I've put over 100 hours into this project, and it's nearly a complete overhaul of the CC campaign.
The Vision
I enjoyed CC quite a bit, but I wanted a much tougher, longer campaign where the players feel more like the commanders of their fleet. I intend for this system to be difficult and brutal. If you make a mistake, you will pay for it, which is exactly how it would be today in the real world. The military isn't smashing their troops into the meat grinder. They are strategic in their engagements and commit only when they know they can complete the objective. That's how I want players to be thinking when they are deploying fleets and engaging their opponent.
The Rules
The campaign will be played in rounds. Each round is broken into 4 phases: Move, Combat, Resupply, and Purchase.
Move Phase
- You may move a fleet to a planet within a sector. Document all fleet movements with the fleet code name.
- Exchange fleet movements with the other team. If both teams are on the same planet, reveal the point costs of the fleet and proceed to the Combat Phase .
- If you move to a friendly shipyard, you do not reveal your movement.
- To move between sectors, you must move to the exit. Next turn you can move to any planet in the new sector.
-
Stand By
-
Instead of moving a fleet, you may set it so "Stand By". This designates the fleet as being ready to intercept an enemy fleet that is attacking a planet within your system.
-
If an enemy fleet attacks a mine or shipyard, you may move your fleet or fleets in Stand By to the besieged planet.
- You may move a fleet to a friendly controlled planet or to a friendly fleet to support in an attack/defense.
- If no enemy attacks occur, the fleet remains in orbit of the planet it is on.
-
If an enemy fleet attacks a mine or shipyard, you may move your fleet or fleets in Stand By to the besieged planet.
- Only 1 fleet per player is allowed to be on Standby.
-
Instead of moving a fleet, you may set it so "Stand By". This designates the fleet as being ready to intercept an enemy fleet that is attacking a planet within your system.
-
When moving fleets, only 2 friendly fleets are allowed at the same planet.
- 3 friendly fleets are allowed to assault a shipyard, and only 2 friendly fleets are allowed to defend a shipyard.
- A maximum of 1000 points per side is allowed on a planet when moving fleets. This is raised to 1500 if you are assaulting an enemy shipyard.
Combat Phase
-
Assign Fleets
-
Before a battle would be played, you may reassign ships and squadrons to a different commander also present at the planet.
- For exmaple: JJ and Vader are commanded by the same player and are both 500 point fleets. Both fleets move to a planet and encounter 2 other fleets, likely 1000 points. The player decides to shift 2 ISDs under JJ to Vader for control, and 2 Raiders under Vader to JJ. This is a temporary change of command only for the battle.
-
Before a battle would be played, you may reassign ships and squadrons to a different commander also present at the planet.
-
Initiative
- The side with less fleet points chooses who is first or second player.
-
Second player has the opportunity for last activation in a round.
- When the second player has 1 ship unactivated left, they may force the first player to activate another ship. This can be repeated until second player wants to activate or must activate because it is the last unactivated ship.
-
During set up, only ships and squadrons are revealed. All upgrades are hidden, except titles.
- Upgrades are revealed when they are used.
-
Deployment
- Squadrons are deployed after ships are deployed.
-
A ship may only carry squadrons equal to its squadron value.
- Select a ship and place X amount of squads within range 2, where X is the squadron value of the ship. (You do not need to track which ships carry which squadrons.)
- If an objective would alter Deployment, follow the objective instead.
-
Objectives
- Each fleet will have a pool of 3 objectives to choose from as normal.
- At the end of a game, if an objective would score you extra points, instead, divide the objectives points by 4. Add this to your resource pool.
-
Disabled
-
A ship is disabled once it receives damage equal to its hull. Continue to deal damage after the ship is disabled.
- Example: An ISD attacks a CR90 and deals 8 damage and an Acc. The Redirect cannot be used, so the CR90 reduced its front shields by 2, and suffers 4 hull damage. The CR90 is disabled and continues to suffer all the damage from the attack, receiving another 2 hull damage. It now has a total of 6 hull damage, and 2 more will destroy the CR90. The CR90 is now disabled.
- A disabled ship discards its command stack. It does not gain commands during the command phase.
-
A disabled ship loses all shields, cannot attack, and must move forward 1 at the end of the ship phase.
- If it overlaps another ship, only the disabled ships receives a face down damage card.
- Players alternate moving disabled ships.
- A disabled ship cannot be activated.
- A disabled ship cannot hyperspace retreat, even if it declared a retreat earlier in the round.
-
If a disabled ship receives damage equal to twice its hull, it is destroyed. (There is no scarring).
- You may attack your own disabled ships.
- A destroyed ship is removed from the fleet roster. All unique content is removed from the game.
- If a disabled ship survives a battle, it must be taken to a shipyard to be repaired. Until it is repaired, it’s hull value is reduced by half rounded down. Give the ship a scarred token to represent this.
