Reassembly Incursion Campaign Rules

Note: For anyone who is confused as to what this is about, Incursion is a turn-based, tabletop-style strategy game I am planning to run, with the video game Reassembly being used to simulate battles and resolve their outcomes. If this isn’t what you’re here for (this website is just the most convenient place for me to put it), just go ahead and ignore this post and anything else with the “Incursion” tag. If you are here for the campaign, read on.

Incursion Campaign Map_orig
Initial map state for the Incursion campaign. Map created by me. Click for larger image.
Background starfield credit.

Preface

This post will outline general information and rules for anyone intending to take part in the upcoming Reassembly Incursion campaign. As a probably-unnecessary disclaimer, I’ll note that this is entirely a fan project – I have no connection whatsoever to Reassembly’s developer Arthur Danskin, nor Anisoptera Games.

Incursion will be a turn-based strategic roleplay campaign in which a team of players will be pitted against a powerful, hostile faction for control of a star system. A pen-and-paper system will be used for handling strategic-level fleet movement, shipbuilding, and resources, with actual combat engagements between opposing forces being simulated using the game’s tournament mode, with all ships under AI control.

As this is my first time running something of this sort, I am going to attempt to keep this a reasonably simple and small-scale affair. As such, some systems will be simplified, and the player team will consist of only ten persons.

As of this posting, registrations for the Incursion campaign are officially open. To enter, please create a post in the “#incursion-campaign-discussion” channel on the Reassembly Discord server confirming that you wish to join. Registration will be on a first-come-first-serve basis, so whichever ten players request to join first will get in.

General Information

  • All player input will be via posts on the Reassembly Discord server on the “#incursion-campaign-orders” channel. Said channel will be created when the campaign begins.
  • Gameplay will take place in a turn-based format, with each turn lasting 3 to 4 days in realtime (turns will start every Wednesday and Sunday), and representing a period of two weeks in-universe.
  • Fleet positions, resources and other strategic-level information will be recorded on a star system map. At the beginning of every turn, the current state of the map will be posted (and pinned) on the “#incursion-campaign-announcements” Discord channel.
  • The player team will be composed of ships built using Reassembly’s naturally unlockable vanilla factions.
  • The enemy faction will be composed of ships built using a private faction mod (to be released publicly after the conclusion of the campaign).
  • Aside from the mod used for the enemy faction’s ships, the mods which will be active when simulating battles in-game will be as follows:
    • NMSS Tournament Mod
    • Splinter’s Graphics Overhaul
    • Limit Unlocker
    • Expanded Armoury
    • A local mod (mod file posted on the dedicated Discord server) which prevents Obliterators from randomly passing through blocks, disables the melee effect of Armour Spikes, reduces the HP of Terran and Tinkrell containers by 50%, reduces the R capacity of Sentinel, Bee, and Crystalline Commands, increases the R capacity of Crystalline Power Conduits, decreases the P cost of the Bee Tractor Beam, and decreases the R capacity of Sentinel Harvesters.
  • The initial state of the map will be posted on Discord shortly before the start of the campaign. The player team will initially control most of the map, with the invading enemy faction beginning with only a small number of celestial bodies.
  • The campaign will begin within several weeks of this posting. During this time, various announcements will be posted and additional information provided to all participants. A time warning will be issued one week before the campaign begins.

