Dawn of the Stars Campaign rules

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Dawn of the Stars Campaign rules

Postby Whitecold on Tue 27 Jun 2017 17:00

The Rulebook used is SSF-201307
Optional Rules in play:
    C10: Ramming is permitted.
    D2.06.1: Wrecks may be created in battle.
    D3.03.4: Rings affect combat.
    [HR] D5.04.1: WP Visibility Data (from transits by starships with X) reports "Closed" for all WP visibility types that cannot be detected by that particular generation of X. For example, a ship with Xa could determine Open or Closed. A later transit by a ship with Xb could expand that determination to Open, Concealed, or Closed.
    F4 Crew Grade (NPR): Lock NPRs' crew grades to BG. Noted as potentially in-use, but not necessarily used by all NPRs.
    [HR] G3 Custom Smallcraft combat rules are in use.
    [HR] G7 Custom Anti Smallcraft combat rules are in use.
    [HR] H1.05 Restricted Arc Weapons Custom Restricted Arcs are in use.
    [HR] K2.02.2 Facilities: Players start with additionally 2 (MSF) and 2 (COL)
    [HR] K2.03 Racial Traits: Players may elect to use the default racial trait scores or to roll them. Players may separately elect to choose or roll their successes. Players may not use government types to adjust racial statistics (but may of course reference them for roleplay purposes).
    [HR] K2.05.4 Starting Fund Mixing: Players may exceed the limit of any one fund (but only one fund) by up to 50 MCr so long as the total spending in all three funds does not exceed the composite 12000 MCr limit.
    K3 Race Design: Allows custom race design using special abilities.
    K3.04 NPR Race Design: Noted as potentially in-use, but not necessarily used by all NPRs.
    [HR] L4.02 Infrastructure pool: Systems contain PCM x GSV/2 HS in orbital infrastructure.
    [HR] L4.02.2.4.1 Leasing: Ships must meet the errata for Hb to be eligible for leasing to the CFN.
    L4.12 Arming the CFN: Players may arm the CFN.
    L7.06.3.2 System Defense Fund: Squadrons are eligible for the SDF.
    [HR ]Table L7.02 (SY)(SYM)(MS) pay regular maintenance.
    M1.03.5 Class Units: Narrow-scope refits may avoid the new-class fee.
    M1.03.5.1 New Class Fees: New class fees are 5% list cost + 20 MCr.
    [HR] M7.04 Additional Facility rules are in use; see following post for details
    M9.01 T&M Ally Construction: T&M Allies may build units for each other.
    N5.03 R&D Shortfall: R&D shortfall is allowed.
    N11.04.1 Breakthroughs Above EL: Breakthrough attempts may be made at SL above the EL
    P4.01.1 Lightspeed ICN: Lightspeed comms within 5 transits of (CAP) or (ICC) are instantaneous.
    S Graded Leaders: Graded leaders and specializations are in use.
    [HR] S1 Starting Graded Leaders: Players may not select the Grower specialization for a Governor at the start of the game.
    T Multiple Political Offers: Multiple political offers may be made per month.
    T1.01.4 First Contact: Players may adjust their First Contact behavior via SOP.
    T1.05.1.3 Conquered Population Communication: Long-term attempts to communicate are allowed.
    T1.05.7 Player Race Communication: Results of Impossible/Rejected between players are ignored.
    T2.01.1 Player Political Choice: Players choose to accept or reject political offers made to them.
    T3.02.1.3 Intermediary Charges: Intermediary races may charge fees.
    [HR] U8 Spread of diplomatic information
    V3.01.3 LEL Ground Forces: LEL forces are restricted to Qtc.
    [HR] W Universe Generation: Used Elminster's SysGen, which was last updated for Solar 6.01. In particular, doesn't distinguish Yellow-White and White stars; some other anomalies may exist.
    W7.01.2 Extreme AST: ASTh and ASTf belt types are in use.
    W7.06 Rings: Rings are in use.
    W8.02 WP Bearing and Distances: WPs and Planets may be located off the exact bearing radian.
    Y3 NPR Government Types: NPR Governments are in use.
    Y3.04 NPR Race Design: As K3.04
    Y19 NPR Government Specials: NPR Government special traits are in use.
    AppAA-Con.01.3 Mobile Bases: Mobile base hulls are in use.
    AppAA-Con.04 Generational Hulls: Generational hulls are in use.
    [HR] AppAA-FAC Footnote a): 5x HS does not apply
    [HR] AppAA-FAC.00 TH must be space based
    GG2 Random Events: Random events are in use.
    GG4 Sanitizing Asteroid WP: Asteroid WPs may be cleared.
    GG5.07 Command and Control: Fire Additional Units First (first option for initiative bonus) is in use.
    GG5.09 NPR Ownership Policy: NPRs use Ownership Policies to help determine behavior.
    GG6.02.2 Anti-ESF Optional Rule B — Discourages ESF with units in hex suffering targeting modifiers.
Last edited by Whitecold on Fri 04 Aug 2017 10:07, edited 6 times in total.
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Re: Dawn of the Stars Campaign rules