- Flotillas are destroyed instead of disabled.
-
A ship is disabled once it receives damage equal to its hull. Continue to deal damage after the ship is disabled.
-
Boarding
-
Ships may be captured with boarding parties.
- Boarding Troopers, Boarding Engineers, Jyn Erso, Darth Vader (the 3 cost one), and Cham Syndula.
- A ship must be disabled to be captured.
-
When a ship boards a disabled ship, put a victory token on the ship card equal to the command of the boarding ship. Once a disabled receives victory tokens equal to or greater than its command value, the ship is captured.
- All non-crew upgrades and non-unique squadrons are retained on the ship.
- Captured squads can be added to fleets.
-
Ships may be captured with boarding parties.
-
Hyperspace Retreat
-
During or after round 4, a ship may declare a retreat to hyperspace before it reveals a command dial.
- The top command dial is discarded. No commands may be resolved.
- The ship cannot attack.
- The ship does not move.
- The ship is removed from the game at the end of the round.
-
Ships can be prevented from Retreating under the following conditions:
- A ship is targeted by Phylon-Q7 Tractor Beams and the ship is forced to reduce speed.
- A ship is targeted by G-8 Experimental Projector.
- A ship starts is activation at 1-2 of a G7-X Grav Well Projector token. If the retreating ship is at 1-2 of the token after the ship moves, the ship still retreats successfully.
- Disregard the CC Interdictor Rule where Interdictors prevent retreat at range 5.
-
Squadrons at range 1 of a retreating ship may board and retreat.
- Up to 2 enemy squads at range 1 can attack the retreating squadron for free with dice modifiers.
- Squadrons that do not retreat in a ship are not destroyed if you lose the battle. They return to their fleet.
- Ships that successfully retreat are returned to a friendly shipyard in that sector. If no shipyard is available, select a planet instead, and tell the opposing team of the movement.
-
During or after round 4, a ship may declare a retreat to hyperspace before it reveals a command dial.
-
Team battle
- It is possible to have 2v1, 2v2, etc. during a battle. The players alternate activations as normal. All ships/squads in a faction are considered friendly to each other. Commander effects do not extend to teammates.
-
End of game
- The game ends at the end of round 8. The player who scored more points is the winner, and the loser must retreat from the planet.
- The game may also end if there are no enemy forces at Range 5 of any ship or squadron AFTER round 7. The player who scored more points is the winner, and the loser must retreat from the planet.
-
XP
- After the battle, XP is given to the ships and squads that earned them.
- 3 XP is also granted to the fleet and distributed among the ships and squads. Limit 1 XP per ship or squad in this fashion.
Resupply Phase
-
At the start of this phase, you gain resource points.
- Shipyards produce 50 RP.
- Mining Bases produce 10 RP.
- RP carry over every round.
- Disabled ships are repaired. This does not cost anything.
Purchase Phase
-
You may spend resources points to buy upgrades, ships, and squadrons. These appear in the fleet that you choose to put them in. The cost is the price on the card.
- 1 command, upgrades, and squads -instant build
- 2 command – 1 turn
- 3 command – 2 turn
-
If you purchase a 2 or 3 command ship, you must wait 1 or 2 rounds, respectively, and during the Purchase Phase of the respective round for the ship to appear in a fleet of your choosing, or create one by giving it a code name so long as the total fleet points is at least 100 points.
- Example: On round 3 of the campaign, I purchase an MC80. On round 5, during the Purchase Phase, the MC80 will be available for me to use in the next round. I can attach any upgrades I bought, or transfer upgrades from ships at the shipyard to the MC80. The MC80 will be assigned to a fleet or given a code name. During the Move Phase in round 6, I can now move the fleet to a new planet.
- You may move upgrades between ships and fleets so long as all participating parties are at the same location.
- You may combine fleets. Assign a new code name to the fleet.
-
If there is a situation where you have an upgrade but cannot equip it, it is kept in the stock pile, which is at your shipyard.
- Each shipyard has it's own stock pile.
- You may purchase upgrades in anticipation of a ship being added to your fleet.
-
Mining bases can be purchased on an empty planet where one of your fleets are located.
- Mining Base – 10 RP
- You may purchase 1 mining base per round in your home sector without a fleet.
-
Ships may be swapped to another variant of the same class by paying the difference in point cost with RP.
- The ship must be at a friendly shipyard.
- Any upgrades that does not have a slot are put in the stock pile.
- Example: An ISD I may be swapped to an ISD II for 10 RP. An ISD II may be swapped to a Cymoon for 8 RP.
Fleets
-
Fleets fall into 3 categories.
-
Flotilla
- 100-199 points. No commander.
-
Task Force
- 200-349 points. Generic commander.
