STAR WARS CAMPAIGN






INTRODUCTION
Star Wars Theme.
Module for the Warp Empires system.  
You must use the Warp Empires system to play this game.

MAP
Over half the territories are empty space. 
Revenue generating spaces are planets.
Coruscant is in the middle of the map.

VICTORY
The Rebels win if Coruscant and the Emperor, and Darth Vader are captured.
The Empire wins if all Rebel Leaders in play are captured.

SETUP 
The only leaders that automatically begin in play are Luke, Leia, the 
Emperor, and Darth Vader.
The Empire player begins in control of Coruscant and starts with 5 random units.
The rebel player starts on any planet on the edge of the map and goes first. 
The rebel player starts with 4 random units.

ACTION DECK
Players share a common Action deck.

PLANET LIST
Planet			Revenue
Tatooine	         	2
Alderaan Belt		1
Sullust			3
Kessel			3
Gamorr			2
Kashyyyk 		2
Bespin			2
Bpfassh			2
Denab			3
Talus			2
Yaga Minor		2
Umgul			2
Kothlis			2
Orto			2
Sluis Van		2
Hoth			1
Corellia	         	4
Yavin			1
Dagobah			1
Endor			1
Calimari 		4
Coruscant		5

UNIT DECK ABBREVIATIONS
B = Bombardment units
P = Point defense units
T = Transport

BATTLE RULES
Units that are not Leaders or fighter squads are Capital Ships.
The side with the most bombardment units gets +2 Force.
The side with the most Point defense units gets +2 Force.
You may only take control of a planet in control phase if 
The occupying unit has Bombardment, Transport, or Diplomacy traits.
A Leader cannot be captured unless there is a leader in the opposing stack.
Instead of being captured the Leader is put into the chit pile.
Leaders on the Winning side are never captured. 

IMPERIAL UNIT DECK
Name				Move	#	F	Type	Notes
Star Galleon			S	1	2	T
Carrack Light Cruiser		F	1	4	P
Republic Dreadnaught		S	1	3	B
Imperial Escort Cruiser		M	1	3	B
Galleon				M	1	1	T
Super Star Destroyer		M	1	15	B
Lancer Frigate			M	1	6	P
Strike Cruiser			M	1	5	B
Assault Transport		F	1	3	T
Interdictor Cruiser		M	1	3	P
Victory Destroyer		M	2	4	B
Victory II Star Destroyer	M	1	6	B
Imperial Star Destroyer		M	1	5	B
Imperial II Star Destroyer	M	1	8	B
Death Star			S	1	25	B
Tie Fighter Squad           	M	7	1	P
Tie Interceptor Squad		F	4	2	P
Tie Defender Squad		M	3	2	P
Tie Bomber Squad	         	M	3	1	B
Darth Vader			F	1	5	L	Force Aware, Diplomacy 
Emperor Palpatine		F	1	5	L	Force Aware, Diplomacy
Grand Moff Tarken		F	1	3	L	Diplomacy
Boba Fett			F	1	4	L
Veers				F	1	2	L
Piet				F	1	2	L
Jerjerrod			F	1	2	L
Imperial Base			0	7	1	F
Ion Cannon			0	3	5	F
Shield Generator	         	0	5	3	F

REBEL DECK
Name				Move	#	F	Type	Notes
Corellian Frigate		M	1	4	P
Dauntless Cruiser 		M	1	8	B
Corellian Gunship		F	1	5	P
Liberator Cruiser        	F	1	5	B
Bulwark Battlecruiser 		M	1	15	B
Nebulon-B Frigate		M	1	4	P
Alliance Dreadnaught		M	1	3	B     
Mon Calamari Cruiser 		M	2	6	B
Bulk Cruiser             	M	1	2	B
Bulk Transport			S	1	1	T
Medium Transport         	M	1	1	T
Alliance Escort Carrier  	M	1	2	T
Corellian Capitol Ship   	M	1	5	B
Corellian Corvette     		M	1	5	P
Assault Frigate  		M	1	5	B
Millennium Falcon		F	1	3	P
A-Wing Squad     		F	5	1	P
B-Wing Squad     		M	4	2	B
X-Wing Squad     		M	4	2	P
Y-Wing Squad     		M	4	1	P
Luke Skywalker			F	1	5	L	Force Aware
Han Solo 			F	1	4	L
Princess Leia			F	1	4	L	Diplomacy
Obi-Wan-Kenobi			F	1	4	L	Force Aware
Lando Calrissian 		F	1	3	L
Mon Mothma			F	1	4	L	Diplomacy
Jan Dodanna			F	1	3	L	Diplomacy
Rebel Base			0	7	1	F
Ion Cannon			0	3	5	F
Shield Generator 		0	5	3	F

ACTION DECK
Card Name		#	Notes
Tactical Move		8	Move 1 stack
Operational Move 	6	Move 2 stacks
Strategic Move		4	Move 3 stacks
Turbolasers		2	Battle: Capital ships get +1 Force
Ion Cannons		2	Battle: Target Capital ship reduced to 0 Force
Laser Cannons		2	Battle: Destroy target Fighter Squad
Weak Spot		2	Battle: Destroy target Capitol Ship
Stand Off		2	Battle: Capital ships with Bombardment trait get +2 Force
Strafing Run		2	Battle: Fighter squads get +2 Force
Bothan Spies		2	Rebels: Look at opponents hand or chits in target stack
Daring Rescue		2	Rebels: Put captured Leader back into play
Probe Droid		2	Empire: Look at chits in target stack
Imperial Agents		2	Empire: Look at opponents hand
Sabotage	         	2	Destroy target Fortification	
Incite Uprising		2	Remove control marker from target planet
Use the Force		2	Battle: Force Aware character gets +7 Force. 
Surprise Attack		2	Battle: Your side gets +5 Force.





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WARP EMPIRES RULESET

INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
 
MAP
The map depicts an irregular, interlocked set of territories.

CONTROL MARKERS
Use chits to represent control markers.

UNITS
Use chits to represent units.
Units include Leaders & non-leader units.

DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.

SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile. 
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario. 

TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase

DRAW PHASE
First discard any cards you don't want. 
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces. 
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space. 
Units can move into but not through opposing stacks. 
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks

BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value. 
If one stack has a Leader and the other does not, the stack with the 
leader gets an additional 5 Force. 
The side with the highest force value wins.
The losing stack must retreat one space. 
The losing stack loses half of its units. The winner picks the first 
unit lost, the loser picks the remainder. 
Fortification units in the losing stack are destroyed automatically. 
The winning stack loses units with a force equal to at least half the force 
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.

REVENUE PHASE
Gain revenue points for every revenue generating territory you control.

RECRUIT PHASE 
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value. 
If you purchased all the drawn units, draw another 1D6 random units. 
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control. 

UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units. 
Example: You generate 10 revenue points per turn... 
You may have up to 50 units.

CONTROL PHASE 
Place a control marker on every revenue generating 
territory occupied by one of your units. 
Only one control marker per space. 

UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.










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