Each player will be in control of an organization at war
with the other player’s organizations in the campaign. These organizations can be considered
anything from cycle gangs or police departments, to trucking companies or town
militias. The exact nature of each is
unimportant and need only be determined for role playing purposes.
Since there is no referee each organization’s assets and
personnel as well as their condition will be available at all time for any
other player to see.
WINNING
The winner is the player whose organization has amassed the
most prestige within a given number of weeks.
All players should agree upon the number of weeks the game will run
before play starts. Players gain
prestige by raiding and destroying other player’s assets and lose points by
running away from a fight (see prestige points for more details). A player is considered out of the game if all
five of his strategic assets have been reduced to zero; though he may surrender
at any time before this.
ORGANIZATIONS
Each player starts with 100 OP’s (Organization Points). All OP’s must be spent before the game can
begin and each OP must be used to acquire one of the following:
One OP will buy ten character skill points (remember each
skill level below three requires ten skill points per level to increase). No character may have a starting skill over
three. All characters in your organization must have at least one skill at
level 0.
One OP can be converted to $8000 worth of cash, which can
then be spent to acquire equipment and vehicles, or saved for later game use.
Five OP’s will buy one level in one strategic asset. All strategic assets start at level 0 and
players must buy all five up to at least level 1 before play begins. (Thus a
minimum of 25 OP’s will automatically be spent here.)
These initial points are spent in secret. Everyone then presents his or her final
purchases at the same time. At this time
opponents are allowed to scrutinize each other’s organizations to make sure the
point totals are correct. Nothing may be
hidden or kept back.
STRATEGIC ASSETS
Strategic assets are broken down into the following abstract
areas and their game effects:
Command and Control:
This represents the leadership and strategic maneuvering ability of your
organization. For each C&C level
a player may mount one raid (offensive) or send out one patrol (defensive) each
period. (Thus an organization with a
level four C&C could mount 3 raids and 1 patrol or any combination of the
two, totaling four missions each period.)
Scouting, screening, defending, and Calling out are missions that do not
require C&C points. When this asset
is reduced to 0 that organization may no longer mount raids or perform patrols,
but may perform any other mission type.
Intelligence: This represents the number of spies you have
both within and outside your organization as well as informants within the area
of your operations. This is an offensive
and defensive ability. The higher this
number the more likely you are to spot incoming raiders while on defense. While on offense this number is used to
counter your opponent’s intelligence sources thus screening your raiders from
possible detection. An organization that
has this asset reduced to 0 can still attempt to detect incoming raids, but at
a -2.
Repair: This represents the mechanics and capability
of your garages and other repair facilities.
(No skill points can be or should be spent on these mechanics and no
attempt has been made to say how many you have or how good they are. This is just an abstraction.) When your vehicles are damaged in combat or
if you want to upgrade existing vehicles they will take a certain amount of
time to fix. Each point represents an
abstract number of hours per period (see strategic turn) you have, to work on
all damaged or upgraded vehicles. It
does not include the cost of parts, which must still be paid for out of your
cash fund. It does however include
mechanic and shop fees and thus these never need to be paid. Once the time has been allotted repairs and
upgrades are automatically successful with no skill roll needed.
A vehicle that is repaired during any portion of a period is
unavailable for any type of mission during that entire period. The exception is vehicles that only need
trivial repairs. As long as parts are
available these can be completed in relatively no time and the vehicle used
during the same period.
To find the total number of hours available per period
multiply the Repair level by 10. A
repair or upgrade will take a certain number of these hours as follows (extra
hours may not be saved up from period to period). Trivial:0, Easy:1, Medium:2, Hard:3, Very Hard:4. Remember damaged or obsolete parts must first
be salvaged, usually an easy or medium task, and the new parts installed at the
same level of difficulty. No extra costs
(just time) are required to salvage or install a part above the cost of the new
part.
If this asset is reduced to 0 the organization may no longer
repair or upgrade their vehicles, but may still spend money to buy new ones.
