Full Thrust multi-level campaign rules

Roger Burton West
24 May 2002


Table of Contents


1. Introduction

1.1. Acknowledgements

The idea of an explicitly multi-scale campaign system arose from a post by Chris DeBoe (Laserlight) on the gzg-test list; he also shot down a lot of my earlier (and worse) ideas for this system.

1.2. Glossary

FB1 Fleet Book I, Warships of the Major Powers: 2183
FB2 Fleet Book II, Alien Fleets of the First Xeno War
Fleet A strategic combination of task forces
Frame A series of turns played at a specific scale level
FT2 The Full Thrust rulebook, second edition
Task force An operational combination of task groups
Task group Several ships operating as a group

1.3. Scales

This system deals with multiple scales. These are in effect separate games; a scenario can be written for any of them, and played at that level and below.

1.3.1. Strategic

The field of play is the entire space containing multiple interstellar polities. The length of a turn is three months. The unit of play is normally a fleet.

The strategic frame deals with research, new ship construction and politics.

1.3.2. Operational

The field of play is a group of star systems. The length of a turn is one week. The unit of play is normally a task force.

An example of a campaign conducted at this level and below would be The Lafayette Incident, as described in FT2. The operational frame deals with the interstellar movement of fleets and with repairs.

1.3.3. System

The field of play is a single star system. The length of a turn is 12 hours. The unit of play is normally a task group. An example of a campaign conducted at this level and below would be the Siege of Sol, as mentioned in FB2.

1.3.4. Grand Tactical

The field of play is the space near a single planet. The unit of play is normally a task group, though it could also be individual ships. This scale is used to link together multiple games of Full Thrust occuring simultaneously.

1.3.5. Smaller scales

The tactical level of the campaign game is handled by Full Thrust. Players may also wish to resolve planetary assaults in more detail, perhaps by integration with Dirtside II.

1.4. Additional rules

As well as FT2 and the Fleet Books, I recommend the use of:


2. Grand Tactical Frame

<This is Laserlight's idea. Basically, you have two or more scenarios going on nearby simultaneously, and ships can transit between them.>


3. System Frame

The system-level frame assumes that most in-system transit takes place between planets, other bases (such as asteroids), and the jump distance: in essence, known locations rather than arbitrary ones.

3.1. Map

A map is not used directly: rather, a table of distances is drawn up, which should include every significant body in the system. To construct the system map, simply determine the orbital radii (in AU) and locations of planets, asteroid belts (and significant asteroids within them), and other bodies (perhaps trojan-point naval bases). Planets will not move far enough during a single grand-tactical frame for this to be a factor, though for an extended campaign in a single stellar system it might be worth considering orbital motion.

<Insert example of Sol system table.>

It is necessary to know the mass of each large object in the system; the safe jump distance from a body (in AU) equals sqrt(mass)/3E14 - so a body of 1 solar mass has a safe jump distance of about 4.7AU. Only the very largest planets will have a significant jump limit around them - Jupiter, for example, has a limit of 0.15 AU, which on this scale can be disregarded.

3.2. Scales

One turn represents 12 hours. Each ship-group marker normally represents a task group of 2-6 ships. Groups may be combined and split at the whim of the owning player.

3.3. Setup

3.4. Sequence of play

3.4.1. Sensor sweeps

All task groups are assumed to be using passive sensors; active sensors are useful only at tactical ranges.

Each ship with an ECM system sets its ECM mode: this defaults to being "stealth", but ECM systems may be switched instead to mass-deception mode (similar to the weasel decoy generators in FT2). A basic ECM system can make the target appear to be from half to twice its mass; an enhanced one can emulate from a quarter to four times the mass; and a superior one from one-eighth to eight times. The ship cannot attempt to hide with ECM and project a modified mass at the same time.

Each task group generates a sensor value. Roll a d6 for each ship in the group (with rerolls and addition on 6), and take the highest single roll:

Value Gained for
1d each ship with basic sensors
2d each ship with enhanced sensors
4d each ship with superior sensors

So a group consisting of two ships with basic sensors and one with superior would roll 1d6, 1d6 and 4d6; whichever of those gave the highest total would be the group's sensor value for the turn.

