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- Wanna-Be Games & Hobbies, Ltd.
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- In association with
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- Robosmut International
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- and
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- Robotech Fans, Anonymous
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- Present
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- *********
- ***** | *****
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- R o b o t e c h :
- T h e G l o b a l C i v i l W a r
-
-
- Created by: Peter Payne and Max Peregoy
- Playtesters: Josh Mercer and Phil Sunbury
-
-
- For 2-4 players (4 players recommended)
-
- Revision 1.1 - November 1988
- For use with Axis & Allies and Fortress America
-
- By The Milton Bradley Company
-
- (Robotech is a registered trademark of
- Harmony Gold/Tatsunoko.)
-
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- - 2 -
-
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- I n t r o d u c t i o n
-
- This bastardized game takes place in the Robotech universe, with boards and
- pieces from two excellent board games by Milton Bradley, Axis & Allies and
- Fortress America. Both games are needed to play, as well as a black grease
- pencil, a fair to good knowledge of Robotech, and hopefully some experience
- with the two board games.
-
- In this game, two to four players (four highly recommended) will play the
- entire Global Civil War on a slightly altered A&A board, using pieces from
- both games. The four main powers are: The Northeast Asian Co-prosperity
- Sphere (composing most of Asia, minus Japan), or the NEACAPS, the NATO/United
- States alliance (Japan, Western Europe and North America), the Warsaw
- Pact/Soviet Empire (the Soviet Bloc, the Soviet Union, Cuba), and the
- Glorious Alliance for Allah (the Middle East, North Africa, India). The
- players will start out in a quasi-WWIII worldwide theatre, and try to wrest
- as much power as they can in the first few turns. At one point in the game,
- the SDF-1 will arrive, doing damage to various parts of the world and landing
- at a certain place (randomly; not just on Macross Island). Then the game
- will be trying to capture and hold the SDF-1 and trying to unify the world
- under one power (thus, to create the United Earth Government).
-
- The introduction of automatic computer-controlled anti-ICBM sattellites by
- the United Nations in 1992 which effectively removed the threat of
- destruction from nuclear devices which traveled in the upper atmosphere was
- hailed by all as a great move towards the goal of global peace and unity, but
- inadvertantly set in motion a terrible chain of events which would lead up to
- World War III. The world balance of power unbalanced and the threat of
- nuclear devestation by superpowers eliminated (at least as long as the
- sattellites remained operational), massive buildups of conventional forces
- was undertaken by all the nations of the world. In 1996, a new strategy of
- world domination known as co-imperialism -- nations willingly banding
- together into huge confederacies to increase their economic and military
- strengths -- and appeared in the form of the Northeast-Asian Co-Prosperity
- Sphere and the Glorious Alliance for Allah. A short timeline follows:
-
- TIMELINE
-
- 1989 - Britan and China sign the Macek-Agrama Treaty, relinquishing British
- rule of Hong Kong ten years early. The so-called "conservative
- revolution" begins in China. The Soviets finally pull out of
- Afghanistan. Soviet-backed Kabul government lasts all of three months
- before falling to the Mujaheeden.
- 1991 - Gorbachev assassinated by xenophobic government opposition. Massive
- purgings of reform advocates takes place, followed by the confirmation
- of non-radical Ryan Shitski as Soviet Premier.
- 1992 - United Nations secretly launches Spiderweb anti-missile sattellites
- aboard the U.S. Space Shuttle Yamato in February. The plan is
- unveiled to widespread approval of world leaders. The Kirkpatrick
- Treaty banning the development of any inter-continental nuclear
- devices is drafted and signed by all the major nations of the U.N.
- 1993 - Massive uprisings in occupied Poland and East Germany give Soviets a
- pretense to beef up forces in Eastern Europe. The U.S. responds by
- increasing conventional forces in NATO. The Northeast Asian Congress
- is called in Manilla; proposal of a unified socialist Asian nation is
-
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-
-
-
-
-
-
- - 3 -
-
-
- addressed.
- 1994 - Birth of Northeast Asian Co-Prosperity Sphere, followed by the
- formation of the United Arab States out of the ashes of the Arab
- League, later that year.
- 1995 - Racial violence in South Africa ignites into racial war. All whites
- are killed, but no one was surprised.
- 1996 - War breaks out between Cuba and El Salvador. A nuclear device is
- detonated in San Salvador, killing hundreds of thousands. The NEACAPS
- annexes Borneo-Celebes.
- 1997 - Start of the Global Civil War proper! Soviets down a U.S. military
- jet they claimed violated air space laws. The incident ignites a
- clash between two divisions of Soviet and West German troops, who
- fight in a bar and insult each other. The Americans flee, knocking
- over a giant police robot in the process. The international incident
- was further agitated by a Soviet officer named Nyet "Dickless" Kamodo,
- who, convinced that if he doesn't fire on American forces even though
- he was explicitly ordered not to, launches Scud missiles into an
- American base in West Germany. America declares war on the Soviet
- Union, drawing on its NATO allies for support; Russia rears up,
- prepared to swat the Western challence; all the while, expansionism
- among the two lesser world powers reaches a head, and everything
- generally starts to get very silly.
