In the event that an attacking Task Force defeats the defending Task Force and then continues to attack the facility(ies) present, a planet is automatically placed as the terrain for the scenario. If a planet is randomly selected as the scenario terrain, defensive satellites/stations and other facilities may be selected. As long as the defender still has other assets to put in play it is not mandatory to use an Outpost or Starbase as a star system may have several planets that actions could occur around. Only when there are no other forces available must the facility be “put in play”.
If a facility or space station of any type is selected to participate in a scenario it must be placed “in orbit” around the planet. To be “in orbit” the facility or station must be placed in a hex immediately adjacent to the planet, and the station moves one hex per turn around the planet, in a counter-clockwise fashion. A player may place more than one facility or station in orbit around a given planet, but is limited in placement to the hexes immediately adjacent to the planet.
Income Phase:
Once both Empires have moved all of their Task Forces, and concluded the combat activities that might have occurred, the Turn is moved to the Income Phase. The base income of an Empire comes from its Colonies. For each Colony controlled an Empire rolls 1D6 (so an Empire with 3 Colonies would roll 3D6). The total of the rolls is multiplied by 50, with the final number becoming the Empire's base Economic Points for the Turn. To this is added 1 EP for every Victory Point gained by the Empire during the Turn. For example, an Empire with 3 colonies gets a total of 9 on its die rolls for a base income of 450 EPs, and to this adds 854 for the victory points it gained during the Turn's Combat for a total of 1304 Economic Points added to its Bank.
Repair, Refit, & Purchase Phase:
Following the Income phase is the Repair, Refit, & Purchase Phase. This phase can be considered like the Strategic End-Phase in many ways, and it is the time when the Empires spend their Economic Points. Any ships that have been damaged and are located in a system with a friendly Outpost or Starbase automatically have all of their Engine, Shield and Weapon Damage repaired. In addition, carriers regain their full compliment of Fighters, Strikers, Seekers or shuttlecraft. Repairing each point of Hull Damage requires a number of Economic Points equal to the damaged ship's Combat Rating divided by its Hull size, rounded up.
Empires may also use their Economic Points to alter or upgrade any ship in a star system containing a friendly Outpost or Starbase. To refit a ship into a new variant, change weapons, or change Shield or Engine ratings the player creates a new ship card representing the refit vessel. The Hull must remain the same, and any Hull damage to the original vessel must be repaired as normal. The Empire then pays a number of EPs equal to the difference between the old and new Combat Ratings rather than paying the full cost of the vessel. If the refit vessel has a lower CR, the Empire does not receive additional EPs for its bank. Outposts and Starbases are refit exactly like ships.
Empires also purchase new vessels, and/or facilities during this phase. Purchasing a new ship requires a number or EPs equal to the ship's Combat Rating. Newly purchased ships must be placed in a star system with a friendly Starbase, and can be assigned to a Task Force at this time, or left independent. See the “System Improvements” section for the details on the cost of Outposts and Starbases. Finally, an Empire may choose to place a Colony in any system it controls, or upgrade the Class of an existing Colony. See the “System Improvements” Section for the costs to place and upgrade a Colony. A single star system can only have one Colony placed in it. An Empire gains no benefit (other than redundancy) from having multiple Outposts or Starbases in a system.
Empires may choose to purchase “defensive platforms”, “orbital fortresses”, “DefSats” or whatever they want to call Bases. These units must be deployed like ships, in a system containing a Starbase. Unlike starships, these facilities cannot be moved to another star system, though they may be used in a scenario that takes place within the system they are deployed in. While they may be formidable, they do not give an empire any Strategic benefit if they do not meet the basic requirements of either an Outpost or Starbase.
If playing the Campaign with “fixed” lists of ship designs, players may add designs to their list during this Phase. Empires may not add designs until after the completion of the third turn of the Campaign. Empires may not save up designs until later turns to introduce several at once; only one design may be added each turn. It does not cost anything for an Empire to add designs to their list, and ships may be purchased (as normal) the same turn that they are introduced.
An Empire does not need to spend all (or any for that matter) of its EPs during any one Turn and instead can “Bank” them for future use. After both Empires have completed this phase, they move to the next turn and roll for initiative…</r>