Close Quarters
OBJECT
CQ is a turn-based strategy game for multiple players. Victory is achieved when a player gains ten victory medals. A player may gain victory medals by achieving objectives. The first and primary objective in this game is this: Gain one victory medal for destroying a squadron unit, two victory medals for destroying a ship unit.
If a player's fleet has no
ships
remaining, that player is eliminated from the game.
PLAYER
Each player controls ships and squadrons. The ships and squadrons are those found in a normal game of Armada. Upgrades are used but their abilities are not the same as in Armada.
TURN
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any messages from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1. Construct Units/buy upgrades
2. Combat
MAP
The map is map up of hexes. Ships/squadrons may travel to other hexes; how far they travel depends on their speed. A ship with a speed of 1, for example, can travel to an adjacent hex.
Close Quarters Fleet
Author:
Bertie Wooster
Faction:
Galactic Empire
Points:
298/300
Gladiator I-Class Star Destroyer
(56 points)
- Ruthless Strategists ( 4 points)
=
60
total ship cost
Imperial II-Class Star Destroyer
(120 points)
- Proximity Mines ( 4 points)
=
124
total ship cost
Arquitens-class Light Cruiser
(54 points)
=
54
total ship cost
3
TIE Fighters
( 60 points)
=
60
total squadron cost
PHASE ONE: CONSTRUCT UNITS/PURCHASE UPGRADES
Credits are the currency of the game, representing resources for production. Each fleet will receive 10 credits per turn.
A fleet can produce up to its credit value of units each turn.
For Example: A fleet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship). 10/30 of an X-Wing unit, 10/44 of a CR90A, or 10/110 of an ISD1.
Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.
Ships/squadrons must be produced within the player's original territory.
Any unspent Credits at the end of the turn are lost.
Newly constructed units may jump / move in the same turn as they are constructed.
Credits cannot be saved for future turns. If not used in a turn credits are lost.
For auto-resolve purposes, the GM will roll 1d6 for every number appropriate for the unit's attack range.
For example: An Imperial unit of TIE fighters encounters a Rebel unit of a CR90A at distance 0. The Imperial fleet would roll 2d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 1 point of damage on the enemy.
The force that inflicts the greater amount of damage on the enemy is victorious, the opposing fleet must retreat. (If both forces inflict equal damage, then the smaller force must retreat.) The combat is concluded, and the defeated force MUST retreat the next turn (assuming it hasn't already moved this turn). If the unit cannot retreat because it is blocked, the unit will lose 1 HP.
PHASE THREE: JUMP
A player may issue orders to up to five units per turn. Those units may combat and jump, in that order.
A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe).
FLEET SIZE
STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will roll as normal, but only inflict damage on the enemy on a roll of 5+. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.
MULTIPLE FLEETS IN ONE LOCATION
Multiple Players may not have fleets in the same location for more than one turn.
In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleet. Battles will continue until only one force remains in the location.