Each task group also generates a signature value, which starts at zero and is additive:

Value Gained when
+mass*thrust/100 ship of highest mass in group is applying thrust
-2 in congested area (near asteroids, rings, etc.) OR
-4 in planetary orbit OR
-8 on planetary surface
-2 entire group is under basic or better ECM cover OR
-4 entire group is under enhanced or better ECM cover OR
-6 entire group is under superior or better ECM cover
+15 group is emerging from hyperspace

The "entire group" ECM cover bonuses are gained only if every ship has an individual ECM unit which is in stealth (as opposed to mass-deception) mode; area effect ECM is of no utility against the basic detection which is being considered here, though it may be used in place of individual ECM to benefit the ship which carries it.

For each pair of task groups, calculate group A's sensor value plus group B's signature value, and compare it to the range to the target (in AU). (If a group is in transit, use the range to its origin point if it has gone less than half-way, otherwise the range to its destination point.) The information gained for each multiple of the range that is achieved by (sensors+signature) is:

<1 nothing - the group is undetected
1+ location, thrust level, origin and destination
2+ total mass of all ships including ECM changes, 1 sig. fig.
3+ probable nationality of ships, ship count
4+ accurate total mass (ignore ECM)

The "probable nationality" is based on the drive type - so a ship built by the FSE and sold to the PAU might still register as FSE. "1 significant figure" means only one non-zero digit, so a task group's mass would be reported as "60", "100", "700", etc.

Information is assumed to be shared freely among all friendly task groups.

3.4.2. Movement

3.4.2.1. Sublight movement

<Sublight movement is an horrendous approximation to actual constantly-accelerated motion in an orbital environment, but seems to give reasonable results without the complexity of earlier versions.>

For normal movement, determine (from the system distance table) the distance to be travelled, then cross-reference this with the thrust-distance table, below: the row number is the distance in AU, and the column number is the thrust level available. The resultant number is the number of 12-hour turns needed to complete the journey. Note that, since this assumes constant acceleration with a turnover at mid-course, time increases as the square root of distance and decreases as the square root of thrust. If you need a number for a combination of thrust and distance not given, or if like me you prefer formulae to tables, just calculate:

time = 2*sqrt( (AU * 1.5E11) / (thrust * 9.81) ) / 43200

rounded to the nearest integer.

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 6 4 3 3 3 2 2 2 2 2 2 2 2 2 1 1
2 8 6 5 4 4 3 3 3 3 3 2 2 2 2 2 2
3 10 7 6 5 4 4 4 4 3 3 3 3 3 3 3 2
4 11 8 7 6 5 5 4 4 4 4 3 3 3 3 3 3
5 13 9 7 6 6 5 5 5 4 4 4 4 4 3 3 3
6 14 10 8 7 6 6 5 5 5 4 4 4 4 4 4 4
7 15 11 9 8 7 6 6 5 5 5 5 4 4 4 4 4
8 16 11 9 8 7 7 6 6 5 5 5 5 4 4 4 4
9 17 12 10 9 8 7 6 6 6 5 5 5 5 5 4 4
10 18 13 10 9 8 7 7 6 6 6 5 5 5 5 5 5
11 19 13 11 9 8 8 7 7 6 6 6 5 5 5 5 5
12 20 14 11 10 9 8 7 7 7 6 6 6 6 5 5 5
13 21 15 12 10 9 8 8 7 7 7 6 6 6 6 5 5
14 21 15 12 11 10 9 8 8 7 7 6 6 6 6 6 5
15 22 16 13 11 10 9 8 8 7 7 7 6 6 6 6 6
16 23 16 13 11 10 9 9 8 8 7 7 7 6 6 6 6
17 24 17 14 12 11 10 9 8 8 7 7 7 7 6 6 6
18 24 17 14 12 11 10 9 9 8 8 7 7 7 6 6 6
19 25 18 14 12 11 10 9 9 8 8 8 7 7 7 6 6
20 26 18 15 13 11 10 10 9 9 8 8 7 7 7 7 6
21 26 19 15 13 12 11 10 9 9 8 8 8 7 7 7 7
22 27 19 16 13 12 11 10 9 9 8 8 8 7 7 7 7
23 27 19 16 14 12 11 10 10 9 9 8 8 8 7 7 7
24 28 20 16 14 13 11 11 10 9 9 8 8 8 7 7 7
25 29 20 17 14 13 12 11 10 10 9 9 8 8 8 7 7
26 29 21 17 15 13 12 11 10 10 9 9 8 8 8 8 7
27 30 21 17 15 13 12 11 11 10 9 9 9 8 8 8 7
28 30 21 17 15 14 12 11 11 10 10 9 9 8 8 8 8
29 31 22 18 15 14 13 12 11 10 10 9 9 9 8 8 8
30 31 22 18 16 14 13 12 11 10 10 9 9 9 8 8 8
31 32 23 18 16 14 13 12 11 11 10 10 9 9 9 8 8
32 32 23 19 16 14 13 12 11 11 10 10 9 9 9 8 8
33 33 23 19 16 15 13 12 12 11 10 10 9 9 9 8 8
34 33 24 19 17 15 14 13 12 11 11 10 10 9 9 9 8
35 34 24 20 17 15 14 13 12 11 11 10 10 9 9 9 8
36 34 24 20 17 15 14 13 12 11 11 10 10 10 9 9 9
37 35 25 20 17 16 14 13 12 12 11 10 10 10 9 9 9
38 35 25 20 18 16 14 13 12 12 11 11 10 10 9 9 9
39 36 25 21 18 16 15 14 13 12 11 11 10 10 10 9 9
40 36 26 21 18 16 15 14 13 12 11 11 10 10 10 9 9

