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Fall of Factovia t2

Fall of Factovia is a Team Yankee campaign set in the fictional island of Factovia during the 1990s, where players assume the roles of leaders vying for control amidst governmental disarray. Players are backed by world powers and must manage resources such as Political Power, Morale, Industry, and Foreign Aid to strengthen their positions and engage in territorial battles. The campaign progresses through multiple turns, with players declaring rulers based on political power, and utilizing various locations to gain resources and strategic advantages.

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0% found this document useful (0 votes)
8 views21 pages

Fall of Factovia t2

Fall of Factovia is a Team Yankee campaign set in the fictional island of Factovia during the 1990s, where players assume the roles of leaders vying for control amidst governmental disarray. Players are backed by world powers and must manage resources such as Political Power, Morale, Industry, and Foreign Aid to strengthen their positions and engage in territorial battles. The campaign progresses through multiple turns, with players declaring rulers based on political power, and utilizing various locations to gain resources and strategic advantages.

Uploaded by

ben
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FALL OF FACTOVIA

Fall of Factovia for one of the major nations or may be supported


by a major corporation. You start the campaign
Fall of Factovia is a WW3 Team Yankee with 3 Foreign Aid.
campaign for players of FactoruM Warminster.
After picking your background you then allocate
The game is set in the fictional Island of Factovia 5 points to the other three resources with no
somewhere in Northern Europe in the 1990s resource able to receive more than 2 points.
where the current government have fallen into
disarray. For example you could be a politician with 2
points in Morale, 2 points in Industry and 1 Point
Now the players are taking on the roles of in Foreign Aid.
leaders in Factovia to take the island and bring
peace to its people. This creates your bases income (a Datcha,
Guerilla Base, Foreign Camp etc.), so in the
Each player is backed by a world power that is above example you would have a Base value of
looking to not only help them win the war but use 3 Political Power, 2 Morale, 2 Industry and 1
the combat prowess of their units to help sell Foreign Aid.
weapons to other smaller countries.
How Do The Resources Work
What Do You Need and How Does
The Fall of Factovia has 4 main resources;
It Play
Political Power (PP): This represents your
To play you will need a Team Yankee or Flames legitimacy and how you are viewed by the UN.
of War Force Political Power is used to decide initiative each
turn and also to allow you to attack other
You will need at least one formation. players. Supports Morale.
The campaign will be played over multiple game Morale (M): This represents your standing with
“years” each made up of 4 turns. During a turn the people of Factovia. Morale is used to take
players complete games to take neutral or and hold territories after games. Supports
owned territories on the world map increasing Political Power.
their political power.
Industry (I): This represents your industrial might
At the start of every year after the first one player within Factovia. Industry is used to generate
will declare themselves ruler (the player with the your army for Team Yankee games. Industry
most political power) and in the case of them may only be used on units that belong to your
having more than twice the political power than supporting nation. Each point of Industry is
the next player they will be declared the worth 15 points in Team Yankee. Supports
legitimate government by the UN and they will Foreign Aid.
win the campaign.
Foreign Aid (FA): This represents the physical
What You Do aid you are being provided by other countries.
Foreign Aid is used to generate your army for
At the start of the campaign a player will pick Team Yankee games. You may use Foreign Aid
their background; on units that belong to any army list. Each point
of Foreign Aid is worth 10 points in Team
Politician: You are one of Factovia’s political Yankee. Supports Industry.
class. You start the campaign with 3 Political
Power. How Does a Year and Turn Work
Union Leader: You are a hero of the people. Legitimate Government
You start the campaign with 3 Morale.
At the start of any year after the first if any player
Industrialist: You are one of the wealthy has more than double the Political Power
business people of Factovia. You start the Income of the player with the next highest
campaign with 3 Industry. Political Power Income they are declared the
Legitimate Government by the UN and win the
Foreigner: You are a foreigner, you may work campaign.
The Ruler of Factoria Team Yankee forces from their supporting
nation. Each point of FA allows the player to
At the start of the year the player with the deploy 10 points of Team Yankee forces from
highest Political Power Income becomes the any nation (including their supporting nation).
ruler of Factovia. They gain +1 to all of their
incomes for the rest of the year. In the case of a For example the above politician could bid 4 I
draw no player is declared ruler. and 3 FA to give them 60 points from their
supporting nation and 30 points from any nation.
Turns This would give them a 90 point force.

Income Once each player has declared their forces


points they build their list and play the game.
At the start of each turn players gain resources
equal to their territories income. This is from Winners and Taking Territory
their base and all territories they control.
After the game players will have a result. This
For example the Politician we talked about will increase their Morale by the following;
earlier has their base and two additional
Residential Districts. They would therefore Win: If you won the game +10 Morale.
generate 9 Political Power, 6 Morale, 4 Industry Draw: If you drew the game +4 Morale.
and 3 Foreign Aid (The Base had 3 PP, 2 M, 2 I Loss: If you loss the game +2 Morale.
and 1 FA, each Residential District generates 3
PP, 2 M, 1 I and 1 FA). For each hostile platoon/company destroyed or
routed: +1 Morale
This income is used by the player for the rest of For each friendly platoon/company destroyed if
the turn. you have hospitals: +1 Morale up to the number
of Hospitals you control.
Initiative and Seasonal Fighting For each table quarter you control: +1 Morale,
you control a table quarter if you have more
After all players have their income they find out stands then your opponent in the table quarter.
the initiative of all players. The player with the If the enemy bids more I and FA combined than
highest PP has initiative, in the case of a draw you: +1 Morale. Neutral Local Forces do not get
the tie break order is M, FA and then I. this bonus.

The player that has the initiative declares a Once each player gains their Morale they bid
target (the target can be any location on the from their M in secret to decide if the territory
map) and picks a defender. The defender may was taken. Each player bids and then reveals,
not decline a fight. in the case of a neutral territory the player that
beats the other in the bid checks to see if they
After the player with initiative the next player with beat the bid by the resistance level of the
the highest PP that is not currently playing a territory if they do they gain the territory. Neutral
game declares a target and a defender. Local Forces have to bid all of their M.

This is done until all the players have a game (in For example Player A and Player B fought over a
the case of an odd number of players the odd Residential District (resistance level 1). After the
player may declare an attack in the next initiative game Player A bids 10 Morale and Player B bids
phase). 9 Morale. Player A wins by 1 and as this is the
resistance level of the Residential District Player
Play The First Round Of Games A claims the territory.

All players then play their games. If the fight is over a owned territory if the attacker
wins the bid they take the territory if they beat
The defender picks the mission and then the the resistance level as well as per a neutral
attacker picks the time of day (over writing any territory. If the defender wins the bid they gain
special rules a mission has about time of day). PP equal to double the difference of the bid.

Then both players secretly bid industrial points Players may use PP for their bid as Morale at
and foreign aid to create their force. Each point the cost of 2 PP for each point of Morale.
of I allows the player to deploy 15 points of Players may use I or FA as Morale at the cost of
4 per point of Morale.
New Initiative Phase This can be done over multiple turns.

Once all players finish their games or a week Unspent Resources


has passed players may fight additional games
in this turn. All unspent resources are lost at the end of the
turn. This means it is always worthwhile
No player may fight a player they have declared spending any unspent resources on upgrading
as the defender more than once in a turn. A your base.
player that has defended against a player may
declare that player as a defender. End Of Turn 4
If the player has not declared an attack this turn Do not forget that the end of turn 4 resets the
the attack does not cost any resources. If the year and the Ruler and Legitimate Government
player has declared an attack this turn it costs will be worked out.
them 3 PP to declare the attack. Players may
pay 2 M as 1 PP or 4 I or FA as 1 PP. Trading Resources
Notice that this does not use PP for initiative it is Players may trade resources at any time.
based on players talking to each other. If a
player was the odd number player in the first
initiative phase starting a game does not cost Turns and Seasons
them any PP the first time.
Factovia has a harsh spring and winter. In
Players then play all their games. Players can campaign turn 1 and campaign turn 4 +1 to all
play as many games as they have resources to cross check values in all games.
play. If a player does not have any I or FA
resources they may not declare an attack. For example a unit with cross 2+ would become
cross 3+.
Local Forces
Maximum Game Size and Reserve
Any location may be defended by Local Forces. Forces
Local Forces are considered to be 25pts for
every resistance level. Maximum Game Size

Turn End There is no maximum game size. Please be


reasonable though...
After all players have completed all of their
games the turn ends. Reserve Forces

Players may upgrade their bases with any You may choose to use Reserve Forces in any
resources they haven’t spent. To upgrade their game, these are units from Great War, Flames of
base players must spend resources. War, Fate Of A Nation and ‘Nam.

