Campaign Rules
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Galactic Warfare V 2
Capture the Flag
The object of this campaign is to capture all of the enemy's flags. Each team will have 6 flags. One flag at their main base, one flag on their command ship, one flag held by the Jedi Knight/Sith Lord, and three that the team will hide in any territory (planet, starship or space station) under their control. these three cannot move once placed. Once a flag is lost it cannot be recaptured. The exception to this is the one held by the Jedi/Sith. Only Jedi may steal the Sith flag and vise versa. The winner of the duel will capture the enemy's flag. The loser may duel the winner again on another turn to reclaim their flag. In order to capture the enemy flag, your team's Jedi/Sith must be in possesion of your team's flag and win a duel with the enemy. For the purpose of this campaign, Jedi/Sith will not die.
Turns
A coin will be tossed to determine which team will start. The starting team will choose a target to attack or spy. Strike ships will be your method of transportation in the galaxy. These will be used to engage starships, assault bases and carry troops to target planets. You may only attack planets that are adjacent to a planet under your control. To advance in the galaxy, you must capture planets. When decided, the strike craft will move to the target and engage any starships if present. Once the starship garrison is destroyed, you may move on to attack the planet or the station. To capture a neutral planet, you must be victorious on only one battlefront. To capture an enemy planet, you must win on two battlefronts. If you lose on any stage of the assault, your turn is over and control of the planet will remain with the enemy. However, if a starship is destroyed or a station captured, it will remain so. If you are victorious on all fronts, you will seize the planet and any flags present. This will also end your turn. Your strike craft will not act as garrison during the opposing teams turn (ie. it will not be a ship that the other team will have to defeat to gain access to the planet)The other team may choose to counter attack and win back the planet or station that was lost, or they may move on to another area all together.
Planets
Each team will begin with a number of planets. One of those planets will house the main base for your team and hold a flag. The base planet will be known and will be deep within your terriory. Planets will be necessary.to move throughout the galaxy. All tactical operations will be launched from planets.
Space Stations
There will be two kinds of space station. The deep space station and the planetary orbital station. Stations may be captured or destroyed. If a station is destroyed, it will be removed from the game. If a station is captured, the capturing team will gain intelligence on all adjacent enemy sectors. The presence of flags, starships and jedi/sith will be revealed. If it was a deep space station, the station will serve as a place to launch tactical ops (like a planet). Deep space stations will have one heavy starship acting as garrison and should you lose a station to the enemy, you will also lose your next turn.
Starships
Each team will recieve a number of starships to act as garrison throughout their territories. The teams command ship will carry a flag. Teams may use them to protect stations and/or planets. Up to two ships may be stationed together. Teams will set the ships to strategic locations prior to the start of the campaign, and only one starship can be moved per turn. Starships may only be destroyed, there will be no capturing. Any starships in an area must be destroyed before a team can assault a station or planet. garrison ships will not respawn.
In addition to the garrison ships, each team will have strike craft available to them. These will be the means to conduct ALL operations. Two heavy starships will make up the strike force. If one is destroyed, it will respawn after 5 turns. If both are destroyed, A medium starship will spawn on the next turn so operations can continue. Each heavy strike ship will take 5 turns to respawn after its destruction. if the medium ship is destroyed, it will respawn on the next turn. Once a heavy ship respawns, the medium ship will be out of play. A team may decide to send 3 heavy starships into battle. This can be done only if both heavy ships are in play and it will cost the team your next turn. Spawning rules will not affect the third ship. If you lose one ship in a three ship strike, on your next turn you will still have two heavy ships. All AI craft will be the same for both teams. Rebels will have sheild advantage, and Imperials will have numbers.
Jedi/Sith
Jedi/Sith are the only flags that are reclaimable. They may be placed on planets or stations. They may only move once every  turn. They may also be added to your strike team for attacks. If a Jedi/Sith is stationed on a planet, the battle will be fought in JO/JA, or the Jedi Hero can be used in SWBF (teams will decide). If there is an allied controlled space station orbiting the planet, the team with the Jedi may choose this or any available option. If an assault on a station harboring a Jedi takes place, the team may choose a person to play the role in JO/JA. If assaulting a station containing a Jedi while a jedi is part of your strike team, the two jedi will engage in a duel while the rest of the players watch. When the duel is done, the battle for control of the station will begin with no Jedi on either team. If a Jedi is attacking a planet containing a Jedi, a duel will commence in JO/JA. After the duel, the battle for the planet will begin with no Jedi for either team.
Jedi may only be used on strike missions every other turn. Only the single saber will be available for this campaign
Espionage
Teams may choose to spy prior to the attack of a planet or station. Teams may spy twice before an assault. A successful spy operation will reveal if a flag, Jedi/Sith, or starship is present. Spies may jump over one enemy planet and gather intelligence a bit deeper into enemy territory. All intel ops will be played in RS. These will be a simple combat engagement with even teams.The defending team will pick the map and starting points for both teams. The attackers will pick the weapon types and kit restrictions. The defending team will make their choice first. The defenders will not know the location that they are defending unless they win the skirmish. This will allow teams to keep their targets secret.
Game Designation
Star Wars Battlefront (SWBF): All planetary assaults
X-Wing Alliance (XWA): All starship engagements and station docking ops
Jedi Outcast/Jedi Academy (JO/JA): All station boarding ops and Jedi duels
Rogue Spear (RS): All espionage operations
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