The Boneyard Campaign

By Viratin, in Star Wars: Armada

A while back I did a post describing the ideas I had for doing a campaign rules set for Armada. There was a good bit of interest in it, but I had to put a pause on the idea (calculus course got rough :P). Now, however, it's back on track!

So, here's what I've got so far:

The Boneyard Campaign

The Boneyard is a relatively small system at the edge of Hutt space, made entirely made of floating garbage. Space-bound refuse from around the galaxy somehow tend to drift towards the Boneyard, and is trapped amidst an eternally floating swirl of trash. Thousands of years’ worth of wrecked ships, derelict stations, and baby diapers float listless in this space, held by the gravitational pull of the star at the center of the system. Small pieces of garbage are caught beside the large wrecks, snowballing over years and years into enormous, planetoid sized mounds of junk.

Hyperspace travel within the Boneyard is all but impossible. The constant drifting of the wreckage, thousands of damaged and leaking engine cores, and the black hole itself all make plotting hyperspace coordinates nigh impossible within the Boneyard’s expanse. Because of this, only the bravest of scavengers have ever set up shop at the outer rim of the Boneyard, constantly having to adjust their stations’ courses to keep from being pulled into the monstrous expanse of junk.

Imperial Mission

Recent intelligence suggests that the Rebel fleet has been salvaging ships and parts from the Boneyard, using the knowledge of the scavengers to brave the deeper reaches of the Boneyard where untouched treasures still lay in wait. While the Imperial Navy has no need of these resources, eliminating a source of resources the Rebels are using would greatly help to put an end to their resistance.

Rebel Mission

We’ve recently made a deal with the numerous scavenger stations that occupy the border of the Boneyard. They’ve agreed to assist us in salvage operations, for a price. Our mission is to scout out the inner sections of the Boneyard, and attempt to find a suitable location to set up a base of operations for our salvaging project. Hopefully, we can do this undetected and keep the Imperials from knowing about our newfound resource.

Initial Setup

Both the Rebel and Imperial sides will be led by three Commanders. Each commander will lead a small group of ships, or in some cases one large ship, as part of the larger fleet. The Battle Group has 200 points to spend, the Auxiliary Group has 180, and the Scout Group has 160 (leading each fleet to encompass a total of 540 points). Ships in the Battle and Auxiliary Groups must take full compliments of Squadrons (A Victory Star Destroyer, for instance, must take at least 3 squadrons).

Flagship: Each side must select one ship from its Battle Group to be its Flagship. This ship will have significance throughout the campaign. Choose wisely.

Each player must select a different kind of group to lead. Therefore, each fleet will consist of a Battle Group, Auxiliary Group, and Scout Group. The following are the options available to each group, displaying the types of ships available for those options, the maximum number of those ships allowed, and the squadrons at their disposal:

Imperial Battle Group: The Imperial Battle Group’s main ship line generally consisted of either a pair of Victory Star Destroyers or, later on, a single Imperial Star Destroyer. In either case, these ships were the main firepower of the fleet, and also served as the fleet’s carrier base.

Option 1: Imperial Star Destroyer(1), TIE-Fighters, TIE-Advanced, TIE-Bombers, TIE-Interceptors

Option 2: Victory Star Destroyers (2), TIE-Fighters, TIE-Advanced, TIE-Bombers, TIE-Interceptors

Imperial Auxiliary Group: Known as an “Attack Line” in the Imperial Navy, this formation of ships often consisted of several Heavy Cruisers, or perhaps even a Victory Star Destroyer as carrier support alongside another cruiser. Such groups often wouldn’t have access to the newer TIE-Advanced squadrons, however.

