D20 - Babylon 5 - A Call to Arms - Book One - Rules

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    AglarannaDigitally signed by Aglaranna

    DN: CN = Aglaranna, C = USDate: 2005.01.30 12:36:23 Z

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    16

    Self-Repairing: Due to highly advanced bio- or nano-technology, this ship can actually repair itself, albeit slowly. The shipgrants its crew a +1 bonus to all Damage Control checks. In addition, the ship will regain a number of lost Damage pointsin every end phase equal to the score listed after self-repairing.

    Stealth X: Some ships, notably those of the Minbari Federation, have superior active stealth systems that can render theirships all but invisible to their enemies. After an attack has been declared on this ship, a target lock-on must be achieved. Rolla die and compare it to the targets Stealth score. If the score is equalled or exceeded, the attack proceeds as normal. If not, allattacks that had been nominated to hit the target are wasted, as the firepower is uselessly expended on empty space. Also, if aship with Stealth is more than 10 away from a ship trying to gain a lock-on upon it, its Stealth score is increased by 1.

    Special WeaponsThe Special Traits used for weapon systems typically revolve around the capabilities of the weapon itself and what it can do inbattle. Some weapons are made vastly superior by these traits, while others have their effectiveness reduced.

    Accurate: These weapons do not roll their AD to hit as other weapons must do. The incredibly advanced targeting computersonboard will automatically hit any ship that is attacked with this weapon system. As such, every Attack Die of the weapon isrolled as a hit on the targeted ship. Accurate Beam weapons automatically hit once; subsequent rolls to hit only need a 3+ rollof the AD to hit again. As long as these secondary hits roll 3+, they may be re-rolled to to inflict further hits on a 3+.

    AP (Armour Piercing): These weapons are adept at slicing through the thick armoured hulls of warships to do great damageto the decks below. Add +1 to the results of all Attack Dice rolled for this weapon.

    Anti-Fighter: Designed to track and destroy fast-moving craft, these weapons ignore the Dodge score of any target.

    Beam: Beam weapons have gained a legendary status in the galaxy and all races have tried to develop effective ones, though

    not all succeed. If an Attack Die from this weapon successful strikes a target, immediately re-roll to attack again the targetnumber this time, however, will be one higher than before. You may continue to re-roll every Attack Dice that continues tohit the target, with a target number one higher than previously used, until you run out of Attack Dice. A roll of a 6 alwayscounts as a successful attack and may be re-rolled again. Beam weapons completely ignore Interceptors, rendering themuseless. However, they can only split fire if the targets are within 4 of each other.

    Double Damage: Weapons of awesome destructive power, they will literally double all Damage and Crew loss dealt to atarget, including the bonus damage caused by Critical Hits. In addition, they will always cause at least one point of Damage(but not Crew loss), even if the Damage Table lists the attack as a Bulkhead Hit.

    Energy Mine: A weapon unique to the Narn, an Energy Mine is an extremely long-ranged fusion bomb hurled throughspace. When fired, nominate a point in space that is within range and the appropriate fire arc. You do not have to target anenemy ship an empty patch of space is just fine! Every object within 3 of this point will automatically be attacked by theEnergy Mine. Energy Mine attacks ignore Dodge and Stealth traits on all ships within the 3 radius.

    Gravitic Shifter: Using advanced gravitic technologies, this weapon can affect the mass of an entire ship, forcing it to turn

    against the will of its crew. This weapon has no Attack Dice. Instead, nominate a target in range and within the appropriatefire arc. Make opposed Crew Quality checks. If you beat the targeted ship, you may immediately turn it up to 45o in anydirection.

    Mini-Beam: Like their larger cousins, Mini-Beam weapons concentrate a huge amount of energy in each attack, allowingthem to cause devastating amounts of damage, though they can only fire for a split second. A Mini-Beam weapon ignoresInterceptors just like a Beam but does not gain the ability to score multiple hits with every Attack Dice. They are particularlyeffective when used at short range against flights of Fighters. When targeting flights within 4, Mini-Beam weapons may alsobe counted as Anti-Fighter weapons.

    Precise: Using either superior firepower or technologically advanced targeting systems, these weapons can consistently dealCritical Hits to their targets. You may add +2 to all rolls on the Damage Table.

    Slow-Loading: Some weapons take an inordinate amount of time to either reload or recharge. These weapons may only fireevery other turn.

