This wargame will shy away from the old “tech races” from the other wargames and move into unit development, micromanagement and strategy. This game is a wargame based in naval engagements; players will create new ships, build them, and then use the fleets to conquer the galaxy. The game has a lots of numerical data (most of which I will keep track of) making it as fair and unbiased as possible. Players will command one of four armies, each with its own specialties, skills, and styles of play. Reserve spots now too…A bit a revamping and the game will be set. The game is going to be run my me (of course) and Orindell; my GM/Enforcer/NPC/Second Opinion.
The Navies:The GSC (Galactic Stability Council): The original government founded when humans took to the stars and settled across the galaxy. Using a republic like government the GSC has long been a stable and powerful force, however; the withdrawal of many systems to the GLA weakened them. Powerful and not really lacking any citable weaknesses, the GSC commands vast fleets and millions of crew members across the galaxy. GSC tactics often comprise of using massed fleets of ships to crush all resistance.
----Specialty:
------Mass production: -1 build time to medium ships, +2 build time to Superheavy ships.
------Overwhelm: Gain firepower bonus in large numbers.
------Hull design: Per price, GSC ships have far more durable structural designs and scaffolding, granting better hull endurance.
----Negative:
------Unstable systems: GSC ships can have unstable electrical systems, creating all sorts of problems in a few cases.The GLA (Galactic Liberation Army): Once a mere breakaway terrorist faction trying to topple the “unworthy” GSC for power and establish a powerful totalitarianist theocracy has now gained so much momentum and power that entire systems soon accepted its ways and joined. Soon other systems fell and the GLA came to rival the GSC in terms of ability to wage war. The GLA; while powerful lacks the massive economic capabilities and manpower of the GSC and thus fights differently; using light, fast, ships to fly circles around heavier warships, and using electronic warfare, unique weapons and their zealotous crews to create naval chaos that they can exploit.
----Specialty:
------Indirect combat: -1 build time to light warships. All light warships possess the corvette special.
------Intel. gathering: The GLA is far more able to collect intelligence than other armies.
----Negative:
------Small army: Cannot posses more than two superheavy ships.
The Warpstorm Navy: Tired of the nagging and corrupt GSC at his heels all the time, the owner of Warpstorm naval yards; Darant Harkness, Took his massive naval yards and churned out an army the size of which had rarely been seen in the possession of private interests. Working in turn with the Terakurans, Warpstorm launched an attack against the GSC, soon a private company may topple the long-lived galaxy ruling government that it despises. Using high-quality ships packed with extensive projectile and missile weapons, the Warpstorm navy is a fierce one.
----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: Operators of the largest and most powerful economic empire in the galaxy. Terakura has its fingers in everything; shipbuilding, wardroids, medical tech, household appliances, weapons, and mining operations. Long considered the “go to men” for the highest quality goods (if you don’t mind the price tag) in the galaxy. The Terakuran Empire took the chance of the Warpstorm navy breaking away to start a rebellion of its own, revealing a long kept secret fleet of massive size, the Terakurans went off to take the galaxy to start their more perfect form of government over the ruins of the GSC. While their fleet is far smaller than that of the GSC’s the Terakuran fleet is easily the match of any, built to massively high standards, most Terakuran ships outperform any GSC ship of the same class tenfold. Using highly expensive and massive capital ships, mixed with automated medium and light warships, Terakurans also use extensive use of long range beam and plasma weapons equipped to fireships. A Terakuran fleet may be outnumbered but is never outgunned.
----Specialty:
------Massed shipyards: Gains 30 build points each turn.
------Plasma specialization: Advanced plasma weapons.
------Advanced shielding: Terakuran shields are naturally the most resistant in production.
------Automization: Most light and medium Terakuran ships are fully automated allowing them to be faster, lighter, have more firepower, and more defense than other navies for a same relative price.
