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Author Topic: Supremacy System - Lite Modular GrandStrat  (Read 645 times)

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Offline JezabelleTopic starter

Supremacy System - Lite Modular GrandStrat
« on: September 28, 2017, 05:03:11 AM »
Supremacy System
This thread is for modding, improving, and discussing the Supremacy System.  Games using it are intended to be easy to set up, easier to play, and highly customizable to suit the desires of a given group.  At its core it is about teams painting the map their colour.


Characters: Skills
There are a small number of clearly defined skills with a hard cap on how many ⭐s anyone may have.  This is how many d6 you roll when doing a task governed by this skill.

The default is 3 skills with a cap of 5 ⭐s per skill.

Ex:
Fighting: ⭐⭐⭐
Talking: ⭐
Loving: ⭐⭐⭐

Characters: Traits
Features selected or created collaboratively based on backstory b\t DM and player that give slight bonuses/deficits to certain actions.  This could represent a fantasy race, a culture of origin, or a skill set they acquired through a life time of hard work.  Something that makes them more than an array of ⭐s.

Ex:
The Orc trait grants +1 to all Fighting rolls and a -1 to all Talking rolls.

Conflict Resolution
d6s are rolled and totaled, either to meet\exceed a certain static goal or get a greater result a player opposing you.

eg:
I was trying to write a story, I have Writing: ⭐⭐ so I roll 2d6 and get a 2 and a 3 for a total of 5.  Sadly the number to beat was 6 so I did not, in fact, write a story.

Characters: Progression
Characters who fulfill certain criterion may progress periodically by spending something called Growth Stars.  This rewards them partially for being players because it's a function of time in the game, and it rewards their Faction for going through the necessary steps to help them progress.

Growth Stars can be earned/awarded, but by default they begin the game with ⭐⭐⭐ Growth Stars and no prospect for gaining more.

Characters: Actions
There should be a proscribed list of actions a character may preform, and a certain number of actions doable per-turn per-character.  Consider that the more impact you give
 these actions the more you skew the game in favor of whoever has the most player characters.

Generally speaking you need to keep these narrow in mechanical scope and broad in RP potentiality.  For example, "Rob Bank" is evocative but "Steal" allows one to RP robbing a bank, cutting purses, or sticking up strangers in alley ways.  Of course if you're running a Red Revolution Supremacy or Gangster Supremacy, Rob Bank may be a meaningful action distinct from other actions--higher risk for more reward, a targeted action against another faction or specific space with a bank rather than generic, etc.

Characters: Inventories
Characters should have limited-use items they may obtain, either through faction or personal actions and potentially using faction materiale. 

Items add either a status bonus or additional di(c)e to a specific roll, their usage declared before the roll is made.  This degrades the item, which should have a running tally of uses i.e. Rusty Spoon 3/4.  When next the Rusty Spoon is used it will reach 4/4 and immediately break.  This prevents creep b\c you keep the players replacing the same shit they already had and thinking more judiciously about when\where to use them, rather than granting a static bonus that will mount atop and alongside other static bonuses.

Items should either tie directly to a skill or be a generic applicable to any roll.

Factions: Anatomy of
All characters should belong to factions or pseudo-factions.  Factions are the nation state equivalents of your game (Great Clans, Empires, Colonies, Principalities, Gangs, etc).  Pseudo-factions are smaller but still independent organizations, usually with (smaller) special stats and action lists.

Supply:  This controls how many Troops you may have.  It should probably be static (not increasing) and tied to territory.
Materiale:  This allows you to build Troops.  It should probably increment (usually up) and potentially be involved in building upgrades as well.
Upgrades:  These improve the faction in some way--allowing the expenditure of Growth Stars, increasing Materiale income, increasing supply, etc.
Spaces:  How much turf is presently painted a faction's colour is a good thing to know, and should probably impact Supply/Materiale reserves.
Troops:  The faction's lifeblood, these are poured into the fray for glory/honour/profit and fuel the combat.

Factions: Actions
This list should detail everything a faction can do.  Faction actions are more easily limited and can be made to occur only ever certain number of turns.

