5150 Star Navy Campaign - Set-Up

While my Firestorm Armada fleets are up for painting I will try out my new rules version for 5150 Star Navy. The rules are an excellent rule set by the way. Star Navy gives enough space to expand upon while cutting out enough details to be quick and interesting. On top of that the solo focused campaign system comes with the rules.

I will be playing in the Starfleet universe with the following changes to Star Navy weapons:

Phasers and Disrupters are both Star Navy guns and can be combined if a ship has both. The only difference is, that Disrupters are limited to a 90° front arc and never suffer a range modifier.

Photon and Plasma Torpedoes are both Star Navy missiles. Photon Torps however, are also limited to a 90° front arc and cannot be intercepted by AA.

Phaser 3's are counted as Star Navy AA but they can be used as Phasers up to 6". They can only be used as AA or Phasers during a turn, though.

I converted all the important ships and added some traits to simulate Starfleet ships. Command variants or Dreadnoughts have a Command trait. A task force flagship needs to have the command trait. Fast cruisers have more thrust in game terms but also have the trait Fast. Not sure what it does for now. Maybe move quicker on the strategic map if all ships have Fast or are Class 3.

And then there is the problem between the very similar D7 and D6. I couldn't differentiate them enough from each other let alone from the D5. So I gave the D6 a trait called Outdated. This means that no D6 crew can ever be REP 5. Crews knwo how to get the most out of the ship but there are limitations at some point. It is a tad cheaper than the D7.

Federation has Photons and AA on every ship, good shields but low Phaser values. They need to work together and get close for the Torpedoes and AA Phasers to work. Klingons have lower shields, strong Phasers and Disruptors, no Torps and sparse AA. They want to keep the Feds at arms length but in their forward arcs.

Now for the campaign set-up. The General War is in full effect in Y172. Klingons pushed the Federation back quite a bit and they are about to embark on another offensive.

Target: Seltran V, Seltran system, Federation space
Contesting: Klingon, Morale 4
Controlling: Federation, Morale 3 (usually 4 I think but the strategic situation looks grim)

My Klingon fleet starts with three squadrons all with REP 4. To spice things up they cannot perform certain missions. Ships can be swapped from squadrons only if no new ones arrive or a missions would not be possible otherwise.

Lead Squadron (cannot Patrol or Convoy)

1x C8 Dreadnought (4)
3x D6 Battlecruiser (4)
2x D5 War Cruiser

Heavy Squadron
1x C7 Heavy Battlecruiser (4)
3x D7 Battlecruiser (4)
2x E4 Escort (4)

Raider Squadron (cannot Attack or Defend)
1x D7C Command Battlecruiser (4)
3x FD7 Fast Cruiser (4)
2x E4 Escort (4)

Stay tuned for my first mission.

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