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Ok so I have worked to make a campaign for AW and it can work for X Wing with just little effort and still keep most of it's flavor. It is a fun game. I have a question before I put any of it out. Should I just link my forum where I was posting it or would it be better to copy and past the whole thing?
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Star Trek Attack Wing: Empires is a political based gamed based around the Flight Path Mechanics. With a bit of conversion it could be used with a Star Wars X Wing game. The goal is to acquire more star systems and upgrade your resources while out maneuvering your opponents. Each game turn takes on week to act out giving each player a chance to make all their moves and upgrade and get any battles done that are needed.
Set Up: Each player is given one Star System with six planets and each one has a major resource of one type on them without any duplications. Each player then picks a named faction of any sort except Independents, Mirror Universe and Ferengi.
You need 3 or more players up to a dozen with one person used a bookkeeper. Each day players harvest resources from their planets and report them to the bookkeeper. If not reported they lose the resources for the day as it is the players responsibility to make sure the bookkeeper gets an update. Forever player there are 1D6+1 extra systems that are unclaimed with each system having 1D6+1 planets.
Last edited by Kaewin; 03/26/2014 at 22:42..
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
At start up each player declares a named Faction to use. They are given 150 points of ships, captains, upgrades and resources to be used. Only one resource may be taken at the beginning of the game besides fighters. Everything must be faction pure meaning no independents of any sort. This is considered the home fleet. You may only start with one of each unique UNLESS there are more than 1 card for it then you may get the second card also. Not cards you own but cards with the same unique name ei: Sulu, Martok, Miles O'Brien. You may purchase extra resources you do not put on a ship or unnamed ships. You must own one physical copy of an item to play. Such as a player wants 5 photon torpedoes and 3 quantum torpedoes, they must own 1 copy of a photon card and one copy of a quantum card. This does not mean you can use proxies it just means you can have as many as you want spread over ships you need. To use them in combat you must have the actual version in your possession. This allows someone to have 3 or 4 types of ships in their fleet of a certain kind even though that only posses 1 of that ship.
The only Factions not allowed to be picked are Ferengis, Independents and Mirror Universe.
Each player also starts with a pool of 15 of each resource.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Players Turns
Ok each turn lasts one week, suggested time is 12am Sunday Morning to 11:59 Saturday evening but any week length will do. This gives each player a chance to get all actions done and any combat that needs to be done finished.
Actions
Gather:, this is done daily and reported to book keeper.
Build: This is done in each system where it is possible to build. If the appropriate upgrades are available a ship, weapon or tech can be made, If there are enough points a Captain or Crew could be completed for use. At this point the upgrade is located at the system of origin and does not have to be used but held in reserve or transported during the transport action. Also at a system a System Upgrade can be completed which will be available for the next turn's use. A newly made System Upgrade must wait until the next week for upgrades. Each system gets this action per player but it may only be done once a turn at that system. IE Proxima Minor uses it's Star Dock to make a B'rell class ship and the system builds a Space port. These two upgrades are then available for the next weeks resources for actions. EXCEPTION: any fleet upgrades can be used right away if the system has need for it to defend itself during and invasion.
Transport/Move: Each System with a Star Port my move resources to another System with a Star Port right away. Ships and Upgrades once built can be re assigned immediately to another Star Port the turn it is made but can only be used in defensive actions. Each Turn any amount of ships can be moved from 1 location once to another location with a Star Port. For the move phase up to 100 points of fleet maybe sent to an unclaimed system to attempt to establish forces in a system or up to 150 points of fleet can be sent to a system that is being contested for combat purposes. Each system may do this once a round.
Trade/Survey: This phase allows a player to buy out of faction resources, hire mercenaries to attack someone (including other players if they have a consulate), set up a survey of a system to discover what resources are on the various planets. There must be 1 ship per a planet being surveyed otherwise a system search may take multiple turns. One can also sell off extra resources, buy resources or sell off extra fleet ships, crew, weapons or tech. Captains can never be sold. The Trade Center Upgrade must be bought for the system this is used in.