Factions: Traits
As with Character Traits, but you should consider that there are essentially two kinds.

Faction Action Traits:  These help faction actions or add new faction actions.  While they may help player characters indirectly they don't directly interface with character actions.
Faction Character Traits:  Anyone in this faction gets a bit of an up to particular actions or a new action they may preform.  But what if they leave?  Should be explained as a logistical facet of the faction.

World: the Map
The world should be presented in a clear fashion, clarify more important than looking nice here because you need it to plan invasions on not picnics.  Water or equivalents un-space should be addressed: how will it be traversed?  Dotted lines a la Risk, water spaces that only hold specific units?  Now you need to visually position those on the map and move them every time there's an update, which is definitely going to grind on you have the first few times.

World: Spaces
Supremacy is fundamentally a map painter, you want more spaces\territories\planets\realms\etc under your control.  But that space will mean a lot more if it isn't utterly identical, to wit there are two major factors to consider.

Points of Ingress:  Where may you enter this space from?
Points of Egress:  Where may you leave this space from?
Note that the above two are not always 1:1.  While the setting may constrict you from easily separating the two, it's important to note that being able to leave to another space and being able to enter into a space from another mean different things for that space.

The more points of ingress a space has the more risky it becomes.  Multiple potential angles of attack make it more target-able.  The more points of egress a space has the more utility it gains.  The more places you can invade (paint) from a space the harder it is to bottle you in and the more options for progression you have.

World: Space Traits
If locations are only how many ways they may be exited or entered, they lose much in the way of grounding or excitement.  Armed conflict tends to be fought over something, so having certain bonuses on the space that are unique help divide things up.  Maybe controlling a space with a certain trait gives more supply/materiale than usual, or even grants access to special types of actions.

Combat: Shindo Style
Generals roll their Warfare and add it to a Battle Score for their side, ante-ing a Unit each time they roll.  If they have less Battle Score than the other side at the end of their roll then their ante'd Unit dies.  Every Unit they bring with them may only be ante'd once.  After the initial roll to roll 1d6 an item must be tapped or a d3 is rolled per Unit ante'd instead.  Warlike Clans may roll d4 instead.

Combat: Quick
Both sides make all rolls in a single batch either openly or via pm to the gm.  The players narrate their participation and the GM gives the outcome.

Offline JezabelleTopic starter

Re: Supremacy System - Lite Modular GrandStrat
« Reply #1 on: November 08, 2017, 04:48:56 AM »
Variants (WIP)

Kingdom Supremacy

Nation Sheet

Coat of Arms:
Nation Name
Nation Ruler
Cultural Trait:  Scientific (+2 to Research Rolls) | Mercantile (+2 to Trade Rolls) | Artistic (+4 to Art Rolls)

Territory:  4
Development:  0
Food:  8
Materiale (+Yearly Income):  4 (+4)
Gold (+Seasonal Income): ¤10(+¤0)
Max Trading Partners: 1
Trading Partners:
Trade Power:
Upkeep:

Prestige:  5 (+0 Yearly: Great Art) (+4 Territory) (-0 from Dishonour)
Army Cap: 2
Fleet Cap: 1
Armies
Example Army 1, 1 Cavalry/2 Infantry
Fleets:
Example Fleet 1, 2 Ships
National History:


Technologies:
Knowledge (K)
(Choose 1): Alchemy | Architecture | Economics | Engineering


National Resources
Food
You may never have more non-Ship Units than you have food.  If you ever do, you must disband down to your food.

Materiale
Resources used in all manner of construction.

Gold
How people are paid.  Only peasants work for something less than cold hard coin.

Development & Regions
By default every region grants 1 Food and 1 Materiale.

For every point of development a Region has, it produces an additional 1 Food and 1 Materiale.

Constructions take up the Construction slot of a Region and grant it varying benefits.

National Actions
Each nation may take one action per category of National Action each turn.

