KA Map Campaign

Main Fleet Ladder Tournament KA Individual Ladder Tournament Message Board

Pre Game Turn

Fleet (click for Status) Web Page (Contact)
AF jingwa.topcities.com/alphafleet.html
BSM www.godrod.com/bsm/index.html 
CSN  
FEF gmealand@blueyonder.co.uk
GMF http://gmf.mpleague.com/
IKC http://ikc.mpleague.com
KAAF http://www.klingonacademy.com/kaaf
OP http://members.home.net/theorionpirates
RSE http://www.romulanstarempire.net
UFF http://uff.dhs.org

BPV Chart

The Rules

Turns

1) Random events (ie derelict Akula discovered in the Hoover system)

2) Ordered ships commissioned.

3) Income

4) Movement

5) Trading

6) Battles

7) Build order

During a turn, all fleets will move, The moderators of the Campaign will asses the moves and inform all flees f battles to take place.

There will be a safe zone of 2 turns from the start of the campaign where no fleet may attack another.

Building Ships

Ships will be ordered in the final Phase of the Turns.

Ships will take several turns to complete depending on BPV.

1500+ BPV = 5 turns

1300-1450 BPV = 4 turns

500 - 1250 BPV = 3 turns

200 - 450 BPV = 2 turns

0-150 BPV = 1 turn

BPV will be calculated for each system. The BPV for a ship must be in the system with the shipyard. BPV will be deducted immediately from the total in system.

There will be a shipyard in your home system.

Additional shipyards may be built for the cost of a space dock.

Systems come with a Starbase.

Freighters are free, assumed commandeered from local merchants. You can commandeer 1 freighter per system, per turn, until you have 1 freighter per 100 BPV in system. for purposes of freighters, 90BPV would not allow you another freighter.

Income

Home systems produce 100BPV per turn

Other systems produce 50BPV per turn

Ships may be decommissioned for half their value. Only Star bases may not be decommissioned

Movement

Ships may move to the nearest systems. You may not jump over a system to get to another, but must go through it during Several turns. any ship may move during a turn.

Trading and Freighters/Convoys

Possible Trades:

1) BPV for a ship

2) BPV for a captured player.

A freighter may also:

1) move BPV to another friendly system

If two fleets agree on a trade, eg 500 BPV for a VohDleH, 5 freighters will be sent to a designated rendevous system with the BPV, and so will the VoHDleH

Once there, the freighters switch sides, and so does the VohDleh.

If you pass through enemy territory first, the freighters may be ambushed. If this happens and the defending forces survive, the defending fleet will be justified in retreating and calling off the deal.

If the freighters are destroyed, so is BPV.

If the freighters are captured, BPV goes to the capturing fleet.

After commandeering a freighter, choose a destination, and the Escorts. The freighter and Escorts will go to that destination by the shortest route, even through enemy territory, with 100BPV per freighter. if the distance is 5 systems, it will take 5 turns to get there.

Deals take place only when all the freighters are in place, and if trading for a ship, the ship as well.

For moving BPV between friendly systems, freighters only need to arrive at the destination.

After arriving at it's destination the freighters are released to the owning merchants, and removed from play.

Battles

After the movement phase, fleets are alerted to battles by the moderators. fleets then co-ordinate with the enemy to find a time of battle.

If a fleet invades an enemy system, it must attack the defenders-they will not be obliged to come to you.

If a system is invaded by an enemy fleet, the defenders have a starbase to help them defend.

If two or more fleets invade and unclaimed system they go head to head.

Ramming is never a viable tactic, this stops arguements, as no excuses of no weapons/power will be accepted.

A ship may give up and warp out system rather than be destroyed. this is a normal in system warp, declared to be out-system.

Captured ships are given to the enemy as well as pilots, who may be used to barter with, as long as the capturing side has ships left at the end. if not both captured ship and pilot revert to their normal side.

If you are destroyed, disconnect, as spectators cause lag.

Self destructing is viable to prevent the enemy getting your ship, however you must remember that if captured you may be traded back. if you die you are dead.

Dead players may take no further part in the campaign, but players can command more than one ship on different fronts, but never in the same battle, and if they de in one, they may not command in another.

If battles are found to be too big to be practical, forces will be split into groups, this simulates battles raging all through the system. The attacker may choose how many groups. eg. 6 B'rels vs 2 Connies, 3 B'rels vs 1 Connie

If the defender wins in one part of the system, but loses in another, and vice versa for the attacker, the victorious forces engage in a final battle to decide ownership. 

Main Fleet Ladder Tournament KA Individual Ladder Tournament Message Board