Postby Whitecold on Tue 27 Jun 2017 17:00

[HR] H1.05 Restricted Arcs
The restricted arcs work on the hull size of the ship depending on type. The following table gives the minimum size required to mount a weapon.
Bases may turret weapons when their next nearest ship size is able to side or turret mount a weapon.

Code: Select all
       Turret Side Forward
SRW        CT   ES   EX
K           -   CL   CT
R,Pt,G     EX    -    -
SRW (c)    BB   CA   DD
Kc          -   BB   CA
Rc,Ptc,Gc  BC    -    -
SRW (h)    MT   DN   BC
Kh          -   MT   DN
Rh,Pth,Gh  SD    -    -


[HR]M7.04 Facility Types
IU: active IU provide bonus FSP at tiers equal to half the requirement for PUs.
Code: Select all
Type   Cost   HS
(RTF): 1000   100 Research testing facilities add +3% completion chance per tier to projects
                  on the planet.
(MSF): 1000   120 Maintenance & Supply facilities support (5+EL) * 100 MCr of maintenance. All
                  maintenance over this cost costs double. Must be space-based
(COL):  800    60 Colonization facility: Can support emplacement of PTU equal to 10+25% PU
                  present on destination planet.
(IND): 1500   120 Industrial Facilities add +1 HS to build rate per tier to all SY in orbit.


Tier 1: 1 Facility
Tier 2: 2 Facilities
Tier 3: 3-4 Facilities
Tier 4: 5-6 Facilities
Tier 5: 7-9 Facilities
Tier 6: 10+ Facilities


[HR] U8 Intelligence
U8.1
Races that have at least a non-aggression agreement have enough limited contact to gather certain intel over time.
This includes:
-Known Empires
-Diplomatic relationships
-Size of empire (local (no colonies outside home system) small (colonies outside home system) medium (medium colony outside home system) large (v large colony outside home system) very large (4 v large colonies, 1 outside home system))
Last edited by Whitecold on Fri 11 Aug 2017 13:24, edited 3 times in total.
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Re: Dawn of the Stars Campaign rules

Postby Whitecold on Tue 27 Jun 2017 17:01

[HR] Smallcraft Combat Rules

Smallcraft Weapons
Smallcraft use weapons like large units. They fire in the same phase as large units, and are eligible to be picked for firing first due to high initiative.

smcft weapons (except D/Dc) deal half damage.
smcft weapons using munitions hold 5 rounds, D/Dc hold 10 rounds
smcft point defense, Dg and ast like AP PD are unable to engage inbounds, and can only be used against other smcft and AP.

