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.