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Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP 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/includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Civil War Campaign.
This campaign fits a level of resource control and area management over the top of the regular battles. In a way its similar to a "Birthright" version of Wormhole, with battles taking place as normal.
There are no changes to normal battle rules for wormhole, but once outside of combat there are some changes.
First, all fleets are pre-built. You go into a battle with a fleet you designed earlier, It is not designed once a battle is declared.
Second Repair in battle is temporary, You will need to move your fleet to a Station to get repairs permenetly made.
Third, ADP's are not part of a fleet make up, they are place into portions of the game map, and come into play when a battle takes place on that portion of the game map.
Fourth, the colors of the Wormholes have different meanings.
Ok, on with actual rules.
MAPS
The game requires 2 different levels of maps The first is the Jump level map, this shows various sectors, and what is the focus of the sector. (Planets, Asteroids, Nebulas). It shows the how the different sectors connect to eachother. Think of it similar to a RISK map.
It looks something like this very generic mock up:
At the primary level is a hex-grid map of the sector. It has the location of nebuales, Asteroid Belts, Planets, Space Stations, ADP hexes, Mine Fields, Starship Graveyards, wormholes, etc. Located on it. This is the map where you will be moving your fleets around.
It may look something like this mock up:
New Units (Kit Bashes will need to be made)
Supply Ship/Harvester (Capital) - 35 points: This ship is required to harvest asteroids and them ship them to planets in order for them to build new replacement ships and other units.
Construction Ship (Capital) - 20 Points: This ship is required for placement of player built, non-ship units, such as wormholes, mine fields, ADPs, and Space Stations. All of those units will be built on a planet, and then moved via a build ship to the desired location.
Mine Field - 10 pts. This lays out a series of mines that permeate a specific Hex. They are dumb weapons, and once placed, will activate against any ship, friend or Foe. Use Tokens, or a kit-bashed missile token to represent them on the battle field. Allow the players to come to an agreement as to how to place them on the battlefield.
Mines (part of mine field): If a ship comes within 6" of a mine, move the mine 4" directly towards the ship, and then have it explode as per a missile on remote detonate.
Wormhole - 50: These will be GREEN wormholes. When placed, the player chooses the number on the wormhole. A build ship can carry up to 2 wormholes at one time. They allow for travel within a sector ONLY! A build ship can reprogram a player-built wormhole by using an action during the action phase.
Space Station - 150 points: These are used for 3 specific actions. They will hold a fleet admiral so that you may run a fleet in that sector remotely. They can repair fleets. They lay claim to a territory for control purposes.
Troop Transport - 40 points: Ferries troops for boarding actions against stations (or planets if you want to do planetary combat) It will be left up to players to design boarding combat rules. My group will be using Star Wars Mini's to decide boarding outcomes. If you use an outside combat system for boarding, decide how many points a troop transport can hold. (I.E. if we were using WH40k, a single transpot may hold a 500pt army)
ADPs - 15 pts: Not a new unit, but instead of being bought with a fleet, they are placed in hexes. Take note of how many ADPs exist in one hex.
Fleet Admirals - 100 pts: Built to replace captured or killed fleet admirals. If you want to build a legendary commander, add 100pts to what the commander would have cost the fleet during normal construction. (I.E. 100 + legendary commander formula) Fleet admirals MUST be built and picked up at the home planet.
Set up:
Each player recieves an agreed upon number of points with which to set up their fleets. I recommend 1000-1500, with an initial maximum fleet size of 150 points. You can build multiple fleets, just number them. You recieve a number of stations equal to 1/4 the number of sectors Rounded down. You also recieve a "Home Planet" which contains a permanent station. Home planets will be marked on the Top-level Maps. No stations may be bought with starting points. You may place your puchased units in any sector you place a station. Players can agree upon limits on jump distance from home planet for initial placement restrictions.
Phases.
A game turn is made up of 4 phases. Each player does each phase in turn, with the Royalist fleet always going first.
Build Phase. Planets may use their resource pool to build new units. A planet may build an entire new fleet, but that fleet must contain at least 100 points. A fleet built entirely in one build phase recieves a free fleet admiral. You may also build individual units then have them join a fleet during a later phase.
Movement Phase. Each unit may move a certain number of hexes per turn. Fleets may move 5, Supply and Build ships may move 4. If a ship moves into a hex with an enemy ship, an attack will automatically happen in the attack phase.
Action Phase. This is where units take actions. Fleets that are within 2 hexes of eachother may declare an attack. Fleets at a station may repair 5 levels of damage to the fleet. Fleets may embark or disembark a fleet admiral. Supply ships may harvest, pick up, or drop off supplies. Build ships may deploy units. Individual combat units may joint a fleet that is in the same or an adjacent hex.
Attack Phase. Resolve battles declared during this phase of the turn.
Moving through "Dangerous" Hexes:
There are a number of hexes that may contain hazards for ships.
-Asteroid Hexes: Squadrons and Ships pass through safely. Each capital ship suffers 2 possible marks of damage for each hex moved through.
-Mine Fields. A ship moving out of a minefield hex suffers one mark (not potential) when moving through. A ship may move INTO a mine field without penalty. If they spend an action during the action phase, they may move OUT of the minefield without penalty. (This means that effective minefields must be 2 + hexes thick.
-Space Graveyards. These count as 2 hexes for the purpose of movement. They come into existance in any hex that has a battle in which more than 120 points of ships were destroyed.
-Nebulae. These are not hazards to move through, but apply a -1 penalty to all attack rolls made during a battle. Also, Missile velocity is reduced to 8" due to sensor interference.
Planets:
Planets produce ships, but each planet has its own set of resources as supplied by the player. (I.E. Planet A. may have 50 points of resources, while planet B has 80) If a sector changes hands, so do the resources of the planet.
Repairs:
Repair rolls made during combat are temporary patches. At the end of battle note the LOWEST level (Damaged, Crippled, etc.) that each ship in the fleet reached. If another battle occurs before that fleet has a chance to repair, then each ship starts at its lowest level. If a ship contains a carrier, ignore marks on 4 squardrons. Return the fleet to a station, and you may for one action restore 5 levels of damage to the fleet.
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