Giant robots. Empire building. Two great things made even better when mashed together. In Giant Robots at War players will lead swarms of giant robots, powerful prototypes and gigantic battleships in an attempt to conquer the solar system! Take control of provinces on Mars, Venus and more to build an empire worthy of your name! Discover the secrets of the universe with your research teams to build super machines that can tear the very fabric of reality apart! Wow! Let's play Giant Robots at War, everyone!
Nation Name: The name of your glorious nation.
Colour: The colour that represents your glorious nation on the map. Any colour except for white can be chosen.
Starting Province: The province that your nation starts in.
Description: (Optional) A quick description about your nation, their flag, wonderful leader etc. Not 100% necessary, but pretty fun. You can also rename your starting province if you feel like, as well as any provinces you liberate.
Ace Name: Every nation begins with one Ace. Obviously he/she/it needs a name.
Your Ace gets 2 points to distribute among the following stats. See the Combat and Ace spoilers for the exact details about what they do.
Attack:
Defence:
Accuracy:
Evasion:
Ability: Your Ace starts off with one ability. See Ace spoilers for what your choices are.
Picture: (Optional) What your Ace looks like.
Description: (Optional) A quick description about your ace.
Including a description or picture awards you 2 free points to spend on your Ace. Wow!
The map of the game is divided into two types of areas, Regions of Space and Provinces.
Provinces are the territories you are fighting over, and are bordered by thin black or thick blue lines. The background colour of a Province is either white if it's neutral, or is the colour of the nation that controls them.
Regions are marked by thick white lines, and can contain provinces. Regions always have a black background.
Movement:Movement between connected Provinces is considered unlimited, but is blocked by enemy or neutral provinces.
Moving into or from a Region takes one Space Movement. Space Movement starts at 2, and increases at certain levels of Propulsion technology. So moving between two unconnected Provinces in the same Region takes 2 Space Movement, since you first move into the Region from a Province, and then out of the Region into the other province.
Admin Points are managing your nation, starting new Industrial Projects, and also for gaining control of neutral provinces.
Commands that use AP:
Gain Control (1 AP): Gain control of a Neutral Province in the same Region as one of your provinces, or a Province occupied by a Unit that you own. Unless a Player has a Unit in the contested Province, two Gain Control actions will cancel each other out.
Transfer Research (1 AP): Increases a specified player's level in a single technology field by one, provided that you are of a higher level than the target. So if you were 2 levels higher than another player, you could use this action twice to increase their tech level to the same level as yours. You can use Transfer Research to boost another player's technology levels multiple times in the same field provide that you are at a higher level. So if you had the AP, you could transfer over 5 levels of Administration tech, for example.
Transfer Design (1 AP): Transfers a Unit design to another player, allowing them to produce that Unit.
Transfer Units (1 AP): Transfers Units from your Unit Pool to another player's. Your Capital Cities must be connected by friendly or neutral Regions or Provinces to transfer Units. If the connection is severed by enemy forces then the Units will still reach the other players' Unit Pool.
Deploy Units (1 AP): Moves an unlimited number of Units from the Unit Pool to a Province. The province must be connected to your Capital City by friendly or neutral Regions or Provinces. Any Units deployed to a Province that is taken over by enemy forces will be automatically destroyed. If the province's connection to the Capital City is severed by enemy forces, then Deployed Units still reach the targeted province. Deployed Units cannot fight the turn that they were deployed.
Recall Units (1 AP): Moves an unlimited number of Units from a Province or Region to the Unit Pool. The Province or Region must be connected to your Capital City by friendly or neutral Regions or Provinces. If the Province or Region's connection to the Capital City is severed by enemy forces, then the Units will still return to the Pool. Units being recalled will still participate in combat if possible, and will retreat to the Unit Pool if defeated but not destroyed.
Production (1 AP): Increases Production by twice your Industry tech level for the current turn only. Useful for spending unused AP.