In any of the movement methods, advanced (Kra'Vak and Sa'Vasku) drives gain no advantage over conventional drives.

Movement only becomes complex in two cases: changing destination mid-course, and intercepting in deep space.

3.4.2.1.1. Changing destination

A task group may be in flight when new information makes it desirable to change its destination. Three pieces of information are needed to resolve this:

AC (the distance between the origin and the new destination)

BC (the distance between old and new destinations)

X (the proportion of the time needed for the trip which has already been spent - from 0 to 1).

Then calculate D = AC * (1-X) + BC * X

D is the new distance which has to be covered; calculate time from that as normal.

3.4.2.1.2. Interception

It may be desirable to intercept an enemy force before it arrives at a planet or other static installation. This necessitates not only arriving at the same position as the enemy, but matching velocities. This is abstracted in the following manner: check the remaining time before the enemy force arrives at its target (column number), and the distance between the intercepting force and the target (row number), on the interception table. The result is the minimum thrust needed to achieve an interception. If interception is achieved, a battle may be fought as normal (see below) while still distant from the target. Any survivors are considered to be on the course followed by the original enemy force.

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
6 14 18 21 24 27 29 32 34 36 39 41 43 45 47 49 51 54 56 58 59
7 13 16 18 20 22 24 26 28 30 31 33 34 36 38 39 41 42 44 45 47
8 11 14 15 17 19 20 22 23 25 26 27 28 30 31 32 33 34 36 37 38
9 11 13 14 16 17 18 20 21 22 23 24 25 26 27 28 29 30 31 32 33
10 10 11 13 14 15 16 17 18 19 20 21 22 22 23 24 25 26 26 27 28
11 9 11 12 13 14 15 16 16 17 18 19 19 20 21 21 22 23 23 24 25
12 9 10 11 12 13 14 15 15 16 17 17 18 19 19 20 20 21 22 22 23
13 8 10 11 11 12 13 13 14 15 15 16 16 17 17 18 19 19 20 20 20
14 8 9 10 11 11 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19
15 8 9 10 11 11 12 12 13 13 14 14 15 15 16 16 16 17 17 18 18
16 8 9 9 10 11 11 12 12 13 13 13 14 14 15 15 15 16 16 16 17
17 8 8 9 10 10 11 11 12 12 12 13 13 14 14 14 15 15 15 16 16
18 7 8 9 9 10 10 11 11 12 12 12 13 13 13 14 14 14 14 15 15
19 7 8 9 9 10 10 10 11 11 12 12 12 12 13 13 13 14 14 14 14
20 7 8 9 9 9 10 10 11 11 11 11 12 12 12 13 13 13 13 14 14
25 7 7 8 8 8 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12
30 7 7 7 8 8 8 8 9 9 9 9 9 9 10 10 10 10 10 10 10
35 6 7 7 7 8 8 8 8 8 8 9 9 9 9 9 9 9 9 10 10
40 6 7 7 7 7 7 8 8 8 8 8 8 8 8 9 9 9 9 9 9

3.4.2.2. FTL movement

A task group may choose to cut short the tedious business of real-space transit by utilising its FTL capability. However, the closer one gets to a large mass, the riskier this is.