Supply: After the first week this is your weekly
income which can be spent to buy new cars, weapons, pay for repairs, or other
expenses, or saved for later use. Each
level provides your organization with $8,000 per week.
If an organization manages to save $40,000 in cash they can
spend this to increase any one Strategic Asset by one level.
If this asset is reduced to 0 the organization no longer
receives any funds but may still use any money they have saved to purchase
things.
Personnel: After the first week this is your skill
points pool to replace lost personnel or acquire new ones. Each level provides 10 skill points per
week. These points represent new
recruits and can not be used to increase the levels of existing
characters. The points can be saved from
week to week and all spent on one character, keeping in mind the maximum skill
limit of level three.
If this asset is reduced to 0 no new personnel may be recruited
and all saved skill points are lost.
STRATEGIC TURNS
Each strategic turn is one week long broken into 2 periods
of 3 days each (the first day of the week, Sunday is reserved for
administrative duties).
1. At the beginning
of each week each player totals up the amount of supply levels he has and
converts them to cash. He may then spend
or save this cash as he sees fit.
Equipment or vehicles purchased this way are available for immediate
use. Next total the personnel levels and
either save them or spend them to acquire new personnel. Any personnel acquired are available for
immediate use. (Skip these two procedures on the very first game turn only.)
2.
Next determine if any vehicles need repair
during the first period and assign repair hours to them.
3. Characters issue
and resolve Call Outs.
4. Each player
secretly plots out all offensive and defensive missions for the first period
(This is the only time when players do not publicly show their orders). Each personnel and piece of equipment may be
assigned to only one mission per period.
Any personnel or equipment not assigned is considered resting and will
not affect or be affected by combat that period.
5. Each player
reveals all missions. Since there is no referee, at this time all players must
reveal where every individual and piece of equipment is assigned as well as the
type of mission they are assigned to and who they’ll be raiding.
6. Next each players
defensive recon will be used to try to detect incoming raids (see scouting missions
below for details). One attempt may be
made per raid group coming into a defender’s territory. If an attackers raid is detected he must
state it’s objective. After all raiding
groups have had a detection roll made against them the defender may then assign
any patrols he has to attack any detected raids with the following limits. Each detected raiding group may be attacked
by only one patrol. Each patrol can only
attack one detected raiding group.
(Proceed to play these encounters out on a tactical level.)
7. Any raiding group
that was not detected or intercepted or which successfully drove off or
destroyed a patrol group may proceed to their objective and attack it. (Proceed to play these out on a tactical
level.)
8. Once all raids
have been carried out, calculate the amount of salvage and prestige gained and
Strategic Assets lost.
9. Complete the
second period of the week by repeating steps 2 through 8 (substituting “second
period” where the words “first period” are listed).
10. Begin the next
week.
THE MISSIONS
In order to win the game your organization must perform
missions. Each Strategic Asset of an
opponent may be attacked once per period as long as it has at least one level
left and the attacker has units to send against it. Missions are broken down into offensive and
defensive types.
OFFENSIVE
Raid: Successfully completing a raid mission will
permanently reduce one of your enemies Strategic Assets by one point and
increase your prestige by one point. An
attacker may raid the same Strategic Asset of a single opponent only once per
period. Each type of raid should have
its own map, agreed upon by all players at the start of the campaign. The
raider must have one level of C&C available for each raiding group he sends
out that period.
If more than one organization is attacking the same enemy’s
Strategic Asset the player with the highest C&C level decides if he wants
to attack first or second. In the case
of a tie each attacker rolls 1d6 and the highest roll decides. When the same asset is attacked by more than
one set of raiders any defending units damaged or destroyed in the first
attacks will have their damage carried over to the next attacker, but all
buildings will be returned to full damage point capacity with no breaches.
A maximum of six
vehicles is allowed in each raiding group.
The following rules are common to all raids.
Burning buildings: Buildings that are set on fire will be
considered destroyed if a roll of 1 to 3 is made on 1d6. If all remaining objective buildings burn to
the ground then the attacker gets his prestige and the defender loses one level
of that Strategic Asset.
