Difference between revisions of "Campaign:Vargr Incursions/Rules"
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====Elites==== | ====Elites==== | ||
+ | Elite ground troops represent the few specialist units that have training and experience above the norm. These troops fight at double the combat factor shown on the face. Thus a 1-15 troop unit would fight as if it were a 2-15 unit. This doubling is cumulative with the doubling aforded ''Armoured'' units. | ||
+ | |||
====Fanatics==== | ====Fanatics==== | ||
The [[Church of the Chosen Ones]] is fascinated by the [[Ancients]] and when fighting on a planet known to be associated with these beings, their adherents are fanatical in both offence and defence of those worlds. If the world is an Ancients World (Denoted by a red hexagon symbol), the combat factor of these fanatical raiders is doubled. This is cumulative with the doubling caused by the unit also being an ''Armoured'' unit. | The [[Church of the Chosen Ones]] is fascinated by the [[Ancients]] and when fighting on a planet known to be associated with these beings, their adherents are fanatical in both offence and defence of those worlds. If the world is an Ancients World (Denoted by a red hexagon symbol), the combat factor of these fanatical raiders is doubled. This is cumulative with the doubling caused by the unit also being an ''Armoured'' unit. |
Revision as of 15:47, 23 September 2020
Sequence of Play
As per Fifth Frontier War except:
Movement Phase
Discretionary Movement Step
Each player rolls one die. The player with the lower number must move first in all situations allowing discretionary movement. In the event of ties for a given number, this is resolved within that number by a second (or even third, fourth, etc) roll until an order of precedence is established for all players.
X-Boat Movement Step
Admirals may be moved by X-Boat (or other courier) by Imperial players. The player with the lower number (as rolled in step A, above) must move all admirals first, before the opposing player may move any admirals. Only Mercenary Admirals not assigned to Fleets and Admirals of their own faction may be so moved.
Movement
Plotting
The default forward plotting time for a Fleet is 5 weeks for all players.
Each Squadron being transported aboard a Carrier Squadron is considered to jump using the fuel-status and jump range of that Carrier Squadron, not its own fuel-status or jump range.
Special Situations
Establishing Fleets
Fleets may be established in off-map boxes
Fleet Adjustment
A fleet may only include squadrons that are
- Of the Fleet's own faction
- Mercenary
- Vargr Raiders (Vargr Fleets and Corsair Alliance/Duchy of Kaasu Fleets only)
Refuelling
Starports, Naval Bases and Scout Bases may only be used to refuel if there are no enemy troops present on the planet and no active enemy SDB squadrons in the system.
Naval Depots may only be used to refuel if the Naval Depot is not occupied by enemy forces. (n.b. The Corridor Naval Depot is represented by a separate world-surface box to the planet Camh Ranh) and each may be held by a different faction.
Fuel Source | Zero-Time Refueling | One Week Refuelling |
---|---|---|
Gas Giant | Any number of Streamlined or Part-Streamlined Squadrons | Any number of Squadrons |
Friendly/Neutral Planet with Water | Any number of Streamlined Squadrons | Any number of Squadrons |
Planet with no water | No Refuelling from this source | |
Unfriendly Planet | No Refuelling from this source | |
Friendly/Neutral Naval Depot | Any number of Squadrons | |
Type A Friendly/Neutral Starport and/or Naval Base and/or Scout Base* | Up to 4 squadrons of any type | Any number of Squadrons |
Type B Friendly/Neutral Starport | Up to 3 squadrons of any type | Any number of Squadrons |
Type C Friendly/Neutral Starport | Up to 2 squadrons of any type | Any number of Squadrons |
Type D Friendly/Neutral Starport | Up to 1 squadron of any type | Any number of Squadrons |
Type E/X Friendly/Neutral Starport | No Refuelling from this source | |
Any Enemy Starport or Base or Depot | No Refuelling from this source | |
Research Station, X-Boat Station, Ancient Site, Military Base | No Refuelling from this source | |
Tanker | Up to it's Defence Code of squadrons of any type plus itself. If it refuels any squadron (including itself), it is depleted and must refuel from a non-tanker source before it can re-use this ability to refuel. |
- Not cumulative
Transport
As per Fifth Frontier War with the addition of:
Monitors, some damaged Ship Squadrons, Troops and Admirals have no intrinsic movement ability and must be transported by Carrier Squadrons (Monitors, SDBs and Ships) or Battle, Cruiser or Assault Squadrons (Troops) in order to change locations.
Carrier Squadrons may carry up to one Monitor or Ship Squadron.
Monitors, SDBs and Ships may be unloaded from Carrier Squadrons at any point and may deploy immediately into combat. They may only load onto Carriers if the system is uncontested. This makes extricating this type of squadron difficult if the battle turns against the fleet.