- 1998 - Date of the famous raid by then-Colonel John Hayes on a superior
- officer's food supplies. Start of this game.
-
- The GCW represented the closest the human race came to killing itself, with
- several world nuclear powers vying for domination of the globe. In July of
- 1999, just as any hope of peace seemed impossible, a techno-savior fell from
- the sky in the form of a giant space-battlefortress, which would later be
- called Macross or the SDF-1.
-
- The SDF-1 effectively divided the war into two parts: the three years before
- the "visitor" arrived, when governments lacked any faith in each other
- whatsoever, and the world shook with fear of utter devastation, the period
- after the SDF-1's crash-landing, when the seeds for the Global Unification
- Movement were planted. It would be another several years before the United
- Earth Government would emerge as a power, out of the ashes of the old United
- States and the post-republic Soviet Union, but once the other military powers
- were beaten down, peace was restored.
-
- The goal of the game is to become the strongest player, to conquer the other
- three players and take their capitals. Through alliances and stealth, you
- must become the supreme power of the world, to unify all the peoples of the
- globe under one reign, and to thus finally achieve peace in your lifetimes
- (even though you will soon face destruction from alien forces).
-
- C h a n g e s f r o m V e r s i o n 1 . 0
-
- 1) The capitals rules have been added, pretty much in keeping with A&A
- (although changes exist). 2) Persia will be one territory, with no
- seperating line drawn between. 3) The strengths of all the powers have been
- altered slightly to basically make it so that the Soviet Union has a chance
- if everyone gangs up on it. 4) Background has been added here and there, in
- the forms of timelines and what not. 4) The confusion between
- Wake-Midway-Macross has been clarified. 5) The production rules have been
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- - 4 -
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- changed such that you may produce anywhere on your major "base" territories
- (The U.S. and Britan for NATO, China for the NEACAPS, etc.).
-
- S e t U p
-
- To play this game, certain minor changes must be made to the A&A board,
- drawing a few lines here and there. Be sure to use a grease pencil on the
- board, and make sure it erases without a trace with a dry cloth before you
- draw all over your game board.
-
- NOTE: WE ARE NOT RESPONSIBLE FOR DAMAGES DONE TO YOUR GAME BOARD AS A RESULT
- OF THIS STUPID GAME. If, for some reason, you get a lame grease pencil, and
- it marks your board forever, it's NOT OUR FAULT! So there.
-
- NORTH/SOUTH AMERICA: 1. Draw a line cutting the Eastern U.S. in half,
- starting from the bottom of Lk. Superior straight down. 2. Cut the Western
- U.S. in half in a like manner, starting at the Canadian border and going
- straight down. There are now four sections in the U.S.
-
- EURASIA: 1. Cut Germany in half down the middle, both on the main map and
- above, in the "blow up" box.
-
- AFRICA: No changes here. Lucky you.
-
- OTHERS: Make a mental note that what is labeled Midway Island on the board
- has become Macross Island, or mark it if you prefer. No other changes are
- made.
-
- S e t u p o f T e r r i t o r i e s
-
- Since the A&A country colors are, by and large, useless in this time period
- of circa 1999, you must place country markers around the board before the
- start of the game.
-
- NOTE: You will most likely run out of markers if you mark every space you
- own; instead, remember what territories are yours as your "base" territories
- (such as, the Soviet Union obviously belonging to the Soviet power, the U.S.
- and Canada to NATO, etc.), and only mark the ones you will have trouble
- remembering. This makes it really important for enemies capturing other
- territories to use their own markers, to be sure whose plots of land are
- whose. If you do run out of territory markers, you can improvise by using
- the ones from FA.
-
- ANOTHER NOTE: You should also mark, with the grease pencil, the value of
- each territory, or at least the ones that are worth more than one. Remember
- that all territories are used in this game, even the ones that were neutral
- in A&A. Lands are worth $1 as a default.
-
- The U.S./NATO (use American territory markers from A&A): America/NATO's
- starting territories are: All of North America from Panama up (except Cuba),
- Hawaii, Japan, Okinawa, Britan/Ireland (one piece), Western Europe, and the
- Western half of Germany. This brings NATO's lands totaling to 15. MONEY:
- The westernmost and easternmost U.S. territories and Japan are worth $3, and
- Britan is worth $2; all other squares are worth $1. This brings U.S. to $25
- per turn.