    Super AP: With massive power reserves and the technology to use them, these weapons can penetrate the armour of any shipin space. Add +2 to the results of all Attack Dice rolled for this weapon.

    Triple Damage: Extremely rare, these weapons have the ability to shred smaller ships in two. All Damage dealt to a targetwill be tripled. In addition, they will always cause at least one point of Damage (but not Crew loss), even if the Damage Tablelists the attack as a Bulkhead Hit.

    Twin-Linked: These weapons are mounted in pairs or even quads, concentrating the firepower available on each hardpointor turret system. The hail of fire these weapon systems can unleash is awesome to behold and very difficult to avoid. Any

    Attack Dice for this weapon that do not successfully strike their target may be re-rolled.

    Weak: Whether through a lack of technology or a declining military budget, some weapons are simply not as powerful astheir military-grade counterparts. Deduct 1 from the results of all Attack Dice rolled for this weapon.

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    Scenarios

    23

    Victory PointsMany scenarios use Victory Points in order to determine who has won. Victory Points can be earned in many ways specificto each scenario but, unless otherwise stated, they are always gained for damaging the opposing fleet. Specifically, VictoryPoints (VP) are earned for the following.

    Destroying an enemy ship: Gain VP equal to the value detailed on the Victory Point Calculation table.

    Victory Point Calculation

    Difference in Priority Level of Ship and Scenario Victory Points

    Ship is same Priority Level as scenario 10

    Ship is one Priority Level higher than scenario 15

    Ship is two Priority Levels higher than scenario 20

    Ship is one Priority Level lower than scenario 8

    Ship is two Priority Levels lower than scenario 6

    Ship is three Priority Levels lower than scenario 4

    Ship is four Priority Levels lower than scenario 2

    For each Auxiliary Craft counter destroyed 1

    Forcing an enemy ship to surrender: Gain VP equal to double the value listed on the Victory Point Calculation table theship must still be in a surrendered state at the end of the battle for these points to be gained.

    For each enemy ship that executes a Tactical Withdrawal: Gain VP equal to one-quarter of the ships value on the VictoryPoint Calculation table, rounding up.

    For each enemy ship that is Crippled or reduced to a Skeleton Crew: Gain VP equal to 20% of the ships value on thetable above, rounding up.

    Note that you can only gain VP from each enemy ship once, though you always gain the highest possible VP. If, for example,

    you reduce an enemy ship to a Skeleton Crew and then force it to surrender, you will gain double its value in VP, not doubleits value, +20%.

    For holding ground: If you have at least one ship on the table but your opponent does not, gain 5 VP. This does not applyin a Blockade, Convoy Duty or Flee to the Jumpgate scenario.

    Attacking and DefendingMany scenarios require the players to decide who is the attacker and who is the defender. If you do not want to decidebetween yourselves who takes which position, roll one die each and add your fleets Initiative score, re-rolling ties. The highestscoring player will be the attacker.

    The Battle of the LineAs the Minbari entered Earths solar system in 2248, the colony on Io fell within minutes and Mars itself

    was bypassed as they prepared to strike at Earth itself. Mankind rallied itself for one last desperate fight,

    a delaying action intended to hold the Minbari long enough for civilian transports to escape Earth and

    carry a few humans to the safety of the stars. This was the infamous Battle of the Line, where over twenty

    thousand men and women of EarthForce placed themselves in harms way in a fight to the bitter end.Service during this battle was purely voluntary and all participants knew it was a suicide mission, for there

    could be no hope of victory against the ships of the Minbari fleet. Sharlin warcruisers and Nial fighters

    tore through the line blocking the way to Earth and the defending force was all but annihilated. Then, as

    the twilight of the human race was about to descend, the Minbari ships inexplicably stopped firing and

    signalled their surrender. Less than two hundred humans of the Line survived.

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    Assassination

    Fig. 12

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    War can get personal very quickly and even the High Command may begin taking an interest in particular personalities onthe other side. Very often, in the midst of battle, fleets may be ordered to do everything they can to destroy a specific vessel.This may be a ship thought to be carrying an important personage, perhaps a military genius, or it may be home to an ace crew

    who have been dealing damage to the allied side out of all proportion to their normal tactical worth. Whatever the reason,

    orders have been given that under no account can this ship be permitted to live.

