Hello DRL, It's me. I've been planning a game in my spare time and ect. And at the close of AGaW, i said "Hey, I wanted that ;_;. Wait....I can make my own!"
And I did.
I tried to simplify rules and stuff, but I had to make sure it wasn't just "Hey I throw this at you and i say you die." I will deal with combat with
http://invisiblecastle.com/roller/ . Your like "wtf this homes talkin bout?" But I hope I can make it fair. I will use 20 sided dice, and follow classic rules. A 1 is epic failure, 20 is epic win, and the in between are standard Fail and win. This will help make sure combat isn't the classic Wargame style [The GM simply making combat decisions and going "You lose"], while at the same time not flooding you with numbers.
Rules:
Ship construction:Weapons:Weapons consist mostly of Railguns, missiles, and Kinetics.
-Railguns: Railguns use magnetics to propel a variety of shells into the enemy.
--Scatter: The shell breaks up just before contact, and causes widespread damage on large ships. Virtually useless on small ships.
--Drill: These specialty shells don't explode on contact. The design of the shell allows it do tunnel past armor and explode inside the decks. Can do little more than damage heavier armor classes.
--Heating: These shells 'Guide' themselves into place, and use high-heat generators to literally burn past light armors. Once inside they simply de-activate, as the shell contains only melting equipment.
--High Explosive: These shells contain high yield explosive, and can devastate most armors from heavy to light.
-Missiles: Missiles hold a limited loadout, and conventionally only use Explosive or Scatter loadouts. Rare reports of Drill missiles employed by the Mentente Collaboration do exist.
-Kinetics: Using basic principles of Railguns, Kinetics take it one step further. Turrets containing Kinetic Cannons can launch slugs of metal at 0.01 Light speed.
-Ship bays: Carriers and Heavy ships can hold bays of fighters and bombers to unleash in moments.
--Landing Craft: Specialized ships can deploy Dropships to send troops into hotspots or other ships.
Armor:Armor is classed at heavy, medium, and light.
-Light armor is around 20-40 feet thick, with limited reinforcement.
-Medium is around 60-80 feet thick, and with Extensive Steel Beam support.
-Heavy armor is 2 sections of 100-150 feet thick armor with full ship Reinforcing.
Engines and Power:Engine and power systems go along with armor. Heavy armor has Heavy engines, Light armor has Light engines, ect.
[Some reports of Heavy engines on light ships have been confirmed, but are highly unstable.]
Ship Classes:-Corvette: Lowest class, can use light armor and Speed/Balance engines. Weapon loadout is small, so PM me the specs you want so I can make changes.
-Frigate: Used to protect the larger classed ships, can carry only slightly more than the Corvette.
-Destroyer: Fast, powerful ships. groups of Destroyers can hold thier own against heavy classes.
-Cruiser: Heavy Class ships, aimed at large scale combat.
-Heavy Cruiser: A Heavy version of a Cruiser. Can tackle a battleship with limited support.
-Battleship: Massive warships. Can tackle small fleets alone. Equiped with limited Carrier functions.
-Super Heavy class: Hard to make, but near-invincible. Can take on groups of warships with ease. Equiped with limited Carrier functions.
-Carriers: Can deploy swarms of fighters within moments.
-Planetary Ships: Cruiser sized ships that focus mainly on planets. Full of Radio equipment, Orbital cannons, and Dropship bays, they are vital to a ship to surface engagement.
Ship movement: -Trans system travel will take 7 turns. This doesn't mean you go to System B and sit there for 6 turns, no. It TAKES 7 turns in all. After turn 7, your good to go.
-Inter System movement is simple. The current system your in is displayed on the forum, and is mapped out in a grid style. If you want to go to a different system in secret, you will need to transfer to the nearest star in that system and PM me the system your going to. [You'll have to wait for the actually pictures, They aren't finished yet. If the game starts without them, I'll simply text base it.]
Ship combat: Combat will be handled like Ground, but range and ship class plays a big role. Munitions your using, ect. PM me the following for an attack:
[Ship Name]
[Kind of attack/attack type/weapons used]
[Target]
[Following move]
I will then follow out your attack, Make changes, roll, take note of the roll, factor in surroundings, ect. and display the result on the forum.