Direction of attack: When determining which side of the
board the raider enters on compare the raiders Intelligence level with the
defenders. If the raider's is higher he
comes onto the board at any side he chooses.
If the defenders Intel level is equal to or higher than the raiders the
defender determines which side the raider comes in on.
Attacker loss of prestige: If the raiding player decides to
run off before the objective is destroyed he must fire at least five shots at
the objective (rather they damage it or not) before leaving or lose one
prestige point.
Raids are broken down into the following five types:
C&C Raids: This takes place against an opponent’s
command structure (Their Command and Control Asset). The defender sets up one heavy objective
building (see building listings below) in the middle of the map. He then sets up any defenders within six
inches of this building. The attacker
then enters the board per the direction of attack determination above. For the attacker to successful complete this
mission he must destroy the objective building thus reducing his opponents
C&C by one level. Anything less has no
effect.
Intelligence Raid: This takes place against an
opponent's listening posts, and community resources (their Intelligence
Asset). The defender sets up 1 medium
objective building and two weak objective buildings in the center of the map
within 3” of each other. Next he sets up
any defending units within 6” of these buildings. The attacker then enters the map as per the
direction of attack determination. In
order for the attacker to win he must destroy all three of the objective
buildings thus reducing his opponents Intelligence by one level. Anything less has no effect.
Repair Depot Raid: An attack against an opponent's
garages (Repair Asset). The defender
sets up 2 medium objective buildings in the center of the map. He then sets up his defenders within 6” of
any one building. The attacker then
enters the map as per the direction of attack determination. In order for the
attacker to win he must destroy both of these objective buildings thus reducing
his opponents repair by one level. Anything
less has no effect.
Convoy Raid: This takes place on the road and goes
against an opponent's Supply Asset. The
defender gets one “Economy” tractor truck pulling the “Supply Trailer” listed
below as the objective (this trucks cost does not come from the players cash it
is part of the Supply Asset. Also any
damage and ammo used is freely brought back to full for the next raid as long
as the defender has at least one level of Supply left). Both the driver and gunner of the truck have
Trucker and Gunner skills at level 0 (These are not part of the personnel pool
but are part of the Supply Asset just like the truck. The skill levels for these two are not paid
for out of the player’s points and may not be improved).
The defender then sets up any escorting vehicles within 6”
of the truck and all vehicles start at 50 mph. The attacker places his forces
as follows. If the attacker's
Intelligence rating is higher than the defenders he may set up both in front
and behind the convoy. If his
Intelligence is equal to or lower than the defenders he may only set up
behind. The attacker vehicles may start
no closer than 6” from any of the defenders vehicles. The attacker may start at any speed up to 80
mph. If the attacker brings the truck to
a halt without breaching the trailer he not only reduces his opponents Supply
level by one permanently but he also gets a one time bonus of $8000 worth of
supplies. If he brings the truck to a
halt, but also breaches the trailer he still reduces his opponent’s Supply level
by one permanently, but gets no supplies.
If he breaches the trailer, but doesn’t stop the truck then his opponent
loses $8000 worth of supplies for the next week only. If he doesn’t halt the
truck or breach the trailer then there is no effect.
Town Raid: This attack is against an opponents
Personnel Asset. The defender sets up
three weak objective buildings in the center of the map. He then sets up his defenders within 8” of any
building. The attacker enters the map as
per the direction of attack determination.
In order for the attacker to win he must destroy all three objective
buildings thus reducing his opponents personnel level by one. Anything less has no effect.
Screen: Screening is done by your offensive recon
units and makes it harder for your opponent’s defensive recon to spot you. (See scouting.) Screening units do not engage in any type of
combat.
Call Out: Any
time a character in your organization has successfully completed three or more
raids he may “Call out” an opponents character who has also completed three or
more raids. A Call out is a challenge to
the death and only one character can walk away.
If a character being called out refuses the challenge his organization
loses one prestige point. A character
can only make one Call out or be called out once per week.