-=Military=-
Make Army: Creates a new Army in the target Region adding designated Units to it.
Make Fleet: Creates a new Fleet in the target Region adding designated Units to it.
Raise: Produce as many Units as you have the available resources to create\sustain, adding them to the designated Army/Fleet (must be in your territory).  If you have no Armies or Fleets and take an action to create one you may also raise one (1) Unit for that new Army/Fleet.
-=Commerce=-
Designate: Declares what is to be Constructed in up to two (2) Regions, destroying previous Constructions instantly if there was any.
Trade: Propose a trading partnership with an eligible Nation.  If they agree you both gain the sum of your two Trade Power stats.
-=Diplomacy=-
Relations: Propose setting relations with another state, they must agree to Alliance or Open Borders but Neutrality and War are automatically imposed. [Alliance | Open Borders | Neutral | War]

Trade
Two Nations may establish trade if it would not exceed their Max Trade Partners and either:

1. Both have ports that can reach each other without hostile fleets being in the way
2. They share a land border.

Blockades
If a hostile nations fleet break the link between two trade partners, this is considered a blockade.

Map Symbols
Woods:
+2 Materiale
Mines:
+4 Materiale
Gold Mine:
+¤2, +1 Trade Power
Farms:
+3 Food

Buildings
Granary:
+4 Food

Costs 5 Materiale, 20 Build Points.

Quarry:
+2 Materiale

Costs 2 Materiale, 10 Build Points.

Lumber Mill:
(only buildable if region has woods)
+4 Materiale

Costs 2 Materiale, 10 Build Points.

Port
Can Build Ships in Region, Fleets can enter this region, +1 Trade Power, +1 Fleet Capacity

Mustering Ground
+3 Army Capacity

Costs 6 Material, 30 Build Points

Market:
+¤1, +2 Trade Power

Costs 3 Materiale, 20 Build Points.

Tower
+5 to Battle Score of friendly forces in region, +1 turns till Annexation

Costs 2 Materiale, 10 Build Points.

Castle
+1 Army Capacity, +10 to Battle Score of friendly forces in region, +2 turns til Annexation

Costs 6 Materiale, 40 Build Points.


ORDER of ACTIONS
Mercenaries get paid.
Mercenaries defect/attack.
Fleets move.
Naval combat resolves.
Armies move.
Land combat resolves.
National Orders are put into effect.
Individual Actions occur.
Annexation Timers tick down, transfer of Regions occurs if any hit zer0.
Transfer of units is made between Armies.

Movement
Army Movement:
An Army may move into an adjacent space to the one it presently occupies or over any number of friendly fleets ending in a target space.

If an Army enters the same space as a hostile Army, combat ensues.

Fleet Movement:

Army/Fleet Units
Peasants:
Rolls a d2.

Costs 1 Materiale per 2 Peasants (can only be trained as a pair).

Infantry:
Rolls a d4.  Upkeep of ¤1.

Costs 1 Materiale.

Cavalry:
Rolls a d6.  Upkeep of ¤3.

Costs 2 Materiale.

Ships:
Rolls a d8.  Upkeep of ¤2.

Costs 4 Materiale.

Mercenaries
Mercenary versions of all non-Peasant Units exist and can be hired for their normal Unit’s Materiale cost in ¤Gold (unaffected by tech, i.e. even with Shipwright Mercenary Ships cost ¤8).  They differ from the basic unit only in that their Upkeep is increased by ¤2.  Mercenaries are paid last, and if funds are insufficient, rather than being disbanded they will offer their services to another Army of a nation in an adjacent region to where they are presently kept in Prestige order of available choices.  If all available choices decline or fail to respond in time, they become hostile and attack the Army they were formerly part of.

Combat
When Combat Occurs:
Combat occurs when two+ Armies or Fleets from hostile Nations move in such a way that they would either:
1. Trade Places
2. Cohabitate a Region

Morale:
The side with the most Prestige gains an additional d6 that contributes directly to their side’s Battle Score.  For every 10 higher their Prestige is than their foe’s, that d6 is modified +1.

If there are more than two nations engaged in the fighting, the highest Prestige on one side of the battle is used to determine the Morale Bonus.  Prestiges are never summed or averaged.

Battle Score:
Whichever side ends the battle with the highest Battle Score is considered victorious.
Leaders (one per Army) roll their Warfare and compare.  The difference is added to the Battle Score.

