GALACTIC CIVIL WAR CAMPAIGN RULES V0.4
This is intended as a 2-player campaign, although two or more players could easily share one side, taking command of one or more fleets each, and quarreling over who gets access to repairs and reinforcements!
SETTING
It is the early days of the Rebellion, sometime between E:III and E:IV. The Empire is growing in power, but has yet to gain full control over the galaxy. The Rebel Alliance is a fledgling thing, scattered and weak, but growing in strength and purpose with every passing cycle.
You will take command of either a Rebel or an Imperial fleet:
- The Rebel fleet represents only a portion (albeit a significant one) of the total ships available to the Alliance.
- The Imperial fleet is just one task force dedicated to hunting down this particular band of traitorous scum.
Fleets move from system to system, both to gather more resources and to hunt down enemy fleets:
- Rebel activities represent raids, blockade runs and small-scale skirmishing, aimed at hurting the Empire and gathering more support for the Alliance.
- Imperial activities are the opposite, consisting mainly of scouting mission, system patrols and blockades of world sympathetic to the Rebellion.
OBJECTIVE
The objective of the game depends on what faction you're playing:
- The Rebel player seeks to evade the nefarious Empire, fan the fires of rebellion, and strengthen his fleet.
- The Imperial player seeks to hunt down and destroy the elusive Rebel fleet before it can become too powerful, all the while striving to keep more systems from slipping away from his control.
SCOPE
The campaign lasts for 12 cycles (turns).
With every cycle you will get to move your fleets, do battle, and repair/replenish your forces.
To begin with fleets will be small and few in number, but as the campaign progresses they will grow - unless crushed by your opponent!
The Rebels start play with a Secret Base - the Empire will seek to find it and destroy it!
One the 10th turn the Empire's Secret Weapon is ready for action - and may destroy 1 system for each turn, unless the Rebels can blow it up!
SETUP
Each side starts with 180 pts to build a fleet with:
- You cannot include any large ships.
- You must include 1 Admiral.
- You cannot take more than 1/3 pts in squadrons.
- There cannot be more than 1 copy of a unique card in your combined fleets.
The Imperial fleet:
- Must start at Coruscant, Kuat or Eriadu.
The Rebel fleet:
- Can start in any system, except any of the 3 Imperial setup systems.
- The Rebel must also designate a Secret Base system (also can't be any of the Imp starting systems).
Lists/starting locations are created in secret, then entered as a Delayed message (under Notes) that is Revealed when both players are ready.
The Secret Base is entered as a separate Delayed message that's only revealed if: the Imperial player locates the base or the game ends.
TURN SEQUENCE
INITIATIVE PHASE
Total the number of fleet points on table for either side.
- The player with the fewest points decides who has Initiative for this turn.
- If the number is equal, the Rebel decides who has Initiative.
STRATEGIC MOVEMENT PHASE
In this phase players take turns moving/reorganizing/repairing their fleets:
### Command points ###
Each player gains a number of Command Points (CP) equal to the current turn number, plus the number of his fleets that as a Commander upgrade (max 1 per fleet).
- Points not spent are lost (i.e. they don't carry over to the next turn).
### Movement ###
Ships move only along the white lines (hyper-route markers) on the map.
- To move a fleet, expend a number of CP equal to the largest ship in your fleet.
Small = 1
Medium = 2
Large = 3
Admiral = +1
- A fleet can move multiple times, each time expending the required number of CP.
- Each time a fleet moves is a separate instance, so the opponent will have the ability to respond (unless out of CP)
Example: In turn 7 the Empire could move the same fleet, containing a Medium ship, up to 3 times (6 CP), plus move a Small-ship fleet once.
### Reorganization ###
Instead of moving, a new fleet can be made by splitting an existing fleet. You can also merge two fleets, or transfer ships between two fleets.
- Reorganization costs 1 CP per event (splitting/merging/transferring).
The following restrictions apply when reorganizing:
- You cannot have more than 6 fleets.
- If you have 2 or more fleets, no one fleet can contain more than two thirds your total fleet points.
- A fleet cannot be larger than 600 point.
- A fleet cannot be smaller than 150 points.
- A fleet does not need to have a Commander (and cannot have more than one).
- A fleet cannot have more than 1/3 its points in squadrons
- You cannot transfer upgrades between ships (except Commander and Officers).
### Force pool ###
If you, during the course of the game, somehow end up with a fleet that breaks these rules, the following applies:
- Squadrons in excess of the 1/3 limit must be removed and returned to the force pool.
- Excess admirals must be returned to your force pool (presumably shipped there using a shuttle).
