Hey Folks,Here is the v2.0 UPDATED rules for the DW Campaign...
Feel free to comment!
Cheers
Jason
Dystopian Wars Campaign Rules v2.0
Victory Conditions
Victory will go to the first fleet which;
·
Conquers 11 Territories
OR
·
Whose Commodore attains 21 Experience Points
Campaign Sequence
1.0 Starting Sequence
·
1.1 Determine
Starting Fleet Rosters
·
1.2 Generate
Territories
2.0 Pre Battle Sequence
·
2.1 Commodore
Strategy Roll
·
2.2 Roll
for Battle Size
·
2.3 Roll
for Field Orders
Fight!
·
Special Rule: Tactical Prowess (or
Ineptitude)
3.0 Post Battle Sequence
·
3.1
Determine Victor
o 3.1.1 Conquer Territory
·
3.2
Resolve Repairs
o 3.2.1 Repair Cost Table
o 3.2.1 Prizes and Derelicts’
·
3.3
Resolve Squadron Experience and roll for any Skills
o 3.3.1 Squadron Experience
o 3.3.2 Skills
·
3.4 Resolve
Commodore Injuries and Experience
o 3.4.1 Commodore Experience
o 3.4.2 Commodore Rank and Skill
Table
o 3.4.3 Commodore Injury Table
1.0 Starting Sequence
1.1 Fleets
Each player has a Starting
Fleet Roster of 1500 points, chosen with the following restrictions (as per the
Bangkok Naval Limitation Treaty);
·
The
Core Fleet must be Naval, and therefore must consist of no less than 750pts
chosen from the Naval category
·
No
more that 50% of the points total may be spent on Large or Massive Class
vessels (note this is on combined category)
·
No
more than one shield generator per ship (KoB may have one shield + one
guardian)
·
Only
one Wing of Tiny Flyers for “free”
1.2 Territories
Each player will start the
campaign with 6 Territories: a Fleet Base and 5 other territories that their
fleet controls.
These are distributed across
a MAP and this is a Map Based
campaign so someone will need to devise and or manage this. Here is Jamie's Excellent Map.
These territories represent access to strategic assets, resources and unique abilities. Each territory will provide Requisition Points (RP) that is used to repair and or replace units as they succumb to the fortunes of war. Some will also allow access specialist MAR’s for some of your ships. Your Fleet Base also has integral fortifications
These territories are (with
the second being the large type);
·
Airfield
or Airbase
·
Oil
Derrick or Refinery
·
Town
or Large Town
·
Pirate
Haven or Opium Traders
·
Depot
or Shipyard
Additionally everyone has
a Fleet Base, and there is One Scientist’s Eyrie research facility.
Two of your Territories
will be the large type of that territory, randomly determine which these are.
Territory
|
Requisition Points
|
Special Rules
|
Additional MARs
|
Fleet Base
|
+4
|
1 Wing TF’s (inc)
|
Fortress, 2
Flak Towers, 2 Rocket/ Gun/ Tesla Towers
|
Airfield
|
+1
|
1 extra Wing TT’s
|
|
Airbase (Large)
|
+2
|
1 extra Wing TT’s
|
All TT’s have either “Large
Fuel Tanks” or Better Engines” MAR
|
Oil Derrick
|
+2
|
One Squadron has the Combustible
Cargo MAR
|
|
Refinery(Large)
|
+3
|
One Squadron has the Combustible
Cargo MAR
|
One Squadron has the “Experienced
Engineers” or “Sturginum Boost” MAR
|
Town
|
+1
|
Shore Leave: One Squadron can
ignore any Exp loss for being crippled, but starts the next game Broken
|
|
Large Town (Large)
|
+2
|
Shore Leave: One
Squadron can ignore any Exp loss for being crippled, but
|
Hospital: Reroll Death
of Commodore roll
|
Pirate Haven
|
+1
|
One Small class Squadron has the
Extended Range MAR
|
|
Opium Traders (Large)
|
+D3
|
Roll for very Squadron
at the start of game. On a roll of 1 it starts the game Broken
|
|
Depot
|
+1
|
One Small class Squadron may be replaced
for free
|
|
Shipyard (Large)
|
+D2
|
One Small class Squadron
OR one Medium Class Squadron (Bombers/ Cruisers) may be replaced for free
|
|
Scientist’s Eyrie Research
Station
|
+D3
|
One Squadron has the Inventive
Scientists OR Experienced Engineers MAR
|
You may take Dual Shield
Generators.
Defended by a Fortress!
|
2.0 Pre Battle Sequence
·
2.1 Commodore
Strategy Roll
·
2.2 Roll
for Battle Size
·
2.3 Roll
for Field Orders
2.1 Commodore Strategy Roll
Highly ranked Commodores
may use their greater skill to sometimes seize the initiative and take the
fight to enemy territories.
