GALACTIC CIVIL WAR: THE LOST CAMPAIGNSMOCK BATTLE/GAME DEMONSTRATION
In this demo of a Battle Mission, we will begin with a Rebel Strike Group, consisting of 3 X-Wings versus 4 TIE Fighters. Rebels will exit hyperspace first and begin the Battle with their initial Movement Phase. We will cycle through 2 rounds just so you understand how everything works.
Planet Grid:
Phases of Mission1. Selection Phase -- Players select which units they want to send on a mission. Once those units are selected, units enter hyperspace for their destination.
2. Deployment Phase -- Units exit hyperspace at their destination. Depending on the mission (Battle, Diplomacy, Transport, Recon, etc.) the next phases might be different, but for now, this is just going to demo a Battle Mission.
3. Movement Phase -- Players take turns moving units. The player who initiated the Mission always goes first.
4. Combat Phase -- Players take turns shooting weapons. If no vessels are in weapons range, then it is possible for the Combat Phase to skip.
5. Resolution Phase -- Damage and effects from combat are resolved.
6. Next Round -- Players repeat Movement, Combat, and Resolution until the Mission is over.
7. Completion Phase -- Results from the Mission are resolved (experience, etc.).
IN PRACTICE, here's how it will look:
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(SELECTED) BATTLE RULESPILOTPilots earn 1 Experience Point by scoring 1 Kill or completing 1 Mission. They add +1 AR/DR to the vessel they are piloting for each Level. Squadron Leader Bonus: All other starfighters in the same formation of an Elite Pilot get +1 AR/DR, if Legendary +3 AR/DR. Experienced Pilots can be requisitioned from High Command at a cost of 5 KC x EXP Level (example: Veteran Pilots cost 25 KC).
(Level 0) Junior - 0 EXP
(Level 1) Rookie -- 1 EXP
(Level 2) Veteran -- 5 EXP
(Level 3) Ace -- 10 EXP
(Level 4) Elite -- 30 EXP
(Level 5) Legendary -- 50 EXP
STARFIGHTER FORMATIONSAttack Pattern ALPHA -- Lead Starfighter gets +2 AR/DR, Flanking Starfighters get -2 DR. Lead Starfighter may deflect all incoming damage to Flanking Starfighters.
Flight Pattern BETA -- Default formation for all starfighters. No added bonuses or capabilities. Starfighter groups unable to form any other formation automatically revert to Beta.
Defense Pattern GAMMA -- Lead Starfighter gets -1 AR/DR, Flanking Starfighters get +1 AR/DR. Flanking Starfighters may deflect all incoming damage to the Lead Starfighter.
Attack Pattern DELTA -- Lead Starfighter gets -2 AR/DR. Following Starfighters get +2 AR.
Flight Pattern OMEGA -- Front/Top Starfighters get +1 AR. Rear/Bottom Starfighters get +1 DR. TIE SFs may use this formation regardless of how big or small the SF Flight Group is (minimum 2, maximum 6). All other SF Flight Groups must have 4 SFs in this Formation at all times or they revert to other formations.
R2 ASTROMECH (Cost: 10 KC per Level)
(Level 1) Optimize Performance -- During the Movement Phase, this unit can tweak the systems of its host starfighter for either Attack (+1 AR/-1 DR) or Defense (-1 AR/+1 DR). These changes are permanent until the next Movement Phase.
(Level 2) Damage Control -- During the Movement Phase, this unit automatically recharges 1 Shield Point and repairs 1 Armor Point of its host starfighter (not to exceed limits).
(Level 3) Navicomputer Assistance -- During the Deployment Phase, this unit enables its host starfighter to exit hyperspace 2 grid spaces into a system beyond Deep Space Zones.
(Level 4) HOLONET Module -- This astromech has a built in HOLONET transceiver for storyline purposes.
(Level 5) Advanced Systems -- Penalty for Optimize Performance is ignored, bonus is doubled. Damage Control is doubled.
UNIVERSAL COMBAT RATINGSF/AUX CAR = (Base AR) - (Fire Control)
SF/AUX DR = (Speed) + (Maneuver)
CAP CAR: (Weapon TR) - (Distance) - (Fire Control)
CAP DR: (Speed) + (Maneuver)
TARGETING RATING = Missile (8), Laser (7), Ion (6), Torpedo (6), Turbolaser (5), Rocket (4), Bomb (3)
FIRE CONTROL = Subtract (Attacker's Size - Defender's Size) only when bigger units are attacking smaller ones.