Call outs are issued and either accepted or refused and
carried out before orders are plotted for the period. Any characters participating in a Call out
may not perform any other mission that period.
Once Called out the defender chooses whether to fight on
foot or in vehicles. The level of equipment does not have to be equal unless
the combatants choose to make it so.
The winner of the fight does not score any prestige unless
the fight was held in a public arena. In
which case the winner scores one prestige point for his organization. In order to hold the fight in a public arena
one or both of the organizations involved must spend a total of $2,000.
DEFENSIVE
Defensive missions never give their organization prestige
points.
Patrol: Each patrol group requires one level of
C&C in order to be used. The maximum
number of vehicles per patrol group is three.
After a player’s recon forces have discovered incoming raiding groups
each available patrol can decide which group if any it wants to engage and then
attack. The patrolling player chooses
the map and the raiders must set up at least 2” but no more than 4” from one
side. All raiding vehicles must be
moving 30 mph or faster. Vehicles without off-road suspension must be set up on
road strips placed by the patrolling player going in a continuous line from the
raider's side of the map to the patrols.
The patrol then sets up at least 4” but no more than 6” from the opposite
side. The patrol vehicles can be moving
at any speed.
The raider may continue his attack with any vehicles he gets
off the patrols side. Any of the raiders
vehicles which leaves off any other side can not continue to attack, and are
considered to have returned home. If the
raider returns all mobile vehicles home instead of continuing on with his
objective he loses one prestige point (negative points are possible). The patrolling player can salvage all
immobile vehicles.
Defend: Players may assign vehicles, pedestrians, and
static turrets/cupolas (see new rules below) to each of his five Strategic
Assets. These defensive units protect
their assigned Strategic Asset from any and all attacks that period until they
are destroyed or reassigned next period.
No more than two vehicles and three static turrets/cupolas may be
assigned to any one Strategic Asset. No more than $500 can be spent on dropped
weapons already on the map. Any number
of pedestrians may be assigned.
Scout: One scout
roll is automatically taken against all incoming raiders even if the defender
has not assigned any vehicles to this mission.
Assigning vehicles to scout simply increases your chance of spotting
incoming raiders. To spot incoming
raiders you must roll a 7 or higher on 2d6 for each raiding group (a roll of 2
is always a failure and a roll of 12 is always a success). Modify this roll as
follows:
+1` for each level of Intelligence you have above 0.
+1 for each ground vehicle you have scouting that has either
HC 3 or better (before spoilers and airdams) or off-road suspension, as well as
both an LDR and ACC (acceleration) 10 or higher.
+1 for every two ground vehicles scouting that have an LDR
and one of the following. Either ACC 10 or HC 3 or OR suspension. Or 2 people on riding beasts with LDR’s.
+1 for every 3 ground vehicles or 4 pedestrians scouting
that each have an LDR.
+1 for every 4 ground vehicles or 4 people on riding beasts
scouting with no LDR.
+1 for every aircraft scouting.
+1 for each radar on a scouting vehicle.
+2 for each long distance radar on a scouting vehicle.
-1 for each level of Intelligence your opponent has.
-1 for each ground vehicle the raiding player has screening
that has either HC 3 or better or off-road suspension, as well as both an LDR
and ACC 10 or higher.
-1 for every two ground vehicles the raiding player has
screening that have an LDR and either ACC 10 or HC 3 or OR suspension. Or 2 people on riding beasts with LDR’s.
-1 for every 3 ground vehicles or people on riding beasts
the raiding player has screening that have an LDR.
-1 for every 4 ground vehicles or people on riding beasts
the raiding player is screening with no LDR.
-1 for every aircraft the raiding player has screening.
-2 if the defender's Intelligence Asset is reduced to 0.
Cancel one scout’s radar, but not long distance radar for
every screening unit that has a radar detector.
Cancel one scout’s radar or long range radar for every
screening unit that has a radar jammer.
Cancel all radar bonuses if any screening unit has a bollix.