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- - 5 -
-
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- The Soviet Union/Warsaw (use FA Ruskie territory markers): All of Russia,
- plus Ukrane S.S.R., Eastern Europe, East Germany, and Cuba, for a total of 12
- lands. MONEY: Russia, Caucasus, Karelia, Soviet Far East are each worth $3;
- Cuba is worth $2; the others are worth $1, for a total of $21.
-
- The NEACAPS (use FA yellow-eyed devil marker): All the green and yellow
- areas in China, plus Mongolia, East Indies, Phillipines, Caroline Islands,
- Borneo and New Guinea -- 11 territories. MONEY: The three yellow places on
- the coast are worth $3, all others are worth $1. Starting money is thus
- $17.
-
- Glorious Alliance for Allah (use the blue wetback markers from FA): Algeria,
- Libya, Egypt, Itallian East Africa, Saudi Arabia, Syria/Iraq, both halves of
- the split Persia, Afghan, and India, for 10 squares. Both halves of Persia
- and India are $3; the rest are worth $1. Thus, their starting money is $16.
-
- How will you remember the values for each territory? It's not too hard.
- Most of them are simple. If you really can't remember which territories are
- special, fake it. Actually, the best way is to mark, with the grease pencil,
- the ones that are worth more than 1. Do this and your life will be easier.
-
- S t a r t i n g M o n e y / P r o d u c t i o n , S u m m a r y
-
- NATO/U.S.: $25
- Soviets: $21
- NEACAPS: $17
- Allah: $16
-
- Capturing territory: When your side captures an enemy territory, your
- production (as monitored by the National Production card in your A&A game --
- use the USA marker for NATO and the red/yellow/blue FA markers for the other
- powers) always goes up by 1, even if the piece is worth 2 or 3 to the enemy.
- The enemy's production goes down by the full value, then back up if he
- captures his territory back from you. Because of this fact, it can get a
- little confusing counting money for territories. Therefore, care must be
- taken by all players to ensure he doesn't get cheated and that mistakes are
- not made.
-
- C a p i t a l s
-
- In this game, as opposed to A&A, your powers have some choice as to where
- they want their capitals to be. Use city markers from FA, and place them,
- before the game starts, on any territory where they may produce. Production
- is limited to the territories which are considered "major" -- a list can be
- found below, see PRODUCTION.
-
- When your city is taken, you must give all your current money to the enemy
- who snagged it. You may not produce and may not collect money until you
- rewin your capital. You may not ever move your capital marker. You may
- still move your own pieces as long as some exist, forever, although you can't
- produce anything more until you get your capital back.
-
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- - 6 -
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- T h e P l a y e r s
-
- Use the following table for color conversions:
-
- Green FA, American A&A markers = NATO/America
- Red FA, Soviet A&A = Warsaw/Soviet Union
- Yellow FA, Japanese A&A = NEACAPS
- Blue FA, German A&A = Glorious Alliance for Allah
-
- This game is for 2-4 players, although four is strongly recommended. The
- reason for this is that, in this game, there are not just two sides; there
- are four. Four major powers, vying for as big a piece of the world as they
- can get. This makes for many opportunities for treaties and back-stabbings
- than are possible with only two players.
-
- If only two players *are* playing, the game should be divided against the
- Russians and the U.S., certainly, with the Moslems fighting with the Russians
- and the Chinese fighting with the U.S. (or switched around, if you prefer --
- you might like to experiment).
-
- T h e P i e c e s
-
- You'll need all the pieces from FA except hovertanks and the many-sided dice.
- From A&A, you'll be using the 6-sided dice, Britan's infantry and tanks
- (which will be used as troops for "neutral" nations so they can have an army,
- too), as well as tanks, bombers, subs, aircraft carriers, battleships and
- freighters for Germany, the Soviet Union, Japan and America.
-
- The Stats
-
- Item: Cost: Move: At: Df:
-
- Infantry INF 2** 1* 1*** 2
- Ground Mobile Units GMU 4 2* 2 2
- Tanks TANK 4 2* 3 2
- Anti-Aircraft AA 3 1 - 1
- Copters HEL 5 3 3 3
- Fighters FTR 8 5 4 4
- Air Cargo ACGO 9 7 1 1
- Missile Carriers MSSL 12 2 4 4
- Aircraft Carriers AC 14 2 2 3
- Sea Transports TNSP 7 2 1 1
- Submarines SUB 9 2 4 3
- Nukes NUKE 5 - 5 5
-
- * Special movement with air and sea transports
- ** Special cost for NEACAPS player (1 instead of 2)
- *** Special attack for Moslem player (2 instead of 1)
-
- Infantry (use FA infantry, and no Partisan pieces): These move one square
- per turn, and are pretty cheap to buy and use as cannon fodder when attacking
- (since this game basically follows the same combat rules as A&A, and the
- weakest pieces die off first). Since they defend as well as tanks and mobile
- units, but are as cheap as they are, they are good for defense. NOTE: The
- NEACAPS player produces Infantry units at $1 instead of $2, due to the
-
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- - 7 -
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- massive man-power of the region. Similarly, Infantry units for the Alliance
- for Allah attack at 2 instead of 1, because "it's a good day to die for
- Allah."