    Fleets: Players have 5 Fleet Allocation Points and choose their fleets freely.

    Pre-Battle Preparation: The defender deploys his fleet first. The attacker must nominate one ship in the enemy fleet at thehighest priority level possible and secretly record its name on a scrap piece of paper. This ship is his target, the one markedfor assassination. The attacker may keep up to half of his fleet in hyperspace at the beginning of the game, so long as he hasat least one ship in hyperspace with the Jump Point or Advanced Jump Point trait. Stellar debris is generated randomly.

    Scenario Rules: None.

    Game Length: 12 turns, or until one fleet withdraws or either side has no ships on the table (Running Adrift, destroyed andsurrendered ships do not count as viable ships).

    Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker will earn triplethe normal Victory Points for any damage done to his target ship.

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    Blockade

    Fig. 13

    Scenarios

    27

    Rather than take the time and trouble to bring the enemy to battle, a large fleet will often simply blockade a system or otherstrategically important target. Forcing the enemy to run through this blockade, the fleet will have the chance of destroyingits enemy piecemeal. For their part, the blockade runners have the chance of defeating the blockade and making their waythrough without engaging the larger fleet in a full-scale battle.

    Fleets: The attacker (the blockader) has 5 Fleet Allocation Points. The defender (the blockade-runner) has 2 Fleet AllocationPoints.

    Pre-Battle Preparation: The blockading player deploys his fleet first. All ships must be pointing directly towards theopposite long table edge. The blockade-runner will move all his ships on from anywhere along this opposite table edge in thefirst turn. The blockade-runner may not use the Initiate Jump Point! Special Action as the blockader is successfully jamminghis jump engines.

    Scenario Rules: The blockade-runner has one free turn at the beginning of the battle. In effect, he may move and attackwith his ships normally but the blockading fleet may do nothing its ships may not move, fire, take Special Actions or

    perform Damage Control. They must simply take any damage dealt during this turn. After this first turn, Initiative is rollednormally.

    Game Length: 12 turns, or until the victory conditions have been met.

    Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The blockading player scores VictoryPoints normally. The blockade-running player only scores Victory Points for moving ships off the blockaders long table edge.He gains the full VP value of every ship moved off the table in this way, regardless of its condition, as if it had been destroyed.The blockaders long table edge and the two short table edges are considered to belong to the blockader for the purposes oftactical withdrawal. The opposite long table edge is considered to belong to the blockade-runner.

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    Convoy Duty

    Fig. 16

    30

    These two words can often fill a Captain with dread, for he is likely to look forward to nothing more than days of mind-numbingboredom, shepherding a group of slow-moving transports across space. However, civilian ships are vital during war time, for theyare often used to carry supplies, weapons and even troops across the battle zone and their safe arrival may be imperative to HighCommand.

    Fleets: In a Priority Level: Patrol game, the defending player has 5 Fleet Allocation Points. The defending player selects two shipsfrom the following list with his Fleet Allocation Points; civilian trader, corporate freighter and space liner. These are the convoy shipshe must protect. For every increase in Priority Level, the number of convoy ships he must use increases by two. A Priority Level: Wargame would therefore have 10 convoy ships. The attacker has 3 Fleet Allocation Points, regardless of Priority Level.

    Pre-Battle Preparation: The defending fleet is placed in the deployment area marked on the map. The attacker does not start on thetable. Instead, he will move his ships on from either long table edge during any turn he chooses. He is not required to move all hisships on from the same table edge, nor is he required to move them all on in the same turn. The attacker may also keep up to half ofhis fleet in hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the Jump Point or Advanced

    Jump Point trait. Stellar debris is generated randomly. The convoy ships are always moved after all other ships (but not auxiliary craft)have been moved in each turn.

    Scenario Rules: None.

    Game Length: Until the all convoy ships have either been destroyed or have left the table (Running Adrift, destroyed and surrenderedships do not count as viable ships).

    Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker will gain 2 VPs forevery convoy ship he manages to completely destroy (but no other VPs are earned for destroying these ships). The defender gains 2VPs for every convoy ship he manages to exit from the exit edge marked on the map and earns the usual VPs for destroying attackingships. For the purposes of tactical withdrawal, the short edges are considered to belong to the defender while the long table edgesbelong to the attacker.

