Movement, of ships or fleets in Fire On The
Suns is conducted using faster-than-light (FTL) and real space
engines. While warp drive is the standard game drive system, warp drive is
not the only type of FTL drive available. The speeds of most drive types
are rated in “warp factors” (WF). Each warp factor allows a ship to move a
specific number of sections each turn. If
a ship attempts to move faster than its cruise speed in FTL the ship may
begin to suffer increased wear and tear on its drive system which may
result in breakdowns. In real space speed is limited due to drive
interactions with local particles and gas that cause incoming gas and/or
particles to radiate as much energy as can be produced by thrust. Movement Table: Warp Factor
Sections Moved/Turn 1
1/2 2
1 3
2 4
4 5
8 6
16 7
32 8
64 9
128 10
256 11
512 12
1024 13
2048 14
4096 15
8192 16
16384 17
32768 18
65536 19
131072 20
262144 Warp Factor 20 is the maximum possible FTL speed.
Real space drive speeds are limited by the number of engines a ship has
onboard. A speed/thrust of 29 hexes per turn (97% c) is the maximum real
space speed. 4.1.0 Breakdowns: Movement at rates above cruise speed and especially
at maximum rates for a player's drive technology imply some risk to the
ship moving at such high speeds. The risk factor is called a “breakdown
chance” and is based off the time the ship is moving at its maximum rate
of speed. Breakdown chances are calculated as follows, Tech Generation FTL Cruise
FTL Max 0 Gen
WF 1
WF 2 Engine Blowout Chance=40% per section traveled above
cruise speed 1st Gen
WF 3
WF 4 Engine Blowout Chance=2% per section traveled above
cruise speed 2nd Gen
WF 5
WF 6 Engine Blowout Chance=1% per section traveled above
cruise speed 3rd Gen
WF 7
WF 8 Engine Blowout Chance=1% per section traveled above
cruise speed Example: A 2nd Gen ship is
traveling at its maximum rate of WF 6 for 50% of its movement during the
turn. The remainder of the turn it is traveling at its cruise speed which
implies no risk. At WF 6 for half of the turn the ship would have a chance
for a breakdown chance of 1% per section traveled. At WF 6 the ship
travels 16 sections per turn. Fifty percent of 16 is 8. The GM could roll
dice 8 times or could roll for the ship once for an 8% total chance of a
breakdown. Assuming the ship did not suffer a breakdown the ship would
travel 8 (50% of WF 6) +4 (50% of WF 5) sections for a total of 12
sections.
Breakdowns which occur are rolled on the standard
ship critical hit table (unless rolling for a bio-ship in which case the
roll should be made on the bio-ship critical hit table). Breakdowns can be
catastrophic and can result in the complete destruction of the ship and
everything aboard it. All
ships must have their movement speed plotted for them for each week of
each turn. If a ship remains in a Section during a week of a turn, no WF
designation is necessary. The following is an example of how movement
should be plotted, 1st Fleet Start: 410x420/50 Orders: WF 5 to 410x420/46, 410x420/46 to 410x420/24, 410x420/24 to 410x420/14, Patrol End: 410x420/14
That's the plan, anyway. Note that it requires the 1st Fleet 8
weeks to travel from its start position to its destination along a curved route shown
by the green arrows.
Players may also set Reaction or Patrol "zones" that ships or fleets may attempt
to cover, as follows,
In
this example, the red circle is placed to indicate the Reaction zone for
2nd Fleet (at the center of the circle). Note that 1st Fleet moves through
2nd Fleet's reaction zone, but as 2nd Fleet is friendly, it would not
trigger a reaction by 2nd Fleet. Also, 2nd Fleet may have a reaction zone
into unexplored areas outside of its empire's comgrid, but, unless 2nd
Fleet actually possessed very long-ranged (VLR) scanners (normally
installed only at colonies), it could not detect enemy units moving in any
areas outside of its empire's comgrid (the area denoted by the tan shaded
sections (Note: Each empire will have its own VLR scanner range and comgrid color
designated by the GM)).
