Summer grasses / All that remains / Of soldiers' dreams. - Basho.
The War of Martian Independence
A High Frontier Scenario for Two Players
The Red player represents a burgeoning Martian colony which has decided to declare its independence from Earth. The faction played by the opposing player represents the parent “government” of the Rebel colony. All other Earth factions are assumed to be adopting a neutral, wait-and-see approach to the outcome of the conflict.
Place a red claim disk on all Mars sites and Phobos. The Red (Martian) player places one factory cube on any claim disk on Mars, and one factory cube on any of the other claimed sites. Finally, the Martian player places one space colony cube (6.7B) on the same site as any factory cube on Mars. This represents the capital of the Martian colony which has declared independence. Make sure the Martian player comes up with a catchy name for the capital colony and the new Martian state.
The opposing player selects a faction crew card to represent the Government faction. If the Government player wishes to play China as the Government faction, use any other desired set of unused coloured markers to represent the Chinese Government pieces.
The opposing Government faction places one claim disk and a factory cube on Ceres.
Place a black disk on the Luna site; it has been claimed by a neutral faction which does not figure in this war.
The war began with a Rebel crew scuttling the primary spacecraft used for interplanetary transport by the Government faction, with simultaneous network-based and strategic commando attacks to erase/cripple government technological research on Earth and in space. Neither player begins with any rockets, freighters or cards in LEO/in hand.
Use an unused crew card for the Martian player – it may be any of the crew cards still available. The modification is that the Mars crew card does not have the special faction power of that card.
It is assumed that the outbreak of war has taken no one by surprise – tensions have been running high for a decade and both sides have built up a war chest. Each player starts with 15 WT (instead of 4 WT) with which to begin the game.
The Martian player goes first.
War. All players can attack and perform felonious actions (2.3B). Blue and Yellow (Election Year and Budget Cuts) events are treated as no event. Pad explosions/Space Debris, Glitches and Solar Flare/Coronal Mass Ejection events are handled normally. Note that Pad explosions and Space Debris only affect stacks in LEO - they do not affect the Martian LMO stack. The space government is assumed to be in a "War" state at all times. The LEO Security Zone (8.4) is disregarded.
Research. Research auctions are conducted like election auctions (8.5B) with the winning bid always going into the pool.
Martian Water Tank Orbital Depot. Martian boost operations and WT start in the LMO (Low Mars Orbit) burn instead of LEO. The NASA and UN special faction privileges do not apply to claims, factories or boosts by the Martian player.
Full War Footing. Both players may have two rockets in operation simultaneously. Use any convenient game piece/marker to represent the second rocket, with a matching marker on the rocket diagram. Note that both players still only have one crew card, so one rocket will always be susceptible to glitches.
Orbital Defenses The Government player is considered to have built various orbital defenses for its Orbital water tank depot as well as ground-based anti-spacecraft weapons (ASAT-type missiles). Place two faction-coloured cubes in LEO to represent these defences. In combat, these cubes act as factory cubes (8.4D): robotnaut rayguns with a rad-hardness of 8.
If destroyed, a single orbital defence cube may be rebuilt as a special Boost operation costing 5 WT. Only one defence cube may be re-built per turn. These orbital defences may not be captured by buggy attack or decommissioned to create crew cards, and no more than two orbital defence cubes may be in play. They are affected by raygun and missile attack normally.
Orbital defence cubes requires no supports, power or cooling and are an abstraction of a variety of defenses that would likely be built in the event of a extraterrestrial rebellion.
The orbital defence cubes may attack Martian rockets departing LEO according to standard interception rules (8.3F).
Martian Capital: The last factory cube on the site designated as the Martian capital is always considered to be occupied by an opposing crew for purposes of buggy attacks (8.4C), even if the Martian crew card is not present.
Intervention. Anytime the Martian player destroys a Government Rocket he receives 3 WT as other spacefaring nations decide to fund the rebellion. The Martian player receives 5 WT for capturing a Government factory and 3 WT for destroying one. He also receives 1 WT for capturing freighters.
