Author Topic: FLASHPOINT WARBOOK {1.0}  (Read 14064 times)

Offline SWSF Hale

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FLASHPOINT WARBOOK {1.0}
« on: December 05, 2018, 09:35:22 AM »
FLASHPOINT 1.0/BETA

1. General Rules

2. Combat Rules

3. Specifications
« Last Edit: August 30, 2019, 10:39:19 AM by SWSF Hale »
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Offline SWSF Hale

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Re: FLASHPOINT WARBOOK {1.0/BETA}
« Reply #1 on: August 15, 2019, 09:04:58 PM »
FLASHPOINT
Welcome to Flashpoint, where storylining and character development is optional, but blowing stuff up is not! This game was designed to be "set up and break down" as you would a typical board game that you play in one sitting, however, in typical SWSF fashion we are able to slow things down a bit and introduce some added complexities that you won't find elsewhere.

STORY
Set several months after the Battle of Jakku (5 BBY), the Galactic Civil War is all but over. The Galactic Empire - now referred to as the Imperial Remnant - is a shadow of what it once was. Without any more sector fleets or Super Star Destroyers to enforce the New Order, countless systems have thrown off the shackles of Imperial rule and have set their own course. Some key systems that were integral to the success of the Rebel Alliance have officially reinstated the New Republic, and their small but hopeful Senate is hoping to usher in a new era of peace and prosperity. However, some Republic leaders are still wary of the Imperial Remnant, because there are quite a few strongholds that do not want to quit. Other systems that were never fans of the Old Republic, and thus remain skeptical of the New one, have banded together to form a new and improved Trade Federation that puts business first and politics second. Only time will tell if these factions, with their various footholds, will take the necessary steps forward to forge a new destiny for the galaxy!

INITIAL SETUP
First, pick a faction. Review the specifications and technology to familiarize yourself with that faction's strengths and weaknesses. Next, pick 3 systems from your faction. Each faction has a total of 7 systems available, each with their own perks, and so you must carefully weigh which three best fit your strategy. These systems will make up your "Campaign Portfolio." Once this is complete, you must designate which systems in your Campaign Portfolio will function as your Headquarters, Stronghold, and Outpost world. These designations will determine the total amount of facilities and defenses you can use at those systems, and so you must decide which is more valuable than the other. Once all of that is complete, you can pick your Legend class. This unit is your in-game avatar and is a leader within your faction, which will grant you certain advantages during the game. From here, tally up all of the cash (Galactic Credits) your systems and bonuses produce, and purchase units. There is no regular income in this game, rather you must conquer an enemy system to earn more GC.

SYSTEM DESIGNATIONS
When you establish your Campaign Portfolio, you must designate your systems according to how you will utilize them in the game. This in turn determines how much GC that system produces, as well as the number of facilities you can install there, and the number of support units that can be held (for storage or defense).

1. Headquarters. 1500 GC, 3 Facilities, 30 Support Units.
2. Stronghold. 1200 GC, 2 Facilities, 20 Support Units.
3. Outpost. 900 GC, 1 Facility, 10 Support Units.

Additional system designations are below, which will be explained in the next section.
4. Partisan. 600 GC, 0 Facilities, 5 Support Units.
5. Neutral. 300 GC, 0 Facilities, 0 Support Units.

INCOME AND CONQUEST
When you kill all enemy units in a system, you officially win the battle and conquer that system. When this happens, the system gets downgraded from whatever designation it was before the battle, to the next lowest designation. For example, if you conquer a Stronghold, it gets downgraded to an Outpost. This downgrade reflects a number of things (such as collateral damage, popular support, etc.), but is PERMANENT and remains for the duration of the Campaign. After the downgrade happens, you can collect income based on the new designation. It is possible to recapture a system that was previously yours, however, the downgrade still happens (which reflects the willingness of that system to support your campaign). Once a system is downgraded to Neutral, it cannot be downgraded any further and will remain there until the game ends.

WINNING THE GAME
There are different formats of games players can decide on, which determines the victory conditions.
1. DOUBLE CROWN (2 players). The first player to capture 2 enemy systems while holding 2 of their starting systems wins.
2. SUDDEN DEATH (2 or 3 players). The first player to capture an enemy system wins.
3. KILL THE KING (2 or 3 players). When your Headquarters becomes captured, you are eliminated.
4. KING-OF-THE-HILL (2 or 3 players). The last player standing wins.
5. ROYAL FLUSH (2 or 3 players). The first player to hold 5 systems wins.
6. DOMINATION (3 players). The first player to hold 6 systems wins.
7. TRIPLE CROWN (3 players). The first player to capture 3 enemy systems while holding their starting 3 systems wins.

