We will use this topic for the campaign (The BorderPatrol campaign rules original file is on the Facebook SFB group files section.)
Each Empire has a home Zone, and Border Zones 1 through 4.
You can have 6 Fleets. Each fleet must have 1 ship. No fleet may have more than 4 ships. So the max number of ships you may have is 7*4=28
Each turn you place your fleets in the zones 1-4 & home. These are your defensive fleets. You may assign 2 fleets to attack, these may attack the border zones of each other player 1-4 but you may only send 2 fleet against the other player. Note that special ships like battle tugs, shock ships and things of that nature are restricted to Home and defense positions. You can also choose not to send out your attack fleets but they then sit in your home zone unable to act at all, they can not respond like the home fleet can. You can assign one of the 2 attack fleets as a defense zone fleet but you must still maintain 6 separate fleets.
Empires have 1000 BPV to spend on 7 or more ships to populate 6 fleets. But at Y165. If you can not afford 7 warships at year 165 you may purchase Q ships, but as you have 2 species to buy from I don't think that will be possible. No you may not deliberately take a Q ship or freighter in place of a warship. So a drone user purchases a ship at the cost on the ssd and speed 8 slow drones come free. When in a battle you may purchase any commanders options such as drone speed upgrades you like but these count against victory points. You are purchasing the base hull of each class. Once you are in a battle you can spend to upgrade that class.
Example A Gorn DD is 68, Gorn buys 14 DD's, that's 2 per fleet. 952 of 1000K spent. One of these fleets is in a battle in yr 170. fleet is 136bpv. the DD+ is 6bpv (12 for both) so at the time and location of the battle these DD's can become DD+s permanently and 12 bpv is deducted from the treasury. Fleet also buys 4 Tbombs. These are cmdr options and do not come from the treasury they are Victory points only. They are not permanent to the ships. The Gorn BDD+ is a refit to the DD avail in Y169 so the DD could upgrade to those instead of DD+ for 30 bpv each. but there isn't enough in the treasury for that as there is only 48 avail. So 1 DD is a BDD+ for 30 and the othter DD is now a DD+ for 6, leaving 12 in the treasury. Similarly a D7 could become a D7L. Any refit progression mentioned in R section will be allowed if there is BPV. If there are any loopholes the GM will close or disallow at his discretion.
The home Fleet may move to reinforce any one border zone of yours being attacked The 2 Fleets ships are pooled and a 4 ship fleet is composed of it at that point. Any remaining ships return to Home zone.
Rules in use:
All of B2, All of B3, C1.31, C 1.312, C1.313, C1.33B, C1.34, C1.341, C1.35, C1.4, 32 impulse chart, C1.6, C1.7, C2.0, C2.1, C2.2, C2.4, C2.42, C2.43, C2.44, C2.45, C2.46, C3.0, C4.0, C5.0, C6.0, C7.0, C8.0, C10.0, C11.0, C12.0, D1.0, D2.0, D3.0, D4.0, D5.0, D6.0, D7.0, D9.0, D12.0, D13.0, D14.0, D23.0, E1.0, E2.0, E3.0, E4.0, E5.0, E7.0, E10.0, E11.0, E12.0, E13.0, E14.0, E15.0, E16.0, E17.0, F1.0, F2.0, F3.0, F4.0, FD1.0, FD2.0, FD3.0, FD4.0, FD5.0, FD6.0, FD7.0, FD8.0, FD9.0, FD10.0, FD11.0, FD12.0, FD13.0, FD14.0, FD15.0, FD16.0, FD17.0, FP1.0, FP2.0, FP3.0, FP4.0, FP5.0, FP6.0, FP7.0, FP8.0, FP9.0, FP10.0, FP11.0, FP12.0, FP13.0, FP14.0, J1.0, J2.0, J3.0, J4.0, J5.0, G1.0, G2.0, G3.0, G4.0, G5.0G6.0, G7.0, G8.0, G9.0, G10.0, G12.0, G13.0, G23.0, G24.0, G28.0, G33.0, G34.0, H1.0, H2.0, H3.0, H4.0, H5.0, H6.0, H7.0, J1.0, J2.0, J3.0, J4.0, J5.0, J8.0, K1.0, K2.0, K3.0, K4.0, K5.0, M1.0, M2.0, M3.0, S2.0 for determining win, draw, loss
S1.4 Use the 80*60 map, it is fixed. Units that go off it disengage.
