Star Cruiser Lite – Invasion, 9



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Re-Supply


Every unit, ground or space, must be re-supplied each turn. The quantity of supply points required depend on the type of unit and whether or not it sustained damage in the following turn. Re-supply is performed at the start of each turn, before the first action phase is resolved. Units which are not re-supplied or receive only partial re-supply will suffer penalties. New task force or ship units do not require re-supply for the turn that they are introduced.

Ships


Ships consume supply points for three reasons: to maintain effectiveness, to repair damage, and to replenish spent ordnance. All ships, including launchable fighters, require resupply each turn.
Some ships carry a sufficient quantity of supply points to operate for several turns away from supply. This isn’t a “free” supply, merely a stockpiling of supply points integral to the unit. When the vessel re-supplies it may take-on supplies up to its capacity. These supplies may be used to re-supply other vessels.

Maintaining Effectiveness


All ships require a quantity of supply points each month equal to the value listed in the Req SP column of the Ship Stats listing for the purposes of sustaining the unit at its current level of effectiveness. Failure to provide the required level of re-supply will result in penalties occurring each week, as listed in the table below.


Weeks Since Full Re-Supply

Penalties

0

None

1

All available SPs used for resupply

Reduce current Crew Quality by –1 until full resupply occurs

2

All available SPs used for resupply

  • No submunition or missile replenished

  • No repairs

Reduce current Crew Quality by –1 until full resupply occurs

Target modifier of –1 until full resupply occurs

On 1D10 <5, unit will automatically retreat to nearest friendly base for resupply


3

All available SPs used for resupply

  • No submunition or missile replenished

  • No repairs

Reduce current Crew Quality by –2 until full resupply occurs

Target modifier of –1 until full resupply occurs

On 1D10 <7, unit will automatically retreat to nearest friendly base for resupply


4+

All available SPs used for resupply

  • No submunition or missile replenished

  • No repairs

Reduce current Crew Quality by –2 until full resupply occurs

Target modifier of –2 until full resupply occurs

On 1D10 <9, unit will automatically retreat to nearest friendly base for resupply


  1. sTac and fTac are used as modifiers for determining if a ship will retreat.

  2. When a ship that did not receive full re-supply is re-supplied, it will require a number of supply points equal to its regular suppy requirement, multiplied by the number of turns of less than full re-supply.

Partial re-supply on any turn will result in one or more (but not all) of the penalties being applied for that turn.

Repairing Damage


If a ship is damaged, it will require additional supply points to repair the damage and return to full effectiveness. Damage can only be repaired at a dock of a Colonial Repair Facility or Advanced Space Base. Repairs requires 1 SP per point of damage, and take 1 week to complete. Each ship can repair up to 5 points of damage in a single week. Each dock of a facility may repair multiple ships, up to a maximum of 5 points of damage per week per dock.
Colonies will repair ships of their nation first if there are more ships requiring repair than capacity. Players may make arrangements between themselves to alter the order of repair. This must be noted in the turn orders of both players.
Fighters can be repaired aboard any ship that can launch them; merchants are excluded. They can also be repaired at a friendly colony, if interface capable. Each colony may repair a number of fighters equal to its generated supply points each week.

Replenishing Spent Ordnance


Missile salvoes and submunitions are replaced at a cost of ¼ supply point per salvo.

Facilities


Facilities consume supply points for two reasons: to repair damage, and to replenish spent ordnance.

Repairing Damage


If a facility is damaged, it will require additional supply points to repair the damage and return to full effectiveness. Facilities can self-repair at a rate of 2 SP per point of damage. The number of damage points that can be repaired each week is equal to the number of modules.

Replenishing Spent Ordnance


Missile salvoes and submunitions are replace at a cost of ¼ supply point per salvo.

Ground Troops


Ground troops consume supply points for two reasons: to maintain effectiveness, and to rebuild lost boarding and ground factors. This is covered in detail under the Ground Operations section.


Converting Captured Facilities


Any facility that has been captured from the enemy must be converted before it can be used. The conversion process takes one week per module and requires a quantity of supply points per module, as listed below. Only theconverted modules may be used in a multi-module facility.
10 SP Colonial Repair Facility

6 SP Advance Space Base

4 SP Fighter Base

2 SP Supply Depot


Mine Warfare


Mines and other unmanned defenses may be deployed to defend a system. Mines may be deployed by a task force or through construction. The number of mines deployed by a task force is equal to the beam weaponry rating, excluding submunitions, of all ships of cruiser size or larger.
Mine attacks are conducted at the beginning of each weekly phase, prior to the resolution of detection. When a task force is in a system that contains a minefield there is a chance that the minefield will damage ships in the task force. The percentage chance of an attack is equal to the number of mines deployed divided by ten and rounded down. For example, if there are 34 mines, the chance of an encounter is 3.4%, rounded down to 3%. The damage from the minefield attack is determined from the following dice roll:
Size of Minefield Damage Points Inflicted

0 – 100 mines 1D6 / 2, rounded up.

100 – 500 mines 1D6

500 + mines 1D10


Distribute damage randomly against all ships in the task force using the Damage Table in the Space Combat Section. Carried craft are exempt. Reduce the minefield by the number of damage points inflicted in the attack.
Mines do not have the ability to cut connections to friendly lines, but they will hinder shipping. Mine clearing destroys mines equal to beam factors but the clearing task force is still subject to attack.
Colonies may deploy mines as protection, and the likelihood of this occurring is dependent on the distance to the nearest Kafer held world.
Distance Likelihood of withholding supply points

Next system 75%

2 away 50%

3 away 25%

4+ away 0%
Colonies will consume 1D6-2 (minimum of 1) of generated supply points in manufacturing mines.
Political Activities
The home and colonial governments will conduct a variety of activities against the backdrop of the campaign; most of which have no direct impact on the game. The activities that do have an effect on the game are listed below.