Industrial Projects (1 AP each):
Factory Complex (X): Constructs a Factory Complex in province X provided that it does not already have an improvement. Costs 10 production. The project is automatically cancelled if the province is taken from you.
Fortification (X): Constructs a Fortification in province X provided that it does not already have an improvement. Costs 5*Warfare Tech Level production. The project is automatically cancelled if the province is taken from you.
Space Base (X): Constructs a Space Base in province X provided that it does not already have an improvement. Costs 30 production. The project is automatically cancelled if the province is taken from you.
Laboratory (X): Constructs a Laboratory in province X provided that it does not already have an improvement. Costs 10 production. The project is automatically cancelled if the province is taken from you.
Design X: Creates design X for a Unit, giving you a Prototype of that unit and allowing you to produce the unit normally. Cost is equal to the regular price of the Unit times ten.
Production:
Production is equal to the number of provinces you have times your level of Industry technology, plus whatever bonuses you have from improvements. Production does not carry over between turns but industrial projects do. Therefore try to use all of your Production each turn.
Permanent Improvements (Cannot be destroyed or replaced under any circumstances):
Capital City (Yellow): +10 Production, +10 Research Points
Alien Ruins (Purple): +5 Research Points
Institute (Dark Blue): +3 Research Points
Industrial Centre (Orange): Increases Production by 10*Industry Tech.
Note: The Permanent Improvements on the map will be revealed when the game starts.
Destroyable Improvements (Can be destroyed or replaced by the owner of the province):
Factory Complex (Brown): Increases Production by 3*Industry Tech.
Space Base (Green): Allows Mechs to move into adjacent Regions as the Space Base without being carried by Battleships.
Laboratory (Light Blue): +1 Research Points
Fortification (Red): Fortifications participate in all combats that occur in their Region of space, and have the following stats:
Attack and Defence automatically increases as you increase your Warfare tech. Fortifications cannot be destroyed by combat, but a maximum of three can participate in combat at any time.
Each turn you get a number of Research Points (RP) to put towards technologies. The number of RP you get is completely dependent on infrastructure. The number of provinces does not factor into it at all.
IMPORTANT: Your capital provides 10 RP a turn, the largest amount in the game. Try not to lose it.
Research is based on levels, going from 1 to 10. Obviously all players start out at level 1 at the beginning of the game. To increase your level in a technology, you'll have to spend a certain level of RP. The cost of increasing a level is equal to (Base Cost)*2^(Technology's Current Level - Average Technology Level). To put things simpler, each technology has a base cost, which exponentially increases the further away from your average technology level it is. So if all of your technologies are at level 1, then the cost to raise, say, production to level 2 would be equal to the base cost. If you were to increase it again it'd be twice the base cost, again would be four times etc. The base cost of all technologies except for Warfare is 10. The cost for Warfare is 20, making it harder to rush it early on and destroy everyone and everything.
Obviously RP put into a technology without leveling it up carries over into the rest of the turns.
The technologies and their effects are:
Warfare: Increases the amount of points you get when designing a new unit.
Propulsion: Increases Evasion for all Units by 25% per level. Also increases Space Movement by one at levels 3, 6 and 9.
Sensors: Increases Accuracy for all Units by 25% per level.
Industry: Increases province production by 1 for each level. Also allows Space Bases at level 3.
Training: Increases the number of points per Ace, and gives you an extra Ace per level. At levels 5 and 10, all Aces gain an extra ability.
Administration: Gives you 1 Admin Point per level.
Designing New Units:In GR@W designing new Units is important to make the most of your Warfare technology. When designing a new Unit you must provide the following:
Name: A unique name to identify your design. If the name is long, an abbreviation to identify the Unit is highly appreciated.
Unit Type: Two different types for Units exist, Mechs and Battleships. Mech's movements are restricted to Provinces and any Regions of Space with Provinces that you own. Battleships have no movement restrictions, and can ferry Mechs around to other Regions as an invasion force.