S3 We are generally adhearing to this but have our own Calculation but ours will not violate the Max commanders option percentage.
S4 Always WS-3
S5 May be set and in effect in the central combat zone via the GM.
S8.0 Max limit of 4 Ships. No Conjectural, Stasis, Maulers, or Captured ships, Limited duty ships are restricted to defense zones.
Rules not in use:
Anything not specified as in use but also.... C1.32, C1.322, C1.323, C1.33A,C,D,E, C1.342, C2.14, C2.3, C3.8, C9.0, C13.0, C14.0, D8.0, D10.0, D11.0, D15.0, D16.0, D17.0, D18.0, D20.0, D22.0, D24.0, E8.0, E9.0, E20.0, FD5.252, FD2.255, FD21.0, G10.8, G11.0, G14.0, G15.0, G16.0, G18.0, G19.0, G20.0, G21.0, G22.0, G25.0, G26.0, G27.0, G29.0, G30.0, G31.0, G32.0, G35.0, J6.0, J7.0, J10.0, J11.0, J13.0, J14.0, J15.0, J16.0, J17.0, J18.0, M4.0, M5.0, M6.0, M7.0, M8.0, M9.0, M10.0, M11.0, P170, S7.0 X
Each round these ships are dispersed to their fleet locations. No Fleet may be left unassigned. This info is hidden. Each player picks 2 fleets to go on the offense and chooses which border location to attack separetly.
The games are played.
Points are scored
-3 for loss of a ship
-2 for loss of the battle
0 for stalemate/draw
+1 for winning the battle
+2 for a ship capture
A compensation round happends. Add the negative and positive points together. If a players total is (+) record that as a round win. Uncontested loses (no fleet there to defend) incur no loss points.
Positive points are used to improve ships. A number of ships equal to the number of positive points can be cashed in and the bpv combined with the new BPV made available by the GM each round (default 100 BPV) and new ships purchased keeping in line with the number of fleets needing to be maintained.
Negative points are spent to bump the bpv level of the replacement ship assigned to the losing fleet. The value of the losing fleet is taken and add 3 bpv(combat) per negative point and a new ship(s) is/are purchased(or the same ships and bpv stored for later turns) with what is in the treasury and given that round. Yes the losing player gets more BPV, but the loser can not cash in ships only buy refits to existing ones or buy new ones.
If the winner forgoes cashing in any ships they just add the bpv to the treasury, and they lose that cash in opportunity.
Two 100 bpv ships fight and player A wins +1 point, player B gets -2 pts. -2*3=-6 so B gets 106 bpv. If no ship(s) is available then those points accumulate in the treasury. Player A has +1 point towards winning the round.
Damaged ships repair half(round up) their internal damage each round. Things repaired in battle fall apart after the battle. Shields are completely fixed. A round win point may be deducted from a players total to do complete repairs on one ship. The next round's repairs will complete a ships repairs. If a ship is destroyed the next turn they don't have that ship, the turn after that they get it back.
Ships may be shuffled as to what fleet they are in at this point.
Each player plots in writing then takes turns announcing what points are being attacked and no point may be attacked by more than one player. If a double attack occurs the attacker with the closest bpv level to the defending fleet is the one that attacks. The other is blocked and returns home or at the defenders choice both attackers act as allies and the defender calls in the home fleet. Once all player attacks are announced the fleets(and their contents) are revealed.
The home fleet may contain a special(except a minesweeper/layer or carrier). The home fleet may react and reinforce one defense point. Most often this will be a defense point that was vacated to make an attack. If someone attacks a defense point that can't be defended by the home fleet it is an auto +1 win for the attacker but no (-) loss points for the defender.
Specials such as Shock ships(e.g. maulers), Stasis, Minewsweeper/Layer, Battletug, Monitors, Carriers Will not be used except as an extreme balancing measure or unless the players want to add that level of complexity. Hydran partially exempted but they too are not allowed to have any SSD with the word Carrier or escort on it, no CV's CVA's, DV's etcetera.
Terrain if rolled for
2 Black hole
4 planet moon center of map
5 Planet and moon spread out
9 Radiation & heat close to a star
10 Gas Giant
11 Variable Pulsar
12 Mixed Terrain.