Diplomacy/Espionage: This Phase allows players to negotiate a trade deal or peace treaty with another player. It will allow for ongoing or short termed agreements of any sort. Also it allows for one to commit acts of espionage on other players planets, systems, ships or steal supplies.
Attack Phase: During this phase it is possible to outright attack another players system after one has moved ships there or attack another player in a system you share with them. Each player may have each systems fleet attack only once per a turn but can attack multiple places at one time. One gives notice to another player and they set up a time and place to play. After the battle is over both [layers alert the book keeper so it can be noted if territory changed hands, ships were lost or captured and if anything is destroyed. A player can be hired during another persons Trade Action to attack a second party with the person hiring them or do it outright for them. One can defend each time they are attacked with no limit.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Build Explained
Ok each turn a players gets the build option for each system they posses if they have the right Upgrades.
1) System Upgrades, if they have a resource a System may build 1 system upgrade which then can be used the next turn to build a smaller upgrade or get more resources. All items are considered finished at 11:59 pm the last night EXCEPT for a Space Station upgrade. A Station goes online the moment it is revealed to the bookkeeper and then can be used in system defense actions and as a rallying point. Each station gets one free fighter.
2) Fleet Upgrades, each system if it has the upgrades can make one fleet item such as ship, crew, Captain and so on. They can then be assigned right away to a ship in the system for use or if the system has not transported and has a space dock then can be sent to another point with a space dock. If the player desires the new unit or upgrade can be held be later reassigned to a need ship or station as needed. During the build phase a player if they have the right resource build another factions non-unique upgrade or if one has a building treaty may make an unique upgrade that the other player does not yet possess. A player may not have more that one unique that there is a card for. Some unique crew/captains are on more than one card with different abilities and each one can be purchased. If a unique ship/Captain or crew is killed/destroyed a player may pay double the cost to replace it. Elite talents are not considered unique for this purpose. All resources are unique PER A FLEET and each fleet can have just one resource, fighters count as ships not resources. See special fighter rules
{ie; if a ship non-unique costs 16 points to build, you pay eight in latinum}
Players must declare what they will be working on in their system.
Gathered Explained
Each day a players rolls to see what resources are generated per a planet in each system. They get full resources for their starting system and then can get resources from the other planets where they have the correct upgrades. If they have a mining colony on a planet they get a minor resource or half a major. With two on a planet they get a major resource. If they have a ship over a planet without colony they may mine it for half value, one quarter if it is a major, rounded down. Once per a week any planet they don't have in a system they are not in control of my be harvested as a minor resource as a free action.
Each Planet in the system must be noted to the bookkeeper to what the resource is and the size of the resource. The player generates the resource by thierself and reports it each day except the first time"explored" planet.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Each turn a player may move ships from one system to another. If a player builds a ship or fleet upgrade in one turn and they have a space port there they can relocate this ship to another system that has a star port during this point. During this point a player may move any number of ships from one system that has a star port to another system with a star port once per a ship per a turn. During this point a player may take up to 100 points of ships and move them to a system without a contested action going on or reinforce a contested system with up to 150 fleet points at a time.
At this point they may enter a new system to prepare for a survey or even move ships into opposing players systems. This is not the combat phase but can set up for it. A fleet can be moved from any system but without a star port there is a fleet limit.
Trade/Survey Explained
Each system may make a Trade action if they posses a Trade Center. During this phase a player may hire mercenaries or sell resources to other players if they have a trade center. Out of faction non-unique resources may be acquired at this point. At this point a player may sell extras of their own fleets except Captains and resources, Elite talents maybe be sold.
