Galactic Civil War 2.0 - Undeadguy's Custom Campaign

By Undeadguy, in Star Wars: Armada

I've been working on a new version of my campaign I posted earlier this year. This update is primarily about creating a new map and adding 3 resources: personnel, equipment, and raw materials. Each planet will generate at least 1 of each resource, which can then be used to purchase ships, upgrades, squadrons, and more.

With a new map comes new fleet movement. I never really enjoyed the original CC point n shoot movement, and I couldn't figure it out in GCW 1.0. This time, I'm going for a risk style, so you can fortify frontier planets and coordinate fleet movements with allies. The map will be divided into 10 sectors and each will contain 10 planets. Controlling a sector means you can move between any of the planets, so it creates a "home turf" for you to defend. Hyperspace lanes will allow players to move fleets across the map, allowing for quick attacks or retreats.

I still need to create the map, but I already have some ideas.

The Rules

The campaign will be played in rounds. Each round is broken into 4 phases: Move, Combat, Resupply, and Purchase.

Move Phase

  • Fleets may move to a planet that is connected to it or move to a planet connected via a hyperspace lane.
    • If a team controls 70% of a sector, they may move fleets through the sector as if it were a hyperspace lane.
  • Exchange fleet movements with the other team. If both teams are on the same planet proceed to the Combat Phase.
  • Stand By
    • Instead of moving a fleet, you may set it to "Stand By". This designates the fleet is ready to assist in attacking or defending planets within the sector.
      • If a planet is being attacked or defended in your sector, you may move to engage.
      • If no enemy attacks occur, the fleet remains in orbit of the planet it is on.
    • Only 1 fleet per player can be on Standby.
  • Recon
    • Each player has 1 recon unit. These team may be moved freely among the map and provide 100% intel on the planet they are on.
    • Recon units cannot be killed and do not initiate combat.
    • Enemy players do not know where your recon units are, unless they also have a recon unit on the same planet.
  • Only 2 friendly fleets are allowed at the same planet.
    • 3 friendly fleets can assault a space station, and only 2 friendly fleets can defend a space station.
    • 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 space station, but 1000 if defending a space station.

Combat Phase

  • Initiative
    • The side with less fleet points chooses who is first or second player.
  • Deployment
    • Follow deployment as normal, with the following exception:
      • When deploying squadrons, you may not exceed your squadron value of all ships on the table.
        • Example: A player has a CR90A and GR-75 deployed. They can deploy 3 squadrons because the sum of the current squad value is 3. 2 squadrons are required for a deployment, so another ship will need to be deployed before more squadrons can be placed.
  • 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 receive 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 you win and a disabled ship survives a battle, it must 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.
      • To repair a disabled ship, follow this table:

Insert table here

  • Flotillas are destroyed instead of 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.
  • 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 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 nav token cancels this effect).
      • 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 retreats successfully.
    • 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 planet in that sector. If no planet is available, move the fleet to the closest friendly sector and select a planet to move to.
  • 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 6. The player who scored more points is the winner, and the loser must retreat from the planet.

Resupply Phase

  • At the start of this phase, you gain resources from each planet you own. Resources are split into 3 groups:
    • Personnel
    • Equipment
    • Raw Material
  • Disabled ships are repaired. This does not cost anything.

Purchase Phase

  • When purchasing ships, follow the table below (all points are rounded up 1 integer : 2.2 rounds to 3 )

Ship

Squadron

Crew (Officer, Support, Weapons Team)

Hull (Offensive Retrofit, Defensive Retrofit)

Munitions (Ordnance, Ion, Turbolaser)

Support (Fleet Command, Fleet Support)

Personnel

4X Command

1

Divide points by 3

-

-

1

Equipment

Divide points by 10

Divide points by 10

-

Divide points by 4

Divide points by 2

2

Raw Material

Divide points by 5

Divide points by 10

-

Divide points by 2

Divide points by 4

-

    • Example: Purchasing an MC80 Assault Cruiser would cost 12 personnel, 12 equipment, and 23 raw material.
    • Example: Purchasing an X-Wing would cost 1 personnel, 2 equipment, and 2 raw material.
  • You may spend resources points to buy upgrades, ships, and squadrons. These appear in the fleet that you choose to put them in.
    • Squadrons – instant
    • Upgrades - instant
    • 1 command – instant
    • 2 command – 1 round
    • 3 command – 2 rounds
  • 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.
    • 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 to the MC80. The MC80 will be assigned to a fleet. 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. The new fleet must remain on a planet that the smaller fleets are coming from.
  • 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 space station.
    • You may purchase upgrades in anticipation of a ship being added to your fleet.
  • Ships may be swapped to another variant of the same class by paying the difference in point cost with raw materials and equipment.
    • The ship must be at a friendly space station.
    • 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 0 personnel, 1 equipment, and 2 raw material.

