INTRODUCTION:
The Cosmic Conquest has begun! Players (maximum of 12) take control of a Space Faction, a Color (Red, Yellow, Green, Cyan, Orange, Silver, Purple, White, Teal, Pink, Blue, Grey), create their Stellar Admiral (read below), choose a Technology Tree (Tachyon, Psionic, BioMech, ChronoTech) and embark on a quest to conquer neighboring star systems and establish their Intergalactic Empire!
Only then can they launch a campaign to unite the cosmos and declare themselves the Supreme Overlord of the Universe!
STELLAR ADMIRALS:
When you first establish your Space Faction, you must create your Stellar Admiral. They need a Name/Title and 2 Positive Traits. For extra cosmic flavor, try a mix of futuristic and/or alien name generation!
They also have a Command Value (CV), which value depends on random roll and Rank. You can assign your Stellar Admiral to personally Lead an Attack or Defense to increase the roll result by that value - they require at least 1 Resource Unit assigned to them to perform the task (can't go to battle on an empty fuel tank!).
If the Attack/Defense they were Leading fails, a Coin Toss is used to determine what happens; on Heads, your Stellar Admiral returns home; on Tails, they die.
Stellar Admiral Ranks:
Supreme: Highest rank, every Player starts as one. CV Roll: 5-7. 2 Positive Traits.
High: Second rank, once your Supreme Admiral dies in combat, you get a randomly generated High Admiral. CV Roll: 3-5. 1 Positive Trait.
Low: Third rank, once your replacement High Admiral dies in combat, you get a randomly generated Low Admiral; all subsequent replacements will also be Low Admirals. CV Roll: 1-3. 1 Positive and 1 Negative Trait. Low Admirals will be promoted to High by gaining 1-3CV and (coin toss) either losing their negative trait or gaining a random positive one, if they survive for 10 turns.
Stellar Admiral's Traits (positive/negative, mutually exclusive listed in pairs):
Conqueror/Weak: +2/-2 to all Attack rolls.
Defender/Unprepared: +2/-2 to all Defense rolls.
Strategist/Overcautious: -1/+1 Resource Unit required when Investing.
Diplomat/Arrogant: Conquering reduces Resource Units by 1 less/Conquering reduces Resource Units by 1 extra.
Resourceful/-: +5 Resource Unit score.
-/Indecisive: Cannot dedicate more than 15 Resource Units to a singular Attack, Defense, or Invest action.
-/Inefficient: Cannot create Drones.
TURN ORDER:
The turns of all Players are SIMULTANEOUS. Orders can be sent through Personal Messages to the GM, or if you're not caring about what people see, in the game thread itself.
For your orders to be valid, they must be bolded using the forum bbcode.
A simple example of a Player's turn:
5 Resource Units for Defense of Sol.
5 Resource Units to Invest in Sol.
10 Resource Units for Conquest of Alpha Centauri.
You cannot edit your orders once you've sent the post! Think twice before posting!!
STALLED TURNS AND EXTENSIONS:
Any player may request a reasonable extension to finish their turn. Unreasonable/constant extensions may be declined by GM.
If an extension is not requested (or was declined) any player who has not submitted a turn within 72 hours (please note the Psionic ability though!) will either:
- Spread all their resource units and drones across their borders as equally as possible
- or (if no borders yet exist) invest in their own star systems as equally as possible
CONQUESTS, DEFENSE, AND THE DIE OF WAR:
Once you decide to conquer some of your neighbours, you must know that each combat is resolved using a d10 die. You can only conquer Star Systems adjacent to the ones you control.
Combat formula is simple: d10 + resource units + drones = your number. If you roll higher than the opponents' defending force, you win and the System is yours!
If a System is attacked by more than 1 Player at once, the resources and drones spent on Defense is spread as equally as possible with any leftover spent against the Player with highest amount number dedicated to the conquest.
If a Lordship is defeated by more than 1 Player at once, the control of the Lordship falls into the hands of the Player that dedicated more 'raw' resources into the Lordship's Conquest. In case of draws, a Coin Toss decides the victor.
Once a Star System is conquered, inevitably there will be looting, pillaging and destruction at hands of victorious soldiers. The resource output of the Lordship is thus HALVED, and the new owner of the devastated system will need to re-invest into it. This can lead to Devastation:
Devastated Stars Systems are systems that have 0 resource output; it is not possible to launch attacks from Devastated Systems, and one must first Invest in them to be able to launch attacks from it in the next Turn.
SPACE FACTIONS AND INTERGALACTIC EMPIRES:
The map is divided into 33 Star Systems, each with its own name. A Player starts with one Star System.
Each Star System starts with 10 Resource Units, which is used to support their forces when conquering and defending, and can be used to invest into systems so that they generate more Resource Units.
To create an Intergalactic Empire, you must rule over 4 Star Systems in a continuous manner at the start of a Turn. This allows you to announce the creation of an Intergalactic Empire when sending your orders for thatTurn to the GM.
There's a special Resource Unit bonus for being an Intergalactic Empire: a non-Star System dependent +5 to your Resource Unit count (+10 if you specialize in Tachyon Technology), and this bonus persists until the end of the game (or your early demise).
Your main goal, however, is to become the Supreme Overlord of the Universe. There are three requirements for this:
A) It must be Turn 10 or later.
B) You must have more Total Resource Units than all other Player combined.
