San Antonio's Alamo City Fleet Command is hosting a Giant Single day campaign This Saturday Oct 14th. It will go for 4 rounds with 9 players on both sides. We will be streaming it live with commentators. Come watch this epic clash between the rebellion and the empire. Here is the FB Event Page:
https://www.facebook.com/events/140248606603955/?ti=icl
The map will consist of modded Twilight Imperium 3ed system tiles. The planets have had graphics and names changed to fit the Star Wars universe.
Rules we will be using are written below:
Star Wars Armada Map Campaign Tourney Rules
Setup:
Create Teams: The players assemble teams by any suitable means necessary. Half the players will be playing for the rebel faction, and the other half will play for the imperial faction.
Build Fleets: Once teams are assembled players then go through a draft determining which players will be able to use which unique cards of their respective factions. Players will then build fleets utilizing the unique upgrade cards they have chosen. A team cannot have more than one copy of a card with a unique name. Initially players have no restrictions on building fleets provided they follow the rules for fleet building found on page 6 of the Armada RRG, and only use the unique cards they have been allocated. Players normally have to have a commander, but in the event that there are no commanders left to allocate to players due to too many players on a team then the extra players may elect to be mercenaries. Mercenary fleets can have ships and squadrons of either rebel or imperial faction, do not have a commander, and may not have any faction specific named cards.
Challenge Phase:
The Grand Admirals from each faction will take turns nominating a player and a system (SYSTEM: a hex on the campaign map consisting of 0-3 planets.) that the player will try and take control of. The systems nominated by each side must be adjacent to a system where the players have complete control of. Once a Grand Admiral has declared nominating a player and a system, the opposing TO will then select a player from his faction to challenge for control of that system.
The Grand Admirals of each faction will continue to go back and forth making nominations and challenges until all players are matched up. If there is an odd number of players from one side then one player must sit out for a round, but that player must be used in the next round. The phase then moves onto the battle phase. When a system has been both nominated and challenged by an opponent then that system is considered to be CONTESTED for the current round. Note: It is advised that TO’s make careful consideration of skill/experience of each of their players when trying to make match ups against opposing players each campaign round.
Battle Phase:
The opposing players of each declared matchup will then flip the frontier token that is in the contested system to reveal any special game effects or scenarios that may take place in the matchup.
Frontier Tokens involve the following types:
Supply Pickup: The players will automatically play out the ‘Supply Pickup’ special objective as described in special objectives listing written below.
Junkyard Salvage: The players will automatically play out the ‘Junkyard Salvage’ special objective as described in special objectives listing written below.
Asteroid Field: The players will automatically play out the ‘Asteroid Field’ special objective as described in special objectives listing written below.
Mine Clearing: The players will automatically play out the ‘Mine Clearing’ special objective as described in special objectives listing written below.
Asteroid Gun Emplacements: The players will automatically play out the ‘Asteroid Gun Emplacements’ special objective as described in special objectives listing written below.
Dense Asteroids: The game will proceed as normal accept that two extra asteroid obstacles will be placed in the setup area during setup as according to the mission.
Debris Field: The game will proceed as normal accept that two extra Debris obstacles will be placed in the setup area during setup as according to the mission.
Mines: The game will proceed as normal according to the mission selected, but each player will take three objective tokens and take turns placing them according to restrictions in the blue minefield objective card. The objective tokens will represent mines and have the same rules as those written in the minefield objective
Normal: The game is a normal game, and no special game effects will take place in this battle
Once all matches are completed (note: time of all rounds will be 2:15) then players tally up victory points and determine the MoV and the tournament point category the MoV is classed at. The winning player will be allowed to claim a planet(s) based on the results indicated below:
10-1 will allow for complete control of the entire system as well as control of a planet of an adjacent noncontested system (NONCONTESTED: not fought over this round).
9-2 will allow for complete control of the system as well as control of a planet in an adjacent neutral or friendly system. (NEUTRAL: A system where the opposing faction does not have any ownership of any planets at all. FRIENDLY: a system that has at least one planet controlled by the player’s same faction and no planets controlled by the opposing player’s faction.)