Fire On The Suns does not
have a set of specific orders that players need to use or memorize with 3
exceptions - colonize, map, and survey. Some orders and other terms must
be very carefully entered in very specific areas on the player’s orders
spreadsheet, however. Instead, orders may be given for individual ships
(as shown in the example) or for groups of ships (usually called squadrons
or task forces) or for entire fleets. Orders should be written out in
plain English. Contingency orders may also be written for any ship,
squadron, task force, or fleet. In
the following example, 2nd Fleet's imperial comgrid detects an enemy
moving into the friendly empire within 2nd Fleet's reaction zone,
triggering 2nd Fleet's reaction, 2nd
Fleet begins to react as soon as the enemy 3rd Fleet enters it's imperial
comgrid and is detected. The enemy fleet is moving at WF6. Reaction
movement is always at the highest speed available to the reacting ships so
2nd Fleet begins moving at WF6 as well. WF 6 is 2 sections per week
traveled so 2nd Fleet moves from 410x420/73 to 410x420/63 to 410x420/54
while the enemy fleet, detected as soon as it enters section 410x420/43,
moves to 410x420/44. 2nd Fleet intercepts the enemy 3rd Fleet in section
410x420/55 and has the option of intercepting the enemy fleet in deep
space, the outer reaches of the colonized system, or nearer to the colony
itself (helpful if the colony has orbital defenses). In the following example, 1st Fleet
changes its planned course (due to contingency orders) to assist 2nd Fleet
in the interception of the enemy 3rd Fleet. Note that 1st Fleet can arrive
at the colony well in advance of 2nd Fleet or the enemy if it has
contingency orders which allow it to a) reaction move, or b) move at
higher than cruise speeds if needed.
There are no maintenance cost requirements for ships,
bases, or ground forces in Fire On The Suns.
There are, however, supply requirements that do not directly involve RP
expenditure. These requirements reflect the costs for fuel, the costs for
repairs and maintenance, and the costs of such mundane things as crew
payrolls, canned air, etc.
Starships, among other units, have certain supply
requirements. These may be food, maintenance parts, fuel, and various
sundries, but for game purposes, all such items are lumped together.
Starships may also require resupply of munitions such as
missiles.
Units inside friendly territory get the supplies they
need automatically, and the munitions they need with nothing more needing
to be done than building and paying for the missiles on the part of the
player. A ship is in friendly territory for supply purposes if it is
within the empire's “control range” of
(a) one of the empire's colonies or one it has
captured, (b) a section with units with both a VLRS (Very Long
Range Sensor) and a deployed communications center or, (c) one of (a) or (b) of another empire with which
the empire has Refueling rights.
Ships that are not within friendly space as defined
above in a given turn, are out of supply unless they are provided with
supplies in some other manner. Ships that are out of supply do not
automatically get missile reloads that the player pays for and suffer
additional effects due to the lack of food, maintenance parts, fuel,
and/or other non-munition expendables. Ships outside of
friendly space may be provided with the supplies they would receive
automatically inside friendly space by cargo bays of supplies transported
from friendly space to them. A ship requires 1 cargo bay of supplies per
turn. There is no RP cost for these supplies themselves; that is figured
into the economy already. Each group of 6 gunboats or 8 fighters counts as
one ship for this purpose. Thus, in order for a ship with 8 fighters
(counting as 2 ships) onboard to remain outside friendly space for 4 turns
without suffering out-of-supply effects that ship and fighter group would
require 8 cargo bays worth of supply (2 ship equivalents times 4 turns
supply=8 cargo bays worth of supply), either internally or through some
fleet train freighters (which would themselves also require cargo bays for
their own supplies). Gunboat cargo bay spaces have ˝ the capacity of ship
cargo bay spaces and so count as 1/2 of a cargo bay each for supply
purposes. Fighter cargo bay spaces have 1/8th the capacity of ship cargo
bay spaces and so count as 1/8
th
of a
cargo bay each for supply purposes.
Without supply provided to units outside friendly
space, the units are
out of supply. The
consequences of being out of supply may or may not become dire for
starships and their crews. The consequences of being out of supply are as follows,
1) On the 1st turn out of supply, a ship (or ships)
will automatically be forced to reduce its speed to cruise rate, maximum.
2) On the 2nd turn out of supply, a ship (or ships)
will automatically suffer 5% crew casualties (crew members down sick due
to malnutrition or one reason or another).