Stats: Each design has several stats that affect how they act in combat. The stats are:
Attack: 1d2 per point
Defence: 1 per point
Accuracy: 5% per point
Evasion: 20% per point for Mechs, 10% per point for Battleships.
Capacity: 1 per point (Battleships only). Capacity affects how many Mechs this type of Battleship can ferry around.
The stats of a Unit are fixed (increasing your level in Warfare tech has no effect on existing Units and designs).
The cost of a Unit and the amount of points they have for stats is determined by your Warfare technology and the following table.
Base Points refers the amount of points you get for a design if you do not include a description or picture. Bonus Points refers to the amount of points you get for a design if you do include a description or picture.
Prototypes:Every time you design a new unit and finish its Industrial Project, you'll recieve a special Prototype of that unit. A Prototype has its Attack and Defence increased 10 times from the original unit (ie. Attack increases to 1d20, while Defence increases to 10). The other stats remain the same. Prototypes can only engage in combat when piloted by an Ace, but can still be removed from the Unit Pool and move around as normal. When damaged in combat, a Prototype returns to the Unit Pool and undergoes Repairs for a turn. While undergoing repairs, a Prototype cannot be removed from the Unit Pool.
Scrapping Units: You can scrap old units in a province you control to gain half of their cost in production. Prototypes can also be scrapped, but count as a regular unit when scrapped (so they won't provide 10x production).
Every Ace needs the following information:
Name: Each Ace needs a name to identify themselves with and make my life a bit easier.
Stats:Like Units, Aces have four different stats. In combat, the Ace's stats are added to the Unit it is piloting.
Attack: 10 per point
Defence: 10 per point
Accuracy: 25% per point
Evasion: 25% per point
If you included a description/picture for your Ace, the amount of points they have per Training is equal to Bonus Points. Otherwise they only have the Base Points.
Abilities:Being amazingly skilled pilots, Aces have a variety of useful abilities. Aces start off with only one Ability, and gain one more at Training Tech level 5 and 10. The abilities and their effects are:
Hot-Blooded: Unit's Attack is rolled twice in combat.
Heroic Stand: Doubles Unit's Defence in combat.
Sniper: Doubles Unit's Accuracy in combat.
Loner: Doubles space movement speed and ignore movement restrictions. Only applies when piloting Mechs.
Unkillable: This Ace and its unit do not suffer from Repairs/Hospitalization after being damaged in combat.
Support: Reduces enemy's total Attack by a quarter.
Blitz: Reduces enemy's total Defence by a quarter.
Tactician: Reduces Accuracy by a quarter for all enemies.
Pursue: Reduces Evasion by a quarter for all enemies.
Captain: Doubles Capacity and Evasion. Only applies when piloting Battleships.
Fleet Commander: Space movement is increased by one for all friendly Battleships moving with this Ace. Unit's space movement is increased by one.
Optional: An Ace can have a picture or description, to increase their amount of points for stats.
When an Ace is shot down in combat, they'll return to the Unit Pool and suffer from one turn of Hospitalization. While under Hospitalization, the Ace cannot be removed from the Pool.
When two enemy forces meet in a province, the Combat Power of both forces is calculated to determine the victor. The attack of each mech is rolled, and the result added to the Combat Power. Then the defence of the enemy's mechs are added together and subtracted from your Combat Power. Combat Power can never go below 0.
Example: MechA with Attack: 1d4 is attacking MechB with Defence: 2. MechA's Combat Power is thus equal to 1d4 - 2. If the 1d4 rolls a 3, then MechA's Combat Power is 1.
The side with the highest Combat Power is the victor. In the event of a tie, the defender always wins.