Starting Force: For your starting Navy, tell me at the start of the game via PM's:
I would like to start with:
Divisional Fleet Name [This is a normal Fleet, you are allowed up to 3. Keep in mind they are part of your entire navy, and you will need them to defend your entire system.]
# [Ship class], [Armor classes], [Weapon Focus]
# [Ship class], [Armor classes], [Weapon Focus]
# [Ship class], [Armor classes], [Weapon Focus]
Its that simple. A filled out forum would be:
FLEET 1 Alpha
50 Destroyers, Light armor, Missile focus.
50 Destroyers, Light armor, Railgun focus.
20 Destroyers, Medium armor, Missile/Railgun balance.
5 Battleships, Heavy Armor, Missile/Kinetic balance
20 Planetary ships, Medium armor, Radio/Dropship balance.
FLEET 2 Bravo
blah blah blah.
In all, you should keep it under 300 ships.
Size and scope: The playing field will be huge. The sheer size of space is a testament to that fact, with over 500 Systems over 3 Galaxy's. Now, I'm not expecting you to defend them all, as only about 60-70 will have planets with USC or Kerrisian presence. The Homeworlds are the most important however, they contain Citizen centers, Trade, and the Shipyards.
Ground Combat:When you reach a planet, there are several options. If you have a Planetary ship with the fleet at that planet, you can Interact with 3 choices.
These Planet ships aren't named so because they are 'planet size', its simply due to their uses. They are generally a Cruiser size, and are very costly to make. The Planet ship can be equipped with specialized radio equipment, orbital bombardment cannons, and troop drop ships. You can choose up to 2 skills to add per ship.
-Radio Equipment special: This is used to help maximize radio transmissions sent and received. It can partially block an opponents transmissions as well.
-Orbital Bombardment Cannons: These massive guns fire slow, heavy slugs. That means they can only be used on slow moving or stationary targets, like a section of a city. These guns fire inaccurately, as the planets atmosphere, weather, and topography come into effect and alter aiming.
-Troop Dropships: Ships can hold up to
10 points worth of dropships each [explained later on], and can deploy within 5 minutes. The Dropships themselves, however, are prone to damage and may be shot down by surface defenses or planetary air support.
Troop control:When you manage to land troops on the planet, you need to choose from 2 dropzones. They will most likely be off to the side, but sometimes in the city/target. To start, choose what your going to bring to the battle. Choices amount to:
-Armored Support [Tanks.]
-Shock Infantry [Soldiers meant to secure the area before the main group. Completely optional to use.]
-General Infantry [Riflemen, Machine gunners, ect.]
-Support [Medics, Ammo runners, Snipers, artillery.]
-Air [These come down with the Dropships, and can even defend them from the enemy.]
-Heavy [Troops decked out with armor, and heavy tank support.]
-Special [The special is a wild card. If there is something you personally have thought of, and would like to send in, tell me and I will try to fill it in the best I can.]
The above classes can be chosen in any order, even multiple times, until you have a total of 10 'points] [I will determine the points of your order]. Each group can be sent with your choice of strength [Squad, Platoon, ect.] PM me your desired loadout, and I will make changes, increase/decrease them. To avoid confusion, the group size is as follows [Credit to
http://usmilitary.about.com/od/army/l/blchancommand.htm ]
Squad - 9 to 10 soldiers. Typically commanded by a sergeant or staff sergeant, a squad or section is the smallest element in the Army structure, and its size is dependent on its function.
Platoon - 16 to 44 soldiers. A platoon is led by a lieutenant with an NCO as second in command, and consists of two to four squads or sections.
Company - 62 to 190 soldiers. Three to five platoons form a company, which is commanded by a captain with a first sergeant as the commander's principle NCO assistant. An artillery unit of equivalent size is called a battery, and a comparable armored or air cavalry unit is called a troop.
Battalion - 300 to 1,000 soldiers. Four to six companies make up a battalion, which is normally commanded by a lieutenant colonel with a command sergeant major as principle NCO assistant. A battalion is capable of independent operations of limited duration and scope. An armored or air cavalry unit of equivalent size is called a squadron.