-
Armada
- 350+ points. Unique commander.
-
Flotilla
- The minimum fleet size is 100 points. You may purchase a fleet for 100 points from your shipyard.
- Once a fleet has 201 points, it gains a generic commander for free.
- Once a fleet has 350 points, it gains a unique commander for free.
- A fleet cannot lose its commander if it drops in points, unless the ship the commander is equipped to is destroyed.
-
Commanders must be equipped to the largest ship in the fleet.
-
Commander abilities only work on the fleet they are equipped to.
- Dodonna's effect still works on asteroids.
-
Commander abilities only work on the fleet they are equipped to.
-
If a player combines 2 or more fleets during the Purchase Phase, they must document it and reveal it during the Move Phase in the next round.
- Example: A player has 2 150 point fleets on their shipyard. They decide to create a single 300 point fleet. Both code names are removed from the roster, and a new code name is given to the fleet, all during the Purchase Phase. New ships may also be purchased and added to the same fleet at this time. During the next Move Phase when fleet movements are revealed, also reveal a fleet merge has occurred with the new code name.
-
A fleet may not contain more squadrons than
1.5X
its combined squadron value.
-
Independent Squads: The following squadrons do not count towards the squadron limit.
- HWK-290, YT-1300, YT-2400, Scurrg H-6 Bomber, Aggressor Assault Fighter, YV-666, Firespray-31, JumpMaster 5000, VT-49 Decimator, Lancer-Class Pursuit Craft, Mandalorian Fighter, and VCX-100 Freighter.
-
Squadrons do not count against squadron value cannot make up more than 1/3rd of the total fleet points, not including other squadrons, rounded up. If ships are destroyed that alter the total points to the point that rogues amount for more than 33% of fleet value they do not have to be removed, but no more rogues can be added until the fleet total allows for sufficient space.
- Example: You're fleet is 200 points. 50 points consist of 5 Y-Wings. Since the point total not including squadrons is 150, you may add 50 points of squadrons of Independent Squads.
-
Independent Squads: The following squadrons do not count towards the squadron limit.
-
Flotilla ships
- Limit 3 per fleet.
- Flotillas are destroyed instead of disabled.
-
There is no maximum points for fleets.
- Commanders, titles, except Exodus and 7th fleet, and the additional cost for an ace above the generic do not count towards your fleet total.
-
Titles
- Exodus and 7th Fleet must be purchased and cannot be bought with XP.
Unique Characters
-
There may not be duplicates of any unique character or titles in all players fleets.
- There is only 1 Luke Skywalker, Yavaris, Madine, Tempest, etc,. for the entirety of the game.
- If a unique character is destroyed, it is permanently removed from the game.
-
Unique upgrades, except commanders and titles, may be purchased from a shipyard.
-
Titles must be bought with XP tokens.
- Non-unique titles may be bought at a shipyard when the ship is completed, or during the following Purchase Phases.
- Unique squads must be bought with XP tokens.
- Commanders are assigned when a fleet exceeds 350 points.
-
Titles must be bought with XP tokens.
-
The following unique upgrades are limited 1 per fleet, and can be purchased in multiple fleets even if they are destroyed.
- Strategic Officer, All Fighters Follow Me, Intensify Firepower, Shields to Maximum, Entrapment Formation, G-8 Experimental Projector, Grav Shift Reroute.
Squadrons
-
Squadrons at range 1 of a retreating ship may board and retreat.
- Up to 2 enemy squads can attack the retreating squadron for free.
-
Squadrons may be deployed 2 at a time up to the squad value that's currently on the table, instead of placing a ship. Independent squads may by any ship.
-
Squads are deployed from their respective ships. You cannot place all your squads at Range 2 of a Gozanti if there is not another ship that overlaps that area.
- For example: A Quasar with EHB is the fist ship placed by the Imperial player. Next deployment he places 2 squads, and then another 2 squads. With a squad value of 5, he must place a ship because he cannot place 2 squads. He places a Raider. Next deployment he places 2 more squads, but 1 must be placed from the Raider, and 1 from the Quasar.
-
Squads are deployed from their respective ships. You cannot place all your squads at Range 2 of a Gozanti if there is not another ship that overlaps that area.
- Unique squadrons must be upgraded from a generic squadron. They cannot be purchased.
Experience
- Ships earn XP when they destroy an enemy ship.
- Squads earn XP when they destroy an enemy squadron or an enemy ship.
- Place a veteran token on the ship or squadron after they earn XP.
-
At the end of each battle, you earn 4 XP if you win, and 3 XP if you retreat/lose. XP is given to ships and squadrons in the fleet.
- You may not give a ship or squadron more than 1 XP in this way.
- XP earned in this fashion may be given to ships or squads that already earned XP during the battle.
