The basic format of the campaign is an
advance along three routes to the Lesser Magellanic Cloud. Each
of these three routes consists of four "areas," each
of which is designated by a letter and number.
At the beginning of the campaign, each of
the 12 areas includes a single Andromedan Satellite Base,
forming the remainder of the Andromedan's rapid strategic
transportation system. The Galactic Powers must move up the
three paths toward the Lesser Magellanic Cloud. In each area
they will fight a battle to destroy the Andromedan base. The
Galactic Powers cannot advance into an area until they have
"secured" all of the previous/lower areas along that
route, i.e. having eliminated the Andromedan Satellite Base from
that area and having deployed in that area a modile base of
The GP side will operate three "battle
forces," one on each route. Each may fight one scenario
each round. If a battle force retreats from the scenario on a
given round, it is placed in the next lower area on that route.
If the battle force compels the Andromedans to retreat, it
remains in the area where the scenario occurred. Disengaged
ships from the victorious side are not required to retreat.
The campaign is played in rounds, each of
which will include up to three scenarios of combat (one on each
route). There may be any number of rounds. The campaign
continues until either the Andromedans or the Galactic Powers
win. Each round consists of the following actions which are
taken in precisely the order noted.
- Andromedans receive reinforcements
Andromedan reinforcements are
described in the Andromedan
- Galactic Powers receive replacements
Galactic Powers replacements are
described in the Route One
Fleet, Route Two Fleet, and
Route Three Fleet sections.
- Andromedan announces initiative
Each round, the Andromedan side
selects and assigns his units to each of the three routes.He
can assign a maximum of two major ships (those equiped with a
Displacement Device) to each route,plus whatever satellite
ships the major ships hold. Ships without a Displacement
Device cannot deploy independently. The classes of the major
ships are announced at this point; the satellites are
revealed when launched.
The Andromedan is not required to
deploy any ships; if he does not do so, the Galactic Powers
side will automatically "win" that battle and could
Also, during this step, the
Andromedan side selects one route on which his forces may
make a preemptive advance. (Preemptive advances cannot be
made into The Galaxy in the first round.) His forces advance
on this route, forcing the Galactic Powers forces to fight
- Galactic Power forces determine if they qualify to
In order to advance, the Galactic
Powers forces on that route must have a certain strength in
relation to the Andromedan forces deployed.
- Two or more Intruders: Galactic Powers forces must
include at least five cruisers to advance.
- One but less than two Intruders: Galactic Powers
forces must include at least three cruisers to advance.
- Less than one Intruder: Galactic Powers forces must
include at least one cruiser to advance.
Andromedans count a Dominator as
2 Intruders, a Conquistador as 2/3 of an Intruder, and a
Python as 1/3 of an Intruder.
Galactic Powers firces count size
class 4 ships as 1/2 of a cruiser, size class 3 ships as 1
cruiser, and size class 2 ships as 1 1/2 cruisers. Carriers
and PFTs cound as 1 cruiser if they have at least half of
their fighters and half of their PFs (if any); SCSs and CVAs
count as 2 cruisers if they have at least half of their
fighters and half of their PFs (if any) and 1 cruiser if they
do not. Casual PF flotillas do not count as a cruiser for
purposes of advancement.
- Calactic Powers conduct advances
Galactic Powers firces which are
qualified to advance (and not on the route where the
Andromedan used his initiative) may advance to the next area.
The battle for that route (for the current round) will be
fought in that area. The Star Fleet Corps of Engineers will
build a mobile base in this area between rounds.
- Andromedan conducts advances
Andromedan forces on any route
where the Galactic Powers forces did not advance may
themselves advance, again forcing the Galactic Powers forces
to fight defensively. This is not initiative; the Andromedans
cannot enter The Galaxy in this manner, and any such
penetration of The Galaxy will be the focus of operations,
delaying any other offensives until the penetration is
- Resolve the battle scenarios
The battle scenarios are
described in the Scenario Format
- Record-keeping segment
Between scenarios, repair is limited to (D9.4). Ships can be
completely repaired by sending them to The Galaxy or the
Andromedan starbase. Doing so, however, will take them out of
service on the subsequent round, after which they return to
the Forces Pool. Repair by the Desecrator is the only way in
which an Andromedan mothership can have its hanger spaces
reconfigured to carry different satellite ships. Ships that
drop their warp engines are returned there and are out of
play for three rounds; booms and saucers return as complete
ships after four rounds. Andromedan motherships include
repair facilities to repair their satellite ships, allowing
them to fully repair their satellite ships between rounds.
Some Galactic Forces Ships have repair facilities to repair
their fighters and PFs, allowind them to fully repair their
fighters and PFs between rounds.
there was not a base in an area at the end of the scenario,
the player with forces remaining has the option of placing a
base there during the record-keeping phase. Neither side can
place a base in an area unless they have bases in all areas
between that area and that side's home area. Each side will
begin each round at the point of its most advanced base on
is governed by the standard rules in (U1.0) for both sides,
except that (U1.4) is replaced by (U6.281) and (U1.34) is
limited to 100 points for EACH race (total for the campaign);
in addition, the Kzintis and Klingons get 100 extra points,
and the Federation and Orions get 50 extra points to be used
only for drones. Speed cost upgrades do not count for this
forces pool of each route may send one ship per round to the
forces pool of another route. That ship cannot be added to
the battle forces of the receiving route until the next