Brigade - 3,000 to 5,000 solders. A brigade headquarters commands the tactical operation of two to five organic or attached combat battalions. Normally commanded by a colonel with a command sergeant major as senior NCO, brigades are employed on independent or semi-independent operations. Armored cavalry, ranger and special forces units this size are categorized as regiments or groups.
Division - 10,000 to 15,000 soldiers. Usually consisting of three brigade-sized elements and commanded by a major general, divisions are numbered and assigned missions based on their structures. The division performs major tactical operations for the corps and can conduct sustained battles and engagements.
Corps - 20,000 to 45,000 soldiers. Two to five divisions constitute a corps, which is typically commanded by a lieutenant general. As the deployable level of command required to synchronize and sustain combat operations, the corps provides the framework for multi-national operations.
Army - 50,000 + soldiers. Typically commanded by a lieutenant general or higher, an army combines two or more corps. A theater army is the ranking Army component in a unified command, and it has operational and support responsibilities that are assigned by the theater commander in chief. The commander in chief and theater army commander may order formation of a field army to direct operations of assigned corps and divisions. An army group plans and directs campaigns in a theater, and is composed of two or more field armies under a designated commander. Army groups have not been employed by the Army since World War II.
A format to send me is as follows:
Use Planetary ship with following loadout:
-1 Battalion of General Infantry [I would make it count as 2, because of size and strength.]
-2 Troops of Tanks and support infantry. [Counts as 4]
-1 Battery of Artillery with a Platoon of tanks to support it. [Counts as 2]
-2 Platoons of Support infantry. [Counts as 1]
-4 Heavy squads [Counts as 1]
That is just a template, and will use the troop abilities of that ship for the battle. It cannot send any more troops into that battle. For each Planetary ship you have, you get another 10 choices. Now, the actual size of your choice will be subject to change, but I will make sure to at least be fair and tell you my changes, so you can revise them. If you pick something like 2 Corps of heavys, I will change it to a division and call that a full ships turn. Simply because heavy troops are large, bulky, and strong.
Battle:When your troops are landed, you can subdivide them into groups, name them and ect. This can be handled in the forum, or PMed to me for a surprise attack.
To move your troops, tell me on the forums [or PMs] "Move 5th division to the east edge of the city" or ect. and I will decide how far you actually get [dice]
When you reach an enemy, combat will be handled by me or Mombasa. Generally, it will involve common sense and fairness with dice. Like, if dude A has 1000 tanks, and dude B has 1 sniper, odds are B will lose. But, B may have also sniped a dude out of a tank, depending on the roll. The combat will be handled like a simplified D&D. We will roll dice from a website and post the results. It will be simple, as to not drag combat down into mass numbers.
You have 5 movements per turn. Meaning you can't move EVERYTHING at once, but can move some things. Infantry have a 1 turn cooldown, Tanks have 2, and ect.
Cooldowns simply mean that you need to wait that many turns before you can move them again. Light infantry and ect. have 1 turn, heavy infantry, vehicles, and the like have 2, and artillery and aircraft have 3.
Timeline:This should help flesh things out.
-2015: War in the Middle East ends with an American victory.
-2017: Former Iraq is now under American military control.
-2020: The rest of the Middle East is liquidated around surrounding countries.
-2030: European countries condense themselves into the complete European Union.
-2040: Political tensions arise from the new Russian leader, Vlave Puchativich. He is removed from office, and replaced by Vladimir Negravi, a Russo-Scandinavian politician. He soon fixes Russia's crumbling economy, and reverts it to a Communist government. The former is now the latter Soviet Union.
-2293: Intersystem travel becomes a reality. Program is spearheaded by the Soviet Union.
-2293: New "Space Race" for the first solar system.
-2295: Soviet Union becomes first nation to reach another solar system.
-2299: European Union reaches The first planet in the system, and names it New Terra.
-2311: European Union establishes a research station on New Terra.
-2315: America creates it's own base on New Terra, and combines with the European Union to become the first official establishment on another planet.
-2321: After a delayed launch of a European Union ship, a foreign diplomat on board detonates an explosive charge, killing the crew.
-2321: The terrorist attack by the unnamed man is blamed on the Soviet Union, and the European Union places troops around the German/Polish border.