"ASCENSION" GAME VARIATION
This is a great variation for players looking for team-on-team action. Each faction starts the game with all 7 of their planetary systems and picks their Headquarters, Stronghold, and Outpost as normal. The remaining 4 systems default to Partisan status. Strategic bonuses are only active for Outpost and above. Factions can have as many team members as they like, and divide responsibilities however they wish. The victory conditions for this game variation is a race to ten: the first faction to hold any 10 systems wins!

LEGENDARY UNITS
Each faction is limited to 1 Legend.
1. ADMIRAL. +3 AP to your Flagship. Capital ships in the same system get +1 AP.
2. GENERAL. All of your ground units everywhere get +1 UCR.
3. CONSULAR. Each of your systems that are Outpost and above get +1 Facility.

CHAMPIONS
Each faction has the opportunity to embed champions inside regular units. When those units get killed, the champions get killed as well. Whenever a faction conquers or loses a system, a new champion can be activated. This reflects that even in defeat, experience is gained.
1. CAPTAIN. +3 AP to a Capital Ship.
2. COLONEL. +3 UCR, x3 Attack and x3 Durability to any INF or GAV.
3. DIRECTOR. +1 Facility to a System.

BLACK OPS
Scum and villainy are to be expected at every corner in the galaxy now that Imperial Military Police are nowhere to be found. Each faction has the opportunity to utilize these "off book" Black Ops units by embedding them into regular units. When those regular units get killed, the Black Ops unit gets killed too. Whenever a system gets captured and downgraded to Partisan or Neutral, the conquering faction can recruit 1 Black Ops unit from that system for free.
1. MERCENARY. +2 UCR, +3 AP, and x2 DUR to any SF or AUX.
2. TACTICAL CONSULTANT. +1 AP to a Capital Ship.
3. ASSASSIN. Once activated, the assassin can kill any enemy Champion of your choice. Boom. Just like that.
4. SABOTEUR. Once activated, the saboteur can DISABLE an enemy Facility of your choice for 1 month.
5. BOUNTY HUNTER. Once activated, the bounty hunter can DISABLE an enemy Admiral or General of your choice for 1 month.
6. PRIVATE SECURITY. Prevents your Admiral or General from being DISABLED.
7. MASTER THIEF. Once activated, the master thief can steal any unit valued at 100 GC or less from any faction. This unit comes from nowhere in particular, it just shows up at a system of your choice for free.

FACILITIES
Each planet is limited to a maximum of 1 facility of each type.
1. Supply Depot (+100 GC).
2. ComScan Tower (+1 AP to all your Capital Ships in the system).
3. Command Center (+10 Support Units).
4. Fortress (+1 UCR to all your defending ground units).
5. Underground Network (this system will never downgrade below Outpost).
6. Planetary Defender Pulse Cannon (UCR 10/RNG 1/DMG 20).
7. Planetary Shield Generator (prevents Orbital Bombardment and Attack Runs).
8. Armory (+10 Durability to your defending Infantry).

ACTION POINTS
We won't be using dice in this game, but we will be using something called Action Points. These arbitrarily limit the number of things you can do when it's your turn, which forces you to economize your strategy in order to get the most bang for your AP buck. The breakdown is as follows:
Heavy CAP Movement (3 AP): move forward 1 grid space in direction of heading -or- enter Hyperspace
Heavy CAP Maneuver (2 AP): rotate 60-degrees (one grid side)
Light CAP Movement/Maneuver (1 AP)
AUX Movement/Maneuver (1 AP)
SF/AUX Combat Space Patrol (1 AP)
SF Movement/Maneuver (1 AP)
SF Attack Run (2 AP)
Fire 1 Weapon (1 AP)
Deploy 1 Support Unit (1 AP)
Recall 1 Support Unit (0 AP)
Damage Control (1 AP): repair 1 point of Shields, Armor, Systems, or Hull
Engage/Sustain Tractor Beam (2 AP)
ComScan Sweep (1 AP)
Raise Shields (1 AP)
Ground Unit Disembark (0 AP)
« Last Edit: October 14, 2019, 05:12:47 PM by SWSF Hale »
LUCIDIUS HALE
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Offline SWSF Hale

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Re: FLASHPOINT WARBOOK {1.0/BETA}
« Reply #2 on: August 26, 2019, 06:10:42 PM »
COMBAT QUICK REFERENCE
1. Compare UCR to determine damage modification; round down results to nearest whole.
2. Damage is done to Shields first, then Armor, then Hull. In the case of ion damage, this gets applied to Shields first then Systems.
3. Capital ships can only have 1 shield bank raised at any given time.
4. Once Armor gets reduced to 0, ships can still fire weapons; they just can't move. Hull must be reduced to 0 to blow it up.
5. The order of damage (as to which applies first) goes as follows: Warheads, Lasers, Turbolasers, Ions.
6. Starfighter/Auxiliary warheads are ONE SHOT weapons.