-
- Ground Mobile Units (use FA Mobile Units): These are sort of like
- half-tanks. They move two and can "run through" territories like tanks, but
- can only engage in combat once per turn (like all pieces). Mobile Units
- suffer a -1 when attacking over mountainous areas (see below for a list of
- "mountainous" plots). They are useful more so than tanks in that they have
- tactical nuclear capability (see below). Furthermore, land-based nuclear
- capability is capable of destroying up to two (2) enemy pieces, not one as in
- sea-based combat.
-
- Tanks (use A&A tanks, approximate colors): They attack better and have
- better armorment than mobile units (attack on a 3 instead of a 2, defend on a
- 2). Like Ground mobile Units, they suffer a -1 when attacking over
- mountains.
-
- Anti-Aircraft (use A&A AA pieces): These perform the same function as they
- do in A&A, against fighters, helicopters and air transports.
-
- Copters (use FA helicopters): They attack at 3 and defend at 2, which isn't
- bad. They can fly 3 spaces, and are a sort of half-fighter (in A&A terms).
- Unlike fighters, of which two can only fit on a carrier, three copters can
- fit.
-
- Fighters (use FA bombers): They have excellent attacking and defending
- capabilities, and can fly 5 spaces. They can land on aircraft carriers.
- These jets, the same seen in "A Rainy Night," flown by Fokker in the
- flashback sequence, are very fast and carry many large missiles.
-
- Air Cargo (use A&A bombers): These pieces can transport two men or one Tank
- or one Ground Mobile Unit up to seven spaces. They cost a lot, and suck at
- combat, but they're the best alternative to slow ship transport. NOTE: Air
- Cargos may transport pieces into combat, but the aircraft is included in the
- combat rolls and is subject to being attacked by enemy ground pieces.
-
- Missile Carriers (use A&A battleships): These large missile-mounted vessels
- make up a large part of modern navies. They move 2, like all ships, and
- attack and defend at 4. They're very nice to have, but expensive. They have
- nuclear capability (discussed below).
-
- Aircraft Carriers (use A&A carriers): Evolved into something resembling the
- Prometheus and Daedalus from Robotech, these vessels can hold two fighters or
- three copters or a fighter and a copter. When a carrier is destroyed, it is
- assumed that its aircraft were not taken out with it; they may fly to a
- friendly territory if they can. Like subs, missile carriers and GMUs,
- Carriers have nuclear missile capability.
-
- Transports (use A&A freighters): These large ships can transport four
- infantry or two tanks or mobile units, or two infantry and one tank or mobile
- unit. Note that this is greatly increased over the transport capability in
- A&A.
-
- Submarines (use A&A subs): These ships have good attacking power (4), fair
-
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- - 8 -
-
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- defensive (3), and have a special "stealth" shot by which they can sneak up
- on a single target, attack, and, if they destroy the target, deprive the
- enemy of its last defensive attack. Note that this only works if the ship is
- by itself, without an escort; otherwise, all ships may make a last defensive
- attack. They cannot retaliate against airplanes, but get to submerge after
- one round of attacks if they are still around. They have nuclear capability
- (discussed below).
-
- Nukes (use FA city pieces, which will only be used as counters and not actual
- pieces on the game): Players will start out with 3-6 of these markers,
- depending on which power they are. In normal combat, if the piece that is
- currently attacking or defending has nuclear capability (sub, missile
- cruiser, what have you), the player may "spend" a nuke, gaining a 5-or-less
- attack against the piece of the his choice. Note that, for nukes against
- land pieces, either from ships or GMUs, two targets and two 5-or-less attacks
- are made. A target must be picked, then the nuke roll is taken, in place of
- the normal attack for that round. If the roll is 5 or less, the enemy piece
- is destroyed, and gets no defense roll (if it was defending). Nukes may also
- be used by pieces defending. Note that you don't have to produce the "nuke"
- in a specific place then move it; it's assumed to already be in the
- possession of the GMU, aircraft carrier, sub or missile carrier. Only one
- enemy piece will be destroyed, and there is no trace radiation to worry about
- (due to neutron technology). NOTE: Normally, land pieces cannot attack sea
- pieces. The exception to this rule is the ability of GMUs to attack ships
- off the immediate coast. No other pieces may do this.
-
- "Mountainous" Terrain
-
- Here is a list of territory borders which have large mountain ranges. Tanks
- and GMUs attacking across such borders will suffer a -1 on their attack score
- for this reason. All such areas apply both directions across the range, and
- the limitation is for attackers only. NOTE: You should draw a line between
- each territory over mountains so that you will remember what's where.
