FOG 5 SCENARIO RULES

Version 1.16

Comments Welcome

VERSION INFORMATION:

FLEETS: Two sides broken out into four sub-teams. Each sub-team will design a fleet. The four fleets are built independently and without consultation with any other sub-team.

RACIAL SELECTION: Each of the four sub-teams will submit a sealed bid with a maximum of 750 BPV. The allowed races are: Federation, Klingon, Romulan, Kzinti, Gorn, Tholian, Hydran, Lyran, ISC and Seltorian. Each sub-team will secretly select one race from this list in bid order, lowest to highest. Once a race is selected the moderator removes it from the list. There are two-wild cards. Each wild card allows a race that has already been picked to be picked again. Each sub-fleet chooses three times. If a wild card is available it is possible to choose the same race twice. If the race you pick is no longer available the moderator will ask you to pick again. The moderator will not tell you which races are still available. You are not required to deploy a ship for all of the races you have selected.

Race selection will be done in rounds. For each round, each team’s Commodore will send in a list of races the team would like. Races will be assigned based on BPV bid order and race availability. If a team’s first choise it not available, the next race on the list will be selected, and so on. After races are assigned for a given round, the results will be posted in the team’s group, and the next round’s selections will be due in 24 hours.

Wild cards will be used when a race that has been previously selected is selected again. Any given race can only use one wild card (i.e., Klingons can only be selected twice, not three times).

Which races remain available will not be disclosed at any time.

FLEET LIMITATION: Each sub-fleet is built independently and must individually comply with S8 rules with the following additional limitations:

  1. No more then two ships of the same race. If a sub-team selected the same race twice then no more then four ships may be of that race. PFs and INT do not count as ships for this purpose.
  2. No Web Casters, Mine Racks, SFG or X-Ships are permitted.
  3. XP ships are excluded.
  4. HDW ships are allowed.
  5. Size Class 3 or smaller maulers are allowed, but Size Class 2 maulers are excluded.
  6. No more than one unit subject to shock will be permitted.
  7. Sub-light units and bases are excluded.
  8. Playtest and Captain’s Log ships are excluded.
  9. Independent fighter or PF squadrons (S8.23) or off-map drone bombardment (S8.26) are prohibited. Bombers are not available in this scenario.
  10. Each ship is assigned a year. Everything on the ship must be legal for that year and may result in an unavailable refit or a forced refit (S8.132). PFs, INT, drones, drogues, shuttles and Fighters must be of the same year as the mother ship.
  11. When choosing a year you may choose anywhere between the first year the class is listed as entering production and the year listed for when the last of a class was destroyed or converted as defiend in the rule text. The last year Interceptors are available is two years after the PF for that race became available.
  12. EY ships may be taken, but may not be assigned a year later than Y169. The Romulan WVL remained in service and is eligible for the sabot refit.
  13. Only carriers may have escorts and only the escorts assigned. Escorts for Tugs and repair ships (S8.317) are forbidden. Carriers, fighters, and escorts must all be of the same year. Flexible carrier groups (S8.315) are excluded but flexible carrier groups for Romulans (S8.314) are allowed.
  14. All ships must have historically existed in the assigned year. Unique (LPU, RPU, UNQ), prototype, conjectural (CNJ), captured hulls (CAP), Limited Duty Ships (S8.5) and un-built variant (UNV) units are excluded. Exception: Unique SC2 units are allowed.
  15. A ship in a non-unique class considered unique only by nature of the upgrade level (Gorn CLE/CLA, pre-refit Lyran CWS) is not excluded from fleet selection.
  16. A sub-fleet cannot take more of a unit then historically existed.
  17. Where G2 and the ship description disagree, the G2 War Ship Status will be assumed correct.
  18. Size Class 2 units require only one accompanying ship from the same race (S8.331). An INT or PF could be considered an accompanying ship.
  19. No unit that requires your opponent’s permission or requiring mutual agreement is permitted. Example: Howlers are excluded.
  20. The number of drones a sub-fleet is capable of launching is limited. See the Drone Launch limitation section below.
  21. The number of attrition units in a fleet is limited. See the ATU Limit section below.
  22. Each drogue taken counts as an MRS shuttle for the ship and the sub-fleet. Note (J8.5) limitations on deployment. This is in addition to its ATU and DP cost. Drogues must be purchased with fleet points.
  23. The racial flagship rule (S8.61) is ignored.
  24. A leader variant (S8.36), (S8.64) can lead any two units of the same movement cost in the same sub-fleet.
  25. Ships may purchase Commander’s Options in accordance with (S3.2). Note that some items are allowed to be purchased only with fleet points or not at all.
  26. All refits must be purchased with fleet points. Initial UIM purchase must be made with fleet points, backups are available using CO points.
  27. Shuttle enhancements (MRS, GAS, Pods, etc.) may be purchased with CO or Fleet points. WBP and Mega-packs must be purchased with Fleet points. One space specialty shuttles may be replaced with Admin or A-Admin shuttles at no cost. Two space specialty shuttles may be replaced with two Admin or A-Admin shuttles at no cost. Two-space fighters may replace two single-space fighters. Fighter standardization (J4.893) and Heavy Fighter Conversion (J10.111) are permitted. Ships may purchase shuttles to fill an empty bay with fleet points.
  28. Mixed-Flotillas of PFs (K0.32) and casual PFs are allowed in any combination, including non-standard combat types (K2.114). You may take a PFL or PFS only if you bring a PFT. The (S8.34) rule requiring four PFs on a PFT is in affect.
  29. The number of fighters a given carrier must include is determined by the following:
  30. The BPV that is bid for fleet construction does not include Commander's Options. The maximum total BPV for a given fleet will be the BPV bid + 20%. Note that (S3.223) is in use, so all Kzinti ships and any ship marked D% on the Master Ship Chart, have extra points for additional drones.

