Wednesday, January 4, 2012

Dystopian Wars Campaign Rules * Updated*

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

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

                

No comments: