Full Thrust

Regroup

If you can answer Yes to all of the following then you can Regroup;

  • Are you the current owner of the System or is the system independent?
  • Did the fleets you're regrouping avoid combat this round?

Regrouping allows you to take the ships in one or more fleets and redistribute them into fleets of your choice. This allows for things regrouping damaged ships to send back to a controlled repair base or grouping several smaller fleets into one larger group for ease of movement and attack.

Repair

Repairs may be performed on any Fleet that is currently in a Friendly System with a Naval Base or Independent Space Dock and providing that Fleet did not participate in a Combat Phase.

Any fleet in a system that is not contested may make use of the Repair Points that are available from a repair facility. A contested system is any system that sees combat.

  • Civilian Facilities provide 1 repair point per level
  • Naval Facilities provide 2 repair points per level

Each repair point may be spent as follows;

  • Repair a system

Combat

Combat happens on the table.

This can either be at the club or at a location of your choice. The Victor holds the system.

If a battle does not happen for any reason then there is no consequence. After all...

"Space is big. Really big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - The Hitchhiker's Guide to the Galaxy by Douglas Adams

Running Repairs

During the week players may post Battle Reports.

Posting a battle report earns the fleet involved 2 running repair points. The Battle Reports have a 5-star vote facility. During the week players may vote on any battle reports that are current. Players are expected to honestly vote on the quality of the report and not the outcome of what is being reported.

Prior to Club Night each fleet will have a total number of Running Repair points issued totaling 2 plus the current vote value rounded up.

Movement

Movement orders are submitted via the website and processed the day before Club Meetings. Fleets will have a speed rating based on the slowest FTL Drive rating. Basically, an FTL Drive rating of 1 will allow a Fleet to travel 3 hexes each Strategic Turn. So, if a move order takes a Fleet further than 3 hexes it will remain incommunicado until it arrives. i.e. No alternative move orders should you change your mind later...

The Anatomy of a Strategic Turn

The Strategic Turn is broken down into 4 phases;

  1. Movement
  2. Running Repairs
  3. Combat
  4. Repair
  5. Regroup

A Strategic Turn is processed each week or as agreed.

Repair Points, Running Repairs and Plot Points

Repair Points

Naval bases and neutral repair docks have the facility to repair starships. The amount of repair points each has is yet to be determined. This will likely take the form of a tech level or capacity level.

Running Repairs

Points for Running Repairs can be earnt by players that post Battle Reports to the Cavaliers website. These are repairs that are performed on ship from supplies scrounged from other locations of the ship or fleet.

System Repair Values

List the amount of repair points needed to restore various systems.

Repairs, Replenishment and Reinforcements

Several locations will have facilities that allow for the repair of starship systems. Some of these will be neutral, others will be owned by individual players.

During the repair phase a fleet in a system with a repair facility shall be given a number of repair points. These can be spent to restore damaged systems, replenish expendables and repair hull integrity.

Most systems are single point systems while others may require more than one point to be spent on them. Expendables and hull integrity is repaired by 1d6+1 points per repair point spent.

The Stand Off:

todo

Moving this to a sub page of When Fleets Meet...

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