Survey Phase, if a player has entered a system they then survey it to see how many planets and what the resources are on. Also they will see if there is an indigenous life forms (see advanced rules)
Special Mercenary rules Ferengi. These people have all kinds of contacts and can either buy(or steal) certain ships or items (or slaves). For the cost of the upgrade (including it's resource cost) in latinum they can once every three weeks get out of faction items for just latinum. For half the latinum cost and half of the production cost a player can hire a ship or upgrade stolen. The ship must be non-unique or they can run a raid with a marauder and use Farek to disable the upgrade and then steal it. At this point Farek can disable crew, weapon or tech and then the ship must flee the map.
Independents: The independent Faction can be hired at a trade center to join in aid or over the course of 4 turns by paying in latinum one can earn permanent loyalty and the it will stay as part of your fleet ongoing. It is a 1 for 1 cost of latinum for either the ship,upgrade, crew or Captain or the entire thing. You may only have one of each unique.
Diplomacy/Espionage Explained
During this phase a player may make diplomatic agreements with other players or conduct espionage. One must have the Consulate Upgrade and each system that does may make these kinds of actions. Diplomatic agreements can only be made with other players that have a Consulate made. This upgrade is not free at the start of the game one must build it.
Espionage can also be conducted also by players. They can raid other players resources stores of what they have or destroy resources being used to make upgrades.
Sabotage Rules: Once per a turn you may raid or destroy upgrades per a player. You do either, notify bookkeeper (or if it is them a second) and raid one planet for resources and roll 1d6+2 and they lose those resources from their pool while you gain it. To cripple a completed upgrade a player must spend 5 munitions, 2 crew and can destroy a upgrade so the victim cannot use it for 1-3 weeks. If a player chooses to he can sabotage a work in progress and cause all resources to be wasted and the Upgrade is destroyed. If a player wishes to sabotage on a ship they must spend in munitions the cost of the upgrade they are destroying.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
Attack Phase Explained #12 [url] [-]
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Mar 16 14 1:17 AM
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While this might seem straight forward there are a couple differences in the main rules. First off you may declare 1 attack per an active fleet. they may be at the same target or at different targets. Mercenaries can be hired to give aid to an attacking faction. At that point a third player would run the extra fleet. Each attack is declared and the the opponent is given a chance to defend a system if they choose. A defender may flee a system ceding to the attacker at will EXCEPT if you have a station at which point it ALWAYS defends if it has a Captain.
Battle is on either a standard 3X3 or a 4X6 for larger fleets. If a ship is damaged but not destroyed it may flee the map and regroup elsewhere. If it is part of the attackers fleet it must return to where it came from but if it is a defenders ship it returns to the nearest fleet or station. If a player is attacked multiple times in the same turn and they have ships flee to a station it can repair 1 ship up full and any other ships on a 1 for 1 resource for damaged or discarded upgrades. Fleets are attacked before stations.
A system with two or more hostile factions is considered contested and limits the amount of incoming reinforced ships coming in. Planets can be seized in a contested system by having all ships in orbit. destroyed. All planets in a contested system give shalf resources. A player that attacks a planet may use it's upgrades to harvest resources or they may attack System Upgrades on planets without Stations. One attacks a Upgrade by trying to destroy it's shields before it can destroy the attackers. Us the stats for a Nor class station. Upgrades that are not stations have a Captain rating of 1 and attack during their factions turns. A destroyed Upgrade is removed from the system and a damaged one requires double the resources to make an upgrade until enough duranium is spent to repair all hull damage.
Boarding Action
During Combat if a ship is damaged , shields are down and the Captain is disabled the enemy can make an attack dealing no damage. They roll one die for the Captain and each crew attacking and the defender rolls defense dice for each crew upgrade on ship. If the attacker gets more hits or crits over evades the ships is captured. If the defender wins he may attack back the same way except any hits he has that gets through kills crew on the attacking ship.
If a Station is attacked and the attack wants to try and capture the station he would lower his shields or uncloak and then disable the Captain and as many crew as desired to do the above but the defender if he defeats the attacker can try and take the attackers ship.
A ship that is involved in a boarding action cannot make any attacks during that round unless it is a Station but they cannot attempt to take the other ship.