UCR ACCURACY RATING = (Attack Rating)/(Defense Rating) = Weapon Accuracy % (Round to nearest whole number)
Accuracy Ratings might impact units differently depending on the number of weapons they have. For instance, when firing 4 Laser Cannons, a minimum of 25% Accuracy is needed to score 1 Hit, 50% for 2 Hits, 75% for 3 Hits, and 100% for 4 Hits. If a unit has 49%, then unfortunately, only 1 Hit is scored. Double Fire capability effectively increases the amount of shots, and so more hits might be scored.
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T-65/A X-WING (ASSAULT)Size/Class: (2) Light SF
Length: 13 meters
Cost: 50 KC
Hyperdrive: Yes
Astromech: Yes
Pilots: 1
Speed: 2
Maneuver: 4
Shields: 13
Armor: 13
Attack Rating: 6
Defense Rating: 6
Weapons:
4 Laser Cannons (Range: Close, Damage: 1)
2 Proton Torpedoes [8 PTs] (Range: Close, Damage: 8)
Capabilities:
Attack Run -- During the Movement Phase, if the Targeting Computer is switched ON, this unit can begin an attack run on a single capital ship by suffering a -2 DR penalty but gaining a +2 AR bonus. During the Combat Phase, up to 100% of ordinance can be launched at this target. Lasers Cannons cannot be used against this target.
Torpedo Strike -- During the Combat Phase, if the targeting computer is switched ON, this unit may fire up to 2 Proton Torpedoes against starfighters and auxiliary craft.
Full Throttle -- This unit may close its S-Foils during the Movement Phase in order to gain a +1 Speed and +1 Maneuver bonus (and as a result, +2 DR). If so, Laser Cannons become offline (and may not be used for rerouting energy).
Recharge Shields -- During the Movement Phase, this unit may take 1 Laser Cannon offline in order to recharge Shields by 1 Point. It may increase this by reducing Speed and Maneuver by -1 (each) in order to recharge Shields an additional 1 Point. Only a maximum of 5 Points can be recharged if this is done, and as a result of reduced engine energy, -2 DR.
Boost Weapons -- During the Movement Phase, this unit may reroute 1 Point of Shield energy into 1 Laser Cannon in order to increase its damage by +1 Point. This can be done up to 4 times (once for each Laser Cannon).
Targeting Computer -- During the Movement Phase, the Pilot may switch the Targeting Computer ON in order to enhance targeting capabilities. If so, this unit gets +1 AR but -1 DR as a result of the Pilot focusing more on targeting than maneuvering.
Ejection Pod -- During the Resolution Phase, if this unit blows up, the Pilot may eject and await pickup in Deep Space.
TIE/LN-1 FIGHTER (STRIKE)Size/Class: (1) Small SF
Length: 6 meters
Cost: 22 KC
Hyperdrive: No
Astromech: No
Pilots: 1
Speed: 2
Maneuver: 6
Shields: 0
Armor: 9
Attack Rating: 4
Defense Rating: 8
Weapons:
2 SFS Laser Cannons (Range: Close, Damage: 2, Bonus: Double Fire)
Capabilities:
Short Range Fighter -- During the Movement Phase, this unit cannot move beyond 3 grid spaces of its mothership or Defense Zones (X-grids). During the Combat Phase, if this unit is in the same grid as its mothership, it gets +1 AR.