FTL movement may occur instead of or as well as normal movement for the turn; if both modes of movement are combined, the owning player must choose the point along the task group's course at which it enters FTL. A task group may not jump more than once in a single turn.

Accrue hazard points for origin and destination locations (but not any intervening space):

Situation Hazard points
Origin and destination in the same system +1
Jumping from within a battle +2
Inside a jump limit +1 per AU or fraction thereof

If a d6 roll exceeds the total hazard points, or equals 6, the jump has succeeded. This is checked separately for each ship. If the jump fails, calculate the total of (hazard points - roll) and determine the fate of the ship, again separately for each ship:

Failed by Effect
0-1 Deviate 1d6 AU from destination
2-3 Deviate 2d6 AU, systems fail on 6+
4-5 Deviate 3d6 AU, systems fail on 5+
6-7 Deviate 4d6 AU, systems fail on 4+
8+ Ship lost (probably destroyed; who knows?)

The crew of any ship that misjumps will suffer from jump shock for the remainder of the turn, and may not attempt to jump next turn. Systems failures are most relevant if the ship is engaged immediately on exiting jump; if the ship is not engaged, the systems may be repaired normally by damage control parties (see below).

Roll for systems failures as a normal threshold check of the appropriate level, with the exception that core systems are never affected, but the FTL drive checks at a 1-point penalty.

If the ship travels on in normal space (rather than jumping again when it is able), it will normally go to its original destination; if an alternative destination is desired, add the distance to the original destination to the distance from there to the new destination to determine the distance that must be covered.

3.4.3. Engagement

Whenever two opposed task groups, or a task group and an opposed planet, are at the same location (either a named location in-system or a deep-space interception), a tactical battle may occur (to be resolved by use of Full Thrust).

3.4.3.1. Determination of encounter and tactical advantage

If it is possible for a battle to take place, but neither side wishes to engage, no battle occurs. If at least one side wishes to engage, roll for tactical advantage.

Each task group rolls a d6 and adds the thrust of the lowest-thrust ship in the task group and the quality of the officer commanding that group. (If the task group includes a stationary base, it should be considered as a separate group in this calculation.)

If a force wishes to avoid engagement, it may specify a wish to disengage before the dice are rolled. If it (a) has no ship with thrust equal to or lower than the enemy's highest-thrust ship or (b) wins the tactical advantage by four or more points, it has disengaged successfully; it will not be part of the upcoming battle, and may move normally next turn. However, if a force tries to escape but does not succeed in doing so, it loses four points of tactical advantage for purposes of scenario setup.

Each pair of opposed forces should compare tactical advantage rolls and construct the scenario, starting with the force with the lowest roll, and setting up in order of increasing tactical advantage.

The winner of the tactical advantage chooses the scenario setup: he may pick any scenario numbered equal to or lower than the die roll difference.

Advantage Scenario Notes
6+ Ambush range 40MU between closest ships
    winner sets up after loser
    winner may take any facing and position
    all speeds up to thrust*3
5 Pursuit engagement range 50MU between closest ships
    all ships have same facing
    speeds up to thrust*3
4 Pursuit engagement range 60MU between closest ships
    fleet facings are 2 points apart
    speeds up to thrust*3
3 Pursuit engagement range 70MU between closest ships
    fleet facings are 3 points apart
    speeds up to thrust*3
2 Meeting engagement range 80MU between closest ships
    fleet facings are 4 points apart
    speeds up to thrust*3
1 Meeting engagement range 90MU between closest ships
    fleet facings are 5 points apart
    speeds up to thrust*3
0 Meeting engagement range 100MU
    fleets are facing head-on
    speeds up to thrust*3

3.4.3.2. Examples

Given the complexity of this system, some examples might be useful.

3.4.3.2.1. Example 1

Task groups A and Z meet; both have thrust-4 ships as their slowest. The die rolls are 2 and 5, giving tactical advantage rolls of 6 and 9. Task group A, having the lower roll, sets up first; Z then sets up 70MU from it, with a facing three points off the course of group A.