Fleets

  • Fleets fall into 3 categories.
    • Flotilla
      • 100-199 points. No commander.
    • Task Force
      • 200-349 points. Generic commander.
    • Armada
      • 350+ points. Unique commander.
  • The minimum fleet size is 100 points.
  • 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.
  • 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.
  • Flotilla ships
    • Limit 2 per fleet.
  • There are no maximum points for fleets.
  • Titles
    • Exodus and 7th Fleet may be equipped to any fleet so long as it contains 2 ships that meet the requirement.

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 space station.
    • Titles must be bought with XP tokens.
      • Unique squads must be bought with XP tokens, and upgraded from a generic squadron.
    • Commanders are assigned when a fleet exceeds 350 points.
  • 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.

Experience

  • Ships earn 1 XP when they destroy an enemy ship.
  • Squads earn 1 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 3 XP if you win, and 2 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 and resources can be exchanged for the following permanent upgrades:

Ship Upgrades

XP Tokens

Effect

Personnel

Equipment

Raw Material

1

Gain a command token when you activate

1

-

-

2

Gain a title

1

-

-

3

Increase your anti-squadron armament by 1 blue or 1 black

-

2

1

4

Gain an upgrade slot of your choice except Experimental Retrofit

-

3

3

4

Increase the armament of the front/back or left/right by 1 blue die

-

3

3

5

Increase the armament of the front/back or left/right by 1 red die

-

3

3

5

Double the effect of all command tokens

3

1

-

6

Increase the armament of the front/back or left/right by 1 black die

-

4

4

6

Gain a defense token you already have

2

2

2

7

Gain damage reduction 1 – before you suffer damage, reduce the total by 1

-

5

5

Squad Upgrades

XP Tokens

Effect

Personnel

Equipment

Raw Material

1

Reroll 1 die while attacking

1

1

-

2

Upgrade to a unique squadron

2

1

-

3

Increase your anti-squadron armament by 1 blue die

-

2

2

3

Gain or remove a keyword

2

1

1

4

Increase your anti-squadron armament by 1 black die

-

3

3

4

gain 1 hull

-

3

3

5

Increase your anti-ship armament by 1 blue die

-

3

3

5

Gain 1 speed

-

3

3

6

Gain 1 defense token

2

3

3

  • Exchanged tokens are returned to the pool.

Planet Upgrades

  • There are 2 upgrades that may be purchased for each planet. They contribute significant defense to the planet and are extremely expensive.
    • Space Station – 25 Personnel, 40 Equipment, 50 Raw Material
    • Ion Cannon – 15 Personnel, 25 Equipment, 40 Raw Material
  • If a player is defending a planet with a space station or ion cannon, they are automatically second player regardless of fleet points.
  • Both upgrades take 2 rounds to complete building.
    • Example: A space station built in round 6 will be completed on round 8, and ready to defend the planet on round 9.

Ion Cannon

  • When defending a planet with an ion cannon, play with the green planetary ion cannon objective.
  • Ion cannon tokens cannot be moved by enemy squadrons with Strategic.

Space Station

  • If you are defending a space station during the Combat Phase, you are second player and the attacking player is first.
    • No objective is selected for a space station defense.
  • Space stations have the following stats:
    • 15 hull
    • 8 shields
    • 2 braces
    • 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 space station and attack.
      • An attack targets 1 ship in range, or all squads in range.
      • Space stations 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 space stations as ships when damage is resolved. Critical effects may be triggered while attacking a space station.
      • Assault Concussion Missiles does not deal additional damage since there are no adjacent hull zones.
  • Space stations 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 space station 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.

