Once more unto the breach with a new Arms-Race game (what do you mean we have enough?). This is mainly inspired by my joint love of Total Annihilation/Planetary Annihilation/Supreme Commander and Tyranids/Zerg/Xenomorphs and the logical conclusion that they must fight for my amusement.
Rules and Play Sequence
These rules are adapted from a couple of different arms-race games, with enough twists that they’re worth reading again even if you’ve played all the others.
The game runs on a 1 turn = 1 arbitrary time unit (month, season, year, I haven’t decided yet). Every turn both teams go through stages for design and deployment cycles. At the start of a new turn, both teams get a pool of five dice to allocate towards designs, revisions, blueprints and pretty much all the standard Arms Race stuff. At the start of the turn the Design phase is handled. Members of each team design potential blueprints and vote on their preferences. Any voting scheme is allowed, so long as at any given moment it is clear exactly what the team is voting on and how much support each option has.
Any dice not spent are saved for the next round. Each team can bank a total of five dice, meaning they will have a maximum of ten dice to spend at any one time.
After Designs come Deployment. During Deployment, teams will decide what blueprints to fund the production of, and which front those units will take part in. Any front-wide tactics will also be decided on at this stage. After that’s decided, units move, fronts engage and combat is resolved.
Definitions and Resources
DesignsDesigns produce Blueprints or Tactics and require a variable number of dice. Each new “thing” in the design will require an additional die, and the success or failure of each die roll associated with that design will correspond to the success or failure of the overall blueprint. A few examples:
- Taking a tank mounted heavy blaster cannon, and converting it to a rapid fire light cannon for your robot infantry will cost two dice, one for the size reduction and one for rapid fire capability.
- Designing a new behemoth creature, with laser proof hide, the strength to flip over a tank and the ability to vent noxious gas (when before all you had had blueprints for was a goat) will cost four dice, one for a new creature, one for size, one for laser proofing, one for excessive strength and one for gas venting.
- Taking pieces from different blueprints and slapping them all together, such that the only new thing is this configuration of parts will only cost one dice.
I will be the final arbiter on the number of dice the design will require. For the first few turns I will happily tell you how many dice a design will cost to get you in the correct mind set. Due to miscalculations, it will thus be possible for a design to have less dice attributed to it than it needs. The dice associated with it will be rolled, but the design as a whole will be shelved and will need completing in a subsequent turn before the dice results and final Blueprint are revealed. If excess dice are assigned to the project, they will be returned to the dice pool unless explicitly specified, where the design will be rolled with a number of dice at “Advantage”.
As you may have thus noticed, the classic “Revision” phase has been folded into the Design phase to speed up the game.
Resources and ProductionThere are four resources available in the game: Metal, Biomass, Energy and Production. Metal is the Robot’s primary resource, Biomass is the Swarm’s and Energy & Production is used by both. Each region in the game will increase your Metal and Biomass caps, and some locations will also provide Energy. Energy (and especially Production) will primarily be acquired through infrastructure blueprints.
A particular Blueprint will have a cost in the following format:
“Centurion” Light Infantry Robot – 4 Metal 2 Energy (2 Metal 1 Energy)
To create a new Centurion unit, it will cost 4 Metal and 2 Energy, plus 1 Production. It will cost 2 Metal, 1 Energy to maintain an existing unit of Centurions. Typically a unit will only cost 1 Production to produce and none to maintain, but particularly Complex Blueprints will cost more.
Metal specifically refers to any metallic substance and is the primary building material of the Robots. It used to armour their units, wire them together and sometimes as ammunition.
Biomass is organic compounds of various types (be it from a digestion pool, grove of trees or hunted from the countryside) and is necessary to produce more minions for the Swarm.
Energy is what makes your units go, be it literal energy for Robots, or the more figurative food stuffs for the Swarm. It’s also required in the more exotic weaponry, such as lasers and bioplasma.
Production represents your ability to create the machines/monsters of war you need to stomp the other side into submission, and can be factories or birthing pods as required.
Finally, each region will have a maximum cap on the resources available, but you will not be extracting that much at start. Carefully timed infrastructure production is the key to overrunning the enemy.
Setting Modifiers
Robots vs Monsters: All things mechanical are the Robots purview. All things Biological are the Swarms modus operandi. They do not cross the line.
The Many vs the Few: The Swarm will very quickly be churning out large numbers of critters in an attempt to overrun the Robots. The Robots will have to rely on their ridiculous tech advantage to make up the difference.
Sci-Fi Soft: The laws of Physics are more like guidelines and actual rules. Teleportation, deflector shields and bugs vomiting literal balls of plasma are all possible.
Pre-War Escalation: There will be five rounds of designs and production at the beginning of the game, before any deployment or combat is occurs, so as to cover any weaknesses revealed by each side’s starting Blueprints.