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:
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.
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:
| 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 | - | - | - |
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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