Fighter Rules: Fighters counts as ships except cannot be used to attack a system by themselves. They must have a large base cost ship than them to make an attack. If all other ships are destroyed in an attack wave fighters cannot claim a system or capture.
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master
One each planet in the system there is a chance for resources. Roll on the tables below top determine what size and what kind.
Die Roll Size
1 none
2-3 Minor 1-3 resource per day
4-5 Major 1-6 resource per day
6 1 Major and 1 Minor, may not be the same type
Die Roll Type
1 Duranium
2 Muntions
3 Components
4 Personnel
5 Command
6 Latinum
The first five types are made to build upgrades for systems and fleets while the last is often used to hire mercenaries or out of faction items.
Buying Upgrades:
All upgrades are bought in the home system unless appropriate System Upgrades are bought and constructed. Resource points are converted in build points to build something. For half the cost in latiunm (round up) plus full resources spent one can buy nom-unique out of faction ships/crew/upgrades. With the help of an ally and a treaty one can spend the extra cost to buy a unique version of Upgrade as long as that ally does not have it already.
Costs
4 Duranium per ship point
2 munitions per weapon point
3 Components per tech point
2 Personnel per crew point
6 Command per Captain, Elite Talent or Resource point, a level 1 Capt will cost 1 Command
Fighters are non-unique ships and are made with Duranium
System Upgrades
Each system comes with bare bones and any improvements must be made there. Without basic upgrades a system must send all supplies back to the Home system to build anything and all resources are cut in half. With each system upgrade resources are improved, upgrades can be made and commerce can be done there.
System Upgrades and costs
Mining Colony: This Upgrade must be placed on a planet to claim resources at full value otherwise they are cut in half for a minor resource and a quarter for a major resource round down. Also the harvests are only done every other day. A Main System has two per s planet. One is needed for a minor and 2 for a major resource.
Space Port: This Upgrade is used to move resources to other systems everyday. With out a spaceport it takes twice as long for a resource to get where it needs to be. Each planet in the Main System has one.
Cost 7 Duranium, 4 Personnel, 4 Components, 5 Latinum
Star Dock: This is used to build Ships in a system, if there is not one in the system all ships are built in the Main system. each System can have only one. One comes at the start of the game in the Main System
Cost 7 Duranium, 3 Personnel, 5 Components, 5 Latinum
Arsenal: This Upgrade is where weapons are made in a system. Only one per a system and the Main system starts with one
Cost 7 Duranium, 3 Personnel, 5 Munitions, 5 Latinum
Factory: This upgrade is where Tech is made in a system. Only one per a system and the Main System starts with one.
Cost 7 Duranium, 3 Personnel, 5 Components, 5 Latinum
Academy: This upgrade is where crew are trained in a system. Only one per a system and the Main System starts with one.
Cost 7 Duranium, 6 Personnel, 2 Components, 5 Latinum
Command School: This upgraded allows the creation of Captains, Elite Talents and Resources. Only one per a system and the Main System starts with one.
These upgrades must be purchased and built to unlock other options in the game. They are not given to the Home system at the start and must be build
Trade Center: This Upgrade allows the ability to sell or trade off extra resources. Also it allows one to hire mercenaries or buy out of faction fleet upgrades
Space Station: This upgrades declares control over a system and makes anyone else inside a system scavenging for resources cutting in half of their intake every day. This gives a person ownership of a system and must be destroyed before a system may be claimed by another race. The Main system starts with one. They are the same cost as buying a Nor class station (unless you play Federation/Bajoran and want to pay for DS9) fully loaded plus half the cost in latinum. This allows a player to use a new fleet as a Flagship fleet making a second flagship possible for each Station. Also the Station must be destroyed before any upgrades can be destroyed beyond space docks and arsenals.
Last edited by Kaewin; 03/28/2014 at 23:52..
Magic is not for Parlor Tricks~
Sparrow, Moros Second Degree Master