Scouting vehicles do not engage in combat.
PRESTIGE AND WINNING
Prestige is not kept track of in the normal way. Individual character prestige is unimportant
and should not be kept, as it will slow the game down. Organizational prestige is very important as
the amount of it determines whether you win the game or not. Organizational prestige is gained as follows.
+1 for every successful raid. A raid is successful if the defender
permanently loses one level of the
Strategic Asset being attacked.
-1 for any raiding group that runs from a patrol or fails to
take five shots at the raids objective before retreating (if all attacking
units are wiped out instead of leaving the board before five shots are taken
then no prestige is lost).
+1 for a character that won a Call out in a public arena
only.
-1 for a character refusing a Call out.
Players should decide on the number of weeks they wish to
play. At the end of that time total up
everyone’s prestige. The organization
with the highest prestige is the winner. A good number of weeks for a game is six. This will equate to twelve mission periods.
INCREASING CHARACTER SKILLS
Character skill points are awarded as follows. If the character successfully used the skill
at least one or more times in a mission he gains 2 points toward increasing
that skill. If he uses a skill but is
never successful he still gains 1 point toward that skill. Only one success or failure is counted per
skill, per mission no matter how many times that skill may have been performed.
WOUNDED CHARACTERS
Characters that are wounded heal at a rate of 1 hit point
every 2 weeks at a cost of $1600 a week in a hospital, or at a rate of 1 hit
point every 4 weeks at home for free. (One week at $1600 and 2 weeks at home
for free will also heal 1 hit point.)
Characters who are recovering may not go on missions until they have at
least 2 hit points. If they go on a
mission they do not heal that week.
Characters may not be Called out until they have at least 3 hit points.
APPENDIX
Objective Buildings: All are one story.
Weak objective buildings have DP 5/5 and must be at least
2”X2” with 2 openings.
Medium objective buildings have DP 7/7 and must be at least
2”X3” with 1 opening.
Heavy objective buildings have DP 10/10 and must be at least
3”X3” with 1 opening.
Supply Trailer:
40 ft van trailer, 8 PR tires, smoke screen back, 2 space
rocket platform upper back with 2 medium rockets. 20 pts plastic armor all locations. Weight with cargo 29,000 lbs. Cost $20,530.
Static Turrets and Cupolas:
Static turrets and cupolas can be set up around Strategic
Assets. Static turrets and cupolas have
the same cost and weight as their vehicle counter parts with the following
differences.
Both static turrets and cupolas must have their own internal
power supply and rotation mechanisms, which adds 100lbs and $1000 to their
cost. Both are -1 to be hit, but because
they are stationary they are +1 to be hit.
This gives a final to be hit modifier of 0. They do gain a +1 to hit because they are
stationary. Armor for these turrets
costs $20 and weighs 10lbs per point.
The maximum amount of armor they can have is 200lbs. No more than 1 static turret or cupola can be
set up per square inch. They may be set
up on top of objective buildings, but are destroyed when that building is
rubbled. When deployed on the ground use
a ½” X ½” counter to represent the weapon platform.
Static cupolas must have the gunner inside them, but static
turret gunners are located in one of the objective buildings and are killed if that
building is rubbled. It costs an extra
$100 to link each static turret to the gunners inside the building. Only one gunner can use one static turret at
a time.
Example: Static MG
cupola; One 3 space cupola at $3,500,
power supply and rotation controls at $1,000, one loaded MG at $1,500, 20 pts
plastic armor at $20 per point $400.
Total cost: $6,400. Base to hit
7, +1 for cupola +1 for being stationary.
Final to hit before Gunner or computer bonus 5.
SALVAGE
The defender is always allowed to salvage any vehicles and
equipment left behind unless all the defenders units were completely destroyed
and the raiders also eliminated their objective (in that case the raider may do
the looting). In order to drag the
salvage from the battlefield a player must have at least on level of
Repair. If these conditions are met then
all vehicles and equipment are automatically transferred to the player’s
assets. Destroyed Static turrets/cupolas
may not be used again, but the weapons and ammo inside them can be salvaged.
