Hello all. I wanted d to make a Warhammer40K/Sci fi themed arms race deal that is player vs npc. In which the community plays a commander vs threats to empire. Instead of the 40K Empire though, you will get to pick what sort of empire you fight for and officer/company notes. But your starting tech and units are pre made and pre selected with good ole dice.
BUT instead of a tech tree in which pre made things are for grabs, it's a honest to God Arms race in you the community get to make the rest of it up and have fun at being creative.
There are up to 7 enemies. I rolled enemy die. It got a one. So only one, so far. If it picks up and people like it, other npcs will show up. And some show up via event or even by choice of you guys, the players.
Rules:
First is mission statement made by GM, up to three missions to divide efforts into to securing the Empire.
Second is design phase. Inventing for current phase. Your company archivist who has access to Imperial files can offer insight into a previous design. Though your boss may make suggestions sometimes.
Also Revise anything on your gear or just made to work out the bugs.
Third is tactics phase. Where you use tactics points to aid in upcoming battles. Roll for results. Get third pre made plans, get to make up a fourth. This section is like a SG deal with A, B, C and option D is your own idea. Command points used here and consequences will happen. In deciding what gear and how to use it.
Fourth is battle phase. Prayer and die rolls here as everything mashes up. It also depends which tactics were picked to tip the scales.
Player creation stuff:
Commander name:
Company name:
Empire type: (Pick 1)
A: Your Side are the Good Empire/Republic/Etc of Humanity and keeping it from threats foreign and domestic.
Pro: People love you. Starting out. Also if not at war, can deploy "diplomacy" with the more reasonable aliens. (If they are rolled that is.)
Con: Too many known ethics scandals or "bad guy" deals leads to Rebel Enemy generation.
B: The Empire is in the middle of growing outwards and need strong leadership to make use of it. Can you achieve glory?
Pro: Empire cares not for Atrocities, so turn a blind eye. Also can still wheel and "deal" with foreign threats.
Con: Resource split as everyone is expanding
C: The Empire you serve are flat out evil and must be served to keep it going, by crushing the rebels, burn the alien, and keep order going.
Pro: The Empire with most resources/units available.
Con: The Rebels are guaranteed to show up. And got to enslave/genocide all enemies.
D: The Empire is in decline and your just a loyal officer trying to hold back the tide.
Pro: Maximum allowance of starting tech from start as your at wits end.
Con: Good luck keeping it together.
E: It is more of a Imperial Cult in which big guy does not rule but church does.
Pro: People care not for how you fight the war. They are ignorant. Start with all religion units.
Con: Lots of infighting and internal conflict will whittle you down.
F: A secular order that is trying to claim back dominance.
Pro: You are truly the commander. Maximum command points as their is no high command. It's you and fellow commanders. Pretty much warlords at this point.
Con: That's a lot to cover. Aside aliens and rolled "independent planets" you have to back track to find humanities lost worlds. Earth is included.
Commander Mindset: pick one from below.
Sanguine: Very high spirits and think your army is invincible. Kill the enemy, let the blood flow.
Pro: Army under service gets relentless. As they do not know to stop except when enemy is dead.
Due to training this way. Are good at the attack.
Con: They suffer resource flaw as they constantly demand troops to fill in the ranks. (High morality rate, as they are hesitate to withdraw.)
Stoic: This officer speaks a few, strong words. Action speaks louder than words.
Pro: Whatever you do actually order will get done. Your men have been taught that way.
Con: Command rating is down due to lack of commands given.
Maverick: You are an upstart who has thrown away the rule book and play by your standard. The soldiers love you for it as you value their lives, command, not so much.
Pro: Morale, and bonus tactic points on tactics phase.
Con: Less resources/fend for yourself. As command hates you.
Pious: You are a devote commander to the faith and drill it into the minds and souls of those under you.
Pro: Bonus with such troops (Tribals, Pilgrims, Templar and Monks.)
Con: Mentats and Scholars do not like it as much.