INITIATING A BATTLE
1. All ships (hostile or friendly) must exit hyperspace in the Deep Space Zone (X).
2. At least one hostile ship must conduct a ComScan Sweep in order to ascertain the location of defending forces. The defending forces have 24 hours to post locations of all their units in both space and ground.
3. All defending ships must start on the Home Grids (H1, H2, or H3). If the defending forces do not post locations of their ships after 24 hours, then the default position is H2.
4. Once the defender makes their first post, the system is declared CONTESTED.
5. Once a system is declared CONTESTED, players have until their 2nd post before reinforcements can be called in. On their 3rd post, reinforcements - as well as Third Party Combatants - can exit hyperspace.
6. Refer to this post for more clarity on posting order.

DEEP SPACE ZONE
1. The X grid is considered "no man's land" and as such NO ATTACKING can occur from inside or into the X grid. Capital ships can exit or enter the X grid from or to any of the A grids.
2. Units may exit the X grid in whichever heading they desire.
3. Once a unit enters the X grid, it cannot exit the X grid in the same turn. (e.g. Slingshot from A1 to A4)
4. The Gravity Field of the Interdictor does not apply to the X grid.
5. Be mindful of the tactical advantages (and disadvantages) Deep Space affords you. Stacking units in Deep Space could in some sense create a "Mandalorian standoff" or stalemate, with neither side willing to enter the battlefield and actually duke it out! That being said, players cannot hold a system indefinitely by keeping a token unit in Deep Space (and thus preventing their opponent from completing their Conquest). To reiterate, units in Deep Space are non-combatants and therefore do not need to be killed before a player can conquer a system.

TAKING TURNS AND REPLENISHING ACTION POINTS
Players will take turns in the order of who posted first. Typically, the player who initiates a battle is by default taking their 1st turn. The defender will then take their turn. Third parties will go third. Defensive reinforcements will always bat last. Action Points for every unit will refresh at the start of a new round.

HYPERSPACE MOVEMENT
There is no travel time between systems, but entering hyperspace requires 1 AP. Note that you do not get to replenish your Action Points until a new round begins, and so an attacking force should always start their turn with -1 AP for Light CAP and SF/AUX and -3 AP for Heavy CAPs (as to reflect the AP it took to move to that system via hyperspace). If a capital ship performs an attack that depletes most of their AP, and they use their last AP to enter hyperspace, that capital ship's total AP would be 0 when they exit hyperspace elsewhere. If they exit hyperspace in a contested system, that capital ship must wait until the current round is done before it can replenish its AP. If that capital ship exists hyperspace in a non-contested system, then it must wait 24 hours to "cool down" before its full AP is restored.

FOG OF WAR
Planetary facilities are considered common knowledge. Space PDF locations and Ground PDF complements are considered unknown until Com Scan occurs. Hyperspace destinations must be posted.

UNIVERSAL COMBAT RATING (UCR)
1. Every unit has a Universal Combat Rating. This number accounts for the natural combat-worthiness of a unit as well as other tangible things like size, speed, overall presence, etc.
2. In combat engagements, UCR works like this:
    a. Attacker UCR / Defender UCR = Damage Modifier.
    b. Raw Damage x Damage Modifier = Total Damage.
3. Damage Modifier cannot exceed 1.0, so if an attacker has a higher UCR than the defender, the damage modifier automatically = 1.
4. Round DOWN all results to the nearest whole (example: 28.279 becomes 28).

SUPPORT UNITS AND RELOADING WARHEADS
1. Because starfighter squadrons and auxiliary groups are being treated as single units, their durability is considered to be uniform across the whole squadron or group. For example, each X-Wing has a durability of 1.5, which means the whole squadron's durability is 18. In this game, we will not be micromanaging units to the degree that requires every starfighter in a squadron or auxiliary craft in a group to be tracked. The bottom line is that when enough damage is done to a starfighter or auxiliary to kill it, the whole squadron or group gets killed.
2. Starfighter and Auxiliary launched warheads are ONE SHOT weapons. After warheads are launched in battle, they cannot be fired again UNLESS that starfighter/auxiliary returns to their mothership to reload. SF/AUX cannot fire warheads, get recalled, reload, and then relaunch all in the same turn. Once a starfighter/auxiliary is recalled, it must remain onboard its mothership until the next turn.