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REBEL STRIKE GROUP "FLAME SQUADRON"
Formation: ALPHA
Lead Starfighter: Flame 1
Following Starfighters: Flame 2 + Flame 3
FLAME 1 (T-65/A X-Wing w/ Elite Pilot + Level 3 R2)
Size: 2 --- Speed: 2 --- Shields: [13/13] --- Armor: [13/13]
Attack Rating: 6 +4 (Elite Pilot) +2 (Alpha Formation) = 12
Defense Rating: 6 +4 (Elite Pilot) +2 (Alpha Formation) = 12
Weapons: 4 Laser Cannons, 2 Proton Torpedo Launchers [8/8 PTs]
FLAME 2 (T-65/A X-Wing w/ Junior Pilot + Level 1 R2)
Size: 2 --- Speed: 2 --- Shields: [13/13] --- Armor: [13/13]
Attack Rating: 6 +1 (Elite Leader) -2 (Alpha Formation) = 5
Defense Rating: 6 +1 (Elite Leader) -2 (Alpha Formation) = 5
Weapons: 4 Laser Cannons, 2 Proton Torpedo Launchers [8/8 PTs]
FLAME 3 (T-65/A X-Wing w/ Junior Pilot + Level 1 R2)
Size: 2 --- Speed: 2 --- Shields: [13/13] --- Armor: [13/13]
Attack Rating: 6 +1 (Elite Leader) -2 (Alpha Formation) = 5
Defense Rating: 6 +1 (Elite Leader) -2 (Alpha Formation) = 5
Weapons: 4 Laser Cannons, 2 Proton Torpedo Launchers [8/8 PTs]
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IMPERIAL PATROL "BLACKHAWK SQUADRON"
Formation: OMEGA
Top Starfighters: Blackhawk 1 + Blackhawk 2
Bottom Starfighters: Blackhawk 3 + Blackhawk 4
BLACKHAWK 1 (TIE/LN-1 Fighter w/ Rookie Pilot)
Size: 1 --- Speed: 2 --- Armor: [9/9]
Attack Rating: 4 +1 (Pilot) +1 (Omega) = 6
Defense Rating: 8 +1 (Pilot) = 9
Weapons: 2 SFS Laser Cannons
BLACKHAWK 2 (TIE/LN-1 Fighter w/ Rookie Pilot)
Size: 1 --- Speed: 2 --- Armor: [9/9]
Attack Rating: 4 +1 (Pilot) +1 (Omega) = 6
Defense Rating: 8 +1 (Pilot) = 9
Weapons: 2 SFS Laser Cannons
BLACKHAWK 3 (TIE/LN-1 Fighter w/ Rookie Pilot)
Size: 1 --- Speed: 2 --- Armor: [9/9]
Attack Rating: 4 +1 (Pilot) = 5
Defense Rating: 8 +1 (Pilot) +1 (Omega) = 10
Weapons: 2 SFS Laser Cannons
BLACKHAWK 4 (TIE/LN-1 Fighter w/ Rookie Pilot)
Size: 1 --- Speed: 2 --- Armor: [9/9]
Attack Rating: 4 +1 (Pilot) = 5
Defense Rating: 8 +1 (Pilot) +1 (Omega) = 10
Weapons: 2 SFS Laser Cannons
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(ROUND 1)
REBEL DEPLOYMENT PHASE1. Flame Squadron exits hyperspace in Deep Space Zone 1.
REBEL MOVEMENT PHASE1. Flame Squadron moves to C-1.
2. Flame 1 uses R2 to Optimize Performance for Defense (-1 AR/+1 DR). Targeting Computer is switched ON (+1 AR/-1 DR).
3. Flame 2 uses R2 to Optimize Performance for Defense (-1 AR/+1 DR). Targeting Computer is switched ON (+1 AR/-1 DR).
4. Flame 3 uses R2 to Optimize Performance for Defense (-1 AR/+1 DR). Targeting computer is switched ON (+1 AR/-1 DR).
Updated Status:
1. FLAME 1, AR: 12 / DR: 12
2. FLAME 2, AR: 5 / DR: 5
3. FLAME 3, AR: 5 / DR: 5
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(ROUND 1)
IMPERIAL MOVEMENT PHASE1. Blackhawk Squadron moves to C-1.
IMPERIAL COMBAT PHASE1. BLACKHAWK 1 attacks FLAME 2.
a. UCR: 6/5 = 100% Accuracy.
b. 4/4 SFS Laser Cannon shots hit for 8 Damage.
2. BLACKHAWK 2 attacks FLAME 2.
a. UCR: 6/5 = 100% Accuracy.
b. 4/4 SFS Laser Cannon shots hit for 8 Damage.
3. BLACKHAWK 1 attacks FLAME 2.
a. UCR: 5/5 = 100% Accuracy.
b. 4/4 SFS Laser Cannon shots hit for 8 Damage.