The cost is as follows; In the case of infantry these units cost the same
points as they would in their own system.
5x the same resource.
10x in the supporting resource. In the case of other units if they are artillery or
20x in the other resources. aircraft they cost the same points as they would
in their own system.
The upgrade can be paid for in parts by different
resources. Otherwise reduce the cost of the unit by the
following;
For example, the player wants to increase their
Political Power. The current rating of their base ‘Nam or Fate Of a Nation: divide the pts by 2.
is 3, they could spend 5 Political Power or 10 Late War: divide the pts by 4.
Morale or 20 Industry or Foreign Aid to upgrade Mid War: divide the pts by 6.
the stat. The player decides to spend 1 Political Great War: divide the pts by 20.
Power, 6 Morale and 8 Foreign Aid to increase
the stat. You may choose to take a number of models in
a unit that would take the pts to a round number.
Fighter Intercepts

Air assets can be used to intercept other air


assets in our games.

To do this you must have an aircraft unit. When


your opponent moves aircraft onto the table you
can choose to have your aircraft attempt to
intercept them.

To do this your unit takes a skill test if they pass


they can move onto the table to attack the
enemies aircraft. You may place them anywhere
on the table.

Your opponent is then able to use any AA


weapons on this unit as if it was attacking in your
turn. Any aircraft that survive may then attack
the enemies aircraft. Your aircraft may use any
weapons that have the Anti-Helicopter trait or
any Guided weapon against the target aircraft.

Your aircraft are unable to be used in your turn


even if you fail the skill roll.

Any enemy unit that uses its AA abilities on your


aircraft count as if they used these weapons in
your turn, with all the negatives. This means
that if they have moved at Dash/Received an
Order/etc. this turn they may not be used in an
AA role.

Older aircraft are less effective at intercepts, if


the unit is a Reserve Unit (from another game
system) and is attempting to intercept a Team
Yankee Aircraft reduce their skill by 1.
Locations and What They Do Advanced Locations;

On the map locations provide resources.


Broadcasting Centre: Broadcasting
Each location has 5 stats; Centres are a great way to get your
information across to the wider
PP Income: The Political Power income. world.
M Income: The Morale income.
I Income: The Industry income. PP Income: 5
FA Income: The Foreign Aid income. M Income: 2
Resistance Level (RL): How hard it is to take the I Income: 0
location. FA Income: 2
RL: 2
Basic Locations;
Ports: Factovian ports help the
industry and exports of the country.
Residential District: A residential
district is where most of the
population in a town or city lives. PP Income: 0
M Income: 2
PP Income: 3 I Income: 2
M Income: 2 FA Income: 5
I Income: 1 RL: 2
FA Income: 1
RL: 1
Hospitals: Factovia considers
hospitals important.
Industrial District: The industrial
heart of any town or city.
PP Income: 2
M Income: 5
PP Income: 1 I Income: 0
M Income: 1 FA Income: 2
I Income: 3 RL: 2
FA Income: 2
RL: 1 Special: Hospitals provide M bonuses after
games if you loose platoons/companies.

Financial District: Factovia has


many financial districts. Mines: Factovia has extensive
mines producing many raw
materials.
PP Income: 2
M Income: 1 PP Income: 2
I Income: 1 M Income: 0
FA Income: 3 I Income: 5
RL: 1 FA Income: 2
RL: 2

Civic District: Civil Districts in towns


or cities help keep the population
happy.

PP Income: 1
M Income: 3
I Income: 2
FA Income: 1
RL: 1
Special: Decrease the RL of any territory you are
attacking by 1 to a minimum of 1.

