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Warlords of the K'Narr Sector - rules and IC conversation

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11 minutes ago, The Jabbawookie said:

Also, a flat cap of 10GF seems better than a link to the IC; planets like Ord Radama are key strategic assets with miserable industrial capacity.

Yes, a good point.

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So far, it's looking alright. We still have to implement capitals as well, right?

So, no IC are required to up the credit production of a planet? I missed that the first time round.

Also, as a technicality, I suggest you make each attacking ground force do .334 damage, else it'll take 4 attacks to kill a defender.

There are other minor wording issues, too, that might cause confusion. You inconsistently refer to systems as 'squares' which, without reference to a grid based map, is out of place. You also say combat is initiated when ships from 2 planets are present, which implies a player can attack himself.

Other clarifications that may be needed, which came up in the game, are:

Can a player choose to not initiate combat? If so, how is it resolved?

Can the player set his ships to only fire on specific sides/factions? 

Can a player set his ships to only fire if fired upon? If so, does he receive any detrimental die modifiers?

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Ideas for traits:

1) disciplined military:+1 to all auto resolve rolls

2) skill ship builders: -10% (rounded up) to the cost of building all ships

3) tough Warriors: all land invasions (offensive and defensive) are treated as having +1 Ground force (possible additional bonus every X GF involved)

4) talented Navigators: Every turn One ship(can be modified to x-ships for balance) may jump up to 2 times.

5) Entrenched agenda: All planets  have an Additional +5 GF cap. All GF cost  +1 to make.

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18 hours ago, GhostofNobodyInParticular said:

You inconsistently refer to systems as 'squares' which, without reference to a grid based map, is out of place.

I don't think I do this in the above version - no squares nowhere that I can see.

18 hours ago, GhostofNobodyInParticular said:

You also say combat is initiated when ships from 2 planets are present, which implies a player can attack himself.

This I have fixed.

18 hours ago, GhostofNobodyInParticular said:

Also, as a technicality, I suggest you make each attacking ground force do .334 damage, else it'll take 4 attacks to kill a defender.

Yes - fixed.

18 hours ago, GhostofNobodyInParticular said:

So, no IC are required to up the credit production of a planet? I missed that the first time round.

No, that's a change from the first game. I figure capitalists need cash, industrialists need industry and cash.

18 hours ago, GhostofNobodyInParticular said:

Can a player choose to not initiate combat? If so, how is it resolved?

etc.

I will add a section on standing orders relating to orders, etc.

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Ok, here's a v1.3

Please let me know what you think.

Jabbawookie is working on prettying the map, so we might be ready to go - probably starting on Monday. I'll fire up a new thread when it is time. I think we aim for seven players - the four regulars from this game are of course reserved a spot.

 

Warlords of the F’Tarq Sector

WotF’TS is a multiplayer forum game. The objective of the game is to win by scoring 10 victory points.

 

Each player controls a number of planets, ships, squadrons, and ground forces. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders may be added later.

 

Turn: There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any message from the GM within 36 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has four phases:

1.    Gather Credits

2.    Construct Units

3.    Jump

4.    Combat.

Each phase occurs simultaneously among players.

Map: The map is map up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.

Planets: Planets have two attributes – the number of Credits (C) they produce each turn, and the Industrial Capacity (IC) of the planet. For example: Redjik 15/30. Redjik produces 15 credits each turn and has Industrial Capacity of 30. Planets can hold up to 10 Ground Forces (GF).

 

GATHER CREDITS

Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces. If a world is not blockaded, the produced credits are automatically added to the treasury of the side and can be spent at any non-blockaded world. Blockaded worlds still produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds. Any unspent credits a blockaded world produces are lost. 

 

CONSTRUCT UNITS

Industry (IC): a number of credits may be spent each turn at a planet to produce ships, squadrons, and Ground Forces. A planet with IC of 10 can produce up to 10 points of units, assuming 10 credits are also spent. Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits / IC to be produced. Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

For example: Planet Redjik 15/30 produces 15 creds and has an IC of 30. Assuming the side has a full treasury, up to 30 creditss can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 creds to use all 30 IC in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 creds investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Industrial Capacity may also be used to increase a planet’s Industrial Capacity. The planet may spend 10 credits and use 10 IC of a planet to increase its IC by 1 the following turn. For Example: Redjik 15/30 can spend 30 credits to increase cred production by 3 to 18. Planets with 0 IC can never increase IC.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.

Please note: Credits can be saved for future turns, IC cannot. If not used in a turn, the IC is lost.

 

JUMP

The Jump to Lightspeed allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry their Squadron value in squadrons or ground forces. So, a corvette can carry 1 squadron or 1 GF. An AF2 can carry up to 3.

For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same system OR any planet in an adjacent system. Ships can also jump to a non-planet place in a system – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big.