Damage:
After combat, the casualties are calculated. The highest accuracy Unit from both sides are noted. Then Units are randomly chosen from each side. The chance for that Unit to be destroyed is equal to 50% + Unit's Evasion - Enemy Unit's Accuracy, with a maximum of 90%. The amount of Units chosen for each side is dependent on Combat Power. If the victors have twice the Combat Power, then all the losers will be chosen. If the victors only have half as much power, then three-fourths of the losers will be chosen, while a quarter of the victors will be. If the Combat Power was close to equal, then half of the Units for each side will be chosen.
Special: If the victors have three times more Combat Power than the loser, then all of the loser's Units will be destroyed.
Nation Name: The Republic of Progress
Colour: Brown
Player: Zacen299
Description: A nigh fanatical group dedicated to nothing more than the pursuit of science and peace for said science to foster in. Although if any other people dare to interrupt their progress and peace they will not stop their attacks until their enemies have been reduced to ash. Their flag is a green overflowing beaker with two blue battleships crossing behind it on a white and black striped background. Their starting province is named The Home of the Learned.
Name: Nation of Earth's Rebels in Earth-Luna Space
Colour: Orange
Player: GreatWyrmGold
Description: A new group, definitely some form of Lunar Independence Movement with some hot-headed elements considering taking over more of the Solar System. Its current goals: Take Luna, build a fleet.
Nation Name: EDL - Earth Defense League
Colour: Green
Player: sjm9876
Description: The EDL were originally a group of military leaders and merchants who predicted the fall of the central government, and decided that against all odds, the earth must stand. They established a central base in Antarctica and named it 'Bastion,' led by the determined Var Hellius - a man not afriad to see combat himself. Their flag is a shield crest in gunmetal grey, inlaid with an image of Earth as it was before total industrialization, in the 2oth century.
Nation Name: Katauvan Dominate
Colour: Navy
Player: Taricus
Description: The Katauvan dominate established itself soon after the fall of the previous government, taking the colony in a surprising wave of victories over most opposing groups. The Katauvan government is a dictatorship, emphasising military and industrial progress in a highly efficiency-centric culture
Nation Name: The Interplanetary Refined Gentleman (and Woman)'s Warfare-Oriented Pretentious Social Group (ISWG)
Colour: The ever-so stylish Blue.
Player: RadtheCad
Description: The ISWG began as a curious gathering of tinkerers and lunatics who had but one thing in common: a steadfast devotion to a work of writing known as 'The Gentleman's Code'. In it, a certain way of life is outlined: one based around righteousness, politeness, and stovepipe hats. Unfortunately, sanity is not required to be a true Gentleman, and exposure to large amounts of mercury after a robotics demonstration gone wrong turned all members mad. Somehow, through a combination of blind luck, crazed genius, and several extremely rich aunts who were kind enough to donate funds, this group managed to grow and construct a battered, cobbled-together Cruiser.
With it, they journeyed far, before eventually coming to rest on Venus after a devastating crash landing. Somehow, however, they survived, and discovered great amounts of an extremely rare carbon-based ore at their crash site, the selling of which allowed them to buy the supplies needed for survival. Now, after decades, they have become a colony in and of themselves; living in mutual respect for each other's questionably sane endeavours, they strive to create new and better constructs. Recently, they have gained a communal interest: the desire to create a planetary vessel, preferably out of their own planet. To do that will, however, require resources... Armed with hordes of automata that allow them all to live adequately well, relatively stylish machinery and their steadfast resolve to their code of honour, they greet the rest of the system and invite them to a cup of tea!
Their symbol is a broken cog in front of a rising sun, symbolising the Gentleman's code. Their flag is their symbol on a blue background.
Nation Name: The Grand Confederation
Color Purple
Playercheesemcmuffin88
Description The Grand Confederation do not see themselves as a government unto themselves but as a representation of a lifestyle from old earth the life style of the pioneer, games men (hunters), and ranchers (cowboys). Though in the 20th century many of these people became known as rednecks. The Grand Confederations Goal I to continue this frontier lifestyle and crush the industrialists and Pro Government Liberals Communists and Marxists who threaten their lifestyle.