Dg fires like La (Range + 5)
ast fires like La (Range + 4)

Alpha gen Smcft and Drone2/Bouy2: (Range * 2)
Dc fires like R (Range * 3)
D fires like L (Range + 3)
Pg/G: (Range + 2)

All smcft above alpha gen and Drone3/Bouy3+: (Range + 3)
Dc fires like R (Range * 2)
D fires like L (Range + 3)
Pg/G: (Range + 1)

Smallcraft Weapon Arcs
Due to their small size, smallcraft are unable to mount turrets, and thus are subject to restricted arcs
SRW+K are spinal mounted
PT, R, G, D and Dc have unrestricted arcs



Code: Select all
SL Code Cost  Space   Capacity
1  sQv     2      1   1/5 Qv
1  sH      1      1   1/5 H
1  sMg     3      1   12 msp
1  h       4      1   1DP
1  Dg      3      2
1  sXp     2      1   1 SP, MSS is given by parent
2  ast     3      2
2  DEEP1   1      1   +12h Endurance, multiple installations possible
10 DEEP2   1      1   +24h Endurance, multiple installations possible


Per 2 sXp one X system on the carrier is required for data analysis
sH can hold Qv cargoes for up to 6 h


Bays
All smallcraft are stored in bays. Bays and launchers do not need to be adjacent.
Bay capacity is not shared between bays, leftover space can not be pooled, for example 4 stb (3 bbp) will not fit into 3 (Bsb) (4 bbp) even though the total capacity is each time 12 bbp.
Launch capacity is also not shared, 2 (BLa) cannot launch a gba, but a (BLb) can launch 2 fqa per turn.
Note: BL has different stats than vanilla Starfire BL
Only BL systems count towards bay limit. Developing a bay automatically develops the matching launcher.
Larger units still receive a free gig with a free bay.

Code: Select all
SL Bays Cost Space Capacity
1 (Bsa)   10   1   carries 2 bbp
1 (BLa)   10   1   launches/recovers 2 bbp/turn
2 (Bsb)   18   2   carries 4 bbp
2 (BLb)   18   2   launches/recovers 4 bbp/turn
4 (Bse)   25   3   carries 6 bbp
4 (BLe)   25   3   launches/recovers 6 bbp/turn
6 (Bsi)   30   4   carries 8 bbp
6 (BLi)   30   4   launches/recovers 8 bbp/turn
9 (Bsm)   40   6   carries 12 bbp
9 (BLm)   40   6   launches/recovers 12 bbp/turn


Code: Select all
SL Name Cost Size bbp  DP   Speed
1  gig     2    2   1   1   2/1
1  sta     5    4   2   2   6/3
4  stb     7    6   3   3   7/3
6  ste    10    8   4   4   7/3
9  sti    10   12   6   5   7/3

6  gba    20    8   4   5   8/6
9  gbb    25    8   4   6   8/6
12 gbe    30    8   4   7   9/6
7  fqa    15    4   2   3   10/5
10 fqb    17    4   2   3   11/5
13 fqe    20    4   2   4   11/5


Base Endurance is 12h, weapons other than Dg/ast only allowed on gb/fq hulls
gigs can only mount sQv/sH

Drive options:
Each smallcraft must select a drive. No actual system needs to be installed. At least one engine in the appropriate tree must have been developed in order to select an option.
stb and higher, gb and fq can transit WP

I: Speed unchanged, 60 deg blindspot
J: +1 max speed, -1 strategic speed, 120 deg blindspot
Ic: max speed equals strategic speed, +1 strategic speed, 60 deg blindspot, 4x endurance

Repair costs:
Small craft repairs cost (repaired DP)/(total DP)*total cost
New class fee for small craft is 100%+20MCr

Maintenance:
0% Unarmed Smcft
7.5% Armed Smcft and X equipped Smcft

[HR] Anti smallcraft combat
Large units engage smallcraft using standard combat rules with some modifications to the damage dealt.
Damage is applied to DP. Smcft are fully functional until they reach 0 DP, at which point they are destroyed.
Point defense can fire at smcft if they have not been used defensively. PD that is used in this fashion is unavailable for defense for the remaining turn.

