Simple Space Campaign Rules

note- special stuff for Battlefleet Gothic (or whatever tactical system is used for battles), and of course random events, would have to be filled in by the Campaign Organizer. These are just a helpful suggestion based on many space campaigns I've played in and run over the years.

  1. Map

    No map. Instead, there are 100 random planetary systems, all connected to several other planetary systems through "jump points". Each planetary system should have an index card, kept by the campaign organizer, in an index box. These are called Planet Reference Cards, and should start out numbered, 1 to 100. Note that this is a perversion of several systems that were published, over the years (decades) as campaign structures for the "Starfire" series of games. The best, in my opinion, still being the first, "Starfire III: Empires".

  2. Movement

    During a turn, a ship can move through two jump points, but must stop at the first, if he encounters a hostile force. Movement orders are best done one-on-one with the campaign organizer. It's up to the player to maintain a campaign notebook, listing all his ships, and what system they are currently located in.

  3. Planets

    When a system is first encountered, generate it's statistics. Roll 2d6 for it's economic value (in EU's - Economic Units). Also roll 2d6, if a 7+ then it is inhabited with a hostile alien force. Roll 1d6, and add the economic value to it, and check the chart for it's size (listed below, as NEUTRAL FORCES chart). Then roll an average dice (2-3-3-4-4-5) to see how many Jump Points the planet system has. Some of these may already exist as Jump Points from other planets (see Jump Points, below). For those that don't exist, make a note of them on the Planet's reference card - kept by the campaign organizer. Make a note of all the factors making up the planet on the card, and the original Discoverer gets to name it. Other details (like moons, asteroid belts, etc) can be filled in at the campaign organizer's whim. (See below for a sample planetary reference card)

  4. Colonies

    If a planet has no hostile alien forces, or if the hostile alien forces are beaten, then a colony can be established. This costs 1d4 EU's.

  5. Economic Turns

    Every 4th turn is an economic turn. After all the moves and combats for that turn, then players recieve the economic values of all their planets with colonies on them. Then Maintenance must be paid, and new ships can be laid down. All ships laid down during the last economic phase now arrive.

  6. Maintenance

    Maintenance costs are paid during economic turns, and cost the following:

    Any ships that cannot be paid for must be de-commissioned. If a ship is de-commissioned, then new ships of that class cannot be laid down during this economic turn.

  7. Building ships

    Laying down a new ship is relatively easy, just purchase it with EU's. 1 EU = 50 BFG ship points. Ships are built only at a player's homeworld, or at a Starport. Starports can be built at any planet that is colonized by a player for the cost of 2EU (but not on the turn of colonizing).

  8. Jump Points

    A Planet will have a number of "Known" jump points. That is determined by the jump point dice roll that is made when the planet is first explored. It is quite possible, however, that some planets will have more jump points coming to it, than those that are known. These are "Unknown" jump points. They are one-way jump points. Usually a jump point works two ways. For instance if Planet #87 has 3 Known jump points, and they go to Planets #36, 51, and 60 then those can be traversed in either direction (ie- a ship can go from Planet 87 to planet 36, and then come back). However, if later on in the game, another play at another planet (say, planet 14) explores a jump point, and it comes out at planet 87, then it is an UNKNOWN jump point from planet 87. You can travel from 14 to 87, but not back again. When a ship, or ships, first explore a jump point, then you roll percentile dice to determine where it goes. The Campaign Organizer then makes appropriate notes on the two planetary reference cards in his keeping (see below for a sample planetary reference card).

  9. Intelligence

    Everything about a neutral planet is known whenever a player first encounters it, but only to that player. A planet that is colonized by another player is a different matter. Nothing is known about the planet, except the presence and size of any ships in the system (and that information is only known to a player who sends his own ship there), unless it is conquered or the owning player discloses that information. This includes the size of it's economic value, as well as the presence of a starport. Captured planets (a planet is captured by defeating any defending fleets) may then be colonized at a cost of 2 EU. At that time, it is conquered, and any statistics about the planet are revealed (economic value, and starport, if any).

  10. Starting forces

    Each player starts with 1 Homeworld, with an economic value of 12EU, and 3 Known jump points (but unexplored). Roll percentile dice for each player's Homeworld, re-roll if it's a duplicate of another player. He has 12 EU to spend at the beginning of the game, on ships if he wishes. Some may be saved to colonize explored worlds. If a player joins a campaign after the beginning, that's fine, he starts with the same resources, but keep rolling for the location of his Homeworld, until one is found that has no established Jump Points leading to it.

  11. Sanity Rule

    If a Jump Point from a Homeworld leads directly to another Homeworld, then reroll it. This rule is in effect for the entire game.

  12. Neutral Forces Chart

    Here is the Neutral Forces Chart, This consists of three dice rolls, and is made when a planet is first explored. First, there is the "Hostile Alien Presence" dice roll - roll 2d6, on a 7+, then the planet has a Hostile Alien Presence. Second, roll 1d6 to determine the size of the presence, add this number to the EU value of the planet, and consult the following chart...

    Neutral Forces Chart
    Roll 1d6 and add Economic Value of Planet

    31 Destroyer
    42 Destroyers
    51 Destroyer, 1 Cruiser
    62 Destroyers, 1 Cruiser
    72 Destroyers, 2 Cruisers
    83 Destroyers, 2 Cruisers
    92 Destroyers, 1 Cruiser, 1 Capital Ship
    102 Destroyers, 1 Cruiser, 1 Capital Ship
    112 Destroyers, 2 Cruisers, 1 Capital Ship
    123 Destroyers, 3 Cruisers, 1 Capital Ship
    132 Destroyers, 1 Cruiser, 2 Capital Ships
    142 Destroyers, 2 Cruisers, 2 Capital Ships
    153 Destroyers, 3 Cruisers, 2 Capital Ships
    164 Destroyers, 3 Cruisers, 2 Capital Ships
    174 Destroyers, 4 Cruisers, 2 Capital Ships
    184 Destroyers, 4 Cruisers, 3 Capital Ships

    Finally, the third dice roll determines the race of the neutral forces. This can alternatively be determined by the Player who will be controlling them (it should be either the Campaign Organizer, or a Neutral Party, or another Player who has no contact with the player who will be fighting the neutral forces).

    Random Race
    1Imperial
    2Ork
    3Chaos
    4Eldar
    5Tyranid
    6Necron

    Whenever a force is rolled up that is the same race as the exploring player (except Imperial forces), then they are replaced with Imperial Forces.

    Example Planet Reference Card -

    Planet #61 - Tartarus
    First Explored by Necrons (Paul Crouch)
    Colonized by Necrons (Paul Crouch)
    Economic Value - 6 EU's

    Known Jump Points - 4
    JP A - to Planet 13 (Ubangi) Neutral
    JP B - to Planet 89 (Freya) Space Orks (Ken)
    JP C - to Planet 50 (Yorktown) Imperials (Niel)
    JP D -

    UnKnown Jump Points -
    UJP a - from Planet 6 (Abyss) Necrons (Paul)
    UJP b - from Planet 72 (Horseflesh) Necrons (Rob)