-2322: A second "Cold War" is established.
-2329: Cold War breaks, as a war game is mistaken by European forces as an assault, and the EU forces engage.
-2329: Soviet Union retaliates, and calls on it's far east allies.
-2330: Germany is overtaken, and the engagement is labeled as World war 3, as the Soviet/Asian forces over take mainland Europe.
-2332: America enters the war to aid the remaining European forces.
-2334: Half of Europe is defeated, and the EU surrenders.
-2337: America withdraws from Europe, and proposes a cease fire.
-2339: The Soviet occupation begins to withdraw from mainland Europe.
-2342: Soviet Union and America agree on a truce, and England, France, and parts of Germany are returned to the European Union.
-2357: A terraforming program is started to make the climate of New Terra mirror earths.
-2378: Program completed, and run through the first test trials.
-2382: Terraforming program completed, and New Terra is the first official non-earth habitable planet.
-2385: First city is completed on New Terra, named "Adam".
-2389: Second city is completed, and named "Eve".
-2392: Second planet in the system discovered, and terraforming process started.
-2400: Planet completed and deemed habitable. Claimed by the Soviet Union as the planet Suudavich.
-2420: A third solar system is found.
*Time break*
-2903: After growing tensions among the factions, the Soviet Union renames its empire to the Kerrisian Republic. and cuts itself off from the other nations.
-2925: European Union and America join to become the United System Confederacy, collectively spanning 209 Solar Systems.
-2940: Riots for a new governmental system start in an outlying USC system.
-2952: The riots become a full blown revolution, and that and other systems break off from the USC, and rename as the Mentente Collaboration.
-2959: All communication with the Mentente Collaboration is lost.
*Time break*
-3243: Unknown Communication signal is detected on outlying USC and Kerr systems.
-3249: Communicators reveal themselves as the first documented Extraterrestrial life.
-3252: Language barrier between Humans and the Extraterrestrials is broken. The race is known to call themselves the Lumos.
-3305: Lumos, as a sign of peace, colonize a system in the meeting point of the 2 races territories, and the system is named Calusia.
-3307: Calusia becomes a free-trade planet, where good between all the factions and races are exchanged.
-3348: The Calusia system, due to no peacekeeping force by nature of neutrality, decays into an economic slump. It is forgotten, as the lumos have other trade systems with the humans.
-3352: The Kerr begin to slowly build their influence with the Calusian underground gangs, and begin to systematically take over the system.
-3354: The USC takes notice, and orders the Kerr to withdraw immediately.
-3354: Kerr refuse, and the USC blockades the Calusia system.
-3354: Kerr declare war within the month, and the Calusia system is placed on USC complete lockdown.
-3355: Kerr occupation in Calusia is removed.
-3356-65: Kerr forces retreat from the Calusia system, and the USC lockdown slowly dissipates into a handful of patrols.
-3366: Kerr forces emerge, fully mobilized, and attack the USC.
-3368: First outer system falls.
-3383: Kerr advance slows, and the USC launches a counter attack.
-3389: Kerr manage to hold out against the attack, and a 24 year stalemate develops.
-3413: Kerr launch a surprise attack on the USC Home systems.
-3415: USC destroy the attacking force, but fail to prevent the destruction of the 7th Home system.
-3416: USC begin a second counter-attack against the Kerr, but meet an indomitable wall of resistance.
-3418: USC break through, and attack the outlying Kerr systems.
-3423: USC attack begins to lose effectiveness, and the Kerr drive the USC into a retreat.
-3425: USC forces dig into all systems, and begin preparation for a full assault.
-3441: Kerr attack first, and manage to breach the outer USC defenses.
-3344: Mentente Collaboration comes into play, and aids the Kerr with ships and supplies.
-3453: Present day.
[The timeline is just to inform you of the factions and situation.]
If you have any questions, post them now please. I will allow about a page of questions before I ask you to sign up officially, and then, you have 2 pages to sign up. By, at the most, page 4, I will assume you all have made your choice and I will start the game. If anything comes up, I will delay the game accordingly. [Notice: If anything comes up with me, not you. Your welcome to drop out of the game, but don't expect to return with a seat waiting.]