PRISONERS
Any raider who can not escape off the board in a vehicle has
the option of fighting to the death or surrendering. If the raider surrenders it is up to the
defender to decide whether to kill him, keep him, or ransom him back. (In the basic game your prestige is
unaffected no matter what your choice.)
If the character is ransomed back an agreed upon amount must be
specified. Once this is done the
exchange takes place. (Because there is
no referee there is no chance for a double cross. The money and prisoner must change hands.)
THE TROUBLE WITH HELICOPTERS
If helicopters are allowed in the campaign they represent a
whole new set of complications for defenders.
Helicopters with bombs are death on buildings and it is recommended that
defenders have plenty of AA weapons to defend their assets.
Also the rocket platforms on the supply truck may be loaded
with AA missiles instead of medium rockets (at no cost to the defender). The defending player can decide this during
set up for the mission, after seeing what equipment the raiders have, but must tell the attacking player what he’s
carrying on the truck before the scenario begins.
EXAMPLE ORGANIZATION
The following organization was built with the above rules in
order to promote a better understanding of this procedure. Starting points are 100. Note:
All the vehicles in this example are from the back of the Car Wars Compendium
Second Edition. No attempt has been made
to verify the accuracy of these vehicle designs via the official errata
released on them.
Asset Levels:
Command and Control: 2,
Total OP’s 10
Intelligence: 1,
Total OP’s 5.
Repair: 1, Total OP’s
5.
Supply: 1, Total OP’s
5.
Personnel: 1, Total
OP’s 5.
Total OP’s spent on Strategic Assets: 30.
Starting personnel:
12 Cupola operators with Gunner: 0, Total OP’s 12.
6 Car drivers with Driver: 0 Gunner: 0, Total OP’s 12.
2 Truckers with Trucker: 0 Gunner: 0, Total OP’s 4.
1 Driver with Driver: 0 Gunner: 1, Total OP’s 3.
1 Cyclist with Cyclist: 0, Total OP’s 1.
Total OP’s spent on personnel: 32
This leaves 38 OP’s to convert to cash at the rate of 1OP=
$8,000 for a total of $304,000 to spend or save. The money was spent as follows:
21 suits of body armor: $5,250.
1 Shogun 150 motorcycle with LDR: $2,600.
5 Super Zap Maulers: $124,990.
1 Liberator Bus:
$66,019.
1 Falcon: $25,064.
12 Static MG Cupolas:
$76,800.
Left over cash:
$3,277.
We’re now ready to begin play.
EXAMPLE OF PLAY
Now we’ll go through the first turn of strategic play
following the 10 steps outlined above.
1. On all other turns
except the first we would total the amount of supply cash and personnel points
we receive and either spend or save them.
However since this is the first turn we ignore this part of the turn.
2. If we had any damaged
vehicles or turrets we’d set up repair times and pay for parts, but since we
don’t we’ll move on.
3. No character has
successfully completed three missions yet so no Call outs occur.
4. Using the units
above I’ll now plot orders for all of them.
This is the only time my opponents will not be allowed to see my
personal and equipment.
Defense:
I’ll place 3 MG cupolas and 3 Gunner: 0’s at each of the
following: Command and Control,
Intelligence, Repair, and Personnel.
I’ll also add one Super Zap with a Driver:0 Gunner: 0 to
Command and Control defense and one Super Zap with a D:0 G:0 to Repair defense.
To the Supply Convoy I’ll add the Falcon with D:0 G:0 and a
Super Zap with D:0 G:0.
Scouting:
I could set the Shogun 150 cycle with LDR on Scouting. With its HC: 3, ACC: 15, and LDR it would
have provided me with a +1 to my defensive recon rolls. (Since I have no patrols out right now it’s
not too important that I detect incoming raiders, so I’ll put this unarmed bike
on screening my raiders instead.)