3.4.3.2.2. Example 2

Task group A is attacking a base Y which is defended by task group Z. Task group A contains a thrust-2 ship, while task group Z has nothing slower than thrust-4. The relevant die rolls are 4, 2 and 1, giving tactical advantage levels of 6, 2 and 5 respectively.

Base Y has the lowest tactical advantage, so it is set up first. (Any terrain associated with the base, such as a planet, is also set up at this point.) Its sole opponent is task group A, which must be set up (this being scenario 1) at range 60MU from it, with a difference in heading of 2 points.

All Y's opponents have been set up; the next lowest roll is task group Z. Z must set up 90MU from task group A (or as close to 90MU as is possible); nothing is said about its position relative to base Y, and this is at the owning player's discretion.

Every force is now on the board, so setup ends.

3.4.3.2.3. Example 3

Task groups A and B (both NAC) come together with groups Y and Z (both ESU). Tactical advantage rolls are 2, 7, 4 and 8 respectively.

Group A, with 2, sets up first; its first enemy is group Y, which sets up with scenario 2 at 80MU from it. The next enemy is group Z, but this is not set up yet because group B, with lower tactical advantage than Z, has not yet been set up. Therefore group A's setup is complete.

Group Y comes next, and has already been set up. Its only enemy not yet set up is group B, which is set up at this point (70MU from group Y).

Group B is now set up; enemy Z sets up 90MU from it (and as close to 40MU as from group A as possible; but the relative advantage of group B takes precedence if it is not possible).

Every force is now on the board, so setup ends.

3.4.3.3. Terrain

is determined by the terrain type of the area of space in question - as a rule of thumb, battles near a phenomenon (planet, asteroid belt, etc.) should have that item on table. Bases will often be at a fixed location relative to a terrain item (on an asteroid, orbiting a planet, etc.).

3.4.4. Repair and resupply

Any ship which is not engaged during a turn may attempt to jury-rig all its damaged systems; on a d6 roll of 2-6 (checked once per system), such repairs are successful. On a 1, the system cannot be jury-rigged; it may be necessary to abandon the ship if this is a key system such as life support.

Jury-rigged repairs are reliable in the short term, but will fail over time; this is dealt with in the operational frame. Destroyed hull and armour boxes may not be replaced in the grand tactical frame (with the exception of Sa'Vasku; see below).

Pulsers may be re-tuned, whenever a ship is not engaged for a turn.

A ship which is not engaged and spends an entire turn at a friendly base (or in space with another friendly ship) may exchange supplies and mobile items, and load them into munitions racks if appropriate. These include missiles, salvo missiles, fighters, submunitions, MKP packs, scattergun packs, mines, and the contents of any hold, passenger or troop spaces. Sa'Vasku ships may take on additional biomass to replace consumed - but not destroyed - biomass. (Sa'Vasku ships with drone wombs may of course exchange biomass without limit, as usual.)

3.5. Commander quality

Any ship commander can act as a task group commander, with no bonus. Commanders with higher bonuses must be assigned to specific ships, though they may be transferred at the same time as any other cargo.

3.6. Scaling up

A grand-tactical frame which is part of a larger campaign will be paused every 14 turns (1 week) to allow the playing of an operational-level turn.

3.6.1. Normal FTL movement

Ships leaving the system will normally travel by conventional drive to a point at which the total jump hazard equals zero; they need not make misjump checks in this case. The ship (or group) is handled at the next operational-level turn.

3.6.2. Disengaging by FTL

A ship's FTL drive may be used normally to disengage from battle; see the FTL movement rules above. A destination in the system (though quite possibly one a long way from any other forces) must be chosen; if the jump is successful and the destination is clear, the ship may make a normal interstellar jump (moving to the operational level) on the next turn.

3.6.3. Task group arrivals

A task group which is arriving from another stellar system appears on turn number 2d6. Before this is rolled, the task group commander may decide to make a hasty jump; each -1 modifier to the arrival time die roll accrues 1 hazard point. If the total of hazard points (from this and the arrival point) is zero or lower, no roll need be made; otherwise, subtract 1 hazard point and check for jump failure normally.