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    Recon Run

    Fig. 18

    32

    Information is critical in war and a lack of it can get people killed quicker than a neutron laser. Small squadrons of ships willoften undertake breathtakingly dangerous missions just in order to gain a little knowledge of their enemy, making high speedpasses while scanners probe targets for the slightest hint as to their true capabilities. Few ships on recon runs may make it backbut if just one finds its way back to base, the information it carries may prove critical to the war effort.

    Fleets: The defender has 5 Fleet Allocation Points and chooses his fleet freely. The attacker has 3 Fleet Allocation Points.

    Pre-Battle Preparation: The defending fleet is placed in the deployment area marked on the map. The attacker will movehis ships on from any one table edge he chooses in the first turn of the game. The attacker may also keep up to half of his fleetin hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the Jump Point or Advanced

    Jump Point trait. Stellar debris is generated randomly.

    Scenario Rules: The objective of this scenario is for the attacker to successfully scan as many enemy ships as possible. To dothis, he must move a ship within 12 of an enemy ship and then roll 1d6, adding his Crew Quality score. On a 7 or more,he successfully scans the enemy. Each attacking ship can scan one defending ship per turn. However, they may not performany Special Actions while doing so.

    Game Length: 10 turns, or until every defending ship has been scanned.

    Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker gains half ofan enemy ships destroyed VP value, rounding up, whenever he successfully scans it. Each enemy ship may only be scannedonce.

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    Supply Ships

    Fig. 20

    34

    Supplies and logistics win wars more often than superior tactics and firepower, as anyone in High Command knows. Theprotection of supply ships is therefore of the utmost importance in any war and the destruction of an entire supply fleet isconsidered a great coup.

    Fleets: Players have 5 Fleet Allocation Points and choose their fleets freely. At Priority Level: Patrol, the defending player mustalso select six ships from the following list; civilian trader, corporate freighter and space liner. For every increase in PriorityLevel, the number of ships in his supply train increase by six. These are the supply ships he must protect. The attacker maykeep up to half of his ships in hyperspace, so long as he has at least one ship in hyperspace with the Jump Point or Advanced

    Jump Point trait.

    Pre-Battle Preparation: The defending player deploys his entire fleet around the planet. The attacker then deploys his entirefleet in the area surrounding the planet.

    Scenario Rules: None.

    Game Length: 10 turns, or until either side has withdrawn or has no ships on the table (Running Adrift, destroyed andsurrendered ships do not count as viable ships).

    Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The attacking player gains a 2 pointbonus for every supply ship he destroys (but no other VPs are earned for destroying these ships). The defending player gains a2 point bonus for every supply ship that survives the battle. If the supply ships make a tactical withdrawal, they are consideredto be destroyed with regards to Victory Points if the attacker manages to force the supply ships out of the system, he willhave done a great deal of damage to the defending players logistics in this region of space.

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    Random Scenario Type

    2d6 Scenario

    2 Assassination

    3 Recon Run

    4 Convoy Duty

    5 Ambush6 Space Superiority

    7 Call to Arms

    8 Annihilation

    9 Blockade

    10 Carrier Clash #

    11 Flee to the Jump Gate! *

    12 Supply Ships

    # This scenario may only be used if bothfleets have ships capable of acting as carriers.Otherwise re-roll this result.

    * This scenario may only be used if theStrategic Target being fought over is a JumpGate. Otherwise, re-roll this result.

    Random Priority Level

    2d6 Priority Level

    5 or less Patrol

    67 Skirmish

    89 Raid

    1011 Battle

    12 or more War

    38

    Once it has been decided what the player who won the Initiative is doing, the next player in Initiative Order chooses aStrategic Target and follows the same process. He may not choose a Strategic Target that has already been nominated byprevious player in this turn.

    In this way, a Campaign Turn may be fairly light in combat if most players choose to occupy spare Strategic Targets and donot challenge one another much. On the other hand, a player may find himself having to fight multiple battles in the sameturn if the other players all turn against him and launch attacks on several Strategic targets he possesses!

    Before you start planning your star-spanning offensive, however, there is one golden rule to bear in mind. Every ship on yourfleet roster may only take part in onebattle during every Campaign Turn. Once you have used it in one battle it maynotbeused in another during this same turn. This means as the Campaign draws on and your casualties increase, you will have tobe very careful about who you fight and with what.