Option 1: Gladiator Star Destroyer (2), TIE-Fighters, TIE-Interceptors

Option 2: Victory Star Destroyer(1), Gladiator Star Destroyer(1), TIE-Fighters, TIE-Interceptors, TIE-Bombers

Imperial Scout Group: Often known as “Skirmish” or “Pursuit” Lines, these were often groups of smaller ships designed to scout enemy positions, flank them during large engagements, or quickly pursue targets fleeing after the battle. The TIE-Advanced was commonly used alongside Imperial Raider

Option 1: Gladiator Star Destroyer(1), Raider-Class Corvettes (2), TIE-Fighters

Option 2: Raider-Class Corvettes (3), TIE-Fighter, TIE-Advanced (max 1 per Raider)

Rebel Battle Group: Rebel fleets were often led by a large Mon Calamari cruiser. However, in some cases, smaller and more maneuverable fleets may use an Assault Frigate as a carrier with a Nebulon for support.

Option 1: MC80 (1), X-Wing, Y-Wing, B-Wing, A-Wing

Option 2: Assault Frigate MkIIB (1), Nebulon (1), X-Wing, Y-Wing, B-Wing, A-Wing

Rebel Auxiliary Group: These groups varied widely in their role in Rebel fleets, sometimes supporting fighters, and at other times going in to ship-to-ship combat. Whether it was because the Rebellion had a wide variation of ships to choose from, or just because they used anything available, no two fleets were ever usually the same.

Option 1: Assault Frigate MkIIA (1), MC30c Torpedo Frigate (1), X-Wing, A-Wing

Option 2: Assault Frigate MkIIB (1), Nebulon Escort(1), X-Wing, Y-Wing, A-Wing

Option 3: Nebulon Escort (2), X-Wing, Y-Wing, A-Wing, B-Wing

Rebel Scout Group: The Rebellion greatly relied upon its smaller ships in their war effort. Scouting for intelligence and outmaneuvering were cornerstone traits of the Rebel fleet.

Option 1: MC30c Frigate (1), CR90 Corvette (2), X-Wing, A-Wing

Option 2: CR90 Corvette (3), X-Wing

Commanders

Each player’s group will be led by a commander. This commander must be assigned to a ship in the group. The commander can change to another ship in the group if desired, but this ship must be available to transfer to (ships in other zones, for instance, are ineligible for transfer).

Every commander will select a trait at the beginning of the campaign. A group commander works in the same manner as a fleet commander in regular gameplay, except that his trait only affect ships within his group (or enemy groups if specified). These traits can be upgraded throughout the campaign by spending experience, but cannot be changed. Additional traits can potentially be gained later in the campaign. Unless otherwise specified, ranks of abilities stack with previous ranks.

Traits

Vicious Tactics

Rank 1) Once per activation, when attacking a ship that has one or more face up or face down damage cards, you may re-roll two up to two attack dice.

Rank 2) Once per activation, when attacking a ship that has one or more face up or face down damage cards, you may add a die to your attack roll.

Rank 3) Once per activation, when attacking a ship that has one or more face up or face down damage cards, you may re-roll any number of dice.

Exceptional Maneuvering

Rank 1) Your ships can increase their yaw by 1 when using a Navigate token.

Rank 2) Your ships can increase or decrease their speed by an additional 1 when using a Navigate Command Dial.

Rank 3) Your ships gain a free Navigate token at the beginning of every round.

Master Engineer

Rank 1) Your ships gain 1 extra engineering point when using an Engineering token.

Rank 2) Your ships gain a free Repair token at the start of the first and fifth rounds.

Rank 2) Your ships have +1 Engineering stat.

Tactical Expert

Rank 1) After your opponent has set his command dials, but before you set your own, you may view the top command dial of all enemy ships within short-long range of your command ship.

Rank 2) After your opponent has set his command dials, but before you set your own, you may view the top command dial of all enemy ships within short-long range of any of your group’s ships. Replaces Rank 1.

Rank 3) Once per round, you may change the top command dial of one of your ships.

Carrier Commander

Rank 1) Squadrons in your group that are activated by your group’s squadron commands can re-roll their attack roll. If they chose to do so, they must re-roll the entire pool.

Rank 2) Squadrons in your group gain a defense token of your choosing at the beginning of the first round if they do not have a defensive token already.

Rank 3) When attacking a ship, Squadrons activated by the squadron command may choose to change one of their attack dice to a facing with only a hit result.