Offense:
I’ve got one raiding force going for my opponents Command
and Control. It consists of the
Liberator bus with both T:0 G:0 personnel and the last two Super Zaps. One is driven by a D:0 G:0 while the other is
driven by the D:0 G:1. Note: that with a
C&C of 2 I could send out another patrol or raid, but I don’t want to split
my forces up that much.
The Shogun 150 will go out to screen this group thus causing
a -1 on my opponent’s attempts to detect my incoming raid.
5. After my opponent
and I have finished writing up our orders we all reveal them. Looks like I’ve got one raiding group coming
against my Supply and one going against my Personnel. I’ve got one going out against my opponents
Command and Control.
6. If I had patrols
out I’d now make a recon roll against both of my opponent’s raiding groups to
see if I spot them (I’d get a +1 for my level 1 Intelligence minus my opponents
screening forces and Intelligent level).
Since I have no Patrols there’s no reason to roll. My opponent does have a patrol out and so he
rolls to see if his recon can detect my raiding group. He has no scouts out, but he does have an
Intelligence level of 2 so he gets +2 on his roll -1 for my Intelligence level
of 1 and -1 because my Shogun is screening for a final roll of 7 or
better. He rolls a 7, which is a success
and can thus decide if he wants to intercept my raiders with one of his
patrols. He attacks with a patrol of one
vehicle (played out using Car Wars counters and rules). I destroy it without taking loses, but the
damage I took in this fight and the ammo I used will carry on to my raiding
mission.
7. All raiding
parties now conduct their attacks. My
defenses ward off the weak raiding parties sent against my Supply Convoy, but
the raiders going against my Personnel Asset destroyed all 3 building and 2 of
my cupolas. My attack against my
opponents Command and Control goes well and I manage to destroy it and the 2
turrets guarding it while suffering some damage to the bus.
8. Now to total up
loses and prestige and distribute character points. My Personnel Asset has been reduced to 0,
which means I can no longer recruit new people to join my organization and my
opponent gains one prestige point. I
successful reduced my opponents Command and Control from a level 2 to a level 1
thus gaining 1 prestige point and reducing the number of patrols or raids he
can send out from 2 to 1. I also recovered the two vehicles that went against
my Supply Convoy as well as my opponent’s two turrets and can salvage any
useful parts off them. Since my opponent
didn’t destroy my third turret at the C & C site he doesn’t get any salvage
there. Because my turret remained, any
of his vehicles that had been immobilized on the raid would have been mine to
salvage.
9. Next we go into
the second period of the week. I need to
repair one of the Super Zaps and 1 of the cupolas so I calculate the amount of
time and cost of parts and take these units out of service. At this time I can pay for and top off all
spent ammo or damaged tires with no down time for the vehicles involved. There are still no characters with 3
successful missions so we ignore the Call out phase.
Next I’m going to plot my missions. The Super Zap that was on the raid mission is
in the shop so I’m pulling the one off the Supply Convoy and using it along
with the two original raiding vehicles to stage another raid on my opponents
C&C again. Everything else stays the
same. Now we reveal our missions for the
second half of the week and make recon checks.
This time my opponent has concentrated on defense and has sent no raids
against me. He has 2 vehicles Scouting
both of which have OR suspension and LDR’s for a total of +1 plus his Intel
level of 2 for a total of +3 to his roll.
I have my Intel level of 1 and the Shogun to counter him so his final
roll to detect my incoming raiders is a 6 or higher. He rolls another 7 and thus detects
them. He then sends a patrol of 2
vehicles against the raiding party. It’s
a vicious fight and I lose one of my Super Zaps before defeating him (I’ll get
the salvage on his 2 patrol vehicles at the end of the period.
Finally, I attack his C&C with my two remaining
vehicles. I manage to come away with my
Liberator bus in tact, but lose the other Super Zap. I do however destroy the objective building,
thus reducing his C&C to 0 and gaining another prestige point as well as
salvage. My opponent can now no longer
mount offensive raids or send out patrols unless he can save up $40,000 to buy
a level 1 of C&C again.
10. Start a new week.