Voandrath is a sector of space in which this games takes place, the goal is to make it feel like YAK, in space. So political intrigues, wars and everything else you might need, except with duels in the bridge of a spaceship hurtling through space, stabbings in the council, and nuclear/chemical/interstellar warfare.
Fun.
Thanks to Iituem, Deep_Waters, Thatkid and...everyone else who helped.
Dice rules: 1 is complete fail, 10 is overshoot. 9 is critical success, 8 is great success, 7 is success, 6 is minor success, 5 is Something completely unexpected, 4 is minor failure, 3 is failure, 2 is great failure, 1 is critical failure.
Parcels per planet:
Depending on the terrain of the planet, and it’s terraformation status, but each parcel of land, colonized, produces 2 pop units, 1 resources and 1 Acredit.
Resources are how much the planet produces in ores, food and machinery, etc.
Credit Supply is how many credits this planet generates in taxes.
For reference, 1 A-Credit= 100,000 B-Credit, but let's keep it in A-Credits.
A-Credit: ₳¤
B-Credit: ฿¤
Population is how many people live on that planet and are able to report for military or colonization duty.
It’s a roll of the dice of 1-10 to see how many parcels a planet has.
Parcels work the same way as they do in YAK. You’re able to build cities, resource-operations and fortifications.
Cities:
Two resources, a credit and two pop for the first tier, when it gets to five tiers it doubles. It caps at ten.. A single tier produces an extra pop and resource per tier
Fortifications
You’re able to build a single defensive structure on a parcel.
The structures stats are as follows, and each one and the style of them, are up to the players.
Tier 1:
Fortification: The parcel gets a +1 to defense, cost of 5 resources
Tier 1:
Fortification: The parcel gets a +3 to defense, cost of 10 resources, and two pop units
Tier 3::
Fortification: The parcel gets a +9 to defense, cost of 20 resources, fifteen credits.
Got a structure you want built? Not on the short list? Pm me, and we'll wokr out the details.
Travel:
Travelling inter-system is does not require a roll and travelling slowly doesn’t as well. Most player-ships can be expected to have a canceller of this randomizer, so you don’t have to roll on this, only fleets trying to travel to another system in a hurry requires a roll, the possible results of which are organized as follows; (Does that sound bad?)
6-10 The fleet arrives successfully and without any problems.
5 Something completely unexpected occurs. (Positive or negative.)
4 The fleet arrives successfully, but incidents occurred and the fleet receives minor damage.
3 A negative event occurs. (Pirates Raid, enemy ambush, getting lost...etc)
2 A catastrophic event occurs, and the fleet(s) may be completely lost.
1 Time warpage: The fleet experiences a warping of the space-time continuum due to unexpected obstacles whilst traversing Dimension 13. A roll on the Reroll table is required to determine the exact consequences.
Taxes:
Taxes are the lifeblood of the Empire. Taxes are necessary to maintain armies. Taxes can also be used to give bonuses to RtD attempts. Taxes are taken in ACredits.
Taxes from Planets: Every planet ruled by the chancellor provides a variable amount of ACredits/game year in tax. This represents agricultural yields, land revenues or whatever else that serves the basic foundation for planet taxation. Planets ruled by the chancellors or seized by independents will pay the tax to the player directly, though the High President is free to demand however much of the tax from his vassal. Note that planets can be seized in battle.
Other Taxes: The Lord President may attempt to raise extraordinary taxes, such as war taxes. These may have ill effects, such as causing citizen or military riots. It is also possible to gain other sources of revenue not listed here.
Trade: Trade is usually done by agreements between players or NPC’s. They agree to send a ship of goods to a certain planet in return for another ship of certain good arriving at one or a credit transfer. Trading in humans is illegal, as of this writing.
More to come...later today!
Purchasing Units and Upkeep of Base Units: All units have a base cost, usually in Industrial input and Population Surplus. A base land regiment costs one(1) resources, and one(1) pop unit, they take one season to train, and require an upkeep of one credit per season. A base Space Fleet requires three(3) resources, and one(1) pop unit, it takes two seasons to train, and require an upkeep of two credits per season.
A mech has three base strength,two tactical points against ground units,and costs 6 resources, 3 acredits to build.
Plus the cost of the pilot unit, which will bring the price up to 6 acredits.
The mech has numerous upgrade capacity, and can bring an enormous amount of firepower into a single spot
Only humans can start the game building Mechs.
Defence and Battles:
Defence of the Empire is of key importance. During any battle, the High President or his supporters will want to choose how many regiments or other units of military strength to send out to fight. All battles consist of a pair of opposed rolls from either side - 1d10 plus the full military strength of the army being brought to bear. If one side beats the other's score, the battle is a victory for that side by a margin of 2 points; the victor loses 1 point of military strength (i.e. a regiment is killed) whilst the defeated loses 2 points of military strength. If both sides get even scores, the battle is inconclusive and both sides lose 1 point of military strength. If one side has three or more in her score higher than the enemy, she loses no strength.