-
- All of India's borders, both directions; all of Afghan's borders; all of
- Persia's (both halves) borders; Caucasus's borders with Turkey and Persia; W.
- U.S., western half's border with W. U.S., eastern half.
-
- S e t t i n g u p t h e P i e c e s
-
- Here's the list of which pieces go where on the new board:
-
- The U.S./NATO:
-
- Alaska: 1 GMU.
- W. Canada: 1 INF.
- W. U.S., west half: 2 INF, 1 FTR, 1 AA; 1 MSSL, 1 SUB.
- W. U.S., east half: 1 INF, 1 HEL.
- Mexico: None
- Hawaii: 2 INF, 1 MSSL, 1 FTR; 1 TNSP.
- Japan: 2 INF, 1 HEL, 1 ACGO, 1 AA; 1 AC, 1 SUB, 1 FTR (on AC).
- Okinawa: None.
- Caroline Islands: 1 HEL, 1 INF.
- E. Canada: 1 TANK.
- E. U.S., west half: 1 GMU.
-
-
-
-
-
-
-
-
- - 9 -
-
-
- E. U.S., east half: 2 INF, 1 AA, 1 ACGO; 1 SUB.
- Panama: 1 INF; 1 TNSP.
- Britan: 2 INF, 1 ACGO, 1 AA; 1 TNSP, 1 MSSL.
- W. Europe: 2 INF, 1 FTR, 1 TANK, 1 GMU.
- W. Germany: 3 INF, 2 TANK, 1 AA, 1 GMU.
- Right side of Madagascar: 1 AC, 1 FTR, 1 TRNS.
-
- The Soviets:
-
- Cuba: 2 INF, 1 FTR; 1 SUB.
- E. Canada: 1 SUB.
- Off coast of Germany: 1 TNSP.
- E. Germany: 3 INF, 1 HEL, 1 FTR, 3 TANK, 1 AA.
- E. Europe: 2 INF, 1 GMU, 2 TANK.
- Ukrane S.S.R.: 1 INF.
- Caucasus: 2 INF, 1 GMU, 1 HEL.
- Karelia S.S.R.: 1 GMU, 1 HEL.
- Moscow: 3 INF, 1 HEL, 1 FTR, 1 ACGO, 1 AA.
- Kazekh S.S.R.: 3 INF, 1 TANK.
- Novosibirsk: 3 INF, 1 TANK.
- Evenki Nat'l Okrug: 1 GMU, 1 INF.
- Yakut S.S.R.: 2 INF.
- Soviet Far East: 2 INF, 1 FTR; 1 MSSL, 1 TRNS.
- Space to the left of Midway (Macross) Island: 1 AC, 1 FTR (on AC).
- Two spaces below Mexico, above "Caroline Islands" blow-up: 1 MSSL.
- One space east of Australia: 1 SUB.
-
- Northeast Asian Co-prosperity Sphere:
-
- Manchuria: 3 INF, 1 GMU.
- Kwangtung: 2 INF, 1 FTR, 1 AA.
- Fr. Indo China Burma: 2 INF, 1 GMU, 1 HEL, 1 AA; 1 MSSL, 1 TRNS.
- China: 2 INF, 1 FTR.
- Sinkiang: 3 INF, 1 GMU.
- Mongolia: 2 INF, 1 TANK, 1 HEL.
- East Indies: 2 INF.
- Borneo Celebes: 1 INF, 1 HEL.
- Phillippenes: 2 INF.
- New Guinea: 1 INF; 1 TRNS.
-
- The Glorious Alliance for Allah:
-
- Algeria: 1 INF.
- Libya: 1 FTR, 1 INF.
- Anglo Egypt Sudan: 2 INF, 1 GMU.
- Itallian East Africa: 1 INF, 1 TANK; 1 TRNS (in the Suez).
- Syria/Iraq: 2 INF, 1 ACGO.
- Turkey: 2 INF, 1 TANK.
- Persia: 1 INF, 1 FTR.
- Saudi Arabia: 2 INF, 2 GMU, 1 TANK.
- Afghanistan: 1 INF, 1 TANK.
- India: 3 INF, 2 TANK, 1 GMU, 1 AA; 1 MSSL, 1 TRNS.
-
-
-
-
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-
-
-
-
-
-
- - 10 -
-
-
- Neutrals:
-
- (Neutral pieces are only to add realism to the game, and may only defend.
- Use British infantry and tank pieces.
-
- Each of the three "neutral" nations of South America: 1 INF each.
- Brazil: 2 INF, 1 TANK.
- Fr. W. Africa: 1 INF.
- Fr. Eq. Africa: 1 INF.
- Belgian Congo: 2 INF.
- Kenya Rhodesia: 1 INF.
- South Africa: 2 INF, 1 TANK.
