Galactic Conflict Phase:
The Galactic Conflict Phase (GCP) consists of the following steps:
1) Collect Galactic Points
2) Repair Ships
3) Move fleets
4) Build and Upgrade ships
5) Final Move
Step 1: (2 minutes) Each team is awarded galactic points based on the planets it controls. Unless otherwise stated, each planet controlled contributes 5 galactic points to the faction's pool. These points must first be spent on repairing any damaged unit.
Step 2: (3 minutes) Each unit’s repair cost is half of the squad points for the cheapest pilot (rounded down). If the team does not have enough points to repair all units, he can choose which units to repair. Any ships left damaged will be replaced with generic entry level pilots without any upgrades.
For example, Luke Skywalker is piloting an X wing with R2-D2, Proton Torpedoes, and Lone Wolf. He limps off the battle field with a single hull. The repair cost for the X wing is 21pts / 2 = 10 Galactic Points (rounded down). A Green Squadron pilot equipped with Chardaan Refit, Push the Limit, and Predator ends with 2 hull and 1 shield. The repair cost for the A wing is 15pts / 2 = 7 Galactic Points (rounded down).
The Galactic Conflict Phase (GCP) consists of the following steps:
1) Collect Galactic Points
2) Repair Ships
3) Move fleets
4) Build and Upgrade ships
5) Final Move
Step 1: (2 minutes) Each team is awarded galactic points based on the planets it controls. Unless otherwise stated, each planet controlled contributes 5 galactic points to the faction's pool. These points must first be spent on repairing any damaged unit.
Step 2: (3 minutes) Each unit’s repair cost is half of the squad points for the cheapest pilot (rounded down). If the team does not have enough points to repair all units, he can choose which units to repair. Any ships left damaged will be replaced with generic entry level pilots without any upgrades.
For example, Luke Skywalker is piloting an X wing with R2-D2, Proton Torpedoes, and Lone Wolf. He limps off the battle field with a single hull. The repair cost for the X wing is 21pts / 2 = 10 Galactic Points (rounded down). A Green Squadron pilot equipped with Chardaan Refit, Push the Limit, and Predator ends with 2 hull and 1 shield. The repair cost for the A wing is 15pts / 2 = 7 Galactic Points (rounded down).
Step 3: (4 minutes) Each faction will take turns moving a fleet. Each movement will consist of any number of ships all moving from the same originating planet to the same destination planet. Both planets must be controlled by the same faction. A faction will make one movement, and then allow the other factions to make a movement before the original one makes a second movement. A total of 2 movements for each faction will take place. Each movement will have a 1 minute time limit on it. If a move is not selected by then, the faction has forfeit its move.
The movement order will be:
Move 1: Rebels, Imperial
Move 2: Imperials, Rebels
Step 4: (5 minutes) Any remaining galactic points can be spent in the following ways:
a) Build new ships. This is done by paying galactic points equal to the lowest pilot skill of that ship. Ships are built without any upgrades*. For example, building a new B wing costs 22 points, and a Blue Squadron Pilot is built. You cannot immediately build a Dagger Squadron Pilot for 24 points. Units cannot be built on any planet that is directly connected to an enemy planet, otherwise there is no restriction on where they can be built. Exceptions: A Wings are initially built with the Chardaan Refit equipped (and cost 15pts), ARC-170's are built with the Alliance Overhaul, TIE/sf are built with Special Ops Training, TIE/x1 are built with /x1 and a no-cost Sensor upgrade of your choosing,
*The following list of titles and upgrades can only be equipped during ship creation, they cannot be added at a later point in time. Primarily, these are ship titles, with a few exceptions (B2-E) to indicate specific versions of the ship. Note that there are a few titles that are not included (Heavy Scyk, Royal Guard, Adaptive Aerilons) as they have been deemed to be either upgrades to the ship, or pilot specific. All ships with these upgrades CANNOT remove the upgrade at a future time. Any destroyed unique title cannot be built the following turn.