Military Base: The few military


bases on Factovia supported the To
Road Sections: Connections
Factovia Armed Forces. Fromaria
between towns and cities.

PP Income: 1
M Income: 1 Special: Road Sections may not be controlled.
I Income: 1 All locations adjacent to Road Sections are
FA Income: 1 adjacent to all Road Sections adjacent to the
RL: 3 Towns/Cities named road section in the other
Town/City.
Special: Decrease the cost of all
platoons/companies that include infantry by 1
point in all games you play. The Factovian Palace: The palace
of Factovia is located in the centre
of Factoringrad.
Workshop District: The Workshops
of the Factovian Armed Forces. PP Income: 10
M Income: 5
I Income: 0
PP Income: 1 FA Income: 5
M Income: 1 RL: 5
I Income: 1
FA Income: 1 Adjacency
RL: 3
If you control a location that is adjacent
Special: Decrease the cost of all (touching) another location you control increase
platoons/companies that include only Tank Units the RL of the location by 1 for each location you
by 1 point in all games you play. control. This means you can increase a
locations RL by a maximum of 6.
Airfield: Factovia has a number of
Airfields. These allow better
Town/City Control
support for fixed and rotary wing
aircraft. If you control all of the locations in a city/town all
of the locations gain +1 to their PP income.
PP Income: 1
M Income: 1
I Income: 1
FA Income: 1
RL: 3

Special: Decrease the cost of all


platoons/companies that include Aircraft or
Helicopters by 1 point in all games you play.

Paramilitary District: Factovia has


many police and fire forces.

PP Income: 1
M Income: 1
I Income: 1
FA Income: 1
RL: 3
FACTOVIA
To
Asilet

Westburangrad Town
Island Asliet
Town
Westburangr

Town
Loverbrek

Town
Kunansberg Tominstat
Island

Kleson Town
Isles Warmingrad Town
Trowvia
Bekingta
Isles
Town
Fromaria Capital
Factoringrad

Town
Velde

Town
Town Vastigat
Heatheringra

Town
Petringrad
Eustanbarin
Island Utholmen
Island
Town
Parisgat

Town
Kathreit Karlso
Island

Town
Calinsk
Town
Oskanbruk Town Stora
Evissia Island

Town
Town Kittamoni
Capital Bassarat Town
Urganista
City
Major Town
Volingard
Isles
Minor Town Ingara
Town Peninsular
Route Chubingrad

Sea Route

Town
Sudandia
Sudandian
Peninsular
FACTORINGRAD

To
Fromaria

To
Trowvia

To
Warmingrad

JK

To
Heatheringa

To
Evissia

To
Velde
EVISSIA

To
Factoringrad

To
Calinsk

To
Parisgat

To
Bassarat

To
Kittamoni

To
Urganista
WARMINGRAD

To
Tominstat

To
Factoringrad

CLIFF

To
Kathreit
VELDE

To
Factoringrad

To
Vastigat

PARISGAT

To
Vastigat

To
Evissia

To To
Chubingrad Kittamoni
PETRINGRAD

To
Heatheringra

To
Kathreit

LOVERBREK
To
Westburangr

DS

To
Tominstat
ASLIET

JC

BACH To
Westburangr

WESTBURANGR

To
Asliet

TW

To
Loverbrek
TOMINSTAT

To To
Loverbrek Fromaria

To To
Warmingrad Trowvia

TROWVIA

To
Tominstat

To
Factoringrad
FROMARIA

To
Tominstat

To
Factoringrad

VASTIGAT

To
Velde

To
Parisgat
HEATHERINGRA

To To
Petringrad Factoringrad

KATHREIT

To
Warmingrad

To
Petringrad

To
Calinsk

To
Oskanbruk
OSKANBRUK

To
Kathreit

KS To
Calinsk

CALINSK

To
Kathreit

To
Oskanbruk

To
Evissia
KITTAMONI
To To
Evissia Parisgat

To
Kittamoni

CALINSK

To
Bassarat
URGANISTA

To
Evissia

To
Chubingrad

CHUBINGRAD

To
Kittamoni

To To
Urganista Parisgat

To
Sudandia
SUDANDIA

To
Chubingrad

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