Political Interventions


Though a military game of space combat, there is a certain amount of uncontrollable political intervention thrust upon the players by both the home and colonial governments. This manifests itself in two forms and may hamper the plans of the task force commanders.

Request for colony protection


This is a request from a colonial government for units to protect the colony. Responding is voluntary, and dispatching units will result in a supply point bonus next turn equal to 10% of that colony’s output, but always at least one supply point. If the national fleet does not intend to dispatch units, any other nation may do so with permission of the owning nation. The %chance of this event occurring is dependent on how close a colony is to the front line and its paranoia level.

Directive for fleet action


This is a direct order from the home government to perform a specific action such as attack, protect a colony, etc. It may not be a sound military request, but the people want action! Failure to comply will result in a 10% loss in Core supply point output for the next turn. The percent chance of this event occurring is dependent on the course of the war, but will definitely increase as the Kafers get closer to Earth.

Colony Defense Initiatives


Each turn, there is a possibility that a colony may withhold some of its generated supply points to produce local defenses. The likelihood of this occurring is dependent on the paranoia level of the colony, modified by the distance to the nearest enemy held system. A 1D10 is rolled and if the roll is greater than the target number, no appropriation occurs; otherwise, the colony withholds supply points for its own defense initiatives.
Paranoia Level

Low 20 %


Moderate 40 %

High 60%
Distance to Nearest Enemy Held System

Same + 40%

Next + 30 %

2 away + 20 %

3 away + 10 %

4+ away + 5 %
A colony that withholds supply points, will reduce available supply points by 1D6-2 (minimum of 1). It will produce Planetary Defense units and minefields.


Political Relations Level

The political relations level between two nations represents the level of friendliness that exists between the two countries. This level is determined by the referee and takes into account historical feelings between countries. Largely a static value, it is still possible that the events in the French Arm during this conflict will cause some changes to the level.


The political relations level ranges from 1 to 10. Higher levels indicate greater levels of cooperation and friendliness between nations. This value will also affect the outcome of political requests made to the home government.


Reinforcements

Reinforcements of two types may occur. The first is additional units for nations that already have a military presence in the Arm. These units are already constructed and have been diverted from other duties for operations in the Arm. The second occurs when another nation enters the war, such as Anzania or Manchuria. The entrance of another nation into the war effort includes warships and logistics shipping, similar to that which the other nations had at the start of the game.




Escorting Commercial Shipping

Each system has a variable amount of commercial shipping, expressed in supply points, passing through each week. Any nation that provides in-system escorts will receive supply points equal to 10% of the total shipping that it protects during the week, rounded up. Commercial shipping volumes will be divided by the total number of units, not task forces, providing escort during the week. This escort fee will be paid at the start of the following week. If multiple nations are providing escorts in a system, they will receive a weighted escort fee, based on the shipping volume escorted.


The volume of commercial shipping in a system is determined from two factors – distance to the Core and number of immediate neighbors. The distance to the Core affects the flow of goods between the frontier worlds and the Core worlds. The number of immediate neighbors is a measure of near-stellar trade between neighboring colonies.
Commercial shipping routes follow the dark brown routes between systems. If a system cannot trace a clear route back to Queen Alice’s Star, the volume of shipping will be reduced. Similarly, if any of its neighbors are occupied, then the volume will also be reduced.

Unit Stats


The stats for the various ship classes available to each nation are listed in a separate file. The information presented here is needed to understand the various column headers used for ship, facility, and ground troop listings.

Beam (Bm)


This is the ship’s beam rating damage and includes laser and particle accelerator weapons.

Subm (Sb)


This is the value of submuntions carried on the ship. They are treated similar to beams but may only fire once.

Msl (Mi)


This is the ship’s missile rating.

Slv (Sv)


This is the number of missile salvoes that a ship may fire before needing re-supply.

Def (Df)


This is the ship’s defense rating. This number indicates how much damage the ship can take to the hull. When the value is decreased to 0, the ship is destroyed.

Scrn (Sc)


This number represents the presence of any defensive screens. Screens may or may not be used by a ship and recharge each round, subject to damage.

Snr (Sn)


This number represents the sensor strength of a ship, with stronger, farther reaching sensors having higher values. Ships which carry sensor drones have a +1 bonus included here.

Move (Mv)


This is the movement rate of the ship. It is used to determine likelihood of break-off from combat and is used as a modifier during missile and beam combat.

Size


This is the relative size of the ship. It is used during combat and represents the ease or difficulty of acquiring a targeting solution.

Supply (Req SP)


This is the quantity of supply points required per turn for re-supply.

Carry (Cy SP)


This is the quantity of supply points that the ship carries internally for self re-supply or to re-supply other vessels.

Msl Type


The type of missile carried.

Msl Speed


The movement rate of the missile.

Notes


This section lists any fighter flights or plus ground units carried.

Repair


This is the number of repair docks of a facility. Each dock can repair one ship at a time, though multiple ships may occupy the same dock at different times during a week.

Troops


This is the number of ground troop units that can be based at a facility.

Fighters


This is the number of fighter hangers that are at a facility. Each hanger can house a single fighter unit.

SP (also Cy)


This is the maximum number of supply points that a facility can hold.

Cu


This is the current number of supply points that a facility holds.





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