----Negative:
------Boarders: Terakurans are staunch defenders of their own ships, however; they rarely use boarding crews for enemy ships as it is seen as not fighting properly.Players:GSC commander: Mombassa Mk2
---Sub-commander: FalconX
---Sub-commander: leadpumper12
GLA commander: J23
---Sub-commander: metal chao
---Sub-commander: astronaught
Warpstorm commander: Warper
---Sub-commander: No_one
---Sub-commander: Aspasia
Terakuran commander: REdFlameZero
---Sub-commander: TrouserDemon
---Sub-commander: The ClamV2
Game play:Players will start with 3 planets under their control and one capital ship (a massive hero-like warship) for each commander on their team. You will then have to develop new warships (described later) and build massive fleets with which you can conquer. Random events and other game changing events will happen “as needed”. Tech research is minimal, new tech will take ages to develop and will be massively draining. Fleet strength and location will be kept from your enemies (unless they are spying and what not) along with a fleets firepower and capabilities. Most factions start each turn with 25 build points (they can accumulate) with which to start construction on new units, after construction is started it will take time (depending on the class and firepower of the ship) to finish before the ship is used. 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), certain shipyards have more slots or abilities than others and having the sight shipyard is important. 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, or NPC owned planet, they can also be fought in deep space if it occurs. 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 mix common sense based on fleet and planet defense strength, some algorithms I made, strategy, and some dice throws to uncover the result of 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, men who are terrified by the enemy or are massively outgunned will break ranks and fight with less cohesion and efficiency, using good tactics and delivering words of encouragement before and during battle can cause men to fight with brutal effeciency and abandon, sometimes retreating to regroup and refortify is a good idea so that valuable ships and men aren't wasted. I'm also thinking of introducing a vetrenage 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: Arguably the most important part of this game, the building of proper ships with good attributes is important. 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. Weapons of different clases and types (beam, laser, plasma, missile, torpedo, projectile, exotic, etc) all have strengths and weaknesses, as do generators, drives, and armor types. 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 and conceptual ability to shine in this part of the game, just remember to keep your playing style, cost, and practicality in mind….
ResearchWhile research is limited in this game mainly to improving existing concepts rather than inventing whole new weapon systems, 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 ammount of build points per turn depending on how big the project is. BE AWARE; enemies can infiltrate your research facilties and funnel data to them, thus spending points on good security is paramount in some cases. Also; if a planet is attacked, you can chooses 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 in this case you 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).
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Tactical values: These are planets that are given a highly important tactical value, this is merly a designation and says nothing about the planets ecosystem or terrain.
------Home system: This is the seat of power for your coming galactic world order and your primary fleet command headquarters. Heavily defended (hopefully) and highly important, these systems are a main target with which to deliver the killing blow to a navy. 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. Heavy defended; this is your last stand if your home system falls to the enemy. If your secondary system is captured and your home system has been captured you will loose 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: This title goes to whatever system contains your largest shipyard (and becomes definitive after you build a supreme shipyard) and this is where most development of new ship designs are created. If your home system is captured and you don't have a supreme shipyard, you are unable to produce any
new ship schematics and thus no new ship classes can be conceived.
------Research and weapons testing planets: This title goes to any planet you decide to build a large R&D facility on dedicated to the development of new or enhanced weapons (the ladder is more common). Research that happens at these dedicated systems happens faster, however; this places a "please invade me" sign over the planet.
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Ecosystem or use: These definitions describe the planets use or ecosystem in relevance to its importance to civilization.
------Hive worlds: Planets seething with a populace living in massive nearly planet-covering cities. These hyper-populated worlds are the most densely populated place in the galaxy. A few hive worlds cover entire planets and are covered in buildings miles from the actual surface of the planet. (think Holy Terra or Corasaunt)
--------Bonus:
------Agri-worlds: Planets often covered in lush plant life, having a stable planet-wide ecosystem, and excellent growing soil. Low in population, mainly because most of the planet is machine run plantations these planets are often 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: Often times mostly uninhabitable or once habitable planets that were crushed under industry. Turned to brown wastelands covered in strip mines, quarries, and cratered land. Rich 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: Sometimes devastated by war, mining that has long left or just the course of the galaxy, these planets are often time unlivable, barren, god forsaken rocks that have a very small (and hearty) population, if any.