Casualties & Retreat:
Units that rolled a 1 are destroyed.

If the strike was adjacent (fleet to fleet or army over land), the defeated force moves to a friendly or neutral territory.

If the strike was a nautical landing, every unit rolls again.  On a roll of 1 they do not survive the retreat.  Remaining units are returned to point of origin for the attack.

If the strike was a “bounce” (two Armies or Fleets of hostile nations attempting to trade places) then the victorious side moves into their target Region while the loser must retreat.  The Region the enemy force came from is not considered a valid Region to retreat to.

If there is no valid point to retreat to, the units disband and the victor receives half the number of units in Materiale.  Any General who was with that Army is now captured.

Annexation
By default, a hostile Army must be in a region for two (2) consecutive turns before ownership is transferred to the Army’s owner.  Various technologies and constructions increase and decrease this amount of time.  A region always requires at least one turn of being occupied by an enemy army to be annexed. 



Tech Web


Technologies
K:
Short for knowledge, this is the basis of all scientific endeavours of the day.  It represents everything civilizations already know.

Engineering:
+1 Build Points every time construction occurs.

Economics:
+1¤, +1 Trade Power, +1 Max Trade Partner

Alchemy:
+1 Materiale, +1 Fleet Capacity

Architecture:
-1 Materiale to Building Costs

Siege Weapons:
-1 Turns til Annexation, -1 to Battle Score of Hostile Towers and Castles

Great Siege Weapons:
-1 Turns til Annexation, -2 to Battle Score of Hostile Towers and Castles

Fishing:
+1 Food per Water Region adjacent to owned Regions.

Minting:
+1¤ per Gold Mine, +2 Trade Power

Mining:
+2 Materiale per Mine, 1¤ per Gold Mine

Medicine:
-1 Casualty per Combat

Trade Caravans:
+1 Trade Power, +1 Max Trade Partner, can trade overland through neutral territory

Trade Fleets:
+1 Trade Power, +1 Fleet Capacity, +1 Max Trade Partner

Planned Economy:
+2¤ Gold, +2 Trade Power, +1 Max Trade Partner

Capital Ventures:
+4¤ Gold, +4 Trade Power

Logistics:
+2 Fleet Capacity, +3 Army Capacity

Shipwright:
+2 Fleet Capacity, -1 Fleet Materiale Cost

Algebra:
+1 Trade Power, +1 to all Research Rolls

Physics:
+1 Fleet Capacity, +2 to all Research Rolls, +1 to all Construction Rolls

Artistic Sculpture:
+1 Prestige\turn per Artwork

Grand Architecture:
+1 Prestige\turn per Construction

Defensive Architecture:
+2 to the Battle Score of Towers and Castles

Monuments:
Unlocks the “Monument” Construction; 10 Materiale, 40 Buildpoints, confers +10 Prestige\turn.

Explosives:
-1 Turns til Annexation, -2 to Battle Score of Hostile Towers & Castles

Hospitals:
+2 to Army Capacity

Narcotics:
+1 to Trade Power

Apocretharies
+1¤ Gold, -1 to Casualties, +1 Food per Region




Stellar Supremacy


This is my highly WIP Stellar Supremacy module.


Hoping to get some feedback, especially from Shindo players.


NATIONS
Nation Name: 
Country Code:  (three letters to abbreviate your nation)

Gov’t: [Republic | Oligarchy | Absolute]
Economy: [Command | Mixed | Free]
Slavery: [Full | Limited | Prohibited]

Unrest:  0%
Mood: (-%Unrest/turn)

Fleet Capacity:  (1+(systems/2 round down)+mods)
Fleets:  (list of Fleet Designations and their present makeup)

Infrastructure: 
Infrastructure Projects:

Systems Controlled:
Sectors Controlled:   (X-1 does not count towards Sector Controlled)

Treasury: 
Income (mod): 
Upkeep (mod): 

International Relations: (country code : [Allied | Open Borders | Neutral | War])



GOVERNMENTS

Republic
Bread & Circuses:  +10% Mood, -₩20
Vox Populi:  +1 Psyche to all Admirals, -5% Mood.