To do each Commodore rolls
D6 and adds their Activation Bonus (see 3.4.2:
Commodore Rank and Skill Table),
the highest score may choose the territories “staked”. These must be adjacent
to each other or no more than ONE enemy held territory away (not the combatants,
so as to allow access to players you do not border)
With a tied result the
higher commodore wins.
In a Battle Royale the
lower scoring Commodore may chose the second pair of staked territories.
Example:
The Blazing Sun Rear Admiral Hanso is a Commodore 3rd Class
(+1 Activation Bonus), he is facing the Britannian Lord Admiral Malchett, who
is a Commodore 4th Class (No Bonus). Hanso rolls a 4 and adds his + 1 to score 5.
Malchett gets lucky and rolls a 6, adds his +1 so scores 7 and may choose the
territories staked.
2.2 Roll for Battle Size
Then roll a D6 to
determine the size of the battle;
D6 Roll
|
Battle Type
|
Points
|
Forces
|
Territory
|
1-2
|
Skirmish
|
600pts
|
Small/Med Only
|
Raid
|
3-4
|
Skirmish Royale
|
900pts
|
1 DN or 2 other Large/Massive
Max
|
1 Territory Staked
|
5-6
|
Battle Royale
|
1200pts
|
Standard
|
2 Territories Staked
|
2.3 Roll for Field Orders
As per Spartan Games
Update
FIGHT!
Additional Rule: Tactical Prowess (or
Ineptitude!)
·
If a
double 6 is rolled then you Commodore has shown tactical genius and will
benefit from a +1 modifier to any subsequent activation roll. His ship benefits
from the Dash and Elan MAR from now on.
·
If a
double 1 is roll then your Commodore has suffered from a bout of ineptitude and
will now suffer from a -1 modifier to any subsequent activation roll. His ship
also suffers from the Chaos and Disarray Critical Effect (but not HP loss)
until repaired.
3.0 Post Battle Sequence
·
3.1 Determine
Victor
o 3.1.1 Conquer/ Generate New
Territory
·
3.2 Resolve
Repairs
o 3.2.1 Repair Cost Table
o 3.2.1 Prizes and Derelicts’
·
3.3 Resolve
Squadron Experience and roll for any Skills
o 3.3.1 Squadron Experience
o 3.3.2 Skills
·
3.4 Resolve
Commodore Injuries and Experience
o 3.4.1 Commodore Experience
o 3.4.2 Commodore Rank and Skill
Table
o 3.4.3 Commodore Injury Table
3.1 Determine Victor
Determine the Victor by
either;
·
The
first player to achieve their Field Order
Or
·
If
both players achieve their Field Order on the same turn, or neither do, than the
Victor is the player who scores more than a 10% of the total points value in
VP’s(i.e. in a 1100 point game wins by more than 110 VP’s)
3.1.1 Conquer Territory
If the game was a Raid then
the Victor gains the use (RP’s and MAR’s) of the Loser’s Territory for either
one battle. This denies the RP value and
MAR of the Territory for Loser for one battle.
If the game was a Skirmish
Royale then Victor takes the Losers Territory.
If the game was a Battle
then Victor takes the choice of the Losers two territories staked.
3.2 Repairs and Replacements
Each Class of vessel costs
Requisition Points (RP) to Repair if damaged or Replace if lost in battle. Territories grant you a certain amount of
Repair Points and you can only use up to your total to repair or replace your
vessels.
·
Multi-Ship
Squadrons which have ships that are damaged repair with the Minor Repairs column
·
Multi-Ship
Squadrons which lose ships replace them with the Major Repairs column
·
Multi-Ship
Squadrons which are wiped out are replaced with the Replacement column
·
Single
Ships which are damaged but not crippled are repaired with the Minor Repairs column
·
Single
Ships which are crippled (half or more damaged) need to repair using the Major Repairs column. Note this also
includes replacing ships lost from a multi-ship squadron.
·
Single
Ships which are completely destroyed or new squadrons can be requisitioned by
using the Replacement Cost column.
·
Note
if you do not have enough repair points to repair a Ship fully you can either
a) leave it in dry dock to continue repairs (so apply any points and make a
note) or b) repair it as best as possible but it will start the game in its
damaged state (HP only)
3.2.1 Repair Point Costs
Class
|
Minor Repairs
|
Major Repairs
|
Replacement Cost
|
All Small Class
|
0
|
0
|
1
|
Cruisers or Bombers
|
0
|
1
|
3
|
Med Flyers, Gunships and Carriers
|
1
|
2
|
5
|
Battleships, “Specials” and Large Flyers
|
2
|
4
|
7
|
Dreadnaughts
|
3
|
6
|
11
|
Example: a squadron of four Nakatsu class
cruisers ends the battle with one ship sunk, one on 2 HP, one on 1 HP and one
on 3 HP.
To bring the squadron back
up to full strength this would cost 1 RP for the sunken cruiser and a further 0
RP for the two damaged cruisers (doesn’t matter if crippled as is a Multi-Ship
Squadron). The cruiser on 3 HP has only
suffered minor damage so is also repaired for free. Total RP cost is 1 RP.