Privateering Either player's rockets may capture any opponent freighter which does not have an escorting opponent rocket in the same space. Return the cube to the owning player and add the card to the capturing rocket stack by the usual procedure. Black cards captured in this manner are no longer "linked" to the manufacturing factory and the factory must re-tool to produce again.
Blockade/Trade Sanctions The Martian player may not sell black cards in LEO or LMO.
Population Limits: The Martian player may not build additional space colonies (6.7B). The Martian space colony cube may not be decommissioned and moved elsewhere (i.e. you cannot move the capital, or build up several cubes on the capital to protect it further).
End of Game and Victory
The game ends if the Government faction successfully captures (not destroys!) the last factory cube (8.4D) in the Martian capital, eliminating the Rebel leadership – a Government faction victory, or if a Rebel rocket or rockets containing a crew card AND either a missile or a raygun (either weapon must be operational, with necessary supports to be powered and cooled) is/are the sole occupant(s) (no Government rockets or orbital defence cubes) of LEO, capturing government orbital facilities and cutting them off from space – a Rebel faction victory.
If the Government destroys the last factory cube of the Martian capital, the Government player loses; having killed innocent colonist children and other non-combatants, the Government will be sanctioned by other powers for committing war crimes. The Martian rebels win a (Pyrrhic) victory. For this reason, it is recommended that the Government player use missiles against the Martian capital with extreme caution - it can be inferred that a buggy attack is the only method for Government victory.
The Rebel player wins if neither player has achieved victory conditions after 50 turns.
Martian Bonus: The Martian player also places a claim disk on Deimos, but may not place one of the initial set-up factory cubes there.
Government Bonus: The Government player places a claim disk on Luna instead of a black disk.
The Exoglobal Revolution - Four Players There are two Government factions and two Rebel factions, both sides fight as teams. One government faction places a claim disk and a factory on the Moon, the other places a claim disk and a factory on Hertha and a claim disk on Chaucer. The Martian faction (red) sets up as above. The Cerean faction (choose any remaining faction) places claim disks on Ceres, Minerva and Miahelena, two cubes on Ceres and one factory cube on Minerva. Ceres is the capital of the Cerean faction, with rules regarding capture and defences as for the Martian capital.
Cerean Faction Rules. Cerean boost operations and WT start in the HEO of the Geion family Lagrange point instead of LEO. All Cerean boost operations cost half the usual WT cost (rounded up) The NASA and UN special faction privileges do not apply to claims, factories or boosts by the Rebel players. Space Debris and Launch Pad Explosion events do not affect the HEO of the Geion family. The Cerean player may not "sell" black cards anywhere.
Each Government faction places two cubes in LEO as orbital defences. There is a maximum of four orbital defences in this variant.
The Government factions are victorious if either Rebel capital is captured. The Rebel faction victory conditions are the same.
All references to "Martian" in the two-player rules above should be read as "Rebel".
If any of these variants is used, remove the thruster with the Zubrin Nuclear Salt Water rocket on the black side from the thruster deck during set up and place it on the bottom of that deck.
I haven’t play tested this scenario whatsoever. It occurred to me on my lunch break as something which would be interesting to try out. If anyone takes a stab at playing this, please post here with your comments.
I have no doubt it will require tweaking.
I also fully concede that this scenario is extremely unlikely in any realistic near-future situation involving space colonies - a minimum of several hundred years after initial colonization would probably elapse before anything like this would occur... but... stranger things have happened in the history of humanity, and the spirit of independence would chafe at the yoke of any tyrannical government, even in space.
[edited to streamline/modify victory conditions to make it harder for a quick Martian grab at LEO, and a better defended Martian capital. Also added a four-player variant]
- Last edited Thu Dec 23, 2010 3:22 pm (Total Number of Edits: 24)
- Posted Fri Dec 17, 2010 7:03 pm
Thank you for a simple war scenario.
I want to play, translated it into Japanese.
Summer grasses / All that remains / Of soldiers' dreams. - Basho.
I'm honoured to be judged worthy of being translated into another language. Thanks!
Let us know how it goes, Masahiro!