Ships

  • Note: all of the following rules also apply to stations, except for minimum acceleration.
  • Player ships will be built out of the naturally unlockable blocks from any of the naturally unlockable vanilla factions.
  • Ships may not use more than one command block.
  • Any given ship may not use blocks from more than one faction.
  • There will be no P cost limitations whatsoever on ships.
  • Tinkrell faction ships may have no less than a 150 : 1 ratio between ship P (including generators) and generator count. That is, the P cost of a Tinkrell ship divided by the number of generators on it must be at least 150.
  • Terran faction ships may have no less than a 1000 : 1 ratio between ship P (including asteroid thrusters) and asteroid thruster count. That is, the P cost of a Terran ship divided by the number of asteroid thrusters on it must be at least 1000.
  • The following weapons may not be used on any ship:
    • Nuclear Option (Sentinel – vanilla)
    • Spike Accelerator (Sentinel – ExA)
    • Orb Projector (Sentinel – ExA)
    • Eldritch Sphere Projector (Sentinel – ExA)
    • 360Base (Tinkrell – ExA)
    • ShotgunBase (Tinkrell – ExA)
  • The following weapons may not physically intersect any other parts:
    • DC3 (Farmer – ExA)
    • GC4 (Farmer – ExA)
    • Arkas HSP-2 (Farmer – ExA)
    • Trebuchet (Farmer – ExA)
    • Large Laser (Tinkrell – ExA)
    • Heavy Antimatter Cannon Battery (Terran – ExA)
    • Superheavy Rail Cannon (Terran – ExA)
    • Heavy Plasma Repeater (Crystalline – ExA)
    • Heavy Gauss Cannon (Sentinel – ExA)
    • Flux Projector (Sentinel – ExA)
    • Resonance Cannon (Sentinel – ExA)
  • For the purposes of the campaign, the resource capacity of a ship will be equal to its in-game R capacity.
  • All ships must have an acceleration value of at least 100.
  • Ships designed to move primarily by spinning (including delayed spinners) are not allowed.
  • All ships are subject to the following limitations on maximum radius based on their P cost:
    • <= 1000P: 500 radius
    • 1001P – 8000P: 1000 radius
    • 8001P – 32,000P: 2000 radius
    • >= 32001P: 3000 radius
  • All ship designs must be given a distinctive name for identification purposes (i.e. no designs with names which are a blank space, a string of gibberish, etc).
  • Upon completion of a ship design, the ship file must be posted on Discord in the (to-be-created) “#incursion-campaign-ships” channel along with its mass (including missiles/drones/etc), P cost, and in-game R capacity.

Stations

  • Stations will be allowed for this campaign.
  • All stations must have at least one thruster so that the game allows them to spawn in tournament mode, but must have an acceleration value of no more than 35.
  • Stations will be designed and built in the same way as ships, but cannot leave the orbit of the celestial body by which they were built.
  • All stations are considered to have zero resource capacity.
  • Stations may have no more than a 30 : 1 ratio between mass and P cost. That is, the mass of a station divided by its P cost must be less than or equal to 30.
  • Stations above 16,000P are allowed to spin, but no faster than the “Spin Slower Than Me” ship from the NMSS Fleet Evaluation fleet (fleet file posted on Discord).

Fleets

  • Ships in orbit of the same celestial body may be grouped together as a fleet, allowing them to move and act as a single entity.
  • Fleets may be composed of ships from any number of naturally unlockable vanilla factions.
  • A fleet’s resource capacity is equal to the combined resource capacity of all ships in the fleet.
  • Ships may be added to or removed from fleets at any time, provided that they are orbiting the same celestial body.
  • All fleets must be given a distinctive name for identification purposes (i.e. no fleets with names which are a blank space, a string of gibberish, etc).

Fleet Movement

  • To move a fleet from one celestial body to another, one must declare a movement order in the orders channel on Discord.
  • Movement orders may only be declared along the paths shown on the map.
  • A movement order declaration must include which fleet you want to move, which celestial body it is departing from, which celestial body it is moving to, and what type of orbital transfer it is making.
  • When declaring a movement order, there are two types of orbital transits which may be used:
    • Hohmann Transfer: Transit using the most efficient interplanetary trajectory possible. Moves a fleet from one celestial body to another at a rate of 1 unit per turn. One turn of movement consumes 1 unit of resources per 30 units of mass.
    • Brachistochrone Transfer: Fast, inefficient transit by way of accelerating and decelerating at the limit of one’s capability. Moves a fleet from one celestial body to another at a rate of 2 units per turn. One turn of movement consumes 4 units of resources per 30 units of mass.
  • If making a Brachistochrone transfer to a body which is only 1 unit away, the transit is completed instantly, costs half the amount as for one full turn of movement, and one additional order (to be performed at the destination) may be given to the fleet in the same turn (e.g. making instant B. transfer from moon X to planet A, then beginning H. transfer from planet A to planet B).
  • Movement orders must be declared from one celestial body to another – the endpoint of a movement order cannot be a point in between two bodies.
  • The resources for an interplanetary transfer are consumed on a per-turn basis.
  • Fleets may change direction while performing an interplanetary transfer (e.g. making 2-turn H. transfer from planet A to planet B; decide to return to planet A after one turn of movement).
  • A fleet may not declare a movement order which it does not have enough resources to complete.
  • Since the required trajectories for each type of transfer are different, a fleet cannot change what type of transfer it is using while moving from one celestial body to another.
  • Any number of fleets may be moved within a single turn.