Watchful: Super caution and by the books. You do not just rush into a fight.
Pro: Less likely to fall into enemy traps.
Con: Less command points as focus on a few main things.
Head Strong: The best way to lead the team is to be among them. Do you want to live forever!? I thought not!
Pro: You yourself get to go into a battle zone in super hero unit status, giving positive roll mods to theatre.
Con: You can be killed, then need replacing.
Doctrine:Pick three from below.
Fast Deployment: Troops get into field fast, really fast. To surprise enemy in flanks and outnumber tactics.
Trench Warfare: Dig in, shrug off the volley, return volley and keep on fighting until too tired or other guy is dead.
Intense Hand to Hand: A good deal of training into melee and hand to hand combat.
Sharp Shooters: Taught how to shoot with all avaible guns, for sake of being handy with fire arms.
Covert Ops: Know how to do sneak missions and hurt the enemy in hidden ways.
Field Craft: Reduce resources needed in knowing how to fend off needs with the land, and whats available. Knowing how to be your own improve mechanic.
Heavy Fire Power: Have access to really big guns. Squad support ones anyway.
Iron Discipline: tougher to break up or fall back as with a iron will bestowed to troops, they will not falter.
Bigger is Better: With this your tanks, cannon encampments, mecha, etc can be built/deployed at very big levels in scale. For sheer scale effect and bigger boom. ( If having armor/mechanized units. Can go insanely huge. Like Bane Blade or Imperial Titan size.)
Death from Above: Know that to rule the air is to rule battlefield. Air strikes, paratroops, lifts, carry, strafing runs, that sort of thing.
Home World: Below are options for your starting base world.
Death World: Your home base is a Death World. Where the plants and animals are out to kill humans.
Pro: Tougher troops.
Con: Recruit troops may die based on rolls.
Fortress World: World on the fringe, under constant attack by a enemy. Now whole populace is in a encamped city armed to the teeth.
Pro: Pick a enemy, bonus against.
Con: Constantly have to spend time and effort defending world from said enemy. ( Not to mention another enemy generated from enemy list.)
Halo World: Massive artificial super world that equals to four worlds encircling a star. Rich due to matter inside and a preserve for all things.
Pro: Rolling in resources if starter.
Con: Huge! So a lot to defend.
Forge World: Having this under your protection will led a huge boost to your effort.
Pro: More mass produced stuff/resources to you. All things manifested in arms race is a tier cheaper too.
Con: Must protect said world, at all costs.
Temple World: Your world is a holy world.
Pro: Holy units love it here and more flock here to serve.
Con: Of course gotta protect for bonus.
Scholar World: One of the scholar worlds.
Pro: Being a school of warfare techniques. More options on tactics phase.
Con: Of course you gotta defend it.
Lost World: Your home world was lost to the enemy.
Pro: Get massive bonus against chosen enemy who did it. All enemy forces who can feel fear, get it facing your troops.
Con: no home world as a base, stuck on fleet, or a asteroid until you earn a world.
Gear Bonus: (Start with three.)
Heavy Support: Easier access to bigger guns, bigger vehicles, and such.
Bomb Squad: Start off with bonus explosives to blow stuff up.
Pack Rats: Thieving hands allows to snatch stuff from fallen friend and throw to add to armory. even steal directly. If caught, take penalty. (Roll for that.)
Xeno Beasts: Use xeno beasts as attack pets, steeds, or even in siege warfare.
Modified Weapons: Get to start off for free revised gear of your choosing.
Cyberware: Your flesh and blood types can get cyborg parts/more of than average. ( Get access to cyborg unit creation this way.)
Cameo: Blend in easier with stuff that helps troops to blend in.
War Trophies: Remainders of past victories that strike fear into hearts of the enemy 9If they can feel it that is.)
Not as bad as my first Arms Race. It is asymmetrical but works better if not vs each other that way with space.
Better than Pangaea in that your guys get to decide your own stuff.
Have fun!