Close Quarters OBJECT CQ is a turn-based strategy game for multiple players. Victory is achieved when a player gains ten victory medals. A player may gain victory medals by achieving objectives. The first and primary objective in this game is this: Gain one victory medal for destroying a squadron unit, two victory medals for destroying a ship unit. If a player's fleet has no ships remaining, that player is eliminated from the game. PLAYER Each player controls ships and squadrons. The ships and squadrons are those found in a normal game of Armada. Upgrades are used but their abilities are not the same as in Armada. TURN There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any messages from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases: 1. Construct Units/buy upgrades 2. Combat 3. Jump Each phase occurs simultaneously among players. MAP The map is map up of hexes. Ships/squadrons may travel to other hexes; how far they travel depends on their speed. A ship with a speed of 1, for example, can travel to an adjacent hex. FLEET BUILDING Each player must submit a fleet that is equal to or less than 300 points. Example below: Close Quarters Fleet Author: Bertie Wooster Faction: Galactic Empire Points: 298/300 Gladiator I-Class Star Destroyer (56 points) - Ruthless Strategists ( 4 points) = 60 total ship cost Imperial II-Class Star Destroyer (120 points) - Proximity Mines ( 4 points) = 124 total ship cost Arquitens-class Light Cruiser (54 points) = 54 total ship cost 3 TIE Fighters ( 60 points) = 60 total squadron cost Squadrons have a speed of 3, and their HP is 3. Small ships have a speed of 2, and their HP is 4. Medium ships have a speed of 1, and their HP is 5. Large ships have a speed of 1, and their HP is 6. PHASE ONE: CONSTRUCT UNITS/PURCHASE UPGRADES Credits are the currency of the game, representing resources for production. Each fleet will receive 10 credits per turn. A fleet can produce up to its credit value of units each turn. For Example: A fleet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship). 10/30 of an X-Wing unit, 10/44 of a CR90A, or 10/110 of an ISD1. Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn. Ships/squadrons must be produced within the player's original territory. Upgrades may be purchased and equipped in phase one of the same turn. Any unspent Credits at the end of the turn are lost. Newly constructed units may jump / move in the same turn as they are constructed. Credits cannot be saved for future turns. If not used in a turn credits are lost. PHASE TWO: COMBAT A player may issue orders to five units per turn. For auto-resolve purposes, the GM will roll 1d6 for every number appropriate for the unit's attack range. For example: An Imperial unit of TIE fighters encounters a Rebel unit of a CR90A at distance 0. The Imperial fleet would roll 2d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 1 point of damage on the enemy. The force that inflicts the greater amount of damage on the enemy is victorious, the opposing fleet must retreat. (If both forces inflict equal damage, then the smaller force must retreat.) The combat is concluded, and the defeated force MUST retreat the next turn (assuming it hasn't already moved this turn). If the unit cannot retreat because it is blocked, the unit will lose 1 HP. When a unit retreats, it must jump 1 hex backwards (towards its own board edge). If you have a preference for which hex you'd rather retreat to, put it in your combat orders. In order to perform an attack, your unit must have line of sight and range to the enemy unit you are targeting. PHASE THREE: JUMP A player may issue orders to up to five units per turn. Those units may combat and jump, in that order. Medium and Large ships may jump 1 hex per turn. Small ships may jump 2 hexes per turn. Squadrons may jump 3 hexes per turn. RETREAT A unit must always retreat towards its controlling player's side of the board. Terrain has no effect on retreat moves; you may retreat into or through terrain. A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe). If a unit cannot retreat, is forced to retreat off the limits of the battlefield; that unit will lose 1 HP instead. FLEET SIZE You may not send more than one friendly unit to the same hex, even when retreating. STANDING ORDERS A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will roll as normal, but only inflict damage on the enemy on a roll of 5+. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate. MULTIPLE FLEETS IN ONE LOCATION Multiple Players may not have fleets in the same location for more than one turn. In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleet. Battles will continue until only one force remains in the location.
When deploying your fleet, deploy in your "original territory," as represented by the colored sections.
RANGE AND DISTANCE
Before you give orders to shoot an enemy unit, check your attack range.
A ship on top of the debris field (where the 0 is located), in the above example, will be at distance 0 of an enemy unit that is also on that same debris field. If the enemy unit is on the 1 hex, that enemy is at distance 1, etc.
Let's say this ship's dice pool is 7, 7, 3, 2, 2. It can roll 7 dice at an enemy unit at distance 0, 7 dice at an enemy unit at distance 1, 3 dice at an enemy unit at distance 2, 2 dice at an enemy unit at distance 3, and 2 dice at an enemy unit at distance 4.
The above example shows how to measure range when an enemy unit is not on a straight line with your unit.
LINE OF SIGHT
A ship must have line of sight to attack an enemy unit. Line of sight can be blocked by terrain and ship/squadron units (friendly or enemy).
In the above picture, a friendly unit is trying to draw line of sight to an enemy unit. If the enemy unit were on hex 1, the attacker has line of sight. In example 2, line of sight grazes the edge but is not blocked by the terrain; he is still able to shoot. In example 3, line of sight is clearly blocked by the terrain. In example 4, line of sight also goes through terrain and is blocked.
How you do your spreadsheet is up to you, but it must be clear to me what hex each unit is on, at the beginning and end of the turn.