FLEET ESCORT
Each capital ship is permitted up to 2 independent SF/AUX that may function as Fleet Escort. These SF/AUX may not reload their warheads during battle. For capital ships with no/low ground units, attaching troop transports in the form of Fleet Escort can be a useful way to augment a capital ship's functionality.

COMBAT SPACE PATROL
1. This is a special task that only SF/AUX can do. After being deployed, SF/AUX can be assigned a single grid space to protect. Their job is to intercept all incoming enemy SF/AUX that enter that grid. Doing so prevents enemy SF/AUX from being able to attack friendly capital ships in the same grid space.
2. So in order for the enemy to attack a friendly capital ship, they must engage your SF/AUX first on a 1-for-1 basis (1 SF/AUX for 1 SF/AUX). Note that SF/AUX cannot attack and then go on CSP in the same turn. It's one or the other.
3. When starfighter/auxiliary unit A engages starfighter/auxiliary unit B (that is on CSP), starfighter/auxiliary unit A cannot break away from the dogfight until starfighter/auxiliary unit B cancels its CSP or is destroyed. Note: it is still possible to attack CSP from a distance using warheads, but this does not count as "engaging the CSP." Starfighter/auxiliary unit A has to enter the same grid as starfighter/auxiliary unit B (that is on CSP) in order to engage it.
   
ATTACK RUNS
Starfighters and Auxiliaries can perform Attack Runs on enemy units during battle for 2 AP. During an Attack Run, any or all warheads can be fired at a target. Because some warheads have non-zero range, it is possible for one SF/AUX unit to engage another SF/AUX that is on CSP without ever entering their grid space!

SHIELD BANKS
One new idea being used in this game is that of Shield Banks. In previous SWSF games, shields were one total amount, however in this game they are broken into individual banks - which each bank only providing a certain level of protection. No more than ONE shield bank can be active any any given time. Therefore, it is only when one shield bank gets depleted can a capital ship raise a new bank. This adds a degree of vulnerability to each capital ship, because in past games very big ships could simply hide behind their shields for most of the battle and run away when things were looking dicey. No so with Flashpoint! Here it is possible to make a capital ship bleed every round.

ION DAMAGE, DISABLING UNITS, TRACTOR BEAMS, AND BOARDING PARTIES
1. Ion Cannons hit a unit's shields first, and once that unit's shields are depleted, the damage is applied to Systems. Once a ship's Systems are depleted, it becomes DISABLED. Once a ship is disabled, it must fully repair its Systems before it can Move or Fire Weapons. Disabled units may still launch/recover support units.
2. Tractor Beams are powerful tools that can be used to tow a disabled capital ship. Once a tractor beam is engaged (for 2 AP) by the home ship, tractor lock must be maintained continuously each post (for a recurring 2 AP). While tractor lock is maintained a disabled capital ship is brought into the same grid as the ship engaging the tractor beam. From that point forward, any movement (sublight or hyperspace) the home ship does, the disabled ship goes with it. A disabled ship that completes repairs of its systems can break tractor lock only if it has a tractor beam of its own (to reverse polarity).
3. Disabled ships under tractor lock CAN BE BOARDED by Auxiliary Craft that can transport Ground Units. Normal rules for ground combat apply. The defending ship can utilize ALL of its ground units in the battle to fight the boarding party, in addition to 1 BONUS infantry unit that represents the crew, that has UCR of 10 and an Attack and Durability rating equal to that ship's Action Points x10. Once a ship's ground units and crew have been killed, the ship can be DEFLAGGED and control of the vessel can be transferred to your faction. If a ship's crew can hold out long enough to restore its systems and break free from a tractor lock, it can still be deflagged if it cannot defeat the boarding party!

WARHEADS
Warheads are not interceptible. Instead, their damage has been relativized in order to be calculated through the UCR System.