8-3 or 7-4 will allow control of a single planet in the system.
6-5 victories are considered ties, in such circumstances, the winner gets first choice of a planet in the system and the loser gets second choice should a second planet be present.
Note: Whenever a claim for control of a planet or system would conflict with another player’s claim the player that scored the highest MoV gets priority.
Every planet in a system has a red and green number annotated by it.
The Red numbers represent the influence of the planet in relation to the star wars galaxy. The faction that accumulates the most influence by the end of the final campaign round will be declared victorious. Planets with influence also provide teams with personnel/political resources. Whenever a team acquires a planet they will gain INFLUENCE TOKENS equal to the planets influence divided by 2 rounded up. The type of tokens are as followed:
Spynet Tokens: This planet has special information on the state of the galaxy, upon using a spynet token a team may secretly look at one frontier token on the galaxy map and then place back facedown on the map.
Officer Tokens: A fleet may spend this token to gain a free Officer upgrade on a ship with an available slot. This upgrade is permanently placed on the ships fleet roster until that ship is destroyed. This upgrade is free and therefore does not count toward a fleet’s 400pt max value.
Weapon Team Tokens: A fleet may spend this token to gain a free Weapon Team upgrade on a ship with an available slot. This upgrade is permanently placed on the ships fleet roster until that ship is destroyed. This upgrade is free and therefore does not count toward a fleet’s 400pt max value.
Support Team Tokens: A fleet may spend this token to gain a free Support Team upgrade on a ship with an available slot. This upgrade is permanently placed on the ships fleet roster until that ship is destroyed. This upgrade is free and therefore does not count toward a fleet’s 400pt max value.
The Green number represents resource tokens. RESOURCE TOKENS are tokens that will give players benefits during later rounds of the campaign. The number of resource tokens on a planet is determined by the green number. When a player takes control of a planet he/she will gain the resource tokens on that planet. Resource tokens removed from a planet are never replenished. Resource tokens are spent before the beginning of the next game round and can be traded/freely given to other players from the same faction throughout the campaign. Note: Certain resource tokens can also be acquired through various objectives by acquiring victory point tokens during that objective. A maximum of two resource tokens may be used by a single player during a campaign round.
Resource Tokens consist of the following types:
Bonus Fighter Reinforcements: This planet contains a cache of squadrons that will help provide valuable bonus units in a single campaign round. The player that uses this token will receive 32pts worth of bonus squadrons of their choice. These squadrons must be annotated during the round and do not stay with the player’s fleet in future rounds. Note: These squadrons do not count as newly listed/acquired units.
Bonus Ship: This planet has a derelict ship that will help provide valuable bonus units in a single campaign round. The player that uses this token will receive 32pts worth of bonus ships and upgrades of their choice. These ships must be annotated during the round and do not stay with the player’s fleet in future rounds. Note: These ships do not count as newly listed/acquired units.
Mine Munitions: A stockpile of black market mines has been discovered on this planet. A player that plays a Mines Munitions token at the start of a campaign round will be allotted 3 objective tokens that the player is allowed to deploy and utilize according to the minefield objective card.
Armed Station: This planet has encrypted codes that allow access to the security protocols of various stations across the galaxy. A player that plays a Station Control token at the start of a campaign round has total and complete access of the station obstacle. This means that the station provides no benefit to the player’s opponent. In addition, during the ship phase the station may activate and fire as if it were an armed station. The station follows all the rules of armed and unarmed stations and can be destroyed. It has the amount of hull points written on the card.
Expedient Repairs: This planet contains special tools and ship parts to allow for a fleet to quickly repair. A faction using this token may immediately make a full repair for each ship and squadron in one fleet including on any newly acquired units. Using this token does not count towards the two resource token maximum limitation. Also using this token will recover a unique upgrade card that is not a title, squadron, or officer.