-
Veteran tokens can be exchanged for the following permanent upgrades:
-
Ships
- 1 token – Gain a command token when you activate.
- 2 tokens – Gain a title
- 3 tokens – Increase your anti-squadron armament by 1 blue or 1 black.
- 4 tokens – Gain an upgrade slot of your choice except Experimental Retrofit OR increase the armament of the front/back or left/right by 1 blue die.
- 5 tokens – Increase the armament of the front/back or left/right by 1 red die OR double the effect of all command tokens.
- 6 tokens – Increase the armament of the front/back or left/right by 1 black die OR gain a defense token you already have.
- 7 tokens – Gain damage reduction 1 – before you suffer damage, reduce the total by 1
-
Squads
- 1 token – Reroll 1 die while attacking.
- 2 tokens – Upgrade to a unique squadron.
- 3 tokens – Increase your anti-squadron armament by 1 blue die OR gain or remove a keyword.
- 4 tokens – Increase your anti-squadron armament by 1 black die OR gain 1 hull.
- 5 tokens – Increase your anti-ship armament by 1 blue die OR gain 1 speed.
- 6 tokens – Gain 1 defense token (Scatter or Brace)
-
Ships
- Exchanged tokens are returned to the pool.
Shipyard
- Shipyards produce all the content for players.
-
If you are defending a shipyard during the Combat Phase, you are second player and the attacking player is first.
- No objective is selected for a shipyard defense.
-
If a shipyard is defending during the Combat Phase, it has the following stats:
- 15 hull
- 8 shields
- Ship armament: 3 red dice, 3 blue dice, 3 black dice
- Squadron armament: 1 blue, 1 black
-
Instead of activating a ship, you may activate the shipyard and attack.
- An attack targets 1 ship in range, or all squads in range.
- Shipyards have 1 hull zone.
- During set up, do not place the station. After obstacles are placed, the defending player places the station beyond distance 5 of both players edges in the set up area.
-
Treat shipyards as ships when damage is resolved. Critical effects may be triggered while attacking a shipyard.
- Assault Concussion Missiles does not deal additional damage since there are no adjacent hull zones.
-
Defending shipyards also have a garrison.
-
Add 200 points with of ships, squadrons, and upgrades to your forces. Mark these with an objective token to designate garrison forces.
- You may add any non-unique character to the garrison. Squads are limited to 1/3 of the garrison force.
-
Before deployment, you may select any Garrison Forces to be "docked" at the station. Set these ships and squadrons aside. Any Garrison Forces not set aside are deployed as normal with the rest of the fleet.
- When the shipyard activates, it may deploy 1 set aside ship at range 1 of the station or 2 set aside squadrons at range 1 of the station.
- Any upgrades in the Garrison Force must be assigned to Garrison ships. You may not equip Garrison upgrades to your other fleets.
-
Add 200 points with of ships, squadrons, and upgrades to your forces. Mark these with an objective token to designate garrison forces.
-
If a shipyard is destroyed, they cannot be repurchased. Defend them at all costs!
- If the attacking player is able to destroy a shipyard and does not win the battle, the shipyard is still counted as destroyed.
- A shipyard is destroyed once it reaches 15 hull damage.
Map
-
The map contains 3 zones. Imperial Core Worlds, Contested Planets, and Rebel Outer Rim.
- The Imperial and Rebels zones contain 24 planets.
- The Contested Planets contain 50 planets.
-
Hyperlane Routes allow for movement between the Contested Planets and home sectors.
-
Shipyards protect the hyperlane routes.
- A hyperlane route is connected to both of your friendly shipyards.
-
Shipyards protect the hyperlane routes.
Hidden Information
-
Fleet composition is hidden. Code names are given to a fleet, and the ships are revealed at the beginning of a battle. Upgrades, except titles and commanders, are hidden until they are used. Squadrons are hidden until they are deployed.
- Fleet movements are hidden if you move to a friendly ship yard. All other movements are reflected with the code name.
- Players may document their opponents fleet as it is revealed.
-
Shipyards and mining depots are hidden until they are attacked.
- Players may document their location when they are found.
Victory
- Victory is achieved when all shipyards of the opposing team have been destroyed.
Start of Game
-
For each contested sector, a pair of opposing players alternate claiming planets in their contested sector.
- Once all planets are claimed, each player secretly designates one to be a shipyard.
- At the start of the first round, all planets are declared unclaimed and players do not reveal where their shipyard is.
- Select a planet in your faction sector as a shipyard. Do not reveal its location.
-
Each player creates 2 200 point fleets with a generic commander.
- Both fleets start at the shipyard in the contested sector.
- Each player should have 2 fleets and 2 shipyards.
- Start the first round with the Move Phase.
Edits are in red so it is easier to track.
Edited by Undeadguy