DRONE LAUNCH LIMITATION: The number of drones that a sub-fleet is capable of launching during any two turn period is limited. Each sub-fleet has 36DP (Drone Points). Each drone rack, including the type-C counts as 2DP. Early drone racks that can oly fire one drone per pair of racks counts as 2DP per pair of racks. Each scatter pack or drone drogue counts as 6DP. The cost of a fighter or MRS shuttle is 1DP for each full-size drone the fighter can launch in a two-turn period. A rack or fighter loaded exclusively with VI or ADD drones would cost 0DP. Remote control fighters (J15.0) and fighters as scatter packs (J8.33) are prohibited.

No drone rack or drone-armed fighter can be loaded with more drone points than were purchased for said drone rack/fighter. For example, if an type-G drone rack was purchased with 2 drones and 4 ADDs, it cannot fire (or unload) 2 ADDs and load a third drone. If a fighter capable of carrying 4 type-I drones was purchased with 2 type-I and 2 type-VI, it cannot be loaded with more than 3 spaces of drones.

ATTRITION UNIT LIMIT: Attrition units are under a separate limit from DP. A sub-fleet is limited to 24ATU points. Each sub-fleet must be in compliance with both the ATU limit and the DP limit. Ideally a single Captain, who may or may not control a small ship, would control no more than 12ATU points, but the moderator will make the final decisions based on player availability.

Each Fighter or MRS counts as 2ATU point. Each Heavy Fighter or single space mega-fighter counts as 3ATU points. Each Drogue, INT or heavy mega-fighter counts as 4ATU points. Each PF counts as 5ATU points.

LEGENDARY OFFICERS AND CREW: Legendary officers and crew cannot be purchased. After sub-fleet creation but before allies are determined the moderator will assign legendary officers and crew quality. The moderator will discard unbalanced results at his discretion. Once assigned to a ship legendary officers and crew cannot be reassigned. Any Klingon ship assigned a poor crew may be converted to a penal variant, if one exists, at no charge by player’s choice. Klingonpenal ships are available for purchase but always come with a poor crew with no possibility of upgrade.

NOTATION: Each ship, squadron or flotilla is given its own letter notation beginning with AS and continuing through ZS. Designations are applied to each ship randomly. In this way it is necessary to independently identify each ship as friend or foe. Captains will know the ships only in their sub-fleet. The sub-fleet of enemy ships is not revealed at any level. Sub-units begin with the same letter designation as the launch ship.