3) On the 3rd turn out of supply, a ship (or ships)
will automatically suffer 10% total crew casualties (33% of these are dead
due to starvation) plus 1 random critical hit. 4) On the 4th turn out of supply, a ship (or ships)
will automatically suffer 25% total crew casualties (33% of these are dead
due to starvation and mutiny) plus 2 random critical hits. 5) On the 5th turn out of supply, a ship (or ships)
will automatically suffer 50% total crew casualties – i.e., half the
original full crew is out of commission - (33% of these are dead due to
starvation and mutiny) plus 3 random critical hits plus all surviving crew
will be counted and a random roll will be made. The result is the
percentage of the crews onboard the ship (or onboard all ships in a fleet)
which mutiny. The crews are divided into mutineers and loyalists and an
action is run between the 2 forces in the Battle Engine. If the mutineers
win, the fleet and its ships have been captured and the fleet is removed
from the game (the mutineers space the loyalists and become pirates). If
the loyalists win, the fleet continues on its mission (probably to be
destroyed the very next turn unless it gets back in supply
immediately). 6) On the 6th turn out of supply, a ship (or ships)
will automatically be destroyed or forever lost.
Note that gunboats and fighters pull supplies from
tenders, carriers, or freighters designed to supply their needs. Gunboats
and fighters may suffer out of supply effects even if they have access to
a tender, carrier, or freighter if the ship they are operating from is out
of supply itself. If a tender, carrier, or freighter is in supply, a
gunboat or fighter suffers the effects of being out of supply only if the
attendant ship has insufficient cargo by access to adequately supply the
gunboat or fighter. In case of any confusion, the GM should rule that the
supply status rank is as follows – starship first, gunboat second, fighter
last.
Any munitions to be used to replenish expended
magazines and missile launchers to ships outside friendly space must also
be accounted for by cargo bays full of such munitions from friendly space.
Missiles, unlike non-munition supplies, are not free; the player must
still build them and pay for them. Missiles are stored in cargo bays
according to their RP costs and the capacity of the cargo bays. The only
effect of being out of missiles is that the unit is out of missiles and so
cannot fire them.
These rules mean that fleets operating outside
friendly territory will either require significant fleet trains or designs
that include more cargo space and (typically) fewer missiles, fighters,
and gunboats.
Units with maglinks and/or tractor beams may tow
other friendly units, or in some situations enemy units which have
surrendered or which have been crippled or otherwise rendered unable to
resist the tow. The maglinks and/or tractor beams must have sufficient
strength to tow the units undertow. Non-tugs towing any unit may not move
faster than cruising speed. For each 100% increase in the hull total of
the units under tow over the hull size of the towing unit, cruising WF
drops by 1. For instance, a hull-6 frigate with WF 5/7 drives would be
limited to WF 5 towing one other hull-6 frigate; limited to WF 4 towing
two, and so on down to WF 1 if towing five hull-6 frigates, or two hull-15
cruisers. (This assumes the frigate has sufficient tractor beams or
maglinks for all these towed units.)
Tugs are starships built specifically for towing
units. Tug modifications cost a tug a 25% unit surcharge. Tugs have two
towing advantages over non-tugs for towing purposes. First, they may tow
up to their hull size in hull size points at maximum speeds, and up to
200% of their base hull before falling below normal cruising speed.
Second, tugs may include as equipment
tug
reinforcements
. These increase the effective base hull size of the tug
for purposes of maximum speed while towing other units. Each tug
reinforcement occupies 1 equipment space, costs 1 point (3.33 RPs), and
increases effective hull size for towing by +5 points. A hull-6 tug with 5
tug reinforcements would have an effective hull size of 31 for
determination of towing capacity. Assuming tractor beams or maglinks in
sufficient number and strength are also installed and WF 5/7 warp drive,
it could tow 31 hull points of units at WF 7, 62 at WF 5, 93 at WF 4, and
so on. (It is unlikely that it will have the tractor beams or the need to
max out its towing capacity down to WF 1).
Towing may not be used on standard bases. Mobile
bases are specifically reinforced for being towed (this is the chief
advantage of mobile bases). Gunboats or fighters under tow do not count
against the hull total for speed purposes for starship tugs.
Gunboat tugs cannot
tow starships or bases at all. They may be used to tow gunboats or
fighters. Towed gunboats limit gunboat tug speed just as towed starships
limit starship tug speed
HOME BACK ABOUT STORE
5.0.0.Resource Points &
Economics
P>
4.2.0 Plotting Starship
Movement
4.3.0 Starship Endurance &
Maintenance
4.3.1 Starship Supply and Endurance
Limits
4.4.0 Towing and Tugs
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