SDBs, Guerrilla Units and Planetary Defence Units may never be transported.
Combat
Combat Results Tables
Space Combat Results Table
Squadron Against SDB Combat Table
Surface Bombing Table
Static Defences
Space Combat
Tactical Ability
Interface Combat
System Defence
As per Fifth Frontier War with the addition of: {Presence of Asteroids} {Anti-Orbital Units}
Surface Bombing
Space-Surface Transfers
Surface Combat
Special Rules
Travel Zones
Replaced by Campaign:Vargr Incursions/Rules#Interdicted Worlds/Interdicted Worlds below
Interdicted Worlds
Imperial squadrons may jump to an interdicted system. However, Imperial troops and admirals may not be landed on the world and Imperial squadrons may not use the world's starport or ocean (if any) while the interdiction is in place. Once unit of any Vargr player enters the system, the interdiction is lifted and Imperial forces may operate on the world for the rest of the game as if it were any other world.
Imperial forces may freely use the gas giants (if any) of an Interdicted World.
Control
{See also open ports}
Surrender
Replaced by Campaign:Vargr Incursions/Rules#Open Ports/Open Ports below
Open Ports
{Open Ports}
Admirals
{Precedence}
Each political grouping is its own navy. {Friendly Squadrons}
The Warrant
There is no warrant in this game
Special troops
Armour
Armoured troops (Armoured, Armoured Infantry or Armoured Reconnaissance) all fight at double the combat factor given on the counter. Thus a 5-10 Armoured unit fights as a 10-10 unit. They are still transported based on their face value. This value is cumulative with Elite or Fanatic benefits (below).
Elites
Elite ground troops represent the few specialist units that have training and experience above the norm. These troops fight at double the combat factor shown on the face. Thus a 1-15 troop unit would fight as if it were a 2-15 unit. This doubling is cumulative with the doubling aforded Armoured units.
Fanatics
The Church of the Chosen Ones is fascinated by the Ancients and when fighting on a planet known to be associated with these beings, their adherents are fanatical in both offence and defence of those worlds. If the world is an Ancients World (Denoted by a red hexagon symbol), the combat factor of these fanatical raiders is doubled. This is cumulative with the doubling caused by the unit also being an Armoured unit.
Psionic
No side fields Psionic troop units in this game
Guerrillas
{Guerrilla Rules}
Mercenaries
{Mercenary Rules}
Vargr Raiders
{Vargr Raider Rules}
Secret Base
There is no secret base
Serk Puppet Government
The Planet of Serk is an unusual mix of Vargr and Human settlers. Should the Garrison (other than the Guerrillas) be eliminated, a pro-Vargr Human Government will appear and a brigade of security troops supporting that government will be recruited (They were initially placed in the Serk Puppet Government Box) and appear on the surface of the world. This happens as soon as the last "Serk" planetary defence unit is destroyed. Serk then has the unusual situation of a Human Government loyal to the Dzarrgh Federate and a pro-Imperial Vargr citizenry in rebellion as Guerrillas!
Reinforcements and Replacements
Reinforcements
The reinforcements schedules are specific to this game. See Reinforcement Lists.
Replacements
The replacements process is specific to this game.
Available RPs
{Gaining RPs}
Expenditure of Squadron RPs
{Spending Squadron RPs}
Expenditure of Troop RPs
{Spending Troop RPs}
Replacement of Guerrillas
As Fifth Frontier War rules
Preparing for Play
The game is prepared in the following steps:-
- Administrative Counters are placed per the Initial Deployments
- Mandatory Deployments are made per the Initial Deployments
- Imperial Discretionary Deployment Units per the Initial Deployments are deployed (Corsair Alliance, New Ziru Sirka then Domain of Deneb
- Vargr Discretionary Deployment Units per the Initial Deployments are deployed (United Followers of Augurgh, Irrgh Manifest, Dzarrgh Federate and finally Glory of Taarskoerzn)
- Initial Plotting is undertaken for all fleets.
Victory
{To be determined}
Optional Rules
Surprise Attack
This is not relevant to this game
Black Globes
These rules apply to the black globe squadrons available to the New Ziru Sirka and the Domain of Deneb. It is not only 6-2-8 battle squadrons that deploy black globes. (see Squadron Counter Key to identify qualifying units.)
Jump troops
This rule applies to this game.
Squadron Quality
The TL of each squadron is printed on the squadron counters. The Fleet TL is the lowest TL of squadrons in the fleet. The Fleet with the highest Fleet TL gets +1 column shift in combat; The opponent gets a 0 shift. If they are the same, there is no column shift for either side
Sources and Contributors
- Author: BackworldTraveller