- Australia: 2 INF, 1 TANK
- New Zealand: 1 INF.
- Spain: 1 INF.
-
- Starting Nukes
-
- Using FA city or laser markers as counters, hand out the following number of
- nukes to each player:
-
- NATO/U.S. 5
- Warsaw/Soviet Union 6
- NEACAPS 3
- Alliance for Allah 3
-
- Order of play
-
- The order of play is established randomly in the first turn. Each player
- should roll 1d6; the closest to 1 goes first. Ties are rerolled. The player
- playing NATO's forces can never go first; if he gets closest to 1 he should
- reroll to place himself somewhere else in the queue.
-
- After all four players have gone, and every time the fourth has finished his
- turn, you must roll for the SDF-1 (see below).
-
- What happens in a turn?
-
- 1. Make Bonus Roll, if desired (see below).
- 2. Make combat move. Move all pieces that are going to engage in combat
- into the territory the combat will take place in.
- 3. Combat. Attacker fires first; defender always gets one last chance to
- defend after he's dead (unless the attack was using a Nuke or a sub's
- "stealth attack" against a single target, or the defense is a sub attacking
- against an aircraft).
- 4. Non-combat movement. Move pieces that didn't do any combat.
- 5. Place ownership markers, raise your production appropriately.
- 6. Buy your new pieces and place them on the board.
- 7. Collect income for next turn. Check your production card for errors.
- (Roll for SDF-1, if it's the last player's turn.)
-
- Bonus Roll
-
- If desired, players may spend $3 of their money on a Bonus Roll. Unlike the
- A&A equivelant, this can bring good or bad things. Roll 1d6; a 6 means roll
-
-
-
-
-
-
-
-
- - 11 -
-
-
- 1d6. If you get a 1 or a 2, roll once more against group 1; 3-4, roll
- against group 2; and 5-6, group 3.
-
- GROUP 1
-
- 1. Media Lack of Support - The media holds the war in disdain, polluting
- public opinion. Also known as "Dan Rather Syndrome." All items which
- formerly cost more than $5 are increased by one.
- 2. Protestors - Long-haired and aggressively bitter bleeding hearts who
- are Kung-Fu Dandies and who talk in pseudo-New York dialects litter your
- populace. Lower production by 1 permanently.
- 3. Nuclear accident - Nuclear payload aboard a submarine explodes,
- destroying all ships (friend or foe) in that sea zone. The submarine which
- has the accident should be picked by the player who went before the current
- player; or, if the current player went first in that round, by the player who
- goes next.
- 4. Escape from a crime-plagued walled-in city - Your power's leader's
- private jet is hijacked and crash-lands in a ruined, walled-in city/prison,
- and time is wasted waiting for a Rambo-forerunner with an ugly patch and long
- hair to get him out. Your power doesn't get to produce this turn - but you
- do get to keep your money and use it for production at the end of next turn.
-
- 5. Ronin United Nations forces ally themselves with your power -- Place
- four infantry, 1 tank and 1 GMU anywhere you want to.
- 6. Minor Airlift - Move any 5 land-based pieces anywhere else you want.
-
- GROUP 2
-
- 1. Economic breakthrough - Your power has come into an economic
- windfall, such as a large oil or gold discovery on your soil. Get one-time
- bonus of $15.
- 2. Production breakthrough - Ditto. Get one-time bonus of $12.
- 3. Uranium discovery leads to increased production of warheads - Take
- four more "nuke" markers.
- 4. Visionary leaders - Your power's leadership wears Admirals' hats,
- smokes pipes and says noble things like, "There's nothing left to do but
- fight!" Raise your production by 2 permanently because of popular support.
- 5. Media Support - The free press supports your efforts at home, gaining
- the support of the population. Get a one-time bonus of $10 because of
- popular support.
- 6. SDI - All enemy nuclear attacks hit on 3 or less against your pieces,
- not 5.
-
- GROUP 3
-
- 1. Religious/Patriotic Fervor/Jihad - All your infantry pieces now
- attack on 2 instead of 1. *
- 2. Air nukes - All your fighters now have nuclear capability, just like
- subs, aircraft carriers, missile cruisers and mobile units.
- 3. Nerve gas - Destroy up to five total enemy infantry units in any
- enemy territories bordering yours.
- 4. Biological warfare - One attack allowed against any one enemy.
- Man-made disease permanently decreases enemy's production by five each turn
- until that player makes saving throw by rolling a 1 on a 1d6 (he makes one
- saving throw each turn until a cure is found).
-
-
-
-
-
-
-
-
- - 12 -
-
-
- 5. Partisans spring up to combat your enemies in massive uprising -
- Place five infantry units anywhere you want.
- 6. Production center retools for defense - Place 2 tanks, 2 GMUs and a
- fighter anywhere you want.