It costs 1 cred for each ship to Jump – this covers the cost of fuel. Flotillas cost 2 creds to jump.

 

COMBAT

Once all ships have jumped, planets that have units from two or more sides may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.

For auto-resolve purposes, the GM will roll 2d6 and apply the following table:

1 or less: Attacker takes 0 casualties, defender takes 100%

2: Attacker takes 0 casualties, defender takes 75%

3: Attacker takes 10% casualties, defender takes 75%

4: Attacker takes 20% casualties, defender takes 50%

5: Attacker takes 20% casualties, defender takes 40%

6: Attacker takes 20% casualties, defender takes 30%

7: Both sides take 30% casualties

8: Attacker takes 30% casualties, defender takes 20%

9: Attacker takes 40% casualties, defender takes 20%

10: Attacker takes 50% casualties, defender takes 20%

11: Attacker takes 75% casualties, defender takes 10%

12: Attacker takes 75% casualties, defender takes 0%

13 or more: Attacker takes 100% casualties, defender takes 0%

There will also be an adjustment for force disparity. Where equal force sizes (in points value of ships and squadrons) meet, there is no adjustment. But for every 10% difference, the superior side gains a +1 or -1 in their favour. For Example: if an attacking force of 400 points encounters a defending force of 300 points, the attacker gains a -1 to the die roll (57% to 43%). If the defender has 600 points and the attacker has 100, the defender gains a +7 to the roll (85% to 15%).

Casualties will be randomly determined by the GM.

After a battle, the force will the lower points cost of ships and squadrons remaining must retreat. The combat is concluded, and the force MUST jump the next turn to another location. If it is unable to jump, it is considered destroyed.

 

Invasion: Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is very simple: Each defending Ground Force does 1/2 hits to attacking Ground Forces, while attacking each attacking Ground Force 1/3 hits to defending Ground Forces. Combat continues until one side is eliminated. For Example: An attacking force of 3 GF land on a planet defended by 2 GF. In round 1, both sides destroy one opposing GF. In round 2, the attackers do 2/3 damage to the defender, which does ½ damage to the attackers. In round 3, the attackers eliminate the remaining defender, while losing one of their two remaining GF. The invasion is successful, and the planet is occupied.

Bombardment: Any blockaded planet may be bombarded. A d6 will be rolled for each 100 points of fleet above the planet. On a roll of 1 or 2, a GF is destroyed. On a 3 or 4, the planet’s IC is reduced by 1. On a 5 or 6, the planet’s credit production is reduced by 1.

Repairs: Any ship that takes more than half its hull points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship a number of damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in a system with IC. The cost to repair is equal to one quarter of the cost of the ship, rounded up. For example, if a CR90B is “scarred” it would cost 10 creds / IC to repair.

When a ship is scarred it will be marked in your roster with an *.

 

Fleet Size: Fleets (Ships and Squadrons) may not exceed 500 points in any one location (planet, deep space).

 

STANDING ORDERS

A player may set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will suffer a modifier of 1 to their disadvantage in space combat.

 

CAPITAL

Each player’s starting system is their capital. Players cannot claim victory points if they do not control their capital planet.

Each capital planet comes with a bonus garrison of four Ground Forces. These Ground Forces may not leave the planet. Should any of this bonus garrison be destroyed they will automatically regenerate the following turn, unless control of the planet is lost.

 

FACTION MODIFIERS

Each side may choose to add a bonus to one of the following areas – the effects will be hidden from other players. Players may add up to 3 bonuses to any one area, but for every bonus after the first the player must choose another area to suffer a disadvantage.

SPACE COMBAT
GROUND COMBAT
ECONOMY
INDUSTRY
NAVIGATION
STARTING FORCE
INTEGRITY
 

WINNING THE GAME

A player wins when they have accumulated 10 victory points. Victory points may not be lost.

Each player will have a secret objective to complete worth 2 victory points.

In addition, each turn a public objective will be revealed, with a variable number of points.

For example:

I occupied another player’s planet – 1 point

Or

I control 6 planets – 1 point

These objectives are revealed as the game progresses, but each player may only claim one public objective per turn, and each player may only claim each public objective once.

For Example:

The turn one revealed objective is “I control 6 planets”, and the turn two objective is “I occupied another player’s planet.”

In turn 3, Stephanie occupies another player’s planet, and controls 6 planets. She may only claim one of the victory points.

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9 hours ago, clontroper5 said:

So have you figured out what all of the bonuses will be in the different faction modifiers?

Yes - it’s secret!

 

9 hours ago, GhostofNobodyInParticular said:

You should probably clarify whether the bonus garrison counts toward the 10 GF max. Also, why can't they be moved?

They can’t be moved because they represent the natural defensive bonuses of the capital planet.

I will add in that they don’t count towards the 10 GF maximum.

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