Oligarchy
Nickle & Dime:  -5% Mood, +₩15
Orchestrate:  +10 Build Points to all ongoing projects.

Absolute
Iron First:  -40% Unrest, -15% Mood
National Will (p):  +2 Fleet Capacity.


ECONOMIES
Command
-20% Income
-30% Upkeep
Rationing (Toggle):  Upkeep -10%, -10% Mood

Mixed
(Toggle): +5% Income or -5% Upkeep
“Just Print Money” (Toggle): +₩15 Income, -5% Mood

Free
+20% Income
+10% Upkeep
Stimulus (Toggle): -₩5 Income, +5% Mood



SLAVERY
Full
Slave Labour: +1d4 to all Build, Develop, and Scrap rolls.
Enslave: Make any character in your nation a slave, designate owner..
-15% Upkeep
-5% Mood
+5% Income

Limited
Forced Labour: +1 to all Build, Develop, and Scrap rolls.
Enslave: Make any foreign character in your nation a slave, they go to auction.
-5% Upkeep

Prohibited
+5% Mood
+That warm fuzzy feeling of not practicing slavery.



INFRASTRUCTURE
These are the massive endeavours that span solar systems and prop up a state’s apparatus.  All infrastructure runs from Level 0 to Level 5.  X stands for whatever level the infrastructure is.  All infrastructures have an upkeep cost of ₩(X2).  Each level of Infrastructure requires Bureaucracy rolls to build.  To do this Admirals declare their action as “Build Infrastructure” and roll Bureaucracy many d6.  This translates directly into Build Points, where (X10) is the Build Points required.  If the amount of Build Points required was not met, this becomes an ongoing project with progress from this and other rolls saved that can be returned to at any time.

Transit Terminals: 0
Conveys +(x2)% Upkeep, +(x2)% Income, +1 Fleet Movement through controlled systems.

Pharmaceutical Industry: 0
Conveys +(x5)% Mood, +(x2)% Upkeep.

Subsidized Entertainment: 0
Conveys +(x5)% Mood.

Policing Apparatus: 0
Conveys +Xd6 on rolls to do Police Actions.

Shipyards: 0
Allows up to (X10) Size worth of ships to be produced each turn per system controlled.

Marines: 0
Decreases how many turns an enemy system will hold out while your fleets are in it by X, conveys +(x5)% Upkeep.

Defense Network: 0
Increases the turns a solar system will hold out against invading fleets by X many turns, conveys +(x5)% Upkeep.

Officers Amenities: 0
Increases by X how much Psyche is returned for the R&R Action.

Medical Facilities: 0
Increases by X how much Vitality is returned for the Heal Action, conveys +(XY)% mood where Y is the level of the Pharmaceutical Industry.

Commercial Goods: 0
Conveys +₩(X5) Income.

Record Keeping: 0
Conveys -(X5)% Upkeep.


CHARACTERS
These are the player characters who will inhabit the world and shape its history.

Name: 
Location: (either a fleet designation or name of nation you are in)
+++++
Vitality: 
Psyche: 
+++++
Strategy: 
Bureaucracy: 
Diplomacy: 
+++++
Growth:
Wallet: 
+++++
Relationships:

