I wanted a shorter campaign with a little bit more volatility to the fleets than in CC. I cut out the map stuff. I also had an alternate final battle idea I wanted to try that uses two tables for more simultaneous activations to cut the time down. So here's the rules, does it look fun?
6 players, 2 teams of 3. Each player has one battle with each opponent (randomly choose the order). Then the final battle.
Battle 1, each player makes 300 pt fleets. Unique cards are unique over the team just like CC rules.
Battle 2, players get another 100 pts
Battle 3, players gets another 150 pts but max 500
Final Battle, players gets another 150 pts but max 500
Ships destroyed in a battle get scarred. There are no refit points and points cannot be spent to repair.
Scarred ships that survive a battle are repaired.
Scarred ships that are destroyed are removed from the list. All unique items are lost to the team for the campaign.
The Battles are mostly regular games, lower point fleet chooses 1st or 2nd player, regular objectives. But along with the objective rules, both players are fighting for a resupply. After deployment, players choose one of their ships to be the ship requiring supply. The winner of the battle will resupply their ship, it gets a supply token for the next battle (use a skilled spacer token?). The loser's ship gets scarred, and if it was scarred or destroyed that battle, it will be removed from the list.
A resupply token can be spent to do one of the following:
- set one attack die to any face
- Remove 2 damage cards, they can be either face up or down.
- change speed by 1during a nav step
- avoid being scarred if it is destroyed when it has the token
- avoid being removed from a list if it was scarred and destroyed when it has the token. The ship will be scarred in the next battle.
Unspent resupply tokens are lost at the end of a battle.
The Final Battle.
Played on 2 regular tables with standard obstacle set up on each. Each team choose 2 players for one table, and the other will be solo at the start. The teams of two will fight the solo players of the opposing team. The solo players have initiative. After obstacle set up, each team places 2 victory tokens anywhere on the board. When a ship activates, if it is at distance 1 of a victory token, it can spend it's dial to enter hyperspace at the end of the round. Both tables need to synchronize their turns, so if one table ends a turn before the other table, they need to wait for the other table to finish the same turn. At the start of a turn, a ship in hyperspace will arrive at the other table at any one of the victory tokens, teams alternate deploying one ship starting with first player. Battle lasts 7 turns.
OPTIONAL RULES:
Teams can only use their own victory tokens (use 3 tokens each?)
Solo players can choose one of the base defence objectives for their table.