Campaign Map Rules

These are the rules that the campaign map currently works on. These rules are in flux and will change based on player feedback and the circumstances of the game.

You can check the state of the campaign map here.

Provinces and Movement

The map is split into provinces, each with a few location aspects. Note that these are not definitive for the entire region – you may create or discover specific places and settlements in a province. The game will “zoom in” on those areas and give them their own aspects.

Armies can move through provinces you own instantly. They move through foreign or neutral provinces at a rate of one per “turn” (defined as the time between GM posts). Aspects, advantages and stunts may alter this movement. A flying unit may ignore mountain ranges that would otherwise block or impede movement, for example.

Your characters travel to locations in fiction, ignoring the army movement rules. They can be affected by compelled location aspects en route. If they are part of an army as a Leader, they obey the rules for the army movement.

Province Ownership and Building

You own a province if you settle any of your people there – the province gains a location aspect to reflect this. To make the ownership permanent, you build something on it! You’ll need an army or some kind of physical presence in the province to do this.

When you build, you make a challenge roll that uses a relevant skill – Crafts, usually – and may invoke aspects and use stunts. If you succeed, add a location aspect to the province that signifies what your new holding does. (For example, “Factories of the Iktar” signifies the Iktar have a factory here that can produce things.) If you fail, you still control the province, but your building efforts are “Under Construction.” A further successful roll completes the project, whilst a failure still completes it but signifies there’s a major issue that needs fixing before the project is fully functional.

Each province can hold as many buildings equal to the number of non-faction location aspects it has. Any more may cause logistical issues.

You may share provinces with allies, and they can host and build armies and buildings there too!

Building Armies

Units in armies are constructed using the rules for Mass Combat from the Fate Toolkit. You should make a few different types of units to start with, to represent your race.

You start the game being able to control two armies at most, and one 6-point Army that you can build any way you like. For example, the Meganites would start with an army containing some of the guards of the Photon Labs, and any support units they had. You can expand your army capacity by building things that justify the increased capacity (summoning circles, communication towers, etc.) or by conquering another player’s capital. Both of these actions allow you to field an extra army.

The maximum army size is 12 build points worth of units. How big an army is in the fiction depends on context – a scouting party may be a few soldiers, and a full army may be composed of platoons or similar. This limit may change due to the circumstances of the Crossover!

You can create an army, or bolster an existing one, at any province you own that would allow it via its Aspects. Do this at an appropriate time in the fiction (preparing for war, recruiting mercenaries, etc). When you do this, you gain units with a build point value equal to a skill roll you feel is most relevant. Summoning demons, for example, would be a Lore roll. Hiring mercenaries would be a Rapport roll, and building robots would be a Craft roll. You may also spend Fate points to gain three build points worth of units per Fate point.

Unit quality translates thus -
Average – line troops, soldiers and conscripts.
Fair – More experienced or niche troops, light/medium vehicles and monsters.
Good – elite soldiers, heavy vehicles or monsters.

You may also create supporting characters to act as Leaders for these armies. These have a High Aspect, a Trouble, an extra Aspect, up to six skills, a mild and moderate consequence and one stunt. Keep these aspects and stunts fairly simple and short to keep things uncluttered. They don’t count towards the build cost of an army and are free.

Army Manipulation and Groups

Armies may move and act as soon as they are built.

You may split an army into Groups at any time. These represent scouting forces, companies of warriors, and alien Leeroy Jenkins. Groups do not count towards your total Army limit, and inherit the knowledge of their original army as an Aspect. Groups move and work like normal armies, but cannot be bolstered with units from other armies. Groups can rejoin back together if they are in the same province.

Armies may also combine together if their combining would not breach the 12-point limit, or transfer units from one army to another. The transferred units consider their new army as their origin when split into groups.

You can perform these actions in any order to result in lots of little groups, one big army, or whatever logistical feats you can think of.

NOTE!

Armies do not have to be only made of soldiers! They can be fleets of trade caravans, diplomatic parties with an escort, or a band of heroes looking for adventure. These kinds of special units rate as Fair quality. Give them skills and aspects to reflect their roles.

You also do not have to make armies for everything! Anything that is a major presence on the map needs an Army, but you do not need to track every caravan or wandering hero.

Combat

Character combat is usually resolved as per normal Fate rules.

Army combat follows the Mass Combat rules. To start combat on the map, an army has to move into a province containing an enemy army with the intent to attacking it. The battlefield is created based on where the armies are in a province. Players will have a chance to spend fate points to write aspects on the battlefield’s zones, or use stunts. Play will then carry out as normal, with each side moving and acting with one unit per turn and so on until one side concedes or loses.

It may be wise to Invoke your Patron if a battle isn’t going your way. You never know what might happen.

If your characters take part in a fight, they are Leaders. You may also have supporting Leaders as described earlier.

Campaign Map Rules

The Crossover TheDeleter