HOW TO BLOW STUFF UP: GIVING AND TAKING DAMAGE
1. If a unit takes enough to reduce its Armor to 0, then its status becomes CRITICAL. Overflow damage done to Armor goes to the Hull. Once the Hull is reduced to 0, the ship EXPLODES.
2. Any capital ship that is CRITICAL can no longer move, but it may fire weapons and launch/recover support units normally.
3. If a CRITICAL capital ship uses Damage Control to repair its hull and armor during a post, then it may resume normal operations (movement and attack). All it needs is maximum Hull and 1 Armor point.
4. If enough damage is done to a ship to make it explode, then it CANNOT RETURN FIRE, EVEN IF it has enough Action Points to do Damage Control.

ORBITAL BOMBARDMENT, AIR-TO-GROUND ATTACK RUNS, AND DESTROYING FACILITIES
1. Heavy Capital Ships with Turbolasers and Missiles can conduct orbital bombardment to destroy enemy facilities. Starfighters in the H-2 grid may also attack facilities. However, in doing this, these facilities will be permanently destroyed for the duration of the campaign and if the system is later captured they can't be rebuilt. Each facility in the game has a UCR of 1 and a Durability of 200 points. The only facility that cannot be destroyed from orbit is the Planetary Shield Generator and Underground Network for obvious reasons.
2. Ground units can destroy ANY facility (even the Planetary Shield Generator and Underground Network), all they need to do is target that facility in battle as they would any other unit. Once the durability is reduced to 0, it EXPLODES.
3. Starfighters and Auxiliaries can attack enemy Vehicles during an Attack Run. Compute damage normally using UCR. Infantry cannot be attacked due to their ability to scatter or entrench themselves.



PLANETARY LANDING AND ASSAULT
1. Heavy Capital Ships with exception to the DREAD cannot conduct planetary landings, only Light Capital Ships can. Once LANDED, capital ships cannot raise shields or fire weapons, and are vulnerable to Orbital Bombardment (normal UCR applies) and getting BOARDED by enemy ground forces. Crews cannot abandon ship and participate in ground battles alongside your other forces.
2. Auxiliary Craft can land on the surface as a separate movement once they are already in the H2 grid. So if for instance an AUX expends all of its AP to get to the H2 grid, they cannot move any further and conduct a landing. The landing itself is a move, which requires 1 AP. The same applies for takeoff: 1 AP to takeoff, plus 1 AP to actually move out of the H2 grid.
3. Please see this Mock battle post which goes into ground battles in a little more detail.

REPAIRING UNITS
Capital ships that suffer damage during battle must undergo repairs when the battle is done. The effective rate of repair is 1 Shield, Armor, Systems, AND Hull point per day for every 1 Action Point that capital ship has. For active players who desire a fast-paced game, it is conceivable that multiple attacks over a short period of time might prevent enemy players from being able to fully repair their ships!
« Last Edit: January 25, 2021, 09:42:07 AM by SWSF Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM

Offline SWSF Hale

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Re: FLASHPOINT WARBOOK {BETA}
« Reply #3 on: August 26, 2019, 08:00:02 PM »
IMPERIAL REMNANT
After the Battle of Jakku, the Galactic Concordance officially ended the Galactic Empire. Of course, it helped that there were so few ranking members of the Galactic Empire who were left, as most of the Imperial High Command was killed at the Battle of Jakku. The ones that survived reluctantly signed the Galactic Concordance, but in doing so, made no promises to the New Republic that they would willingly hand over systems that were still very much living as though the Emperor were still sitting on his throne. The Imperial Remnant is proving an old Corellian proverb: even a broken sword can still draw blood.

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NEW REPUBLIC
After the Battle of Jakku, the Rebel Alliance was as strong as it had ever been. Although the Rebel Fleet had almost been completely destroyed, Mon Mothma and other Rebel leders were able to force the Imperial High Command to sign the Galactic Concordance, which officially ended the Galactic Civil War as well as politically recognized the New Republic as the legitimate intergalactic government. However, some Republic commanders such as Princess Leia, felt that the Galactic Concordance was too conciliatory, and that the "true rebellion" would never be over until every last Imperial had been defeated. With the New Republic High Command divided on the issue, significant funding was allocated to fund military forces under the guise of "peacekeeping."

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TRADE FEDERATION
The TF never truly went away after the Clone Wars, it was merely stripped of all of its military power and was restructured into a state-owned corporation by the Galactic Empire. After the Galactic Civil War ended with the Galactic Concordance, principal control of the Trade Federation was transferred back to the Neimoidians. The new and improved Trade Federation sought out key allies to rebuild intergalactic supply lines and provide military patrols to ensure trade between member worlds is protected.

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« Last Edit: October 14, 2019, 08:46:37 PM by SWSF Hale »
LUCIDIUS HALE
STAR WARS SIMMING FORUM