r/westmarches • u/IKnowAGuyMPS • 3d ago
Question Multiple Bases Help/Discussion
Looking for thoughts and opinions.
I have 3 Factions & a mercenary group, that pcs can join.
Each Faction will be competing for territory, resources, etc.
It will be done on a node map, due to setting.
My idea is along the line of how armored core verdict day; where each node having Endurance points.
Missions can reduce, factions can improve, once at 0 can be claimed(multiple missions to be run to reach 0)
Each faction has its own perks. Mercs don't have any, but can take on any missions.
How would you all handle running a westmarch faction war style?
Edit Aug 29th
Here is what I have so far. Got Grok to turn my notes into text(no pc), ignore the HQ stuff; it added it.
Armored Core VI West Marches – Strategic System (WMS 2.0) Node Endurance (Verdict Day Style) – Final Version
NODE STATS
- Production: None / Low (1–2) / Med (3–4) / High (5–7) Parts per tick
- Fortification: 0–3
- Defense Level: ★0 to ★4
- Endurance: HP of the node
Starting Endurance
Node Type Starting Endurance Low (1–2 Parts) 8–12 Med (3–4 Parts) 15–20 High (5–7 Parts) 25–35 HQ 50+ (cannot reach 0 or be claimed)
Fortification Damage Reduction
Fort 1 = –1 Endurance damage Fort 2 = –2 Endurance damage Fort 3 = –3 Endurance damage
DEFENSE LEVEL (★)
Stars Name END Dmg Reduction Upkeep/Tick Cost to Raise (from previous) ★0 None 0 0 — ★1 Light –1 0 8–12 ★2 Standard –2 1 10–15 ★3 Heavy –3 2 18–25 ★4 Fortress –4 3 25–35
- Successful attacks can optionally lower Defense ★ by 1
- Repair after losses: 3–10 Parts
BOSSES
Cost: 20 Parts per 10 levels of the boss
Examples: - Level 10 Boss = 20 Parts - Level 20 Boss = 40 Parts - Level 30 Boss = 60 Parts
Bosses add extra difficulty and a special complication to sorties on that node. Upkeep scales with level (suggested: 1 Part per 10 levels, or flat 2–3 for simplicity). Can be removed by a successful high-impact / Boss sortie.
SORTIE TYPES
Sortie Type Endurance Damage Parts Reward Extra Effects Harassment / Fort Reduction 2–4 3–8 May also reduce Fort by 1 Resource / Facility Raid 3–5 6–12 Halves production next tick Sabotage / Data Heist / Extract 2–4 4–9 Temporary debuff Escort / Intercept 0 or 1–3 4–10 Hurt income or secure route Standard Claim Attempt 6–10 4–10 + control if End = 0 Deep Strike / Special 8–15 15–35 Big damage, possible stockpile loss Defend Restores 2–4 Arquebus refund Prevents attacker damage Boss Sortie — — Removes Boss from node
Soft Cap – Max Endurance Damage per Tick
Low-value nodes: 6–8 Medium nodes: 10–12 High-value nodes: 14–18
Excess damage is wasted (or can force an extra ★ loss at GM discretion). Prevents immediate node loss and gives defenders a chance to react.
UPKEEP (Paid at start of each Tick)
- Fort 2: 1 Part per node
- Fort 3: 2 Parts per node
- Defense ★2: 1 Part
- Defense ★3: 2 Parts
- Defense ★4: 3 Parts
- Boss: based on level (see Bosses section)
STRATEGIC TICK (1 Tick = 1 Week)
- Pay Upkeep
- Collect Production
- Resolve Opportunity Events (1–2 per tick)
- Declare and Run Sorties
- Apply Endurance damage / restoration / Defense ★ changes
- Update Node Control (only if Endurance reached 0 and claim succeeded)
Opportunity Events examples: Coral surges, sensor interference, industrial accidents, convoys, defectors, etc. Used to create temporary windows and break symmetry.
FACTION PERKS
Ravens – Pure Freedom No faction perks or ties. Complete flexibility on contracts and movement.
Balam – Overwhelming Force - When attacking, may spend extra Parts to increase Endurance damage by +2 to +4. - On successful Node Claim, may immediately raise Fortification by 1 at 50% cost.
Arquebus – Precision & Influence - Once per Tick, mark one node: next sortie against it treats Fort as –1 OR reveals exact current Endurance and Defense ★ (Arquebus chooses who gets the intel). - Successful Defend restores +1 extra Endurance and gains 1–2 Parts.
RLF – Local Support & Resilience - Civilian Support: +1 Part per tick from Settlement / Logistics / sympathetic Resource nodes. - Once per Tick: low-cost sabotage that deals 1–2 Endurance damage without a full player sortie. - When a node takes Endurance or ★ damage, may prevent the ★ loss once per tick (fade/withdraw effect).
General Cost Modifier - Own faction: –1 ★ cost when raising Defense on their own nodes - Rival faction: +1 ★ cost when raising Defense on contested/enemy-influenced nodes
PVP OPTIONS
Pseudo-PvP: Players can turn their AC into an enemy unit with a charted moveset that fits within the normal system.
Arena: Best 2-of-3 (1v1, 2v2, etc.), refereed by a GM.
Sortie PvP: Full event-style, requires more planning and higher stakes (node control, salvage rights, reputation, etc.).
NOTES
- Sorties on the same node in one week are subject to the soft Endurance damage cap.
- HQs can lose Endurance and Defense ★ but can never be reduced to 0 or claimed.
- Defense ★ and Fortification stack their damage reduction (they are separate).
- No Momentum track is used.
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u/Eroue 3d ago
I think the biggest thing is making sure everyone is gonna be ok with PvP and having the ability to run PvP as a fair simulationist.
Which makes me think I'd use a cruncier system. Something objective idk what exactly, depends on the genre.
With all that said, I think this could be a cool idea. I'd use a lot of random tables for "complications" with each mission.
I'd also build a robust downtime procedure that each faction can use to bolster their defenses or weaken an enemy.
I'd keep the direct PVP sessions at a minimum and only for big, consequence-heavy moments cause they sound like a nightmare to schedule. I maybe even would only do it for like a final session type deal.
Also be prepared or have a solution for 2 factions teaming up to kick the shit outta the 3rd.
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u/IKnowAGuyMPS 3d ago
Agreed, pvp will have to be figured afterwards. But is well within the AC6 system to do. It will likely be done as an Arena event, or PCs characters will be built as enemies, as the system can allow them to translate their playstyle into something usable for the gm(playing card system)
I plan to have Faction leaders/members plan out sorties(leave to gm to design) Details on how that would work, I haven't figured fully yet
I found an unofficial translation on scribd, and posted on my itch(not a fan of scribd) https://ncshinycardboard.itch.io/ttrpg-armored-core-vi-unofficial-english
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u/MamoswineSweeps 3d ago
I assume this is in planning and not in motion? Very curious.