BTL-A4, Millennium Falcon, B2-E, Moldy Crow, Outrider, Black One (You may ignore the PS requirement), Sabine's Masterpiece, Ghost, Phantom, Dutyfree, Quantum Storm, Bright Hope, Jaina's Light, Dodonna's Pride, Tantive IV, TIE/v1, TIE Shuttle, TIE/D, TIE/x7, Slave One, Andrasta, ST-321, Dauntless, Assailer, Impetuous, Instigator, Vector, Requiem, and Suppressor
b) Promoting units. This is done by paying galactic points equal to the difference between the current level of ship and the next level. Once the unit has been promoted at least once, it may be promoted into any named pilot. For example, a Prototype must first be promoted into a Green Squadron Pilot, costing 2 points, but it cannot be promoted to Arvel. However, a Green Squadron Pilot can choose to promote to Arvel for 4 points, or Tycho for 7 points. A unit that was just created cannot be promoted on the same turn. A unit may not be promoted more than once per turn. To equalize all ships, those with 3+ generics will ignore the second generic. As such, an Academy Pilot would upgrade to a Black Squadron Pilot for 2 points. Named pilots can be directly promoted from Saber Squadron Pilots. Royal Guard Pilots are also promoted from Saber Squadron Pilots.
c) Purchasing upgrades for units. This is done by paying the galactic points equal to the cost of the upgrade. One may upgrade a slot already occupied, but it overrides the previous upgrade. For example, a B wing with an Ion Cannon can purchase a Heavy Laser Cannon for 7 points. It will now have an HLC. If it wants an Ion Cannon again, it must repurchase the Ion Cannon for 3 points. Units that were just created cannot have upgrades added on the same turn. A wings with Chardaan Refit must first purchase a missile slot for 2 points prior to adding ordnance. A unit may be promoted and upgraded at the same time.
d) Hire a bounty hunter. Bounty hunters can be hired by both sides to bolster their numbers. Any Scum & Villainy pilot is fair game. They can be directly recruited as any (available) pilot, with any/all upgrade slots filled. Once recruited, they cannot change their upgrades (or add new ones). Bounty hunters are a quick way to bolster your fleet strength, but come at a steep price - you must pay 1.5x the total cost of the ship (Pilot + Upgrades) to recruit them. Bounty hunters can be recruited on any planet, including those with neighboring enemies. Factions must declare their intentions to recruit bounty hunters at the start of Step 4. If both factions want to recruit the same Bounty hunter (either via pilot/crew) they can bid against each other until there is only 1 interested party. For the sake of comparing crew versions of bounty hunters to pilot versions, the crew version is worth whatever the price of the card is, while the Pilot is worth half of the cost to upgrade from a generic.
For example, the Imperials want (Scum) Boba Fett piloting the Slave One equipped with Tactician, Heavy Laser Cannon, Veteran Instincts, and Engine Upgrade. This is worth 53 squad points, so it will cost the Imperials 79 points to recruit Boba. Meanwhile, the Rebels want to recruit a generic Trandoshan Slaver equipped with Boba Fett, Zuckuss, and Dengar. This normally costs 34 points, so it will cost the Rebels 51 points to recruit this ship. They BOTH want Boba though! And since Boba only exists once, the two factions can start a bidding war for Boba. The Rebels are currently paying him at the rate of 1pt, while the Imperials are paying him at a rate of (39-35)/2 = 2pts. Therefore, the Rebels must increase the total cost to 53 points (giving Boba 3 points) in order to outbid the Imperial 2 points. The Imps could then increase their bid another 2 to outdo the Rebels, offering a total of 81 points to recruit Boba. This would continue until one faction is no longer interested in Boba's services.
Note: For the sake of equality, the Imperial versions of Boba/Kath are different than the scum versions. Likewise the Rebel version of Sabine is different than the Scum version. Therefore it would be possible for the Imperials to have Imp Boba, and recruit Scum Boba legally.
e) Storing points for future turns. Any unspent points will remain for the next turn.
Step 5: (1 minute) Prior to revealing any the outcome of Step 4 (excluding the open bidding on Bounty Hunters), each faction will also decide to make up to 1 final move. This move can be to any planet - reinforcing your defenses, conquering a neutral planet, or attacking an enemy planet. After all teams have secretly finished their plans for steps 4 and 5, they will reveal to everyone what they are doing. This is considered to happen simultaneously. Furthermore, all teams execute their fleet movements at the same time. Nothing special occurs if they pass each other in hyperspace. If two opposing fleets end on the same planet, a Planetary Conflict occurs. Multiple planetary conflicts can occur during one Galactic Conflict. They are considered to be happening at the same time. At the conclusion of Step 5, the GCP has concluded and the game moves on to individual Planetary Conflicts.