Saboteur

Rank 1) Before ships are deployed, pick one obstacle on the field to be booby-trapped. Inform the CO as to which obstacle you have selected. The first time an enemy ship ends a maneuver within short range of that obstacle, that ship takes two damage to the arc predominantly facing the obstacle.

Rank 2) Select two obstacles on the field to be booby-trapped. (Does not stack)

Rank 3) Select three obstacles on the field to be booby-trapped. (Does not stack)

Black Marketer

Rank 1) You may add one free Offensive Retrofit or Defensive Retrofit upgrade card to each of your ships, even if that ship could not normally have Offensive or Defensive Retrofit upgrades.

Rank 2) You may add one free Officer, Support Team, or Weapons Team upgrade to each of your ships, even if that ship could not normally have an Officer, Support, or Weapons Team upgrade.

Rank 3) You may give each of your ships a free upgrade that can be gained by EXP that it is eligible for.

Gaining Experience

Experience (EXP) is the primary currency of the Boneyard campaign. It can be spent to increase your ships’ stats, repair damage, buy one-time bonuses, or increase your commander’s traits. Your gain experience in many ways, allowing you to play in your own particular style.

Your Commander can earn experience several different ways, usually involving fleet-wide goals and accomplishments.

1) Victory: Gaining Victory will give each commander in the match 3 EXP.

2) Defeat: Even in defeat, a commander gains 1 EXP.

3) Objectives: When a ship in your group completes an objective for the mission, you gain 1 EXP.

Your ships also gain EXP, which is usually accomplished when they perform a more localized objective.

1) Deal Damage: Dealing hull damage to an enemy ship and causing a face-up or face-down card earns your ship 1 EXP.

2) Outmaneuvering: Taking a shot at the enemy’s rear arc gains you 1 EXP (cannot be gained twice in the same activation on the same enemy. In other words, double arcing an enemy rear does not give 2 EXP)

3) Objective Claimed: The ship that claims or accomplishes an objective will receive 1 EXP.

4) Victor: A ship that was on the winning side and was still on the field at the end of the engagement gains 2 EXP.

5) To the end: A ship that was on the losing side and was still on the field at the end of the engagement gains 1 EXP.

Spending Experience

Your experience can be spent in several different ways. Your Commander can use it to call in reinforcements, increase his abilities, gain one-time bonuses for the next battle, or he can give it to a ship in his group to spend. Here’s the breakdown for how Commanders can spend their EXP.

1) Increase Ability Rank: 5 EXP.

2) Reinforcements: You can only add ships to your group that are available to your group type.

a. Small Ship- 3 EXP

b. Medium Ship- 6 EXP

c. Large Ship- 9 EXP

d. Squadrons- 1 EXP per 2 Squadrons

3) Bonuses:

a. Optimal Positioning- May deploy ships after the enemy team has deployed. 1 EXP.

b. Opening Salvo- Each ship can add 1 die already available to its first anti-ship attack. 1 EXP

c. Redeplyoment- A ship in your group may move to a different conflict before the round begins, after seeing the enemy’s deployment. 1 EXP

4) Spend to Ship: Give EXP to a ship in your group.

Your ships can also spend experience. They will predominantly spend experience to repair damage to their ship as well as gain upgrades and increase ship stats. Ships can spend their EXP in the following manner:

1) Repair Damage: A ship can spend 1 EXP to heal damage cards received from a game.

a. Small Ships heal 2 damage cards.

b. Medium Ships heal 3 damage cards.

c. Large Ships heal 4 damage cards.

2) Gain Upgrades: A ship can spend EXP to gain Fleet Points, which can be spent to purchase upgrades for that ship. For each EXP spent, the ship gains 5 Fleet Points. Fleet Points not used are not held over to the next round.

3) Stat Increases: Permanent enhancements to your ship’s stats.

a. Shield Amplifiers (2 EXP): Increase Shield value of either the Front, Sides, or Rear arcs by +1.

b. Extra Armor (2 EXP): Increase the Hull Value of the ship by 25%, rounding up (Based on original Hull Value).

c. Experimental Weaponry (2/3/1 EXP): Increase the dice pool of your Front(2 EXP), Sides (3 EXP), or Rear (1 EXP) arcs by one die that is already available in that arc.

d. Anti-Squadron Upgrade (2 EXP): Increase your Anti-Squadron attack value by one die that is already available in your anti-squadron attack.

e. Engine Tuning (2 EXP): Add one Yaw point to one of your speed values.

