Thu, 23 Sep 2004 A permanent base with fighter modules may send its fighters to attack enemy ships in the same sector in a pinning action (as may carriers) if the enemy ships are not attacking the base (or carrier). If they do so, any fighters involved may not participate in any other battle for three impulses. This represents the extensive maintenance required after a long sortie. Bases smaller than a BS or YBS (including those on planets) may use their fighters only for self-defense. They do not have the resources to support long-range missions. Additonally, small bases in open space may operate their fighters at a maximum range of 35 hexes. -------------------- Defsats may be placed around any planet. They are carried and activated by any ship that has enough Cargo space. Major worlds may have a maximum of 5 (a full constellation), three in low orbit and two in high. Populated worlds may have 3, all in low orbit. All other planets may have 2, both in high orbit and limited to Phaser-2. -------------------- Once the Minefields techblock is researched, you automatically gain access to both the Small and Large Minelaying Freighters (the Dreadnought techblock is required to produce any Large freighter variant). Minesweeping units count as minelaying units for all campaign purposes, but not vice-versa. Minefields are purchased in 100-point packages. These are described in the SFB rulebook. A maximum of 6 packages may be deployed at any location under the SFB minefield rules. Additional mines may be purchased at full cost, and each replaces a packaged mine. There is no trade-in for the replaced mines. Minefields may be placed at any permanent base that has no damaging terrain or a black hole by minelaying units. It takes one movement point per 100-point package laid. Each must be visited by a minelaying unit every other turn for one full movement point to maintain the field (regardless of size). Bases protected by a minefield may purchase a hangar module of minelaying shuttles (requires the Minelaying Shuttles techblock) in lieu of a minelaying unit and maintain their own minefields. Minefields may be rearranged during maintenance or by a minelaying unit spending one movement point per minefield (bases with minelaying shuttles may rearrange their minefields once per impulse). Regardless of the units performing the maintenance, 20% of the value of the minefield must be paid each time. If a field is not maintained, 20% of the mines in the field go inert at the end of the turn (calculated by EPV), and 10% (of the original field) each subsequent turn. Such a field may be restored by a minelaying unit at a cost of the EPV it is missing, and takes one movement point for every 20% (round up) it has lost. Restrictions: Minefields may not be placed alone in open space. If an inhabited world is mined, it produces nothing, and may not be used for any purpose (including supply) until the minefield is removed.