Large units can engage smcft up to combat range of their sensors.

capital weapons deal 1/2 (FRN) damage against small craft
heavy weapons deal 1/3 (FRN) damage against small craft
Dc fires like R (Range * 2) against small craft
D fires like L (Range + 3) against small craft
K deals double damage against small craft
AF warheads provide +1 base damage against small craft.
Last edited by Whitecold on Fri 11 Aug 2017 13:17, edited 11 times in total.
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Re: Dawn of the Stars Campaign rules

Postby Morpheus on Wed 28 Jun 2017 15:23

Whitecold wrote:SL Name Cost Size bbp DP Speed
1 gig 2 2 1 1 2/1
1 sta 5 4 2 2 6/3
4 stb 7 6 3 3 7/3
6 ste 10 8 4 4 7/3
9 sti 10 12 6 5 6/3
...

I like the modifications!

In the table above, what is the difference between Size and bbp? Is size the amount of ordinance that it can carry or something else?
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Re: Dawn of the Stars Campaign rules

Postby Whitecold on Wed 28 Jun 2017 16:01

Size is the available hull spaces of the smallcraft. Currently they are fixed at 2 per bbp
Smcft can carry all systems available for drones. (except ew weapons, for obvious reasons)
What I forgot to add that weapons on small units (including XO racks) are limited to non-c, non-h variants. Also the current every fifth turn looks very unappealing for putting anything but XOs and D/Dc on smcft, so that may still change
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Re: Dawn of the Stars Campaign rules

Postby Sunwolf on Thu 29 Jun 2017 17:36

How many shots would ammo based weapons get? 1 like in current fighter/gunboat rules, 10 like current weapon rules, or something in between? For weapons that don't need ammo I suggest a 3 turn recycle time.
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Re: Dawn of the Stars Campaign rules

Postby Whitecold on Fri 30 Jun 2017 14:33

Sunwolf wrote:How many shots would ammo based weapons get? 1 like in current fighter/gunboat rules, 10 like current weapon rules, or something in between? For weapons that don't need ammo I suggest a 3 turn recycle time.

3 turn cycle sounds fine, and I'd go for 5 rounds of ammo like AP currently get.
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Re: Dawn of the Stars Campaign rules

Postby Cralis on Sat 01 Jul 2017 00:42

I could see this for D, Dg, and munitions-based weapons like that. But are you going to allow R, Pt, and K as internal weapons or make them be individual munitions fired from external racks?

I'm also curious why you have K do double damage against small craft?
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Re: Dawn of the Stars Campaign rules

Postby Whitecold on Sat 01 Jul 2017 08:16

Cralis wrote:I could see this for D, Dg, and munitions-based weapons like that. But are you going to allow R, Pt, and K as internal weapons or make them be individual munitions fired from external racks?

I'm also curious why you have K do double damage against small craft?

They are allowed both as internal and external weapons. I don't know how popular internal weaponry will be, firing every third round is not the highest rate of fire.

K gets double damage to compensate for lack of AFW, otherwise they become the worst of the LRW trio in the anti smcft role, and anti-smcft capability of K should be one of its strong points.
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Re: Dawn of the Stars Campaign rules

Postby Cralis on Sat 01 Jul 2017 14:01

Whitecold wrote:
Cralis wrote:I could see this for D, Dg, and munitions-based weapons like that. But are you going to allow R, Pt, and K as internal weapons or make them be individual munitions fired from external racks?

I'm also curious why you have K do double damage against small craft?

They are allowed both as internal and external weapons. I don't know how popular internal weaponry will be, firing every third round is not the highest rate of fire.


I think you'll find out, as we did, that squadrons will simply move out of range to recharge and then attack again. XO munitions are spent upon use and your squadrons have to return to the carrier to reload. That's why there are no true LRW launchers with multiple loads of munitions in Ultra or Solar (yet), because the launchers enable your squadrons to put more munitions on target over time.

K gets double damage to compensate for lack of AFW, otherwise they become the worst of the LRW trio in the anti smcft role, and anti-smcft capability of K should be one of its strong points.


I'm playing devil's advocate here, but K isn't a homing weapon. So why should anti-small craft be one of it's strong points?
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