This is very much a pre-alpha, rough draft type thing, and many of the numerical values will more than likely be balanced as time goes on. We're getting ready to start our first go at this campaign on Friday, getting players set up. I'm going to try and have 3 players per side, and I'm going to see if each player can pick a different Trait, so we can test the balance of them.

Tell me what you think!

P.S.: the Boneyard itself is entirely made up by myself for the purposes of this Campaign. It's still a very rough idea. Don't hate on it. :P

Edited by Viratin

Ugh, the Traits section was in a nice table when I copy-pasted it. Looks like the actual posting took away the table. A thousand pardons for the messiness of that section.

I really like the idea and look forward to hearing how it progresses. I'm sure balance will come with testing. If only I had enough people in my area to do something like this!

Edited by JJs Juggernaut

I'm working on the system for Persistent Damage right now. There's so much that goes into this!

I suggest changing the XP for victorious ships from 2 to 1, and the losers from 1 to 2 as a bit of handicap balance.

And great work so far. It takes a lot of time to do something like this. Thanks for doing it.

Edited by homedrone

Handicap balance? Sounds like a rebel idea. No plot armor for you!

ha ha ha.. well, I do play Rebels ;)

But I suggested it for 2 reasons. First, people learn more from their mistakes than their successes, so it's kind of more realistic. And second (and most important here) it reduce the snowball effect which is the death of a lot of campaigns.

Watching this with interest. Looks extremely promising!

ha ha ha.. well, I do play Rebels ;)

But I suggested it for 2 reasons. First, people learn more from their mistakes than their successes, so it's kind of more realistic. And second (and most important here) it reduce the snowball effect which is the death of a lot of campaigns.

I might try that out.

I also got the Persistent and Permanent Damage mechanics figured out. Take a look.

Round Preparation

Teams will be presented multiple mission objectives during a round, usually involving two or more games. The team must decide which ships to send where to accomplish missions. At least one Commander must be present at each field of battle.

Before the team decides which of their ships will go to which battle, players must prepare their groups. The steps to prepare are as follows:

1. Determine persistent damage.

2. Spend Commander EXP.

3. Spend Ship EXP.

We’ve already discussed how to spend EXP. In the following section, we’ll discuss persistent damage.

Persistent Damage

For each damage card that a ship suffered, roll a 1d10 and consult the following table. If the ship was forced to flee the battle (i.e., if it took as many damage cards as it had Hull Value), then -2 from your rolls.

1-4 Superficial Damage

Repaired without penalty. Discard damage card.

5-6 Minor Damage

Shield values start at -1 next game.

7-9 Substantial Damage

Damage card is kept.

10 Major Damage

Card is discarded, roll on the Permanent Damage table.

Permanent Damage Table (1d6)

1 Shield

Roll 1d3. Lose 1 shield value on the matching hull zone: 1. Front, 2. Sides, 3. Rear

2 Hull

Lose 1 Hull Value

3 Engineering

Lose 1 Engineering.

4 Engine

Lose your highest speed. (I.e., a Gladiator would only be able to move at speed 1 and 2 after suffering Engine damage)

5 Weapon Systems

Lose 1 die from each hull zone’s arc. Must be same color of die for each hull zone.

6 Destroyed

The ship is lost. If your commander was on the ship, he is dead, and you must create a new commander.

Edited by Viratin

I made some cards for the players' Commanders. The format is probably gonna change a bit as we get things figured out, but it'll work for now. :D

1554565_997601890261926_4437278010280332

My brother in law and I are going to attempt to play this and see how it goes. I like this idea.

campaigns tend to snowball hard. you need strong mechanics that offset that.

With all these options I'm wondering some if there's some overpowered combination hiding in the mix.

You'll have to keep the boards posted on how the campaign is progressing!