--------Bonus: none
------Asteroid fields: Not truly planets but one of the few non-terrestrial bodies of much use. These common (typically found is 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: While being covered in lava might normally be a terrain description, these planets are often of renown enough to merit a separate description. Often the result of strong gravitational forces constantly drawing mantle rock and metal to the surface, these planets are harder to mine from but vield great rewards.
--------Bonus:
------Common planets: Not truly special in any way these planets would be considered great places to live or work but don't really have a definite value in the galactic theater. Think modern earth; except cleaner and with the technology of this universe.
--------Bonus: none
Here is the uber map; courtesy of Galaxy 613:
And here is all the shipbuilding data you need:
http://subsoap.com/voidstudios/Ship_stuff.htmlFor flavor:Terakurans:Terakurans are large, humanoid, cold-blooded, egg-laying, reptilians (more specifically; Saurian) hailing from the similarly named, high-gravity world of Terakura. Evolved from jungle dwelling lizards, they evolved to live in underground tunnel complexes after the catastrophe that transformed Terakura into mostly desert, “shortly” afterward they developed sentience. Terakurans exhibit a very dense cortex and have what could be considered a “lop-sided” brain (by human standards since the Terakuran brain is not lateralized), with a far more predominant “left half” and a reduced “right half,” thus they have brilliant analytical minds and are exceptional engineers and scientists using their exceptional logic and data processing abilities, however; “art” is not a word most Terakurans grasp. Terakurans are covered in hard, chitinous scales (ranging in color from various greens to dark tan) that are resistant to some blunt and edged weapons, this also acts as a decent thermal insulator, allowing Terakurans to operate in temperatures that would incapacitate other cold-blooded creatures. Like most lizards, Terakurans possess an elongated maw filled with sharp teeth, exceptional cellular regeneration, a very sensitive sense of smell, the ability to see in the dark, lightning quick reflexes, a long, semi-dexterous tail, and also have clawed, 4-fingered hands and feet. Terakurans have decent dexterity but it is far less than humans, requiring machines to do a lot of micro-fabrication for them, control panels are also designed to fit their anatomy, Terakurans also typically refrain from wearing footwear since their oversized feet are awkward to cover properly. Terakurans have a sexual dimorphism of 1.4 to 1, with the average female reaching about 7 feet and the average male around 9’ 7”. Because they hail from a high gravity world, Terakurans have massive strength, with a fit (most are “fit”) adult male able to lift over a ton and a half. As such, Terakuran males are very broad and muscular, and quite intimidating, however; the massive build of males prevents them from fitting into most areas designed for more human-sized species, thus their living spaces have large cavernous passages and lobbies that will dwarf most humans. Males also possess no body hair what-so-ever and have crests above their eyes, the Terakuran male skull structure is quite similar to the carnivorous dinosaurs (such as the T. rex, but a bit sleeker) of earth’s past. Females are considerably slimmer, more graceful and agile than males, and although they are physically weaker than males they can still out lift an exceptionally strong human by a good deal, while their smaller size, more sinewy form, and better dexterity makes them better for infiltration and mechanical work. Terakuran females have wider, more snake-like skulls than males and can grow feathery headdresses resembling colorful hair, which they often let grow very long. As a defensive attribute, females possess fangs capable of injecting a paralyzing venom, however; this is a vestigial feature and only 14% of females retain the venom producing ability. Females often have voices softer and far more elegant than that of humans (in stark contrast to the gravely voice of males), and their thinner and far lighter frame, coupled with their breasts make them very like slim and tall human females. The many differences between males and females has confused many other species upon meeting the Terakurans. Their diet is semi-omnivorous, consisting mainly of meat with a few tuber-like vegetables. Terakuran lifespan is also very long, typically exceeding 1,000 years, as such they reproduce slowly, with females laying 1 or 2 eggs every decade or so. As a result, they are very family oriented and their social structure is far less varied than other species like humans. They possess only a faction of the unique family trees of other species, yet they are typically much larger and more closely knit than most. Their language, Terakuran is somewhat complex and unpronounceable by most organics; as such, Terakurans speak a much modified version of galactic basic when dealing with other species, though they speak it with a distinctive hissing accent.