Map

  • The map will consist of 100 planets divided into 10 sectors. Each planet will be connected to neighboring planets, forming a grid like map.
  • Sectors represent a group of planets and hyperspace lanes within the galaxy. To control a sector, your team must control 7 of the 10 planets.
    • Controlling a sector allows your fleets to move freely within its boundaries.
  • Hyperspace lanes are the primary routes used to travel long distances within the galaxy. They connect planets and sectors but are not required to move between them. To control a hyperspace lane, your team must control 70% of the planets connected to it.
    • When moving on a hyperspace lane, you may travel to any planet connected to the route.
    • Controlling a hyperspace lane prevents the opposing team from using it.

Hidden Information

  • Enemy sector – players will know how many fleets are in a sector, but not where or who owns them.
  • Friendly sector – players will know where an enemy fleet is and who controls it.
  • Neutral sector – players will be told how many fleets are in a sector and how close the enemy is to controlling it.

Start of Game

  • Each player will claim 1 sector which contains 7 planets.
  • Each player creates 2 200 point fleets with a generic commander.
    • Both fleets start at the space station in the contested sector.
  • Start the first round with the Move Phase.
Edited by Undeadguy

Reserved

Reserved

Reserved

Reserved

Reserved

1 hour ago, Undeadguy said:
  • 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 receive 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 space station 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.
  • 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.

Can you clarify this? In our test run, you ruled that disabled ship that were in a losing fleet were automatically boarded if the victor had the capability (potentially to a max of 1). However here you say that disabled ships that survive return to base, and that they must be boarded to be captured. Could you perhaps add a bullet point explaining automatic capture (or its absence)?

Also, I assume you can only capture squads if they are still in RLB?

1 minute ago, GhostofNobodyInParticular said:

Can you clarify this? In our test run, you ruled that disabled ship that were in a losing fleet were automatically boarded if the victor had the capability (potentially to a max of 1). However here you say that disabled ships that survive return to base, and that they must be boarded to be captured. Could you perhaps add a bullet point explaining automatic capture (or its absence)?

Also, I assume you can only capture squads if they are still in RLB?

Seems to be an artifact of 1.0. I had messed with the disabled rules, so I probably rewrote it wrong ?‍♂️ It should be what we ran it as.

I was considering removing disabled ships all together and going to CC style repair. It seemed to be more frustrating than fun. I also thought about disabled ships not preventing movement and if you overlap them, you get to place them however you want so long as they are touching the front of your ship. But that seems really messy and open to interpretation.

Looks good. Just needs missions

19 hours ago, Lyraeus said:

Looks good. Just needs missions

It’s player vs player, not vs AI so the missions are seek and destroy

1 hour ago, MandalorianMoose said:

It’s player vs player, not vs AI so the missions are seek and destroy

Oh... Mer... Fine

On 8/8/2018 at 2:51 PM, Undeadguy said:

Seems to be an artifact of 1.0. I had messed with the disabled rules, so I probably rewrote it wrong ?‍♂️ It should be what we ran it as.

I was considering removing disabled ships all together and going to CC style repair. It seemed to be more frustrating than fun. I also thought about disabled ships not preventing movement and if you overlap them, you get to place them however you want so long as they are touching the front of your ship. But that seems really messy and open to interpretation.

I was in the "disabled rules were anti-fun" camp but mostly cause it didn't feel like a challenge to remove a wreck.

If you changed the overlap rules to squadron esque, like "place the ship adjacent to the base to any direction, deal 1 face down damage to the disabled ship and 2 damage (shields) to the ship overlapping" since cmon its still ramming even though it's just pushing it out of the way and this makes it into essentially a debris cloud which makes sense.

After that, make it take 3 or maybe 4 times the hull value to destroy the ship. So a cr90 would take 12 hull damage as a husk to destroy- with no defense tokens, that is still pretry vulnerable but not so insignificant that that they can be permanently destroyed without any sort of effort from your opponent.

That means if you want to take out that ISD, you need to deal 33 damage to it. It's possible, ESPECIALLY considering the 8 round limit, but makes it an appropriately titanic undertaking befitting the resources, turns of wait, and effort required to build it.

As it stands, the ease of permanently destroying something far outpaces the ability to build new things.

Love the resource system, definitely makes it fairer than just the way of receiving points

Agree with Broba, it’s very easy to go from disable to destroy and then that’ll just snowball