This wargame is
about unit development, micromanagement and strategy. This game is based in naval engagements; players will create new ships, build them, and then use the fleets to conquer the galaxy. I will make sure it's fair. ..Four Armies.. The game is going to be run my me and Orindell.
The Navies:The GSC (Galactic Stability Council):[Full]
The GLA (Galactic Liberation Army):[Full]
The Warpstorm Navy:[storyline]
----Specialty:
------Bombardment: -1 build time to missile units.
------Rapid expansion: Faster and cheaper shipyard manufacture/upgrade.
------Projectile specialization: Exclusive warhead types
----Negative:
-----Projectile Specialization: Weaker plasma and laser based weapon systemsThe Terakuran Navy:[Full]
Players:[Full]
Warpstorm commander: Warper
---Sub-commander: No_one
---Sub-commander:
Game play:You
start with 3 planets under your control and one capital ship (a massive hero-like warship) for each commander on their team. You will
have to develop new warships to conquer. Random events will happen “as needed”.
Tech research is minimal, and takes a lot of time and resources.
Fleet strength and location will be kept from your enemies (unless they are spying and what not) along with a fleets firepower and capabilities. Factions
start each turn with 25 build points (they can accumulate) with which to start construction on new units, which will take time until you can use them.
Ships can only be built at a planet with a shipyard that has open construction slots (different sizes of ships take up different numbers of slots),and
certain shipyards have more slots or abilities than others. Build points are
also used to build defenses, shipyards, and other special things on planets. Your
number of build points can fluctuate with the building of special buildings and techs, as can the enemy have a negative impact on build point gain. Engagements are obviously fought when you invade an enemy planet, NPC owned planet, or in deep space.
Winning happens by taking out the Home and secondary systems of all your enemies... The Battle:This is the bread of the game, individual engagements can be highly important if they open up lynch pins or resource deposits.
Each battle will be fought slowly and methodically until one navy retreats or is annihilated. Once
an engagement starts you will get basic (albeit incomplete) data on enemy strength, you will
PM me your battle strategy for the round and I will use the information I have to decide the first round, the
commanders will then be notified of their situation and the next round will start and so on and so forth until the battle ends. The
morale of your men is a highly important combat mechanic, terrified men will fight worse, using good tactics and delivering words of encouragement can cause men to fight well, sometimes retreating to regroup is a good idea. I'm also thinking of
introducing a veteranage system to ships, more experience makes for a more deadly crew...
A boarding system is also in the works so that you can have men invade (and take over) your enemies ships.
Ship Building: I will provide a list of parts for ships here and your navy will build new designs from the ground up.
Picking good ship classes and weapons that complement your armies playing style is absolutely essential as are the physical design of the pieces coming together right.
Everything you choose has strengths and weaknesses. First you will
build a ship then PM me the stats of the ship and a rough drawing of the design so I can determine the practicality, effectiveness, structural design and firepower of it.
I will then keep the firepower “data” of the ship for myself and you will be PM’d back problems (if any) and build time/point value data.
I want the player’s imaginations to shine in this part of the game, just remember to keep your playing style and practicality in mind….
ResearchWhile
research is limited in this game to improving existing concepts, it can be a very important part (possibly). You will
PM me what you want to work on and where, then you can construct a research facility there,
this will take a certain amount of build points per turn depending on how big the project is.
Enemies can infiltrate research facilities, so good security is sometimes good. Also;
if a planet is attacked, you can choose the possibility of destroying your work to prevent the enemy from getting it,
trying to escape with it (however; there is a possibility that it will get captured), or you could
wait out the battle and hope you win, however; if you lose your enemy will get the research.
Planet Descriptions:All planets in the galaxy are in some way fitted into a classification.
Some planets grant bonuses and planets ranked with multiple ranks often give huge advantages.
Most planets listed are the only inhabitable planet in the system, if there are many or the system its self in unique it will be noted. (I hope to have 50+ planetary system for the game).
---
Tactical values: These are
planets that are given a highly important tactical value, this is merely a designation and says nothing about the planets ecosystem or terrain.
------Home system: ...primary fleet
command headquarters. Heavily defended (hopefully) and
highly important, these systems are a
main target with for the enemy. Taking a home system
reduces an enemies build point gain by 25 points and reduces their fleet's effectiveness for the rest of the game. Power is then moved to the secondary system (if it hasn't been captured).
------Secondary System: Typically your
largest command base or the primary staging point for your army. Heavily defended; ...l
ast stand if your home system falls to the enemy. If your secondary system and home system has been captured you will lose the game and all your system will become neutral.
This designation can be moved once every 5 turns and cannot be moved while under attack.------Ship design compound: ...
contains your largest shipyard (and becomes definitive after you build a supreme shipyard) ...
most development of new ship designs are created. If your h
ome system is captured and you don't have a supreme shipyard, you are unable to produce any new ship schematics.------Research and weapons testing planets: ...
build a large R&D facility on dedicated to the
development of new or enhanced weapons (the latter is more common). Research that happens at these dedicated systems
happens faster, however; this places a
"please invade me" sign over the planet.
---
Ecosystem or use: These definitions describe the planets use or ecosystem in relevance to its importance to civilization.
------Hive worlds:...
massive nearly planet-covering cities. ...most densely populated place in the galaxy. ...cover entire planets and are covered in buildings miles from the actual surface of the planet.
(think Holy Terra or Corasaunt)--------Bonus:
------Agri-worlds: ...covered in lush plant life, having a stable planet-wide ecosystem, and
excellent growing soil. Low in population, ...most of the planet is machine run plantations. ...
targets for less honorable factions if they hope to starve and enemy as
agri-worlds produce 94% of all food produced in the galaxy.
--------Bonus:
------Mining worlds: ...uninhabitable or once habitable planets that were crushed under industry. ...covered in strip mines, quarries, and cratered land. R
ich in important minerals and metals, these are important targets in war.
--------Specialized mining worlds: Sometimes lacking in generic minerals or important materials, but supplying some kind of
highly valued or rare material not found on very many or any other planets.
--------Bonus:
------Forge worlds: Stolen from 40K...
--------Bonus:
------Tourist worlds:
Not really useful resource or population wise, these planets are often paradises that cater to wealthy patrons or the masses.
--------Bonus: none
------Wastelands: ...
unlivable, barren, god forsaken rocks that have a very small (and hearty) population, if any.
--------Bonus: none
------Asteroid fields: These common (
typically found in systems with other planets) masses of rocky bodies are
very rich in minerals are very useful for mining (moreso than most mining planets).
--------Bonus:
------Volcanite worlds: ...covered in lava might normally be a terrain description, these planets are often of renown enough to merit a separate description. ...these
planets are harder to mine from but yield great rewards.--------Bonus:
------Common planets:
Not truly special in any way...
--------Bonus: none
Here is the uber map; courtesy of Galaxy 613:
[snip]
And here is all the shipbuilding data you need:
http://subsoap.com/voidstudios/Ship_stuff.htmlFor flavor:Terakurans:[Storyline]