Bacta Tanks: This planet carries a stockpile of vital medical bacta supplies that can be used to recover unique lost heroes or unique crew. After uncovering this token a faction may immediately bring back to life a lost unique character, squadron, or title upgrade card from a prior battle during the end phase. Using this token does not count towards the two resource token maximum limitation.
Weapon Upgrade: This planet contains a stockpile of advanced/experimental weapons/ammunition. Upon using this token a ship in a fleet may immediately gain one free ion, ordinance, or turbolaser upgrade card for which it has an available slot. Using this token does not count towards a player’s two resource token maximum limitation. These upgrades are free and therefore do not count to a fleet’s 400pt max value.
Retrofit Upgrade: This planet contains special ship modulation equipment. Upon using this token a ship may immediately gain one free offensive or defensive retrofit upgrade card for which it has an available slot. Using this token does not count towards a player’s two resource token maximum limitation. These upgrades are free and therefore do not count to a fleet’s 400pt max value.
End Phase:
During the End phase players annotate on their fleet sheets any unique characters lost, record damage of ships in their fleet, and make substitutions and adjustments to their list. Players may also give/trade resource tokens to other players from their same faction.
Damage is recorded as follows:
All damage cards on ships from the prior rounds of battle will remain on the ship in the next round. Each ship may remove one damage card for each engineering point that the ship has. Any remaining damage cards (face up or otherwise) will remain. Shields will always get replenished to full strength between rounds regardless of face up damage cards. Any destroyed ships or squadrons may be replaced with any combination of ships, squadrons, and/or upgrade cards of the same point equivalent of the lost units. Any newly listed/acquired ships or squadrons will start the next round with a third less of it’s hull damage rounded down.
Any unique upgrade cards or squadrons that are lost from a battle are permanently lost unless a resource token is able to recover such unique upgrade cards. When unique upgrade cards are recovered they can be placed back in service in any suitable fleet within the team, provided there is an appropriate spot for the card and the points value of the fleet will not exceed 400pts. Unless playing with the “Replacement Ships” optional rule, newly acquired ships can be equipped with any combination of upgrades allowed on their ship card.
Once all fleets are prepared and all things are properly recorded, it is the end of the round and then next campaign round begins.
End of Campaign:
The entire campaign will go for three to four rounds as determined by the players on both sides. By the end of the last round the victorious faction will be determined based on the total amount of influence they acquired through the control of planets with an influence value.
Optional Rules:
Various planets may contain special prize tokens. Should a player take control of a system with a prize token they may keep it until the end of the campaign. At the end of the campaign they may turn in the token for the indicated prize printed on the token
Should a player capture a planet with an influence value they will receive promotion points equal to the total influence of that planet divided by 2. Promotion points may be traded between players for resource or prize tokens during the campaign.
Hyperspace Retreat: Players may wish to use the hyperspace rules described in the Corellian Conflict Campaign. If this is the case then simply count hyperspaced ships that flee as destroyed for purposes in determining MoV. Interdictors follow the usual rules of preventing ships from hyperspacing out.
Reserve: It may happen that too many players from one or both sides are involved in a campaign. If this is the case then it is permissible for a player(s) to sit out for a round of the campaign. This counts as an extra turn to make repairs to fleets where it concerns damage ships and squadrons. A player may never be in reserve more than once for the entire campaign.
Replacement Ships: Any newly listed ships may not equip any turbolaser, ordinance, ion, offensive retrofit, defensive retrofit, weapon team, or support team upgrades unless resource/personnel tokens are spent to give those respective upgrades.
Special Objectives
"Asteroid Field"
Setup: Remove the station and add three more asteroids so that you have two of each type of asteroid. The 3' edges of the play area become the player edges. Each player's deployment zone is within 2 range ruler lengths of his edge. The second player sets up all obstacles in the setup area. After deployment, the second player places an objective token on each ship in his/her fleet.
Special Rules: When one of the second player's ships overlaps an obstacle he/she may remove an objective token from that ship (if it has one), and ignore any effects of that particular obstacle. If a ship does not have an objective token on it then it must suffer the effects of the obstacle as normal.