C) You must have more Star Systems under your control than any other Player.
At the start of a Turn that these three requirements are fulfilled by any Player, that Player wins the Cosmic Conquest!
INDEPENDENT STAR SYSTEMS:
Non-Player Star Systems will always dedicate themselves to the defense of their borders, meaning that 10 Resource Units will always be spent on Defense.
The independent Star Systems will never use Resource Units for Conquests, nor will they Invest Resource Units to improve their economy. Fools, all of them!
RESOURCE UNITS AND INVESTMENTS:
Resource Units are used threefold; to supply forces fighting abroad or defending the systems, to improve the Resource Unit count of the Star System, or to be converted into Drones.
If you do not dedicate any Resource Units to the defense of a Star System, any opportunistic Player can simply move their own Resource Units into it and automatically take control of the system!
The more Resource Units you dedicate for defense, the greater the chances of repelling the enemy. The same goes for conquering your neighbors; the more Resource Units you set aside for the conquest, the greater the chances of success.
You can also Invest your Resource Units in a Star System that you control. Each Star System at the start lets you use 10 Resource Units per Turn.
For each 5 Resource Units Invested into a Star System, the Star System will provide you with 1 extra Resource Unit, starting from the next Turn.
Example: You have 90 Resource Units, and your home Star System, Solaria, provides you with 15 Resource Units. If you invest half of your Resource Units, 45, into Solaria, this will raise Solaria's Resource Unit output to 24 (15 + [45/5=9] = 24).
The maximum amount of Resource Units a Star System can reach is 30.
DRONES IN YOUR SERVICE:
Drones are Resource Units that were converted into advanced robotic warriors. Drones are counted separately from Resource Units.
Every Turn, you can raise 1 Drone from every Star System you rule over - specify which Star System(s) to raise Drone(s) from when sending orders. This reduces the Star System's Resource Units by 1, so make sure you don't run out of Resource Units by overzealously converting them into Drones! Of course, Star Systems with 0 Resource Units cannot provide you with Drones.
Drones can no longer be used to Invest in a Star System, but they do provide a +3 Bonus to rolls for any Attack or Defense they're assigned to. Freshly-raised Drones cannot be assigned to Attacks/Defenses.
Note that Drones, being advanced machines, require energy to function, therefore you cannot send Drones to Attack or Defense without assigning at least 1 Resource Unit to them.
Drones, unlike their masters, do not have self-repair capabilities - therefore if an Attack/Defense led by Drone(s) fails, the Drones assigned to the operation are destroyed!
TECHNOLOGY TREES:
When creating your Space Faction, you must decide which Technology Tree you will specialize in; all 4 grant certain benefits to you.
Tachyon: Advanced energy manipulation technologies grant unmatched power in combat and resource management. Bonuses:
Intergalactic Empire bonus increased from +5 to +10 Resource Units.
Attack rolls receive a +1 bonus.
Drones provide a +4 bonus to rolls for any Attack or Defense, instead of +3.
Psionic: Harness the power of the mind to manipulate allies and enemies alike. Bonuses:
Gain access to the Telepathic Insight ability, which can be used once per Turn, to reveal the orders of another Player for that Turn (this does not count as submitting your turn, but just like it can only be done once! Additionally, if the targeted player stalls (or is very late), you will have an extra 24 hours from their submission to submit your own turn.) Psionics are immune to Telepathic Insight.
Gain access to the Psychic Sabotage ability, which can be used once per Turn, to disrupt an enemy's Star System, reducing its Resource Unit output by up to 3 for the next turn. (reminder that you can't attack from unproductive star systems!)
Gain access to the Psychic Assault ability, which can be used once per Turn, to reduce the effectiveness of an enemy's Attack or Defense in one Star System by 2 for that Turn.
BioMech: Biologically enhanced technology and hybrid organisms provide adaptive capabilities. Bonuses:
Drones defeated in battle regenerate at a rate of 1 per Turn in each Star System without needing to spend resources.
Drones provide a +2 bonus to rolls for any Defense, for a total of +5.
Raises a Star System's maximum Resource Units from 30 to 35 for as long as it is held by that player.
ChronoTech: Time manipulation and control over the fabric of time itself. Bonuses:
Gain access to the Time Skip ability, which can be used once per Turn, to temporarily increase your Resource Unit output by 5 in one of your Star Systems for that Turn.
Investment efficiency increased - investing 4 Resource Units (instead of 5) results in an additional Resource Unit for a Star System.
Gain access to the Temporal Stasis ability, which can be used once per Turn, to make one of your Star Systems immune to any Attacks for that Turn. The system does not contribute resource points this turn.
DIPLOMACY:
Players can form alliances, and negotiate with one another at any time during the game. Diplomacy can be conducted via Personal Messages or in the game thread. While Players are encouraged to keep their word and maintain diplomatic relationships, there is no formal rule against breaking an agreement or betraying an ally.
VICTORY:
The game continues until a Player is declared the Supreme Overlord of the Universe or all Players agree to end the game in a draw.
CONCLUSION:
Now that you have the rules of Cosmic Conquest, gather your friends, select your Space Faction and Technology Tree, create your Stellar Admiral, and embark on the journey to conquer the cosmos! Will you form alliances or betray your neighbors? Will you specialize in offense, defense, or resource management? The choice is yours, and the universe awaits your rule!