Hi everyone!
Over at StarWarsTabletop we've been working on a small campaign mode suitable for 1 on 1 play without the larger scale commitment of playing Corellian Conflict. I present our starting Version of Sector War. Please take a look, and comment if you see anything that's going to break the game in some way I haven't anticipated. We could also use more ideas for Victory Card pairs - The deck will remain small but could go up to 8 cards. edit: it now stands at 6 cards with 12 options, which might prove sufficient
Thanks for your consideration.
Sector war Ver 1.14 18/04/21
A Sector War is a way of playing a series of linked games between 2 players. Each game will have a persisting impact on the development of the war and influence it’s eventual outcome.
Your Sector War consists of 2 phases:
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The Campaign – A series of 3 games that are played using the “Campaign” special rules.
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The Final Confrontation – a climatic battle which will determine the outcome of the Sector War.
Definitions:
Eligible Pool : All unique upgrades and squadrons start as available in that Fleet’s Eligible Pool. Upgrades equipped to a Ship that is destroyed are removed from that player’s Eligible Pool. Unique Squadrons that are destroyed are removed from that player’s Eligible Pool. These Upgrades and Squadrons will not be available for future use in the Sector War.
Veteran Pool : Nothing starts in a player’s Veteran Pool. Unique Squadrons that survive a battle, and Upgrade Cards equipped to a ship that survives a battle are promoted to that Player’s Veteran Pool. Upgrades equipped to a Ship that is destroyed are removed from that player’s Veteran Pool. Unique Squadrons that are destroyed are removed from that player’s Veteran Pool. These Upgrades and Squadrons will not be available for future use in the Sector War.
The Campaign:
Games are played in the standard way, with the following modifications:
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Each Player chooses a faction: Rebel Alliance or Galactic Empire. They will keep that Faction throughout the Sector War
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Fleets are built to 400 points limit for games. Each fleet build can contain only one unique Squadron, one unique Title upgrade, one unique Gunnery Team upgrade and one unique Officer upgrade selected from your Eligible Pool plus unlimited upgrades or squadrons chosen from your Veteran Pool. If you have a Commander in your Veteran Pool, that Commander must be used, otherwise select a new Commander from your Eligible Pool.
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Missions are randomly dealt from the Mission Deck: The Mission deck initially consists of all the mission cards from the core.
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Initiative is determined by points bid as normal.
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A modified version of the retreat rules from Correllion Conflict will be in effect:
Retreating: During a battle, one or more ships may attempt to retreat to hyperspace. During the fourth and fifth rounds, when a ship activates and reveals its command dial, it may immediately declare a retreat and discard that dial. If that ship remains in the play area at the start of the Status Phase, remove that ship from the play area. It will count as destroyed when determining score, but it’s unique upgrades count as surviving the battle for the purposes of resolving the remainder of the Sector War Campaign rules.
Grav Well Interdiction : A ship cannot discard its dial to retreat to hyperspace if there is at least one enemy ship with the experimental upgrade icon in its upgrade bar at distance 1-5.
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All Unique Squadrons and Unique upgrade cards that survived the battle are promoted from that player’s Eligible Pool to their Veteran Pool.
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Any Unique Squadrons or Unique Upgrade Cards (including Commander) that are destroyed are removed from that player’s Eligible Pool or Veteran Pool, and cannot be used again by that player for the remainder of the Sector War.
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Tournament scoring is used to determine the winner of each Campaign Game.
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The Mission played is removed from the Mission Deck for the remainder of the Sector War.
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The Winner and Loser of the game undertake the actions specified below.
Game Winner:
The player that won the game draws a card from the victory deck and nominates one of the two options. These options are modifications that change the rules for the Final Confrontation. The card is then removed from the Victory deck. All rules changes apply to both players and are open information.
Victory Cards
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Escalation : Increase the Fleet points limit by +100 // Offensive Surge : Increase the Fleet points limit by +200
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Supplies Shortage : Players cannot use the discard powers of upgrades // Ample Munitions Each upgrade with a discard ability starts the game with an objective token on it. If an upgrade with an objective token on it would be discarded, instead remove the objective token. Upgrades that have had their objective token removed this turn cannot be used again until after the next Command phase.
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The Dragon's Nest – The Station obstacle has the following game text: allows you to recover a discarded defence token in addition to a hull point // Tansarii Point Station – The Station obstacle has the following game text: Ships bump the station like it was another ship: these bumps do not cause damage, does not obstruct shooting.
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Deny them Respite : Place a “Mines” objective counter on each obstacle, When a Squadron ends it’s movement overlapping an obstacle with an objective counter it takes 4 Black dice of damage, then remove the objective Counter from that obstacle. // Intensive Fire Drills : Each Squadron starts the game with a Concentrate Fire token, which can be spent to re-roll one anti-squadron or battery attack dice.
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Role Specialisations : For each non-flottila ship nominate one of it’s upgrades which costs 4 points or less: This upgrade is free. // Personnel Influx : Fleets can contain 1 unique Officer, 1 unique Title, 1 unique Gunnery Team and 1 unique Squadron from the Eligible Pool in addition to those selected from the Veteran Pool.
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Bounty Hunters : Increase the Fleet points limit by +50, Fleets may include Unique Squadrons from the Scum & Villainy expansion from their Eligible Pool // We don't need that Scum : Increase the Fleet points limit by +50, Fleets must purchase a second Commander. They gain the benefits of both Commanders.
Game Loser:
After Campaign game 1 and 2 the player that lost the game looks at the Mission deck and removes 2 missions from it. The cards removed and the cards remaining are both secret information which the winner does not get to know.
The Final Confrontation:
The Final Confrontation is played in the standard way, with the following modifications:
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Apply the Victory Card modifications chosen by the winner of each of the Campaign games.
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The mission played is “ Duel to the Death ”:
S etup : Each Player’s Commander from their Veteran Pool must be assigned to their high points cost ship (including non-Commander upgrades). Ships with a Commander equipped are objective ships. The First Player’s first deployment must be their objective ship.
Special Rule :While a ship is attacking an objective ship, it may add 1 die of any color that is already in its attack pool to its attack pool.
End of Game : The fleet point cost of a destroyed objective ship is an extra 100 points.
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Fleets will be built to 400 point limits for the game. Each fleet build can only contain unique Squadrons, unique Title, unique Gunnery team and unique Officer upgrades from that player’s Veteran Pool.
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Tournament scoring of the Final Confrontation is used to determine the winner of the Sector War.
Andrew & Chris
Edits: Incorporated Darth Veggies recommendations into Final Confrontation's Mission.
Edited by old_school_overlord
Updating with latest version