-
- * Moslem player re-roll on this table
-
- M o v e m e n t n o t e s
-
- A few notes on movement. For the most part, things work exactly as they did
- in Axis & Allies. When airplanes or copters take off from any land (but not
- a carrier), count the first sea zone they cross as one move. To move land
- units across the Suez or the Panama Canals, you must hold both sides (or just
- Panama in the latter case). No unit may fight more than once, even ones with
- more than one movement. Pieces in combat (all pieces, not just aircraft) may
- retreat instead of attacking, but defenders get one last defense against
- them. Note that no aircraft may be sent on a "suicide mission" - an attack
- after which it won't be able to land because of lack of range.
-
- Changes: Ships _may_ enter and exist in sea zones with enemy ships. If an
- attack is to be made by a group of one player's ships against another's, it
- must be made against all his ships (meaning, not just one at a time, or
- whatever). Also, note the "mountainous" terrain rules noted above.
-
- C o m b a t
-
- Combat works exactly like in Axis & Allies, as follows: 1) Place the pieces
- on the "battle board" at the end of this file, according to their attack and
- defense ratings. 2) Attacker fires first. He rolls the correct number of
- dice for his pieces, moving from lowest to highest, and whenever he scores a
- hit, he moves the lowest enemy piece (the choice belongs to the player whose
- pieces are getting killed) to the area reserved for destroyed pieces. 3)
- Then the Defender fires, shooting for the "destroyed" pieces first. The dead
- pieces are put away at this point; they've received their obligatory "parting
- shot" and are not dead. 4) Attacker fires again, and so on, until one side
- has won. The victor's remaining pieces are then placed in the territory he
- just conquered.
-
- N o n - c o m b a t m o v e m e n t
-
- Now move all the pieces that didn't engage in combat.
-
- P l a c i n g O w n e r s h i p M a r k e r s
-
- At this point the player will place his country's markers in the territories
- he has claimed (either by running through empty ones, or by occupying new
- ones after combat), and will adjust his production on the production board up
- by one. The player who has lost the territory loses the full value of that
- territory on the production board -- if it was worth three to him, he loses
- the full three. But to the player gaining the land, it's only worth one
- maximum, and you can never produce anywhere but on your own "home"
- territories which have a production value greater than $1.
-
- P r o d u c t i o n
-
-
-
-
-
-
-
-
-
- - 13 -
-
-
- To save time, there are no Production Facilities in this game. Each power
- may produce anything on or off the coast of its "main" territories. See the
- following:
-
- NATO/The U.S.: The continental U.S., Japan and Great Britan.
- Warsaw/The Soviet Union: Anywhere in the "main" Soviet Union that is not
- colored grey.
- The NEACAPS: Anywhere on mainland China; not on any islands or in Mongolia.
- The Moslems: Any one of the starting nations except Afghan, Turkey, Algeria
- and Italian East Africa.
-
- These are the territories you may produce new pieces on at the end of your
- turn. You may never produce on territory captured from an enemy. If you
- have no producable lands free to produce on, you may not produce. You do
- keep collecting income in this situation.
-
- When your capital is taken by the enemy, you surrender all your current money
- to them. You can then neither produce nor collect income until you reclaim
- your capital.
-
- NOTE: Players cannot give their production money to other players or powers
- (even if controlled by the same player).
-
- C o l l e c t I n c o m e
-
- One person should have been the "banker," who should keep track of all money
- and make adjustments to income. However, it's each players' responsibility
- to make sure a mistake is not being made on his income; he should check at
- every turn, and recalculate his income. This is especially important in this
- game where the previous values for A&A's territories do not apply. NOTE:
- Bankers are known universally to "just cheat a little" when his country's
- chips are down, so be smart, and check the financial calculations of every
- player as he is making transactions, producing, etc. *Everybody* cheats in
- this game -- be smart, and check what your opponents are doing as they do it
- to be sure all the cards are on the table.
-
- R o l l i n g f o r t h e S D F - 1
-
- The SDF-1 can show up any time after the first round. To determine if it
- arrives, roll 1d6 at the end of each round (when all players have taken their
- turns); a 5 or a 6 means yes!
-
- AUTO SDF-1 RULE: If the game is dragging on slowly, and if all players
- agree, the SDF-1 can be made to fall at the end of the current round.
-
- The damage wrought by the falling vessel, which was as big as five aircraft
- carriers, was staggering - cities crushed, suckling babies dashed against
- walls, as the Great King of Terror came down from the sky, etc. When SDF-1
- arrives, all four powers must give up 2d6 of their current money because of
- ruined production facilities, melted twin skyscrapers, and the like. In the
- territory where the SDF-1 sets down, roll 1d6 once for each piece. On a 2 or
- less that piece is destroyed! Mark the plot in which the SDF-1 has fallen
- with a knocked-over FA lazer piece.
