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Supply Logistics

Ships are in constant need of certain items. Small replacement parts, food and clothing for the crew, and fuel for certain systems are only a few labelled under Supplies.

Supply is determined at the end of each turn by Zone of Control (ZoC) of the units involved. Units are considered to be ``within ZoC'' if their Zones of Control overlap by at least one sector. Zones of Control radii are as follows:

Ship: 0 Sectors (ie. the sector it's in)
Major Planet w/ Agro Station: 0 Sectors
Mobile Base: 1 Sector
YBS: 2 Sectors
YDK: 3 Sectors
Base Station: 2 Sectors
Battle Station: 2 Sectors
Starbase: 3 Sectors
X-Base: +1 Sector from standard

Any ship within ZoC of a spplied friendly base is in supply. Bases must be in a supply chain starting from a Major Planet in order to supply ships, but will not become Unsupplied themselves except in the case of a blockade. Major Planets are always in supply.

All ships have built-in storage for one turn's worth of Supplies. This is used up if the ship ends a turn out of ZoC of any friendly supply units. The ship must END the next turn within ZoC of a supply unit, or it will become Unsupplied.

Cargo boxes filled with Supplies may be used to extend the range of a ship or fleet. Units may stock up for 1EP per 50 cargo points whenever they stop at a base. Each Size Class 4 unit consumes 50 cargo points of Supplies each turn. SC-3 units consume 100, and SC-2 units consume 150. Battleships consume 200. Remember that a standard Cargo box holds 50 cargo spaces, so a moderate fleet can be supplied by a single small freighter or two specialized freighters.

Foreign ships within your supply chain may be supplied by you for their Pin Strength (see the rules website) in EP. This is in addition to the EP cost for supply by freighter, if you choose to use that method of supply. Add all values, then round up.

Freighters do not consume any Supplies, as usual.

Restocking of consumables such as drones, t-bombs, and plasma-D canisters will normally still require stopping at a base.

If a ship becomes Unsupplied, it suffers certain penalties. The crew quality temporarily goes down one level (from Outstanding to Normal, or from Normal to Poor). Each box on the Damage Control Track is halved. Costs for shields and life support are doubled, and every fifth Warp box is non-functional. All penalties are nullified once the ship is resupplied. If a ship with a Normal crew is Unsupplied for three or more full turns, its crew permanently becomes Poor. The presence of a Legendary command-level officer (Captain, Admiral, Engineer, or Marine Major) on such a ship may roll 1d6 on the following table in an attempt to prevent this.

Die Roll Effect
1 Success. Crew will return to Normal at resupply.
2 - 4 Temporarily averted; roll again next turn.
5 - 6 Attempt fails. Crew becomes Poor permanently.

Ships may be decommisioned and mothballed. A mothballed ship has no maintenance costs, but does take up space. Simply move the ship to a suitable place, such as a base with internal docking or (if the ship can land) a friendly planet. All the Personnel, Supplies, and Dilithium may be removed for use in other ships. To recommision a mothballed ship, it costs 25EP and you must fully restock it. The ship will be fully functional at the end of the turn.

Pods do not need mothballing. They are considered active when in use, and inactive when not (or attached to a permanent base). Inactive pods require no Supplies, but use their full amount on any turn they are active for even a small part.

Permanent bases, Construction Docks, and ground stations do not require Supplies. It is assumed that they provide for themselves either by gathering from their planet or by docking and maintenance fees from civilians. FRDs at a permanent base or Shipyard are considered part of that shipyard, but consume their full amount on any turn they spend time away from a base or Shipyard.


next up previous contents
Next: Ammunition Logistics Up: Logistics Previous: Logistics   Contents
Charles E Leiserson Jr 2004-09-10