4. Operational Frame

4.1. Sequence of play

4.1.1. Repair, replenishment and resupply

Any ship with jury-rigged systems must check each for failure; on a d6 roll of 4-6; it is permanently damaged and can only be repaired at a shipyard.

Task forces which start their movement at a friendly base, or in space with another friendly task force, may exchange any and all supplies that are available (and then move normally).

Ships which start their movement at a friendly shipyard may be put into repair status (see below).

Task forces which do not start their turn at a base or an inhabited world must be resupplied: 1 cargo mass per five crew factors per operational turn. If this is not done, crew efficiency is degraded one level per turn. The resupply material does not cost resource points, but must be transferred from a productive world by freighter.

<Yes, we need crew quality rules. Or take a threshold check each operational turn not in supply, any failed systems are shipyard-fixable only.>

Munitions (missiles, fighters, etc.) may be shipped by freighter; they take up cargo space equal to their deployed mass (6 for a fighter wing, 2 for a missile, etc.) but may not in any circumstances be deployed in combat.

4.1.2. Espionage

Spies in enemy systems are activated. See below for more details.

4.1.3. Movement

Movement at the operational level is interstellar, by means of jump drives. Units without functioning jump drives, by design or damage, must be attached to an FTL-capable tug or tender in order to be moved.

A normal FTL-capable ship moves 6 light years in an operational turn. In exceptional circumstances, this distance may be doubled or even quadrupled, at increased risk of misjump due to crew fatigue and component stress.

<Need rules for this.>

4.2. Operational ship repairs

Each shipyard unit is rated for the number of repair points it can contribute to ships docked within it; a significant naval base will be rated at about 6 points. One repair point gives the chance to repair fully one damaged or jury-rigged system on a ship (succeeding on a 3+, costing 2 resource points only if successful) or d6 armour boxes (1 resource point per box repaired); two repair points will repair d6 hull boxes (1 resource point per box repaired).

Ships under repair must spend their entire turn at the shipyard, and are not available to fight if the shipyard is attacked. (Apart from anything else, the shipwrights want those nasty sailors off their ship while they work on her...)

4.3. Espionage

<Not written yet.>

4.4. Scaling down

Whenever two or more opposed task forces are in a single stellar system, their encounter may be resolved using the system frame.

4.5. Scaling up

An operational frame which is part of a larger campaign will be paused every 13 turns (3 months) to allow the playing of a strategic-level turn.


5. Strategic Frame

5.1. Ship construction

Ships are constructed in shipyards. A shipyard consists of one or more slips; each slip can handle a single ship. The first 100 points put into a slip in a turn will each construct 1 point of ship; the second and third 100, half a point each; and any after that, a quarter of a point.

An individual ship under construction can accept resources (after the inefficiency above has been computed) up to its own total mass per turn.

In peacetime, halve all points values - efficiency doesn't drop, but construction speed is lower.

5.2. Ship design

Spend 2 x (ship RP value) to get a fully worked-up design and readiness to start construction. This takes one strategic turn.

5.3. Ship modifications and refits

A ship modification is treated as a removal and then replacement of components. Work out the point value of the removed components, and that of those which are added. The cost of designing and tooling up for this refit is equal to twice the total of these costs - though as a bonus, this makes the post-refit design available for construction from scratch without paying the full design cost for the new class.

For example, if you are removing a pair of beam-1s in order to insert a 3-arc beam-2, the cost is (2 x (6 + 6)) = 24 points.

The cost of actually conducting the refit is the same value as calculated above - twice the total of (removed + added) systems.

Note that some elements may not be changed in the refit process: specifically, the total hull mass and the number of hull boxes.

Sa'Vasku are a special case. They may refit a ship to a larger hull mass; if all components of the old ship are used in the new ship (i.e. nothing is removed), they need only pay half the cost noted above, both for design and for construction.

5.4. Shipyard construction

<Very very slow>

5.5. Factories

Factories (which include recruitment and training centres) convert resource points into expendable items (missiles, salvo missiles, fighters, submunitions, etc.) to be loaded onto ships. Resource point cost equals the full cost of the system (3 for a submunition, 6 for a missile salvo, etc.).

5.6. Resource movements

<Not touched on yet - abstract freighters? Convoy defence policies, nothing vs "space lane" vs escorted convoys?>

5.7. Politics

<Not touched on yet.>