Invaders ThreadExpansionists ThreadThe year is 3081, the galaxy is unknown, far beyond the reach of any known civilization. Almost. A race of ravenous, species-destroying aliens have decimated most of the known Galactic Federation, and this isn't the first galaxy they've done this to. One species' homeworld was destroyed by these creatures long ago, and just as they've begun to start anew, the alien species has re-emerged to attempt an eradication once more.
You are one of these alien species, be it the expansionists starting anew, or the invaders consuming the known world. Thrive, expand, conquer.
Map:The names of the homeworld planets are dependent on which of the two species each faction picks. Opaque white circles represent open space, which may be used to establish a Cruiser/Hive or simply travel through. White circles with an outline are not open space, but rather planets. Anything with a deep indigo ring surrounding it represents special terrain, which may be researched to unlock a unique gameplay mechanic. The red rectangles floating throughout space are similarly related.
The Invaders are Red. The Expansionists are blue. They are represented with a blue or red circle surrounding their homeworld, as expected.
Planets are worth a set amount of credits. This can vary between planets.
Planets:
Homeworld(s): Worth 1000 credits/evolution points. Cannot be conquered, destroyed completely instead. Destruction of a homeworld does not end the game. Provides 200 credits/evolution points every turn.
Namarak: Provides a 300 credit/EP bonus after capture, then a 50 credit/EP bonus every subsequent Purchasing Phase.
Dunis: Provides a 300 credit/EP bonus every purchasing phase. Can convert stationed units on this planet into structures of equivalent cost.
Talos 1: Provides a 300 credit/EP bonus every Purchasing Phase. +1 to Defense rolls for the controlling faction.
Asteroid Field: Provides a 200 credit/EP bonus every Purchasing Phase. For Cruisers and Hives, a D6 roll of 3 or higher must be passed to exit the Asteroid Field unharmed.
Black Hole: Provides a 200 credit/EP bonus every Purchasing Phase.
During the Defense Phase, if a Defense of 4 or lower for the controlling faction, including modifiers is rolled, defending units (not structures) will be Displaced to a random planet under that faction's control.
If attacking and the Black Hole is not under your control, you must successfully break through the enemy faction's Defense or else all attacking units will be Displaced to a random planet under your faction's control.
Volcana: Provides a 150 credit/EP bonus after capture, then 0 credits every subsequent phase. Maintenance costs on structures built here are reduced.
Glacius: Provides a 100 credit/EP bonus every Purchasing Phase.
Wyrm: Provides a 100 credit/EP bonus every Purchasing Phase. Cruisers built here cost half as less to create.
Sola: Provides a 100 credit/EP bonus every Purchasing Phase.
Mosid: Provides a 50 credit/EP bonus every Purchasing Phase. Units attacking here hit on a 4, 5, or 6, rather than a 5 or 6.
Moon: Provides a 50 credit/EP bonus every Purchasing Phase. Units attacking here only hit on a 6.
PhasesPurchasing Phase: The first phase. In this phase, you purchase units, Cruisers/Hives, and structures. You may only place units or structures in territories that you have control of, but you may place them in any of them that you wish. This includes purchasing and placing units onto Cruisers/Hives, and units may be placed onto Cruisers/Hives that were purchased during the same turn as the new unit. All factions receive at least 100 Credits/Evolution Points at the beginning of each Purchasing Phase, as well as any planetary credit bonuses. Maintenance costs for structures will be taken out of your credits, however, and if maintenance ever exceeds your credits, structures will automatically be disassembled in the order they were created until you have positive net-gain once again.
Proposal Phase: Propose a research project. Up to two proposed projects may successfully be accepted and moved onto the Research Phase, though the same project may be proposed each Proposal Phase so long as it was rejected. At the end of the phase, a quote on the price and research-time of the project(s) will be given.
Research Phase: Research or evolve new units, structures, and passive abilities from the list of accepted research proposals from the previous phase.. Certain powers/units/structures provide research bonuses to this phase, reducing research prices, research-time, and chance of research success. A 6-sided dice will determine the success of the research or evolution, though modifiers can apply.
Movement Phase: In this phase, you may move your battalions, invade Neutral or Enemy territories, and move your Cruisers/Hives.
Combat Phase: In this phase, battle will commence. There will be three sub-phases managed by me.
In the Defense sub-phase, an eight-sided dice will be rolled to determine total defense for your armies. Applicable defense-modifiers acquired from your units and research projects will be added on to the result of the dice, equaling your final result. If a Cruiser/Hive is in orbit above a planet, it essentially acts like a buffer for the planet itself, and has its own defense roll that must be overcome to destroy it and acquire access to the planet. Planetary attacks will occur instantaneously, initiating at the same time the Cruiser/Hive is destroyed and requiring no extra turn to commence invasion.
In the Attack sub-phase, a six-sided dice for each battalion of units will be rolled. On the roll of 5 or 6, that battalion's attack will be successful, whereas anything less will result in the attack failing. Each battalion attacks independently unless stated otherwise, and attacks are directed first toward the enemy's Defense result, gradually reducing it until no longer present or until no longer able to attack. Once the defense has been depleted, the remaining attacks may be distributed across the enemy units however you wish, allowing you to direct all remaining attacks toward one unit or distribute them more evenly across the board.