4. BLACKHAWK 1 attacks FLAME 2.
a. UCR: 5/5 = 100% Accuracy.
b. 4/4 SFS Laser Cannon shots hit for 8 Damage.
Updated Status:
1. BLACKHAWK 1, AR: 6 / DR: 9
2. BLACKHAWK 2, AR: 6 / DR: 9
3. BLACKHAWK 3, AR: 5 / DR: 10
4. BLACKHAWK 4, AR: 5 / DR: 10
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(ROUND 1)
REBEL COMBAT PHASE1. FLAME 1 attacks BLACKHAWK 1.
a. FC: 12-1 = AR 11. UCR: 11/9 = 100% Accuracy
b. 4/4 Laser Cannon shots hit for 4 Damage.
c. 1/1 Proton Torpedoe shot hits for 8 Damage.
2. FLAME 2 attacks BLACKHAWK 2.
a. FC: 5-1 = AR 4. UCR: 4/9 = 44% Accuracy
b. 1/4 Laser Cannon shots hit for 1 Damage.
3. FLAME 3 attacks BLACKHAWK 2.
a. FC: 5-1 = AR 4. UCR: 4/9 = 44% Accuracy
b. 1/4 Laser Cannon shots hit for 1 Damage.
REBEL RESOLUTION PHASE1. FLAME 1, no damage.
2. FLAME 2 takes 32 Damage and blows up. Pilot ejects (Pod in Deep Space Zone 1).
3. FLAME 3, no damage.
Updated Status:
1. FLAME 1, AR: 12 / DR: 12, -1 PT [7/8]
2. FLAME 2, DONE.
3. FLAME 3, AR: 5 / DR: 5
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IMPERIAL RESOLUTION PHASE1. BLACKHAWK 1 blows up.
2. BLACKHAWK 2 takes 2 damage. [Armor: 7/9]
3. BLACKHAWK 3, no damage.
IMPERIAL MOVEMENT PHASE1. BLACKHAWK SQUADRON remains in C-1.
2. Formation remains constant (Omega).
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REBEL MOVEMENT PHASE1. FLAME SQUADRON remains in C-1.
2. Formation reverts to BETA.
2. FLAME 1 closes S-Foils (Lasers OFF, +2 DR).
Updated Status:
1. FLAME 1, AR: 10 / DR: 12, [PT: 7/8], S-FOILS: CLOSED, TARCOMP: ON
2. FLAME 2, DONE.
3. FLAME 3, AR: 7 / DR: 7, S-FOILS: OPEN, TARCOMP: ON, [Shields: 13/13] [Armor: 13/13]
REBEL COMBAT PHASE1. FLAME 1 attacks BLACKHAWK 2.
a. FC: 10-1 = AR 10. UCR: 10/9 = 100% Accuracy
b. 1/1 Proton Torpedoes hit for 8 Damage.
3. FLAME 3 attacks BLACKHAWK 3.
a. FC: 7-1 = AR 6. UCR: 6/10 = 60% Accuracy
b. 2/4 Laser Cannons hit for 2 Damage.
c. 1/2 Proton Torpedoes hit for 8 Damage.
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IMPERIAL COMBAT PHASE1. BLACKHAWK 2 attacks FLAME 3.
a. UCR: 6/7 = 86% Accuracy.
b. 3/4 SFS Laser Cannon shots hit for 6 Damage.
2. BLACKHAWK 1 attacks FLAME 3.
a. UCR: 6/7 = 86% Accuracy.
b. 3/4 SFS Laser Cannon shots hit for 6 Damage.
3. BLACKHAWK 1 attacks FLAME 3.
a. UCR: 6/7 = 86% Accuracy.
b. 3/4 SFS Laser Cannon shots hit for 6 Damage.
IMPERIAL RESOLUTION PHASE1. BLACKHAWK 2 takes 8 Damage and blows up.
2. BLACKHAWK 3 takes 10 Damage and blows up.
Updated Status:
1. BLACKHAWK 1, DONE.
2. BLACKHAWK 2, DONE.
3. BLACKHAWK 3, DONE.
4. BLACKHAWK 4, AR: 5 / DR: 10
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END OF DEMO!!
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So, the rules and specs aren't 100% final, but this should give you a general idea of how combat in general is going to work.