PERSONAL ACTIONS

Action Name (Attempt Cost)
+++
Command Marines (1 Vitality):  Strategy 8 test, if successful -1 turns until annexation complete.  Must be with fleet over enemy system.
Advanced Maneuvers (1 Psyche):  Strategy 10 test, if successful +1d6 to Strategy rolls during this turn’s combat phase.  Only affects your own rolls.
Suppress Dissent (1 Vitality):  Strategy 6 test, if successful -15% Unrest but -5% Mood.  Must have permission of the nation you are in to do so.
Orbital Bombardment (1 Psyche):  The Admiral must make a Strategy 8 test, if successful they will remove a shaded box of development (if there is any) and add an “X” blocker to any remaining open spaces in the system.  This imposes +1% Unrest on the target system’s nation.  Must be in a Fleet with a Cruiser.
+++
Attack (1 Vitality):  Make an attempt on the life of another character.  Contested Strategy test.  Loser takes 1d4 Vitality damage.  Must be in same location.
Kidnap (2 Vitality):  Make an attempt to capture another character.  Strategy roll 15, if successful the target gets a chance to contest and if they can equal or exceed your roll they escape.  Must be in same location.
Sabotage (1 Vitality):  Make a Strategy roll.  Remove that many build points from an ongoing project in your current location.
Smear Campaign (2 Psyche):  Diplomacy 10 test.  If successful,   Target must be in same location as you.
+++
Develop (system) (1 Psyche):  Bureaucracy 12 test.  If successful, the target system gains a box of development.  Must be within nation containing system to do so.
Scrap (system) (1 Vitality):  Bureaucracy 6 test. If successful, it removes a level of development from a planet in return for +₩3 immediately to the national treasury. It also places an “X” blocker in one of the empty boxes on the tracker.  Must have permission of the nation you are in to do so.
Rehabilitate (system) (2 Psyche):  Bureaucracy 15 test that removes an “X” blocker from target system.  Must be within nation containing system to do so.
Build (1 Psyche):  Bureaucracy roll.  This roll translate directly into Build Points, where (X10) is the Build Points required where X is the level of Bureaucracy that is next.  If the amount of Build Points required was not met, this becomes an ongoing project with progress from this and other rolls saved that can be returned to at any time.
+++
Hearts & Minds (1 Psyche):  Diplomacy 12 test, if successful -1 turns until annexation complete.  Must be with fleet over enemy system.
Propaganda Campaign (1 Psyche):  Diplomacy 10 test, if successful incurs +2% Mood.
Charm Offensive (1 Psyche):  Diplomacy 6 test, if successful incurs -5% Unrest
Hire Mercs (1 Psyche):  Diplomacy 12 test, if successful the Fleet you are located with gains three Strike Wings and you pay ₩6 from your Wallet.
+++
Heal: Recuperate Vitality, +(1+Level of Medical Facilities of nation you are in).  Cannot be in a fleet.
R&R: Recuperate Psyche, +(1+Level of Officers Amenities of nation you are in).  Cannot be in a fleet.
Transit: Change location, either to a fleet or a specific nation.
Police Action: Capture a foreign character in your nation, contest Strategy.

RELATIONSHIPS
SLAVE to:  May be tapped to lose Vitality for +1d4 on a roll.
LOVER to:  May be tapped to lose Psyche for +1d6 on a roll.
CONCUBINE to:  May be tapped to lose Psyche for +1d4 on a roll.
SPOUSE to:  May voluntarily transfer Vitality.
FRIEND to:  May voluntarily transfer Psyche.


SHIPS
STRIKE WING
Attack: 1d4
Size: 3
Defense: 1
Price:  ₩4
Upkeep:  ₩1

ENFORCER CLASS
Attack: 1d6
Size: 6
Defense: 2
Price:  ₩6
Upkeep:  ₩2

CORVETTE CLASS
Attack: 1d8
Size:  10
Defense:  4
Price:  ₩10
Upkeep:  ₩4

FRIGATE CLASS
Attack:  1d10
Size:  12
Defense:  6
Price:  ₩15
Upkeep:  ₩8

DESTROYER CLASS
Attack:  1d12
Size:  15
Defense:  8
Price:  ₩20
Upkeep:  ₩10

CRUISER CLASS
Attack:  1d20
Size:  20
Defense:  10
Price:  ₩60
Upkeep:  ₩15

FLEETS

Fleet Name | FLEET DESIGNATION [L#]
X Strike Wing
X Enforcer
X Corvette
X Frigate
X Destroyer
X Cruiser

Ex.
1st Epsilon Fleet [E1]
5 Strike Wings
2 Enforcers
3 Frigates
1 Cruiser

FLEET MOVEMENT
Fleets may move over a single hyperlane, to a system adjacent to the one they are presently in.  If they are moving through friendly territory then they gain an extra “step,” or movement along a hyperplane to an adjacent System, per level of the Transit Hubs infrastructure the nation has.  This bonus does not “stack,” so you cannot move ten Systems through two adjacent nations at Transit Hubs Level 5.  You can only move five through friendly territory in that fleet movement.  This extra movement speed is not accrued for use outside of friendly space--if you leave friendly space that is your final jump for the turn.