For example: Jump: CR90A from G5 to F4. X-Wing from E2 to B2.
There are several types of terrain in Close Quarters.
Debris Field: Blocks line of sight. If a unit moves onto a debris field during the jump phase, it must end its movement there. While attacking an enemy unit on a debris field, reduce battle dice by 1.
Asteroid: Blocks line of sight. While attacking an enemy unit on an asteroid, reduce battle dice by 1, unless you are also on an asteroid.
Station: Blocks line of sight. While a unit is on the station, it cannot attack or be attacked. A unit can must leave the station 1 turn after it arrives.
SHIPS AND SQUADRONS
Ship and squadron cost (in credits) is in parentheses. The numbers after the colon represent dice pools. Squadrons will only attack at distance 0, smalls attack at distance 0-2, mediums attack at distance 0-3, larges attack at distance 0-4. So the ISD, for example, attacks with 4 dice at distance 0-1, 2 dice at distance 2, and 1 die at distances 3-4.
GSD-I (56): 4, 3, 0, 0, 0 Arquitens LC (54): 2, 2, 2, 0, 0
Vic-I (73): 4, 3, 1, 1, 0
Vic-II (85): 3, 3, 2, 1, 0
Interdictor (90): 2, 2, 1, 1, 0
ISD-I (110): 4, 4, 2, 1, 1
ISD-II (120): 3, 3, 3, 2, 1
TIE Fighters (20): 2, 0, 0, 0, 0
CR90A (44): 2, 2, 1, 0, 0
CR90B (39): 2, 1, 1, 0, 0
MC30c Torpedo Frigate (63) : 4, 3, 1, 0, 0
Assault Frigate Mark II B (72): 2, 2, 2, 1, 0
Assault Frigate Mark II A (81): 2, 2, 2, 2, 0
MC75 Ordnance Cruiser (100): 4, 4, 1, 1, 1
MC80 Command Cruiser (106): 3, 3, 2, 2, 1
X-Wings (20): 2, 0, 0, 0, 0
Upgrade cost (in credits) is in parentheses. In order to equip an upgrade, a ship must have the slot for it (think Armada). Unique upgrades can only be equipped on one ship in your fleet. If you wish to equip an upgrade later in the game, you may do so in the "Construct units" phase. Only one upgrade per ship is allowed; if you want a second upgrade you will have to discard the first one. Discarded cards are still associated with that ship for the rest of the game. "You" on upgrades refers to the ship it is equipped to. A "Friendly" ship or squadron is a ship or squadron belonging to your fleet (This does not change even if you and another player have no-shoot orders).
Grav Shift Reroute (Experimental Retrofit, unique) (2)
When submitting a fleet list, you may discard this card to choose one terrain hex and move that piece of terrain distance 1 in any direction. If more than one player uses this upgrade on the same hex and moves it in another direction, the terrain will not move.
Jaina's Light (CR90 Title, unique) (2)
Do not reduce your attack dice when attacking an enemy on an asteroid or debris field.
Ruthless Strategists (Weapons Team) (4)
In your orders, you may choose to deal 1 damage to a friendly squadron at distance 0-1 of you, then 1 damage to an enemy squadron at distance 1 of you.
Proximity Mines (Offensive Retrofit) (4)
When submitting a fleet list, you may discard this card to place one proximity mine anywhere in the play area. When a ship ends its movement at distance 0 of this mine, the mod will roll 2 dice as an attack against the ship. Ships may attack this mine at distance 0-1 with 1 die (it has 1 HP).
Please submit orders within 48 after the beginning of the previous turn. If you have multiple ships or squadrons of the same type, please name them (for example below, the TIE Fighters are named TIE/F A, TIE/F B, etc.)
Game begin example:
TURN 1 SHIPS/SQUADRONS HP STARTING LOCATIONS ENDING LOCATIONS 1 ArqLC 4 G10 1 GSD-1 (Ruthless Strategists equipped) 4 G11 1 ISD-II (Proximity Mines equipped) 6 G12 1 TIE/F A 3 H10 1 TIE/F B 3 H11 1 TIE/F C 3 H12 BUILD, SHOOT AND MOVE ORDERS (Write your orders in this space - add lines as needed) Orders example: TURN 3 SHIPS/SQUADRONS HP STARTING LOCATIONS ENDING LOCATIONS 1 ArqLC 3 C10 D10 1 GSD-I (Ruthless Strategists equipped) 2 D10 E11 1 ISD-II (Proximity Mines discarded) 5 E12 E12 1 TIE/F A 2 E11 E14 1 TIE/F B 3 F12 F12 1 TIE/F C 3 H12 F11 1 TIE/F D 3 I12 I12 BUILD, SHOOT AND MOVE ORDERS (Write your orders in this space - add lines as needed) Build 10/54 ArqLC on I15. ArqLC: Shoot B11. Jump to D10. GSD-I: Ruthless Strategists on friendly TIE/F A at E11, enemy X-Wing at E11. Jump to E11. ISD-II: Shoot B11. TIE/F A: Shoot E11. Jump to E14. TIE/F D : Jump to F11.
Notes: I think it would help if mediums had 6 hull (worth 3 VPs) and larges had 8 (worth 4 VPs).
The station blocking line of sight also probably hurt the ISD and VSD.
On the flip side, I think squadrons need help too. I think I would remove the "remove 1 die" terrain rules just for squadrons.