-
- To determine where the SDF-1 sets down, roll 1d6. If you rolled 1-2, roll
-
-
-
-
-
-
-
-
- - 14 -
-
-
- 1d6 against group 1; 3-4, group 2; or 5-6, group 3.
-
- GROUP 1
-
- 1. East Indies
- 2. Angola
- 3. West Indies
- 4. Mongolia
- 5. Brazil
- 6. Alaska
-
- GROUP 2
-
- 1. South Africa
- 2. Midway Island (aka Macross Island)
- 3. Australia
- 4. Southern Europe
- 5. Madagascar
- 6. Kenya/Rhodesia
-
- GROUP 3
-
- 1. Panama
- 2. Midway Island (aka Macross Island)
- 3. Gibralter
- 4. Finland/Norway
- 5. Phillippenes
- 6. Itallian East Africa
-
- Benefits of the SDF-1
-
- The SDF-1 is a huge space battlefortress filled with technological treasurers
- which would eventually be labeled Robotechnology. In time, the Veritechs,
- the Armor space platforms, and other mecha, would be possible; but in the
- first months after the arrival of "the visitor," only token advances were to
- be made.
-
- Possession of the SDF-1's plot of land gains the power an increase in
- production power. The base modifier is 5. Take a red FA battle marker and
- put it on the National Production card to keep track of the SDF-1's current
- level of technological output, starting with 5. The power that owns the plot
- of land on which the SDF-1 sits gets to add that number to its money when it
- collects its income for that turn or the next turn (whichever comes first).
- The extra money is added at the time the SDF-1 falls, no matter when the
- beneficiary player's turn comes. The SDF-1's output will go up by a flat
- rate of 10 per round -- so increase the SDF-1's output marker by that much
- each round, then when the player who holds that plot goes to collect his
- money, he will get the amount that the SDF-1's techno output marker is at,
- too.
-
- T h a t ' s A l l F o l k s
-
- We, the self-glorified anime-fans of Wanna-Be Productions and Robotech Fans,
- Anonymous, would like to thank you for taking an actual interest in this
- game. It has taken us (me) a great many hours to set this all up for you, so
-
-
-
-
-
-
-
-
- - 15 -
-
-
- that you could enjoy it. Good luck and happy world-dominating...
-
- D o n ' t F o r g e t . . .
-
- I almost forgot to mention Robotech Fans, Anonymous, an entirely free fan
- organization in which *you* are welcome to belong (you lucky pollinator).
- What do you get? A free periodic newsletter in which we spread our fascist
- Robotech bullcrap, and information on any other projects we may actually
- finish someday. To join, just send me your address, and you're all set.
-
- Robotech Fans, Anonymous
- 3644 1/2 #A 51st Street
- San Diego, CA 92105
- (619)285-9348
- (GEnie account LETO-2)
-
- And don't forget to call the Sherwood Forest BBS - Main hang-out of
- all wanna-bes, and it's PC Pursuitable! (619)276-5603
-
- C o m i n g S o o n
-
- Oh, and don't miss more action and adventure, when we get off our rear ends
- and write:
-
- ROBOTECH:
- The Second Global Civil War
-
- A board game of epic proportions using Fortress America's board and pieces!
- The Second Global Civil war (GCWII) occurred in Robosmut, the famous
- best-seller length cult fanfic-novel (which, alas, still awaits publication).
- It was a glorious year-long struggle between the evil Napoleon of the United
- Earth Government, President Benjamin "B-D" Dreyfus, and Supreme Commander
- Rick Hunter's deposed RDF, commanded by Vice Supreme Commander Lisa
- Hayes-Hunter, while Rick himself struggled a galaxy away to escape fate and
- save another world in great peril. It was a no-win situation for everyone,
- and the fate of the world's millions of displaced micronized Zentraedi,
- Robotech Masters' Clones and Invid hung in the balance!
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - 16 -
-
-
-
-
-
-
- R O B O T E C H : T h e G l o b a l C i v i l W a r
- B a t t l e B o a r d
-
-
- D E F E N D E R
- |----------------------------------------------------------------|
- | DESTROYED |
- | |
- | |
- | |
- |----------------------------------------------------------------|
- | | | | | |
- | Nukes | Fighters | Copters | Infantry | Anti-Air |
- | | M. Cruiser | Submarines | GMUs | Air Cargo |
- | | | A. Carrier | Tanks | Transport |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- | 5 | 4| 3| 2| 1|
- |------------|------------|------------|------------|------------|
- | 5 | 4| 3| 2| 1|
- | Nukes | M. Cruiser | Tanks | GMUs | Infantry |
- | | Fighters | Copters | A. Carrier | Air Cargo |
- | | Submarines | | | Transport |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- | | | | | |
- |----------------------------------------------------------------|
- | |
- | |
- | |
- | |
- |----------------------------------------------------------------|
- A T T A C K E R
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