PERSONAL MOVEMENT
Transit can take a character to any nation so long as there is a path to them from their current location through only neutral or friendly Systems.  Transit can take a character onto any fleet so long as the same is true, with the exception that they can enter hostile territory for the final step of their journey (i.e. entering a fleet annexing enemy territory).


FLEET COMBAT
Fleet combat occurs when two or more fleets of nations that are at war “meet,” classified as either ending their turn in the same System or passing through the same System en route to their destination.  They will stop in the System where their paths cross and engage.  Any number of hostile fleets can be in the same System at once, in the case of three-or-more-ways hostility an arbitrary targeting decision will be made.

CHARACTER ESCAPE
If an Admiral is with a fleet that is destroyed they are said to be Escaping.  If a friendly fleet remains in the system whilst an Admiral is Escaping after battle they are transferred automatically to that fleet.

If an Admiral is left in a Star System without a friendly fleet, they take 4 Vitality damage and are transferred to their nation. 

SPECIAL SYSTEMS
There are two abnormal systems for the purposes of fleet movement.  Neither can be controlled and thus are never considered friendly.

Wormholes treat each other as adjacent for purposes of travel every other year.

Nebulas confer a +1 to every attack die rolled (use mod, not add, in E’s dicebot) within them.


THE ORDER OF BATTLE
0.  The commanders specify which kind of ships they will focus (excess) fire upon.  They make their Strategy rolls and this is the “initiative order” for their fleet.  They may only be one commander per fleet, every other admiral present will act as a Bridge Officer to an admiral of their choice.  Bridge Officers make a roll and half (rounded down) is added to their admiral’s initiative.

1.  DM rolls all attacks for one fleet (go in initiative order), pairing them up first against their own class of vessel.  After every vessel is paired off against a target in their class any additional remaining ships will fire on the nearest ship to their weight class available, although some variance (i.e. randomness) may result in them firing on another target.

2.  Every successful hit destroys an enemy ship.

3.  If enemy ships are still present after the attack, go to the next fleet in initiative order and repeat step 1.

4.  DM continues until either one side is wiped out or three rounds have passed.  If three rounds have passed the attacking fleet withdraws.

Every ship is squared off against a ship in the enemy fleet.  They roll attack attempting to roll at or below Size and at or above Defense.

TURN ORDER
Income Phase
+₩Income

Planning Phase
+Nation’s Leader PMs Fleet Movements
+Nation’s Leader declares Nation Actions
+Personal Actions Declared
+Tapping Bonuses Gained

Action Phase
+Personal Actions Execute
+Infrastructure Improved
+Combat Resolved
+Annexation progress ticks down

Resolution Phase
-₩Upkeep
+Annexation Timer Ticks Down
+System Control Established
+Position Changes Execute




SYSTEMS and DEVELOPMENT
Systems are denoted by a circle and a column of boxes next to it.  On the circle is printed a number, which is the base income in ₩ they will always provide to income.  Filled boxes on the column represent points of development, which confer additional +₩1s to income for control of this system.  In the example image the three represents the base and the column of boxes with three boxes shaded blue and one white represents +₩3 to the income provided by the system.  That means this system provides +₩6 to income.

The “Develop” action is a Bureaucracy 12 test.  If successful, the target system gains a box of development.

The “Scrap” action is a Bureaucracy  6 test.  If successful, it removes a level of development from a planet in return for +₩3 immediately.  It also places an “X” blocker in one of the empty boxes on the tracker.

The “Rehabilitate” action is a Bureaucracy 15 test that removes an “X” blocker.

The “Orbital Bombardment” action is available to any fleet with a Cruiser and Admiral that is presently in a system.  The Admiral must make a Strategy 8 test, if successful they will remove a shaded box of development (if there is any) and add an “X” blocker to any remaining open spaces.  This imposes +1% Unrest on the target system’s nation.
« Last Edit: November 12, 2017, 04:41:21 AM by Jezabelle »