    Generate ScenarioOnce it has been determined that two players will fight, the player who nominatedthe Strategic Target to be fought over must roll on the Random Scenario Type table todetermine which scenario will be played. During this scenario, he will be regarded asthe attacker.

    The Priority Level of the scenario is also randomly decided, using the Random PriorityLevel table. However, both players may influence the result of this roll if they wish.Before rolling, each may secretly mark down a modifier from 3 to +3 on a scrap pieceof paper. Once the dice are rolled, both players reveal their modifier and apply it to thedice roll for a final result.

    As usual, each player normally has 5 Fleet Allocation Points to spend, though the specificscenario may have alternate point values. Players choose ships from their fleet rosterto use in the scenario but may not take a fleet that has a greater points value thanspecified.

    You should also be warned that if you are fighting multiple battles in a turn or have a

    battered fleet after several losses, you may not be able to field a large enough force touse all your Fleet Allocation Points. In this case, you will be taking a smaller fleet to thebattle and will have to fight that much harder! You are never required to field a fleet thatuses all your Fleet Allocation Points, even if your opponent does.

    Fight BattleOnce it has been decided who is fighting who and which scenarios are being used, itis time to hit the tabletop and begin playing A Call to Arms. If you find that you are

    waiting for a battle because your opponent is currently fighting someone else, take theopportunity for a break and a quick snack or, alternatively, start heckling him as he plays!

    Your turn to fight will come soon enough. . .

    The victor of the battle will either retain or gain the Strategic Target over which he andhis opponent were fighting. This is immediately added to his fleet roster and may be used in later phases of the same turn.If a battle ends in a draw, the Strategic Target remains in the possession of the player who possessed it originally (or remainsunoccupied if no player had it on his fleet roster).

    Any ships destroyed during the battle are crossed off the fleet roster. All existing damage (including effects of Critical Hits)are also noted on the fleet roster. Ships that have surrendered to the enemy are also crossed off but the enemy does not markthem down on his own it is assumed that it takes far too long for the captured ship to be analysed and re-crewed before theCampaign ends. Regard it as a trophy. . .

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    Campaigns

    39

    Players should collaborate to form a strong narrative for the Campaign it is all very well rolling up scenarios and StrategicTargets randomly but it is much more fun devising reasons why fleets are fighting at any one particular time. For example,the Narn fleet from Fig. 21 (see page 36) may have decided to attack the Earth-held industrial world. Generating a scenarioresults in a Priority Level: Skirmish Blockade. After a brief discussion, the two players may decide the Narn are attemptingto stop all maintenance supplies to the Earth fleet from this world and it is vital that several Earth warships, loaded with vitalrefitting equipment, break through the blockade, so that the rest of the Earth fleet can maintain their ships. If they fail, therest of the fleet will not be able to properly repair their damaged ships and the industrial world will have to be relinquished to

    the Narn as an alternative supply post must be found. Once you get into the swing of the Campaign, you will find it relativelyeasy to continually come up with reasons for fleets to fight, no matter what scenarios are generated.

    Once all battles have been fought and won, it is time for the victor to enjoy the spoils and for the loser to count the cost.

    Ship ExperienceBattle is a crucible through which crews learn or die and the greenest crew may become battle-hardened veterans before theCampaign is through.

    During every battle, ships will acquire Experience Point (XP) Dice for various actions they successfully perform. These actionsare summarised in the Ship Experience table.

    Ship Experience

    Action XP Dice Gained

    Destroying enemy ship of lower Priority Level than your ship 1

    Destroying enemy ship of same Priority Level as your ship 2

    Destroying enemy ship of Priority Level one higher than your ship 3

    Destroying enemy ship of Priority Level two higher than your ship 4

    Destroying enemy ship of Priority Level three higher than your ship 5

    Destroying enemy ship of Priority Level four higher than your ship 6

    Forcing an enemy ship to surrender until end of game* Double XP Dice earned for destroying it

    Crippling an enemy ship Half XP Dice for destroying it (round down)

    Reducing an enemy ship to a Skeleton Crew Half XP Dice for destroying it (round down)

    Being on the winning side in the battle 2

    Being on the losing side in the battle 1

    Being reduced to a Skeleton Crew 2 (and lose 1 point of Crew Quality)

    * Only for the ship that enacted the Special Action that forced the enemy ship to surrender.