Planetary Conflict Phase: A fight has broken out in orbit! If there was a fleet that was previously stationed there, that faction is considered to have the choice of initiative regardless of fleet size. If both factions moved fleets to the planet, then the lower squad total has the choice of initiative. In the case of a tie, a coin flip is used to determine initiative choice. Attacked planets can be reinforced by fleets stationed in adjacent planets. However, those planets will not produce resources the following turn if they sent any of their fleet to defend. Ships defending in this matter are considered to have permanently moved to the defending planet - they do not return to their original planet after the conflict is over. They can retreat to any planet just like any other defender.
Planetary Conflicts are resolved in the same manner as a typical dogfight with the following exceptions:
1) To limit setup time, upgrade cards will not be used. All upgrades can be referenced via the fleet reference sheets. Pilot cards will be used to track damage.
2) The units deployed are the units in the fleet, regardless of point total. Fights always occur on a 3x3 table with 1 set of asteroids. If either faction wishes to concede the fight (and retreat their forces to a neighboring planet), it is in good sportsmanship to do so prior to all of the models getting setup and ready for combat. Read step 3 for details on retreating.
3) If a defending unit flees off of any edge of the battle, it is considered to have retreated. Retreated units are not immediately destroyed. At the end of the conflict, each ship rolls an attack die. On a hit your ship loses all upgrades/pilots. On a crit the ship is destroyed. Large based & Huge ships must roll 2 attack dice and suffer the worst result. If they are not destroyed, they can travel along a hyperspace path to an adjacent allied planet. Damage ships that retreat (and are not destroyed by rolling a crit) must still pay for repairs. If there are no allied planets connected, the unit is considered destroyed. Attacking ships may not retreat.
4) If at any time, the fleet is so large that there are not enough ship models to play all at once, the additional units may be considered “reinforcements” and join the battle after a unit is destroyed or fled from the fight. For example, if the Empire only has 8 TIE fighters at their disposal, but their fleet contains 12 TIE fighters, the first 8 will be deployed immediately at the start of combat. When one of them dies/flees, at the start of the next round, it may be placed at PS0 in the original deployment zone and can preform its maneuver and action when it reaches its actual PS. To limit this occurrence, a planet may not have more than 12 of the same small based ships, 4 of the same large based ships, or 2 of the same huge ships in orbit at any time.
5) To keep the game moving, each match will have a time limit based on the lower point total of the two factions on the field. Each game will have 30 minutes, plus 15 additional for every 50 points. Therefore, a 35pt match will have 30 minutes, a 50pt match will have 45min, 100pt = 60min, etc. If a match goes to time, the attacking player retreats to the original planet without having to roll for damage/destruction. Note they would still have to repair for any damage sustained in the fight. The defender will maintain control of the planet, but due to the unending conflict, the planet does not produce any resources this turn.
If both factions decide they want to continue the match after the time limit has been reached, then they can continue playing. If there are additional players representing both factions, the other players will start the next galactic conflict, and the system in conflict will be considered a neutral system. Neither team may reinforce it or affect the current battle in anyway by starting the following GCP. Whomever ends up winning the match will have the system's galactic points added to their unused points for the following round. After the initial decision to continue the match, both players must agree to call the match (or the store closes) in order to enact the standard rules of when a match goes to time.
At the conclusion of all the planetary conflicts (max of 2), the galactic map is updated to show the new allegiances of the planets as well as the position of the fleets, and a new GCP round begins.
General Notes/Rules:
Only 1 of each unique unit can be used across the entire fleet.
A unique unit can be “demoted” in order to build its upgrade card.
For example, Luke Skywalker pilot can be demoted to a Red Squadron pilot in order to equip Luke Skywalker crew card to a YT-1300 for 7 Galactic Points.
If a unique unit is created and its upgrade card is currently in place, the upgrade card is immediately removed.
A unique unit cannot be recreated the turn following its destruction.
Equipped Ordnance is replenished at the start of each Galactic Phase.
Conclusion of the Campaign:
After 6 weeks of play, the galactic campaign will conclude. The winner will be crowned the faction that has the most planets. In the case of a tie, unspent Galactic Points will be used as a Tiebreaker. The second Tiebreaker will be total points on the board at the conclusion of the campaign.
Individual participation will also be rewarded. 2 points will be given each week for playing, and an additional point will be awarded for each planet conquered. Both individual efforts and faction efforts will be awarded.