Nuclear - DipWiki
[Main Page]

Nuclear

From DipWiki

Main Page | Recent changes | View source | Page history | Log in / create account | About DipWiki
 
Printable version | Disclaimers | Privacy policy

Created by: Stephen Lytton and Felix Kamchung


Variant Description:

This variant, though typically played on a Standard map, could be adapted to any variant or board. The variance is in the addition and use of nuclear missiles and defending scud warheads.

This variant remains under development and playtest


Basic Rules For Use Of Nukes/Scuds:

TURN-ORDER Spring Moves then Spring Nukes Summer (Spring retreats) Fall Moves then Fall Nukes Autumn (fall retreats) Winter Adjustments then Winter Scud disbandment


A. BUILDING When a country can normally build they can:-

Build a Fleet (where a coast is available) Build an Army Build a Nuclear missile eg Build Nuke Paris Build a nuclear deterrent (hereafter known as Scud missiles) eg Build Scud London Or Waive the Build (to save up for a later date)

Only 1 item can be built in ANY SC each Winter. However if you choose to build a Nuke or a Scud, the SC does not need to be unoccupied.


B. MOVEMENT A nuke or scud can be moved only with a corresponding army or fleet. This needs to be stated within the order itself. Eg F Lon – Nth (with Nuke) or F Lon (and Nuke) – Nth. This is different from FIRING.


C. PLACEMENT 1. Nukes and scuds can be left in any remaining legal (passable) space on the board. 2. You may have as many Nukes and Scuds on one space as you like (However on the map it will merely be marked, so you may need to manually keep track of how many Nukes/Scuds your enemies have) 3. A Nuke or Scud can be left in any space, however it cannot move or be used by itself. (See more information on movement and firing/usage) 4. Any Nuke or Scud left in a Non SC space without a UNIT is classified as ABANDONDED. (See section F for firing conditions). Abandoned Nukes cannot be reclaimed by any country. 5. Any Nuke or Scud left in a SC without a UNIT is classified as UNGUARDED.


D. DISLODGEMENT OR CAPTURE 1. If an army or fleet carrying a Nuke or Scud is dislodged and disbanded then the Nuke/Scud is automatically lost/destroyed. 2. If a NON – SC space that contains an ABANDONDED Nuke or Scud is occupied by another force – the Nuke/Scud is automatically destroyed. (You have captured the weapon but not the codes to use it.) 3. If a SC is captured that has an UNGUARDED Nuke/Scud – the Nuke or Scud is captured and automatically destroyed. (You have captured the weapon but not the codes to use it.) 4. An army/fleet caring for a Nuke or Scud will not leave the Nuke or Scud behind but will take it with them on all possible retreats.


E. DISBANDMENT Unless dislodged or captured, no individual player can willingly disband a NUKE at any time during the game. (See Nuclear Disarmenent section) Scuds can be disbanded at the end of WINTER (Ie Not traded for a build that winter). These orders are submitted with winter moves.


F. USAGE and FIRING A unit (Army or Fleet) with a scud or nuke can fire whilst moving, supporting, convoying or holding. Firing cannot be disrupted.


STATIONARY SCUDS 1. One Scud will protect you from one Nuclear Attack (ie one fired missile). So if two missiles are fired at a location with one scud, one would be stopped and one would get through. 2. Scuds protect the space that they are in and all spaces they come in contact with. 3. Scuds protect you from the Direct Attack and the Secondary EMP Attack (except when the Scud is fired- see below) 4. Once a scud is used against a Nuke– they are used up. Scuds can only by used when they are in a SC or with a unit. 5. If you have multiple scuds in a space – only one will be used per Nuclear missile. 6. Scuds are used AUTOMATICALLY. You cannot willingly choose not to use a scud. 7. One Scud is used on each Nuke. So if we had a nuke attack in Warsaw and one in StP in the same round – a Scud in Moscow would only protect from one attack. The player in control of the scud would choose which nuclear weapon to stop.


FIRED SCUDS 1. Scuds can be FIRED at another location to protect another space. Germany Scud Munich is Fired at Edi. (This would mean that the Scud in Munich is hovering over EDI and EDI has received protection from Nuclear attack until the order is recalled) 2. Firing the SCUD does not use up the scud. 3. That Scud will then protect the space it was fired at until recalled. It does not protect the spaces around that space. Therefore the EMP attack would still affect those spaces surrounding the target but not the target. 4. Fired scuds cannot be moved until they are recalled. 5. Fired scuds can be recalled back to the original firing point during a Spring or Fall adjudication eg Germany Recalls SCUD EDI to Munich. Scuds are called back during the spring/fall phase not the nuclear firing phase. 6. If the firing location (SC or army, in our example Munich) is lost due to attack, the scud is lost and the protection (in our example Edi) of that scud is lost. These Scuds will be destroyed before Nuke attacks are adjudicated. 7. In the event there is a ‘fired’ scud and ‘land’ scud protecting the same area, the fired scud would be the first to stop a nuke fired at that space.


NUKES 1. Nuke can be fired from any SC or from any unit during Spring or Fall Moves. This uses up the Nuke. 2. Adjudication of Nuclear attacks happen in a new phase straight after Army/Fleet movement. 3. Nukes can be fired at any legitimate space on the board. This does not include Switzerland, Ireland, Iceland and Caspian Sea. 4. The targeted space is destroyed and any unit in that space destroyed and removed 5. Furthermore any SC targeted will be destroyed and removed as a SC. No SC can be rebuilt/recovered. 6. Any land space that a direct Nuclear attack is made on becomes Impassable for the remainder of the game. Water spaces are not destroyed and do not become impassable. 7. The surrounding spaces of a Nuclear attack will suffer from a Nuclear Fallout Cloud (see below) 8. One Nuke is taken out by one Scud. 9. If a Nuke is fired successfully at a space holding Nukes – then the result will be a bigger explosion. The original SC will be destroyed as well as one random adjoining land space. Any units (including all Nukes) within those 2 spaces are destroyed. The Fallout from this attack will last twice as long and will border all spaces adjoining the TWO destroyed spaces. This chain reaction does not happen with any Nukes in the secondary space.


G FALLOUT All adjacent spaces to the target area of the Nuclear blast suffers a two year blackout due to an EMP pulse and will be in darkness to all players. Any units within that darkness may move as they wish, but only the controlling player will be able to know of their actions and consequences until the cloud lifts.


H NUCLEAR DISARMENENT If all players with Nuclear Weapons vote YES for a time of Nuclear Disarmament (any player can call for a vote at any time, once per year), each Country with Nukes will destroy at least one NUKE. Minimum number of nukes that can be destroyed is 1. So if you have a Nuclear Missile and you Vote YES – you must destroy at least one. Nukes are destroyed at the end of winter of the year that the vote is called. The number of Nukes destroyed is submitted to the GM and will be made public at the end of winter. No Nukes can be built during a year of Nuclear Disarmament.


WINNING CONDITIONS Additional Winning Condition - Any player holding 6 Nuclear Missiles at the end of any Winter will be declared a super power and thus a winner of the game. There can be only one Super power so in the event of two players having 6 or more bombs – the game continues on until there is only one.

Destruction of SC will affect the number of SC needed to win.

Retrieved from "http://www.dipwiki.com/index.php?title=Nuclear"

This page has been accessed 5,041 times. This page was last modified 05:10, 7 January 2008.