As well as costing troops, battles in distant locations may prevent troops sent there from defending other positions. In the above example, High-President Heather had better have left some of the Army back home, or else she might not be able to get the rest of the Army back before rebels seize the capital while she was away!
Battle Modifiers: Some things can grant modifiers to battles taking place - in the above example, the frigid terrain granted a penalty to non-natives fighting in the region. It is possible for High-Presidents and their cronies to build fortifications and the like to give bonuses to defenders in certain locations. This is up to whoever buys it.
Capturing Planets: Capturing planets requires a successful victory in battle (or moving into the planet if undefended and willing) and will grant ownership of said Planet. Planets captured in battle leads to looting and pillaging. Any planet captured in this manner loses 20% of its base yearly revenues from looting. If you want to take these structures intact, make a diplomatic settlement.
Defenceless Targets: Targets may be considered defenceless if there are either no armies/defenders in that target's province at the time an attack is conducted or the armies present in that province and unwilling/unable to defend the target or if the people have no problems with being ruled or attacked.. Attacks on defenceless targets always succeed, though this does not necessarily protect you from retaliation.
Raiding:: If you are unwilling to capture, you can raid a planet (but not uninhabited planets) instead. On a success, you steal 1d6 Credits/Resources/P from the Treasury of whomever owned that planet. If the owner's Treasury is empty, money is stolen from next year's tax revenue. If that is empty, raiding the structure yields no benefits. You do not gain ownership of the structure with a raid.
Tactics:It may be advantageous in battle to specify using certain units to attack others whilst leaving other units behind, or else to split enemy forces to take them on piecemeal. Attempting to pull off tactics more complex than a straight charge or holding position as a clump of forces whilst the enemy attacks requires a Tactics roll. Given the simple success/failure nature of Tactics rolls, these are handled with a simple d10 roll rather than RtD rules.
The base success threshold for any Tactical manuveure is equal to its difficulty; i.e. roll equal to or greater than the difficulty on a d10 to succeed. Each tactic added to the manoeuvre increases the success threshold, making it harder to pull off but allowing you to combine multiple tactics. Unit or PC bonuses (e.g. from Training) can provide bonuses to the Tactics roll. Failure usually has consequences related to the attempted manoeuvre.
A side may only flee a battle automatically if it has advantage. Whoever won the last round of combat has advantage (in the event of a draw, advantage is retained, and in the event of a draw on the first round the attacker has advantage). A side without advantage can try to flee anyway, but will only succeed if the opposing side opts not to chase them. If the opponent does opt to chase them, the flee attempt fails and the opponent becomes the attacker (gaining any unit bonuses to attack and losing any unit bonuses to defence, including terrain and fortification bonuses) whilst the would-be fleeing party becomes the defender.
The default position of armies is to let fleeing enemies run and to flee once they lose a battle. Standing battle orders can be given to the contrary. Be warned that fleeing may destroy your attack advantages, but chasing will destroy your defensive advantages. It may thus be in the interests of a berserker army to remain on the attack as much as it possibly can, even in potentially ruinous circumstances, whilst a disciplined force in good fortifications might elect to relinquish the opportunity to chase the enemy lest it be lured into a trap
Espionage: Rolled on the fly after you buy a spy.
Success Roll 4 less than Target: Mission fails, Spy automatically captured. Spy is lost
2 or 3 Less than Target: Mission fails.
Target or greater: Mission succeeds, spy is captured. Can be rescued.
3 more than Target: Mission succeeds, spy escapes. 1 Season cooldown before use again.
Detection Roll: Target -3 or more: Spy captured talks or sufficient evidence to identify the perpetrator.
Target -1 or -2: Spy captured but does not talk or mission detected but not the perpetrator.
Target: Mission detected but not the perpetrator.
Target +1 or more: Spy escapes and/or mission undetected.
On the successful escape of a spy, he goes into hiding and becomes available again in one season’s time. So-called 'cold' spies should be kept track of as well as active spies.
Cost:
A standard spy costs 5 Acredits Two(2) season training/recruitment time.
A loyal spy(-1 to interrogation rolls) costs 6 Acredits. Three(3) season training/recruitment time.
A veteran spy (-2 to interrogation, +2 to sucess) costs 9Acredits. Year training/recruitment time.
Pilots: Fly the ships and generally pilot things. A pilot receives no bonus to anything, but allows Ships, Mechs, Terraformers and others to be used.
One costs 3 Acredits to create, with modifiers based on planet and schooling optional.
Engineers: Build fortifications and cities. 4 Acredits. With modifiers based on planet of origin and schooling.
It takes two years, fifty creds and 10 resources to terraform a planet, regardless of size. Unless you find or buy a terraforming ship, but that's rare.
Main thread!