3.2.2 Prizes and Derelicts
Capturing the enemy as a Prize is always a worthwhile goal
throughout naval history. In the
campaign this can provide additional resources, provided you hold the field of
battle.
Each 4 Small Ships, 2 Medium Ships or 1 Large enemy vessel
Prized will earn you 1 extra RP point
provided you Win the game.
Each Massive or Dreadnought prized earns you 2 extra RP points
If you can capture one of your ships back they will be
derelict and you can then re-crew this as Minor
Damage provided you Win the game.
3.3 Experience
Your Squadrons and Commodore will gain or lose experience
depending in the fortunes of war...
3.3.1 Squadron Experience
Each squadron (not ship)
will gain or lose experience as below.
·
+1
Exp per battle survived
·
+1
Exp for prizing and holding the Enemy Flagship
·
+1
Exp for sinking/ prizing the last ship in a small class squadron
·
+2
Exp per capital ship sunk/ prized(or for sinking/ prizing the last ship in a
med capital squadron)
·
+3
Exp for sinking/ prizing a Dreadnought
·
-1
Exp if Crippled (At half HP or half strength for multi-ship squadrons)
·
If
the Squadron is destroyed it will lose all experience and any associated
skills.
Multi Ship Squadrons will gain and lose experience as a squadron.
3.3.2 Squadron Skills
Add MARs, reroll if
already have of not applicable
Each Skill Increase will increase the cost of the
squadron (after optional upgrades) by 10%
Skill Rolls at Experience Point breaks below.
Class
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
Small/Med
|
2
|
5
|
9
|
14
|
20
|
Large/Massive
|
3
|
7
|
12
|
18
|
25
|
Dreadnaughts
|
4
|
9
|
15
|
22
|
31
|
Determining what Skill Set to Roll
Roll a D3:
1-2 Weapons
3-4 Marines
5-6 Ship
Weapons: Add to one weapon (choose which)
1: Telescopic Zoom (AA or CC)
2: Rapid Fire (AA or CC)
3: Hard Impact
4: Corrosive
5: Incendiary
6: Devastating Ordinance
Marines
1: Extended Range
2: Coordinated Assault
3: Gas Attack
4: Security Posts
5: Dash and Elan
6: Elite Crew/ Ferocious
Ship
1: Experienced Engineers
2: Inventive Scientists
3: Rugged Construction
4: Armoured Top/ Belly (Choose)
5: Sturginum Boost
6: Die Hards
Roll a D3:
1-2 Weapons
3-4 Marines
5-6 Ship
Weapons: Add to one weapon (choose which)
1: Telescopic Zoom (AA or CC)
2: Rapid Fire (AA or CC)
3: Hard Impact
4: Corrosive
5: Incendiary
6: Devastating Ordinance
Marines
1: Extended Range
2: Coordinated Assault
3: Gas Attack
4: Security Posts
5: Dash and Elan
6: Elite Crew/ Ferocious
Ship
1: Experienced Engineers
2: Inventive Scientists
3: Rugged Construction
4: Armoured Top/ Belly (Choose)
5: Sturginum Boost
6: Die Hards
3.4 Commodore Experience
Your Commodore will gain
experience as he leads his fleet to victory (or defeat). His tactical prowess and political influence
will increase with each victory, or decrease if he fails...
3.4.1
Commodore Experience
·
+1
Exp for Winning a Skirmish
·
+2
Exp for Winning a Skirmish Royale
·
+3
Exp for Winning a Battle
·
+1
Exp for defeating a Higher Ranked Commodore
·
-1
Exp for each Large or Massive Capital ship lost
·
-2
Exp for losing a Dreadnaught
·
-2
Exp for losing your Flagship (added to the above)
3.4.2 Commodore Rank and Skill Table
Experience
|
Rank
|
Activation Bonus
|
MAR’s (Stack)
|
0
|
1: Commodore 4th
Class
|
None
|
None
|
1-4 Exp
|
2: Commodore 3rd
Class
|
+1
|
None
|
5-10 Exp
|
3: Commodore 2nd
Class
|
+2
|
Dash and Elan MAR
|
11-17 Exp
|
4: Commodore 1st
Class
|
+3
|
Security Posts MAR
|
18+ Exp
|
5: Fleet Commodore
|
+4
|
Icon MAR
|
3.4.3 Commodore Injury Table
It’s possible that if your Commodores ship goes down, or is
prized by the Enemy then he could suffer an untimely demise...
D6 Roll
|
Result
|
Effect
|
1
|
Dead!
|
Dead!
|
2
|
Captured!
|
You
are captured by the enemy; you will need to pay a Ransom to be released...
|
3
|
Badly Injured
|
Miss Two Games
|
4-5
|
Injured
|
Miss
One Game
|
6
|
Heroic Escape
|
You have Cheated Death in true Heroic Fashion! +1 XP
|
1 comment:
Thank you forr being you
Post a Comment