Background
At a time when the Klingon Empire was locked in mortal combat with the Kzinti and the Federation was deeply involved in a war with the Romulan Empire, an incident along the Federation/Klingon Border sparked a border war. Because of their other commitments, neither side could commit themselves to a full scale invasion. Nonetheless, many a spaceman on both sides found themselves in a starry grave before one side sued the other for peace. It all began when a Federation convoy travelling along the border was attacked and disappeared. The Feds claim that before transmissions were jammed, one of the freighter commanders was cursing “The foul-breathed Klingons” on open airwaves. Their chief diplomat immediately asked for restitution and was summarilly rebuffed. The Klingons stated that they had recently lost several convoys in the area to Orion pirates, and that Federation freighter captains needed new glasses. No one knows for sure what happened. The Romulans or the Kzinti may even have been behind it all. But before the diplomats could find a satisfactory solution to the situation, the beefed up border patrols began to spar with one another, and several skirmishes took place. These crews were probably disappointed about being assigned to this border, rather than gaining the glory of conquest on the other.
Initial Setup
The campaign consists of several campaign turns, which each consist of 8 battles. The Admiral of each fleet divides his fleet into equal combat groups of not more than 500 points each (a few points over is allowed) Each admiral can choose any drone within the limits allowed for their race The BPV’s for the drones are included in the 500 pt.limit. All drones are medium speed.
At Start Forces
-Once the eight battle groups for each side have been determined for the campaign turn, each player selects one of their battle groups for the first skirmish. This continues until both have used all of their 8 battle groups. The skirmishes are considered to be taking place during the same period of time. As such, once the campaign turn has begun, the composition of the other battle groups cannot be changed.
Special Rules
-After each campaign turn, both fleets roll for reinforcements. Since both sides are involved in a more major war than this one, player choice is quite limited. Basically, you get what is not needed elsewhere. Use Table I to determine which column of Table 2 to use. Roll 2X for cruisers, 4X for frigates etc, 1X for fighters and 1X for P/F. Carriers come in with a full complement of fighters but P/F tenders do not come with P/F's.
Klingon Table I
Klingon Table II
Federation Table I
Federation Table II
-No fleet may disengage from a skirmish before turn #6.
-Each fleet is given a Battle Tug and 3 other pods of their choice.
-Ships may repair themselves between turns, as per normal repair rules. If a player chooses, up to 400 points worth of ships may be withheld from turn, and sent to a nearby Star Base for a complete overhaul. This may decrease the size of their combat fleet for that campaign turn, so it may be a gamble.
-Players may purchase the drones they want, according to the rules, but all drones are medium speed regardless.
-At the start of each skirmish, players roll for terrain:
-In addition to the 500 points worth of ships, each player gets scouts. Because of the other wars, only the following are available:
Federation player- 6 (old) Light Survey Cruisers with + refit and 4 F-18 each
2 (old) Light Drone Crusiers
Klingon player-6 modified D4 Light Cruisers with 4 ZY each
2 D6 Drone cruisers
These ships are not added into the point totals for each fleet. The D4’s had been brought out of mothballs (from museums even!) and pressed into service because of the war with the Kzinti. Add 2 special sensors to the wing positions (1 each) and 4 shuttle to the shuttle bay.
© 1997 admkang@oocities.com
Klingon
Federation
C8
DNH
D7W
CVA+12Ftrs
3xD7
CC
D7V+12Ftrs
3xCA
D6P+6PF
NCA
D6Y+5Ftrs
2xCL
D6F
3xNCL
D5W
2xDWL
D5F
2xDD
D5J
DDG
2xFWL
DWV+8Ftrs
2xF5W
6xFFG
FWV+8Ftrs
Tug(BT)
2xF6
NPF+6PF
F5L
4xPF
3xF5
12 Ftrs
2xE4
E4D
TugA(BT)
4PF
12 Ftrs
Cruiser Roll
Use Column
Frigate Roll
Use Column
2-5
D7
2-6
Frigates
6-8
D5
7-9
Destroyers
9-12
D6
10-12
Escorts
Dice Roll
D7
D6
D5
Dice Roll
Frigates
Destroyers
Escorts
Dice Roll
Fighters
__P/F__
2
D7Y
AD6
D5W
2
F5E
FWV
E4A
2
20 ZY
10 P/F
3
D7D
D6V
D5W
3
F5D
FWV
E4A
3
16 ZY
8 P/F
4
D7W
D6V
D5W
4
F5J
FWL
E4D
4
12 ZY
6 P/F
5
D7W
D6Y
D5L
5
F5V*
F6
E4D
5
12 ZY
6 P/F
6
D7W
D6F
D5L
6
F5L
FWL
E4
6
10 ZY
5 P/F
7
D7
D6
D5
7
F5L
FWL
E4
7
8 ZY
4 P/F
8
D7
C7
D5F
8
F5
F5W
E6
8
10 ZY
5 P/F
9
D7V*
D6P
D5J
9
F5
F5W
E6
9
12 ZY
6 P/F
10
D7L
D6P
D5P
10
F5L
HF5
E6
10
12 ZY
6 P/F
11
D7L
D6M
D5V
11
F6
HF5
E4V*
11
16 ZY
8 P/F
12
D7L
D6J
MD5
12
F6
HF5
E4V*
12
20 ZY
10 P/F
Dice Roll
Use Column
Dice Roll
Use Column
2-5
Old Cruiser
2-6
Frigates
6-8
New Cruiser
7-9
War Destreoyer
9-12
Cruiser II
10-12
Destroyers
Dice Roll
Old Cruiser
New Cruiser
Cruiser II
Dice Roll
Frigates
War Dest.
Destroyers
Dice Roll
Fighters
__P/F__
2
CCH
NCA
CCH
2
FFA
DWV
DAR
2
20 F18
10 P/F
3
CCH
NCA
CCH
3
FFA
DWV
DAR
3
16 F18
8 P/F
4
CCH
NCA
CCH
4
FFD
DWD
DD
4
12 F18
6 P/F
5
CA
CLC
CL
5
FFG
DWA
DD
5
12 F18
6 P/F
6
CA
CLC
CL
6
FFG
DWC
DD
6
10 F18
5 P/F
7
CC
NCL
CL
7
FFG
DWC
DD
7
8 F18
4 P/F
8
CA
NAC/NER*
BC
8
FFG
DW
DDL
8
10 F18
5 P/F
9
CVS
NCP
CLE
9
FFV
DW
DDL
9
12 F18
6 P/F
10
CVB
NCP
CLE
10
FFV
HDW
DDG
10
12 F18
6 P/F
11
CVS
NVS
CLV
11
FFR
HDW
DDG
11
16 F18
8 P/F
12
CVB
NCD
CLV
12
FFB
HDW
DDG
12
20 F18
10 P/F