    To count as destroying an enemy ship, your ship must deliver the killing blow the attack that actually destroyed the enemyvessel. By the same token, to gain XP Dice for crippling an enemy ship or reducing it to a Skeleton crew, your ship must havedelivered the attack that caused this to happen.

    A ship may earn XP Dice for both Crippling an enemy ship and reducing it to a Skeleton Crew. It may not earn XP Dicefor both this and destroying the enemy ship. In this case, only the XP Dice for destroying the ship are gained. However, it isperfectly possible for one ship to gain XP Dice for Crippling an enemy ship and another to gain the full XP Dice reward fordestroying it in a later attack. A ship may never be reduced to less than 0 XP Dice.

    Auxiliary craft, such as fighter flights, do not earn XP Dice. Destroying auxiliary craft does not earn the destroying ship anyXP Dice.

    XP Dice may be saved for future Campaign Turns or they may be spent immediately as shown below. A ship may only benefitfrom its own XP Dice and the effects may never be applied to another ship.

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    Reinforcements

    Priority Level

    of Ship/Wing

    RR

    Points

    Patrol 5

    Skirmish 10

    Raid 16

    Battle 23

    War 30

    RR Points Modifiers

    Event RR Points

    Player captured a new

    Strategic Target this turn

    +10

    Player lost a

    Strategic Target this turn

    20

    For every industrial worldthe player possesses

    +6

    For every agrarian world

    the player possesses

    +3

    For every primitive world

    the player possesses

    +1

    For every gas giant the

    player possesses

    +1

    For every mining outpost

    the player possesses

    +5

    For every jump gate

    the player possesses

    +3

    42

    During this phase, every player will automatically receive 10 Repair andReinforcement (RR) points, which will be used to repair damaged ships, replacelost crew and call for reinforcements from High Command. The total number ofRR points each player will receive is modified by the events listed in the RR PointsModifiers table.

    These RR may be spent in the following ways. It is not compulsory for you to

    spend all your RR points every turn and they may be saved for spending in futureturns.

    RepairsEach RR point may be expended to replace up to 5 lost Damage points from anyship in the fleet. A ship that has been Crippled must have an additional 5 RRpoints spent on it before any repairing may be performed, unless you possess aSpacedock as one of your Strategic Targets, in which case this premium may beignored.

    2 RR points may be spent repairing a single Critical Hit to a ships Vital Systems.Other Critical Hits will each cost 1 RR point to negate.

    In addition, you may voluntarily send a ship back to High Command for complete repairs, no matter what its condition. Youwill not be able to use the ship for a full two Campaign Turns but after this period, it will be returned to your fleet roster atthe beginning of the third Campaign Turn as normal, fully repaired of any Damage or Crew loss (though if the ship had beenreduced to a Skeleton Crew it suffers a permanent one point loss to its Crew Quality).

    Ships with the Self-Repairing trait will automatically recover all lost Damage points (though not Crew or critical hits) beforetheir next battle.

    RecruitingEach RR point may be expended to replace up to 8 lost Crew points from any ship in the fleet. If you possess a settled worldas a Strategic Target, each RR point will replace 10 lost Crew points.

    If a ship has been reduced to a Skeleton Crew, you may recruit crew for it as normal but it will have its Crew Quality scorepermanently reduced by one, as many experienced officers and ratings will have been lost. If a ship has been reduced to 0Crew you may recover it at the end of the battle so long as the ship is on your fleet roster and you won the battle.

    ReinforcementsYou may purchase new ships for your fleet roster by spending an amount of RR points shown onthe Reinforcements table. You may only purchase ships from the same fleet list that you originallyselected for your fleet.

    If you have a jump gate as a strategic target, you may reduce the cost of all reinforcements by1 RR point. If you have an inner system comet as a strategic target, you may reduce the costof all reinforcements with the Jump Point or Advanced Jump Point trait by 1 RR point. These

    reductions are not cumulative and you may only use one or the other for each new ship youpurchase as a reinforcement.

    Victory and DefeatAfter many battles have been fought and won, it will be time for one fleet to claim victory over all others.

    The winner of the Campaign is the player who can capture all available Strategic Targets first. He can lord it over his fellowplayers and claim to do twice as well in the next Campaign. A player automatically loses the Campaign if every ship on hisfleet roster is destroyed. We suggest he just slinks away and hopes no-one notices him. . .

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