This can be confusing for some, so here is an example.Team B rolls for defense. They get a 5. They have a research project that gives +1 defense to their rolls, so they now have a roll of 6.
Team A rolls for attack. They have three battalions. Battalion 1 rolls a 3, failing their attack. Battalions 2 and 3 roll a 5 or higher, succeeding in their attacks. Battalions 2 and 3 only have an Attack of 1, thereby only inflicting one wound for each successful attack.
Team B has 6 defense. Battalion 2 hits Team B. Team B has 5 defense. Battalion 3 hits Team B. Team B has 4 defense. Team A is out of attacks, and Team B's defense must be depleted completely before Team A can inflict any damage on their units or structures, and thus take the colony.
It should be noted that there are some circumstances in which the two sides will attack simultaneously, such as both attacking a neutral territory at the same time, and thus both sides will simultaneously roll a Defense and Attack roll.
The ExpansionistsName: Terrans
Description: Terrans are a race of primate-descended humanoids. They possess two arms, two legs, lack fur everywhere asides from a few isolated places, and have bodies designed for long-term survival in moderate conditions. Despite their role as mesophiles, their remarkable intellect has enabled them to travel out from their home planet of Terra and explore the galaxy.
Special Trait: Terrans have always been the scrappy underdogs that thrive in moderation, and because of that, they've learned ways to defend themselves with their natural evolutionary street-smarts. You gain a +2 to defense on all defense rolls.
Starting Unit:
Colonial Marine
Infantry Class
The main Terran military force. Equipped with standard-issue assault rifles and ballistic armor, their equipment is surprisingly lackluster compared to the technology of the future.
1 Attack.
2 Health.
No modifiers.
100 CRED.
Name: Terrestrials
Description: A race of grey-skinned, lithe humanoids, sometimes known as "Grays." They possess zero body hair and are naturally cold-blooded, though they have a massive cranium and tremendous intellect. Their bulbous eyes are pitch-black and can see electric currents, making them excellent scientists and engineers, though they have the nasty habit of crashing their ships into inhabited planets.
Special Trait: Because of years of scientific advancement, the Terrestrials have found ways to improve on more mediocre technology. Backfired research projects will always carry with them some kind of benefit, even if it is outweighed by the failure.
Starting Unit:
Explorer
Infantry Class
2 Attack.
1 Health.
A standard rank for Terrestrials exploring the galaxy. They wear a thin, silver jumpsuit, and carry with them a standard-issue raygun. Though usually commanded by a captain, they're sometimes found manning exploration ships without solid leadership.
No modifiers.
100 CRED.
Name: Amf
Description: Created by some unknown species that was eradicated long ago by the Invaders, the Amf are a species of sentient A.I with highly advanced technology. Their form varies radically based on the purpose they were designed for, ranging from flying drones to humanoid androids.
Special Trait: The Amf have installed remarkably powerful thrusters in their Cruisers, and can thus move Structures onto Cruisers and deploy them to any planet the Cruiser is orbiting over.
Starting Unit:
Engineer
Infantry Class
1 Attack.
1 Health.
A robotic repair droid. It stands at about four feet tall and has a boxy, square body, a pair of treads, and a single extendable mechanical claw in its chest.
If an Engineer is on a planet with structures, one structure (in order of lowest health combined with how recent it was created, more recent structures taking priority) will automatically heal one Health at the beginning of every Purchasing Phase.
100 CRED.
The InvadersName: The Craving
Description: The Craving is a parasitic, galaxy-sprawling fungoid, capable of breaking down and rebuilding deceased flesh in any manner it chooses. It plagues the galaxy, lead forward by a necrotic hive-mind, constantly seeking to increase the numbers of its ever-growing undead horde.
Special Trait: The Craving is an ever-consuming mass of flesh and fungus, and it seeks only one thing and one thing alone; the destruction of all sentient life across the galaxy. Your units hit on 4, 5, and 6 on an Attack role, instead of only 5 and 6.
Starting Unit:
Walker
Infantry Breed
One of the simplest creations of The Craving, a Walker takes the appearance of whatever creature that it once was before its death, though its flesh has melted through its clothing and it constantly secretes some form of bile from its orifices. They act as your primary infantry, cheap to produce yet low quality in terms of stats.
1 Attack.
1 Health.
No modifiers.
100 EP.
Name: Chitar
Description: The Chitar are a race of aggressive, highly adaptable hexapod insectoids. They lack higher brain functions and exist only to eat, thrive, and reproduce, making them a scourge across the galaxy. They possess the bizarre ability to rapidly evolve their bodies, allowing them to create many different variations of themselves with highly varying abilities. Their unique physiology allows them to travel even through deep-space, requiring no oxygen to do so.
Special Trait: The Chitar are remarkably adaptable, able to mutate and rapidly evolve millions of years in a minuscule amount of time. Because of this, they can never evolve a negative trait. Evolutions can fail, but never backfire. A failed Evolution will produce zero effect rather than a negative effect.
Starting Unit:
Locusta
Infantry Breed
A breed of short-bodied, winged Chitar. Their chitin is of a muddled brown color, and they possess a single pair of mandibles designed to tear through flesh. They lack eyes, requiring their antennae to navigate. They act as your primary infantry, cheap to produce yet low quality in terms of stats.
1 Attack.
2 Health.
No modifiers.
100 EP.