Resources

  • Resources are used to build ships and perform interplanetary transfers.
  • Each person on the player team will begin with 48,000 resources, which can be distributed between any player-controlled planet(s) however they prefer.
  • Every turn, a celestial body generates an amount of resources equal to ten times its planetary value (more on this later). These resources are split evenly between the players on the team who has control of the body.
  • Resources generated by celestial bodies are stored on the body which generated them. All celestial bodies are considered to have infinite resource capacity.
  • To transfer resources between a fleet and a celestial body, or between two fleets, one must declare a resource transfer order, which must include which entity is sending the resources, and which is receiving them.
  • Resources can be transferred at any time between a celestial body and any fleet orbiting it.
  • To use resources to build a ship or a station, one must declare a build order by stating what ship(s) or stations(s) you wish to build, and at what celestial body they should be built. Building a ship consumes resources equal to the ship’s P cost. Ships are built upon the start of the turn after a build order is declared, after battles are resolved.
  • Ships and stations may be scrapped at any time while orbiting a planet controlled by the same team. Scrapping a ship destroys it and deposits all resources it is carrying on the orbited planet, along with 50% of the ship’s resource value.
  • Any number of build, scrap, and resource transfer orders may be declared within a single turn.

Battles

  • When opposing fleets are in orbit of the same celestial body simultaneously, they enter a battle.
  • When a battle occurs, all fleets and stations in orbit of the celestial body are engaged in the battle.
  • Battles are run in Reassembly’s tournament mode, using a single round, no asteroids, resources off, no time limit, 100,000 arena size.
  • A battle concludes when all ships on one side or the other are destroyed, or if a battle takes more than fifteen minutes (see next point).
  • If a battle does not seem to be approaching a victory for either side (subject to host’s discretion) after at least fifteen minutes realtime, the fleets involved are considered to have disengaged, and the battle concludes. If neither moves on the next turn, the surviving ships will engage in battle again.
  • Upon the conclusion of a battle, all ships remaining are counted. Ships which were destroyed during the battle are removed from the game. Ships which survived the battle are returned to their respective fleets and repaired.

Planetary Control

  • A celestial body’s allegiance represents whose citizens live upon it, and which team they are loyal to. Allegiance and control are not synonymous.
  • If a celestial body is allied with the same team which all orbiting fleets belong to, control of the body is immediately given to that team.
  • A fleet may take actions to capture a celestial body which is allied with the enemy team when no enemy fleets or stations are orbiting the same body, and the attacking fleet’s total P is greater than the body’s planetary value.
  • To capture a non-allied planet, one must declare a capture with one of three orders:
    • Conventional Takeover: Forces the capitulation of the population by threatening orbital bombardment against them. Takes 3 turns to complete (during which time the body remains under enemy control), after which the attacking team gains control of the celestial body and its stored resources (distributed evenly between all members of the capturing team). Does not gain the allegiance of the body.
    • Orbital Bombardment: Destroys the enemy population and infrastructure of the celestial body via bombardment by the orbiting fleet(s). Immediately removes enemy control and allegiance on the body, but does not capture it. Destroys all resources stored on the body.
    • Colonization: Populates a celestial body with one’s own citizens. Requires delivering a quantity of resources to the body, equal to five times the body’s planetary value. Confers allegiance and control of the body. Can only be used on celestial bodies which are uncontrolled.
  • A capture via conventional takeover is not interrupted by battles taking place in orbit unless the capturing fleet is defeated or has its total P fall below the planetary value of the body being captured.

Celestial Bodies

  • Celestial bodies are planets, moons, etc, which will serve as key locations on the strategic map.
  • Each celestial body will have a planetary value assigned to it, written below it on the strategic map. This number determines the amount of resources produced by the body per turn, the fleet size needed to capture the body, and the amount of resources required to colonize it.
  • Control of celestial bodies serves as the win condition for the entire campaign. When one team controls all celestial bodies on the strategic map, the campaign will conclude and victory will go to the team which controls the star system. Exceptions may be made if one team controls all celestial bodies, but a very large fleet from the opposing team remains in transit (subject to judgement).

Action Precedence

  • The following actions will resolve at the beginning of a new turn, in the listed order:
    • Fleet Movement (movement which does not trigger a battle)
    • Battles (cancels enemy construction if attacking fleet is victorious and meets conditions for planetary capture)
    • Construction (from orders given on previous turn)
  • The following actions will resolve during a turn, in the listed order:
    • Planetary Capture
    • Resource Transfers
    • Scrapping
    • Construction (beginning of construction order)


Welcome and best of luck to all participants!

One thought on “Reassembly Incursion Campaign Rules”

  1. Hahah, exciting stuff!
    ( Wish I could be on the side of the invaders… and give those players a right whooping! )

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