- You also have the option of sending any officers into the force pool when you reorganize
### Repairs ###
Instead of moving a fleet, a ship with persistent damage can be repaired, but only at systems with a the Shipyard trait printed on its System Card:
- It costs 1 CP to repair persistent damage to a fleet.
- A shipyard can repair a number of ships at once equal to its Yard Value. If there are more ships in need of repairs, another CP must be spent.
### Shipyards ###
KUAT: 3, Imperial side only
CORUSCANT: 2, Imperial side only
ERIADU: 1, Imperial side only
MON CALAMARI: 3, Rebel side only
HOTH: 2, Rebel side only
YAVIN IV: 1, Rebel side only
CORELLIA: 3, both sides
FONDOR: 2, both sides
BESPIN: 1, both sides
Note: the system cards will replace this generic shipyard rule.
TACTICAL BATTLE PHASE
Whenever two fleets meet, there will be a battle between them.
Battles are played out using all the normal Armada rules, with the following changes:
- Both players bring 3 objectives to any battle, but need not decide upon them before a battle occurs.
- Objectives are written down as Delayed messages beforehand, then revealed as fleets are deployed.
- The player with the fewest pts decides (of course) whether he wants to be 1st or 2nd player.
- If the 1st player has a MAJOR ADVANTAGE his opponent only reveals 2 of his objectives. If it's an OVERWHELMING ADVANTAGE he reveals only 1.
### Advantages ###
Major - If the 1st player has either 50 pts more, or a fleet with 1/3 more fleet points, whichever is less.
Overwhelming - If the 1st player has either 100 pts more, or a fleet with 1/2 more fleet points, whichever is less.
### Withdrawal ###
Ships and squadrons can retreat, either by just fleeing the scene or going into hyperspace.
- Withdrawal is represented by ships/squadrons moving off the table.
- You opponent scores only 1/2 the fleet points of a ship (including upgrades) or squadron that withdrew (including from this that involuntarily ran off the table). Ships/squadrons that leave the table prior to turn 3 award full points instead.
- A player can withdraw by conceding a battle. If his opponent agrees, do not set up the battle. Instead the opponent automatically scores 1/2 the fleet points of the withdrawing fleet.
- A fleet must withdraw to any friendly or unoccupied adjacent system. If no such system exists, it may move to an enemy-controlled system. If there is an enemy fleet present, another battle immediately ensues, with the following special conditions: the fleeing fleet is always 2nd player and Fleet Ambush is added to the selection of objectives.
### Persistent damage ###
Shields and facedown damage cards are assumed to be relatively minor, and automatically fixed after the end of any battle.
Faceup damage cards represent more severe damage:
- Players must keep track of any faceup damage, even if repaired over the course of the battle.
- For each faceup damage suffered, the ship starts the next turn with 1 less hull than it normally would (but no damage cards; it's a reverse Motti if you will).
- This will make upgrades like Assault Proton Torpedoes more valuable. The Contain token also gains in value, as do upgrades that bypass the Contain token. Assault Proton Torpedoes have their cost increased to 6 pts. No other changes are made.
- Persistent damage can be repaired during the Reorganization Phase, but only at certain systems (see above).
### Unique cards ###
Unique cards that are destroyed (withdrawing doesn't count as destroyed) can be brought back into the game by paying 2x their normal cost on a later turn (i.e. they can't be brought back the same turn they are destroyed, and cost you a bit extra to resurrect).
### Tabling ###
A tabling (destroying all enemy ships) ends a battle, as per the normal rules, but you only get full points for ships and squadrons actually destroyed.
- Any surviving squadrons are considered to have fled (gain only 1/2 points).
- Squadrons fleeing a tabling are returned to their owner's force pool
### Victory points ###
Do not calculate score or MoV. Instead each player totals his number of VPs and writes them down (use Notes or the VP track).
RESOURCE PHASE
In this phase players collect and spend Resource points (RP) to buy new ships and squadrons.
- RP are persistent (unlike CP). Any points not spent during a turn carry over to the next.
- Each player gains a number of RP equal to 10 times the current turn number.
- Each player gains an additional number of RP based on the systems he controls (use the objective point value printed on the system cards).
### System cards ###
Each system will has a corresponding Rebel and Imperial System Card.
- Cards are placed facedown until a player claims control of a system.
- When a player claims control of a system, turn the corresponding card faceup (if the other side's card is current faceup, turn it facedown, unless otherwise instructed).
Unless otherwise specified, the player only gains the benefits listed on the card as long as he controls the system in question. There are exceptions: some cards provide their bonus as long as they remain faceup, while other provide a one-time benefits and are then discarded.
### Reinforcements ###
Players buy reinforcements by spending RP equal to fleet value:
- Reinforcements can be new ships, new squadrons, or additional upgrade cards for existing ships.
