Ideas for a galactic conquest type campaign for armada.

By Alderdeen, in Star Wars: Destiny

Hey ya'll, i mostly joined this sight to tell you guys about a custom campaign, and i thought i would spread the word about to get suggestion on how to make it better, as well as maybe you guys might be interested in learning more about it. so ill be posting most of the rules in this first post.

set up: the game is meant for two to five players

╬ place 10 to 15 planets on the map for each player, the more random the better

╬ the board should be about 25 CM squared per player

╬ each player then chooses one planet to be their home base

╬ at this point each player receives 5000 "credits" to spend

╬ determine the maximum fleet size (E.G. for our test campaign it is 1000, though another way to do it is what you can bring to the table)

Pre game buy phase.

each player can now buy either more planets and ships to reside on those planets. this constitutes their burgeoning empire.

╬ a new planet can be bought for 500 points and it is considered to part of your territory. though only planets that would be logically be the next jump point from your home planet. this can go in any direction. but no captain (that wasn't on the run) would go between two systems to reach one double the distance with out stopping off. so use your discretion.

╬ ships and things can be evenly spread among what planets you have bought

rules of purchasing

╬ when buying ships and thing, you can only have one of any named ship in your force. if two people are playing the same force (two people playing empire) one of the players has the named piece and the other has an "equivalent to", this means they get the same thing, but the card has a different name (E.G. both alder and kyler have admiral screed, and both use him, though adler calls his screed admiral treff. )

╬this rule applied for everything named (ships, captains, leaders, ect. . . )

rules of movement

╬ When moving in space everything is done in centimeters as it is more universal.

╬ everything that can enter hyper space moves 5 centimeters in open space.

╬ though there are certain ships that cannot enter hyper space alone and must be carried. such as tie fighters.

╬ when you move a fleet, that fleet is already pre determined what it is by you. and will be explained more in fleets. the fleet cannot be changed until it reaches a friendly planet.

rules of fleets

╬ building a fleet is the same as it is in the actual game, though you can only have one of anything named in your entire army.

╬ have each of the fleets you build on a separate form with designations (Alder designated his 700 point fleet that specializes in black dice "alpha 7" so when it comes time to fight he looks that fleet up in the word doc that he made.)

╬ each fleet will be represented on the board with its designation and point total (Alder wrote the designation on a tiny scrap of paper and pinned it to the board with his designated color. the scrap of paper is flipped over, and will only be revealed when it is necessary)

╬ maximum fleet size you are able to field is the as many ships you own, or to be determined pre game

securing new planets

╬ you must have have at least 250 points on a planet to secure it as your own.

╬ roll 2D6 to determine how many turns it will take for the planet to submit to you and start producing "credits" for you

╬ if the planet is attacked while it is being "captured" the count down is halted

╬ the count down will not resume until the fighting stops AND there are at least 250 points on the planet

╬ if a player is able to succeed in stopping another from taking the planet and they them selves wish to take it, the old count down roll is discarded and a new one must be rolled.

purchasing ships in game

╬ ships can only be bought on planets that are friendly to you, with what ever points you have available galactic wide

╬ only a certain point number can be built on each planet per turn. we suggest between 10 and 25 points per galactic turn. ( thus at 10 points per GT it would take 8 turns to make a victory class one with no upgrades with 7 points left over to go to the next project.)

╬ upgrades and the like can be purchased either while the ship is being built or after wards.

╬ if you upgrade a ship after it is built if must remain on until the upgrade are built

Receiving credits

╬ each turn you earn a number of credits, ten per planet you hold, and 50 for your home world.

Turn order

╬ each players turns happen at the same time and each one must complete the last sequence before any can act in the next one

╬ earn credits

╬ build ships and place orders

╬ movement phase

╬ battle

╬ secure planets

╬ resolve

in battle turn VS galactic turns

╬ in battle 5 turns in a battle are considered to be 1 galactic turn

╬ the point of this is to make it possible for other fleets help in a battle if they are able to reach there in time.

post battle possibilities

╬ content to arrive soon

capturing a planet from another player

╬ content to arrive soon

leveling ships

╬ content to arrive soon

gloating over victory

╬ content to arrive soon

taking a loss well

╬ content to arrive soon

planet side battles

╬ content to arrive soon

thank you very much much for reading, if you need any clearafictions, have any questions or the like please post down below. I will be working mroe on this once i get home, adding to it as well as revising things on it. so if you seen any changes that should be made please let me know, as well what you think of the idea.

Wrong forum.

Wrong forum.

oh boo. . . .well. i guess ill find the right one. thank you.