Nation Name: Kingdom of Blackwolf
Colour: Yellow
Player: adwarf
Description: A recently established monarchy formed after a large rebellion movement led by Walter Blackwolf, it of course eventually failed and Blackwolf was forced to leave Earth with his loyal followers in tow. They found their new home on the rock that is Europa, which was quickly renamed Nova Roma as Blackwolf took his place at the head of his people, ever since they have flourished slowly preparing for this day when they could take to their war once again, as Blackwolf watches the rest of the system impatiently awaiting his rise to complete dominance. The flag of the Kingdom of Blackwolf is a simple white flag with a black howling wolf's head on it.
Nation Name: Terran Empire (vestigial)
Colour: Red.
Player: Azthor
Description: "The Imperial Administration, or at least what is left of it once everything came crashing down in a blur of red tape. The remnants of the old fleet`s hierarchy, the bureaucracy and a ragtag crew of specialists, now isolated in a cosy proverbial corner of the planet. At least the damn AI keeps the place running in order, but we can`t really rely on a machine to bring humanity back together, Emperor knows that thing is a control freak. Either someone mans up and takes the Mantle, or we are in for one long ride into hell"
Capital province: "Imperial Citadel-003, provisory capital of the Glorious Terran Empire. We are still an Empire... right? Damn (...)"
Leader: "Me? I am just a lucky janitor. That`d be the Emperor you are looking for, but... Well, it seems we lost him and most of the fleet somewhere along the way. Hope they are still alive somewhere. Right now, the one in charge is that massive unfeeling block of silicon over there, as the head honcho, the Imperial family and the entirety of the old council are in all likelihood dead, lost to Jupiter`s gravity well or something"
Asteroid Belt
A1: Achilles
A2: Hector
A3: Nestor
A4: Agamemnon
A5: Odysseus
A6: Ajax
A7: Patroclus
A8: Priamus
A9: Aeneas
A10: Amun
A11: Horus
Earth
E1: Arctic
E2: Europe
E3: North Africa
E4: South Africa
E5: Russia
E6: Middle East
E7: China
E8: India
E9: South-East Asia
E10: Australasia
E11: Bastion
E12: Alaska
E13: Japan
E14: Pacific Ocean
E15: North America
E16: Central America
E17: South America
E18: Columna
Jupiter's Moons
J1: Europa
J2: Io
J3: Ganymede
J4: Callisto
Lune
L1: Mare Imbrium
L2: Oceanus Procellarum
L3: Tycho
Mars
Ma1: North Pole
Ma2: Tharsis
Ma3: Phoenicis
Ma4: Mare Acidailum
Ma5: Home of the Learned
Ma6: Noachis
Ma7: South Pole
Ma8: Elysium
Ma9: Eridania
Ma10: Phobos
Ma11: Deimos
Mercury
Me1: Shakespeare
Me2: Victoria
Me3: Michaelangelo
Space Colonies
P1: New London
P2: New Paris
P3: New Rome
P4: Elpis
P5: Martius
P6: Apep Colony
P7: Novaya Moskva
P8: Novaya Volgograde
P9: Novyye Smolenske
P10: Sweetwater
P11: Clearwater
Venus
V1: Lavinia Planitia
V2: Nova Hampshire
V3: Atalanta Planitia
V4: Guinevere Planitia
V5: Aphrodite Terra
V6: Lakshmi Planum
Misc.
A: Incipiens a Paradiso
B: Sumamus Exordio
C: Profunda Nomine
D: Niven
E: Chiron
F: Zakharov
G: Fingle's Colony
H: Eden
I: Pathfinder
J: Katauvas
K: Neviim
L: Vega
M: Torus-1
N: Torus-2
O: Torus-3
P: Ares
Q: Ra
R: Thor
S: Artemis
T: Apollo
U: Edfu
V: Napata
W: Heliopolis
X: EC-1
Y: EC-2
Z: EC-3