"Mine Clearing"
Setup: Place the obstacles as normal then each player starting with the second player takes turns placing 9 objective tokens at distance 1 of an obstacle and beyond distance 1 of another objective token. Before deployment each player starting with the first player nominates an objective ship and places an objective token on it.
Special Rules: During the game when a player's objective ship overlaps an objective token he/she may remove a single objective token and claim a VP without suffering damage from that objective token (read below). If a ship lands within range 1 of an objective token roll two blue dice, the ship will receive a facedown damage card for each damage indicated on the dice. If a critical is rolled the first damage card drawn will be a face up. Whenever the first player's ships suffer damage from an objective token the second player gets awarded a VP token. VP point token value 15. Each VP token acquired by a fleet gives that fleet’s faction a Mine Munition Resource token to be utilized in a future campaign round.
"Junkyard Salvage"
Setup: The 3' edges of the play area become the player edges. Each player's deployment zone is within 2 range ruler lengths of his edge. Add two debris fields so that there are two of each type of debris field. Players take turns placing obstacles as normal excluding the station, all obstacles must be placed beyond 2 range ruler lengths of both player's edges, and beyond distance 1 of other obstacles. The second player places the station. He/she must place the station beyond distance 4 of both player's deployment zones. Then place an objective token on each debris field. Before deployment the first player chooses one objective ship and the second player chooses two objective ships, they mark them with an objective token.
Special Rules: During the game when an objective ship reveals a command dial at range 1 of an objective token remove that objective token and convert it to a VP token placing it on the objective ship that revealed the dial. When an objective ship overlaps the station remove any VP tokens on it and place it player faction side up to the side of the play area next to the turn counter.
End of Game: Each VP token moved to the side is worth 50 points to the player that placed it and each VP token on an objective ship is worth 20 VP to the controller of that ship. Each VP token acquired by a fleet gives that fleet’s faction the choice of either a Expedient Repair, Weapon Upgrade, or Retrofit Resource token to be utilized in a future campaign round.
"Asteroid Gun Emplacements"
Setup: Remove the debris fields and add three additional asteroid obstacles to the obstacle pool so that you have 2 of each type of asteroid. Place the station in the exact center of the board. Players then take turns placing obstacles beyond range 2 of the station or another obstacle. Then, with the exception of the station, place a single victory point token on the center of each obstacle. Place an objective token on the station.
Special rules: The player with initiative will be the first player on turns one, three, and five. The second player will be first player on turns two, four, and six. When a ship or squadron starts it's activation overlapping the station it may remove the objective token from the station and place it on to that ship or squadrons base. While the ship or squadron is alive the objective token stays with that ship or squadron. When a ship or squadron with the objective token is destroyed the objective token is removed and returned back to the station. While a player has a ship or squadron objective token on one of his/her units he/she may activate the gun emplacements on the asteroids at the end of the squadron phase. Each victory point token on the asteroids may fire 2 red dice at any opposing ship at short to medium range. The shots do not count as obstructed, are always considered in medium range, and range and LoS are measured from the closest point of the victory point token. The station does not obstruct nor does it remove a damage card or hull point to overlapping ships or squadrons. At the end of the game the side that controls the station objective token (i.e. Had the objective token on one of his/her units) may claim an additional 50 VP.
"Supply Pickup"
Setup: The player with initiative will be the first player on turns one, three, and five. The second player will be first player on turns two, four, and six. Throw in two dust field obstacles in the pool of obstacles. Place the station in the dead center of the mat. Then players take turns placing obstacles as normal.
Special Rules: When a ship overlaps itself on the station place an objective token on that ship. Objective tokens on ships may be moved by the strategic ability, and placed on other ships.
End of game: Count the amount of objective tokens for each surviving ship from each respective side. Convert that objective token to a VP token to the owner's faction. Each VP token is worth 15 points. Each VP token acquired by a fleet gives that fleet’s faction choice of either a Bacta Tank, Expedient Repair, Weapon Upgrade, or Retrofit Resource token to be utilized in a future campaign round.
Edited by Brikhause