- You can't disband ships or squadrons.
- You cannot change a ship's type once bought.
- You cannot move upgrades between ships (except Commander and Officers; see Reorganization above), but are allowed to replace existing ones (except title cards). Example: You pay 5 pts to put Sensor Team on your GSD-II. If it already has Ordnance Experts, discard that upgrade.
Reinforcements are placed in the force pool, ready to appear at any eligible system:
Empire - Coruscant, Eriadu, and Kuat.
Rebellion - Any system where there is a Rebel fleet.
### Force pool ###
This space is effectively a "7th fleet", an area where you keep your reinforcements until they are ready to be deployed.
### Might of the Empire/Fires of Rebellion ###
If, during any resource phase, either player has a fleet worth less than 180+10*current turn number, he gains enough resource points to bring it to that number. Example: the last rebel fleet is wiped out during turn 7. The Rebel player therefore gains 180+70=250 points during this resource phase.
### Final turn ###
No RP are gained on the last turn.
- Proceed to count final Victory Points (VP) to determine a winner.
SPECIAL RULES
### Secret Base ###
At the start of the game the Rebel player (secretly) notes down where his Secret Base is.
- The Imperial player can try to find the base
- Roll a BLUE dice for each Imperial ship present at a system during the Resource Phase.
- Any ACC will reveal the location of the Rebel base.
- The base can't be found before turn 6 (the Empire isn't even aware it exists).
In the resource phase, on any turn after the Secret Base has been discovered the Imperial player may:
- Gain 50 VP or Gain 50 RP.
- If the base is destroyed, he no longer gets this bonus.
The rebel Base can be destroyed:
- If an Imperial fleet is present alone at the Rebel base during the Resource Phase.
- If blown away by the Secret Weapon.
- If destroyed the Imperial player may gain 200 VP or 200 RP.
The rebel player must (secretly) decide to rebuild his base (in another system) if his base is destroyed (but NOT if it's only discovered).
- The base is operational on the following turn.
- The Empire can find (and destroy) this new base (using the same rules).
- There is no limit to the number of bases than can be built/found/destroyed.
### Secret Weapon ###
The Imperial Secret Weapon (Death Star) appears at any Imperial-controlled system within 1 hyper-jump from Coruscant in the Resource Phase of turn 10.
- The Imperial player MUST deploy the weapon; he can't chose not to.
The Secret Weapon counts as a separate fleet, above and beyond the max 6 fleets limit.
- Moving the Secret Weapon costs 4 CP (like all fleets it can move multiple times).
- Any Imperial Fleets present with the Secret Weapon can move along with it (for free).
- Once per turn, in the Resource Phase, the Secret Weapon may fire: the target system is automatically destroyed.
- Any corresponding system cards are discarded and the Imperial player immediately scores a number of VP equal to the value of the REBEL system card.
The Rebels can try to destroy the Secret Weapon:
- The Rebel fleet must first defeat any Imperial fleet defending the Secret Weapon.
- The Rebel player then picks 1 of his surviving squadrons with the BOMBER keyword
- Roll 1 BLACK die. On a HIT/CRIT the Secret Weapon is blown away. If the squadron is Luke Skywalker he may reroll the die.
- Note that the Rebel player may repeat this process multiple times; as long as there is no defending fleet, he'll get to pick a BOMBER and roll his dice.
If the Secret Weapon is blown away, the Rebel gains 500 VP.
VICTORY CONDITIONS
Total Imperial victory: If the last Rebel fleet is completely destroyed (tabled), the Rebellion has been crushed. The Imperial player gets promoted to Grand Moff and takes his place at the Emperor's side. The Rebel player gets put in the detention block, to be rescued later by a rather short stromtrooper.
Total Rebel victory: If the Rebel player controls (in the Resource Phase) Coruscant, Eriadu AND Kuat, the Empire has lost. The Imperial player gets force-chocked by Vader. The Rebel player gets a medal (and possibly a date) with Princess Leia.
Regular victory: Count the number victory points you've amassed throughout the campaign. The REBEL player then adds one half his current fleet points to the total.
SHORTER OR LONGER GAMES
Players can agree to play any number of turns. 6-8 turns gives a quick game with few large battles (and no Secret Base/Weapon action to speak of). More than 12 turns gives a very long game with lots of big battles (and the Death Star can blow up a lot of planets). The turn number should be set before starting play.
FUTURE OF THE CAMPAIGN SYSTEM
This is the third draft of a campaign system. Future versions will:
- add better balance to the VP system.
- add more special rules for controlling specific systems.
- shipyard system will be merged with system card rules