SPECIAL RULES

MAP: Standard 49x49, tournament barrier FOG map. Fleets enter within 5 hexes of 0125, 2501, 4925 or 2549 in a border hex, WS3, speed max. The moderator will assign starting positions between the sub-fleets randomly.

ALLIED FLEETS: The moderator will secretly determine which sub-fleets are allied by a balanced method of his choosing. The players will not know which sub-fleet is allied at the start of the scenario. Allied and enemy ships are revealed as such at Tac-Intel level C.

COMMUNICATIONS: FOG communication rules are in effect. Each sub-fleet may communicate freely during the fleet design phase. Once the game begins the moderator will impose a communications blackout and all further communications are required to go exclusively through comm channels. At no time will the allied sub-fleets be allowed to communicate except through comm channels. See the separate comm rule section for the full rules.

DROGUES: Plasma SWD and HWD are under the same one-per-impulse launch restrictions as a Plasma Rack (FP10.21), including all offensive and defensive mode limitations. Drogues do not gain the ability to bolt. Drone SWD count toward the Drone Point limits but their launch rate is not affected. Each drogue of any type counts as an MRS shuttle and falls under the same deployment limitations (J8.5). Each Drogue of any type counts as 4DP.

SCATTER PACKS: Each ship may configure one or two shuttles for use as a scatter pack. This shuttle can be launched, recovered, reloaded and reused. No other shuttle on the ship can be prepared as a scatter pack. Scatter pack shuttles of any configuration cost 6DP. A scatter pack shuttle remains an admin shuttle and may be used for any admin mission when not performing its duties as a scatter pack.

If the shuttle used for an SP is an MRS, the DP cost is increased to 8. The MRS can still be used for any legal MRS duties when not in use as an SP.

GLOBULAR WEB: Construction of a globular web is not permitted.

LOCK-ON RANGE: A unit must be within 15 hexes to gain lock-on to another unit. Note that this is the (D6.11) general lock-on, which includes being in range to control seeking weapons, but does not include gaining/retaining a lock-on to a cloaked unit.

TAC-INTEL: Tactical Intelligence (D17.0) will be in use with the following modifications:

  1. S5 information is known at every range. In addition the exact hex is known and long range combat may take place. All combat at the S5 level does so without the benefit of a lock-on. No process can be used to increase the TacIntel level above Level S5. This includes Legendary Science Officers (G24.34), EW shifts (D17.26), Labs (D17.228), and any other process/system that allows for an increase in the level of TacIntel gained. If the current TacIntel level is Level A or above, Legendary Science Officers, EW shifts, labs, etc. work as defined in their respective rules. Note that a negative EW shift can reduce the TacIntel level down to S5 if the current level is Level A or above.
  2. Secret damage (D17.6) is not in use. Deception (D17.7) is in use.
  3. The ranges at which each level of Tactical Intelligence is gathered (D17.3) is replaced by the below chart:
    Level Intel Scout Ship PFS PF MRS
    EWF
    Shuttle
    Fighter
    Probe
    Drone
    A Hex 17 15 13 11 10 9 7
    B Race 15 13 11 9 8 7 5
    C Ally 13 11 10 8 7 6 4
    D Hull 11 10 9 7 6 5 3
    E Warp 10 9 8 6 5 4 2
    F HW 9 8 7 5 4 3 1
    G Phaser 8 7 6 4 3 2 0
    H Hull 7 6 5 3 2 1 -
    I Shields 6 5 4 2 1 0 -
    J Power 5 4 3 1 0 - -
    K Dummy 4 3 2 0 - - -
  4. For purposes of identifying allies, if the unit is size class 5 or larger, Level C information is required. If the unit is size class 6 (shuttles/fighters), Level H information is required. Allies cannot be determined by identifying seeking weapons (either through Tactical Intelligence or labs).
  5. If the observing unit is under erratic maneuvers, the effective range is increased by 3 hexes. Note this is a modification of (D17.224) (which increases the range by 10 hexes).

T-BOMBS: Hidden T-bombs will not be used. All T-bombs, either transported or dropped from a shuttle bay, will be visible immediately.

INFALLIBILITY: Any rule found to be impractical to moderate or disruptive to balance during the game can be changed with notice by the moderator.

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