Welcome to Galaxies Unlimited Redux. The rules are
Simple and so is the Gameplay
Step 1. Pick whether to be an Imperial Ruler, where you control an Empire of a race, either predetermined or custom.
Or
A freelance Commander, using a Starbase as a home base (starbases are basically a deep space fortress, with guns, missiles, fighters etc.)
Or
A singular Hero. You can be a Merchant, rogue SPARTAN, assassin, etc.
Step 2. Pick a Race. Certain Races have certain advantages I.e. Bulrathi get bonuses to projectile weapons, take extra hits to kill, and are unaffected by High-G. Also, some have disadvantages I.e Bulrathi lose out on diplomacy, get attacked by Bulrathi Marines, are Hated by Ssaros (long story) and so on.
Step 3. Choose equipment, ships etc. Rulers get a Light Carrier, Two battleships, and a dozen or so Cruisers and destroyers
Commanders get 3 ships, limited at one Battleship. No restrictions for other ships.
Heroes get one portable computing device (I.e Omni-Tool, PMC, PDA etc.) two weapons, and a set of Armour, as well as 500 credits
Step 4. Determine starting location. Rulers start with three planets, Commanders pick the location of their Starbase, with locations granting bonuses (asteroids for mining, nebulas for stealth etc.)
Step 5 determine Commander.
Personal Traits. I.e a Ruler in Diplomacy, a Commander in combat or leadership, and a Hero in Infiltration.
Ship types
Corvette. Marines 10. weapons 1 Heavy mount, 4 point defense, and 1 missile.
Frigate. Marines 30. Weapons 1 heavy mount, 12 point defense, 2 missiles. May have Hangars, bombers, assault shuttles etc 4
Monitor. Marines 45. Weapons 2 heavy mount 16 point defense, 4 regular, 4 missiles. Hangars 6
Destroyer. Marines 60. Weapons 2 Heavy Mount, 20 point defence, 8 regular, 6 missiles. Hangars 8
Light cruiser. Marines 80. Weapons 2 heavy Mount, 20 Point defense, 10 regular, 10 missiles. Larger Hangars (fit more strike craft) 16
Heavy Cruiser. Marines 120. Weapons 2 Heavy Mount, 30 Point Defense, 18 regular, 8 missiles. Hangars 12
Battlecruiser. Marines 160. Weapons 3 Heavy Mount, 36 Point Defense, 22 regular, 12 missiles. Hangars for 18 . Gains manufacturing capability (rifles, tanks, strike craft)
Battleship. Marines 200. 4 heavy mount, 40 PD, 26 Regular. 14 Missiles. Hangars for 20. Manufacturing (Battlecruiser, plus Mechanicals, replacement parts)
Light Carrier. Marines 240. 3 HV, 60PD, 24 regular, 20 missiles. Hangars for 40. Manufacturing (battleship plus prefab structures, deployable turrets)
Heavy Battleship. Marines 300. 6 HV 50 PD, 30 regular. 26 Missiles (Hangars for 32.) Manufacturing (Light Carrier)
Titan. Marines 360. 8 HV 60 PD, 40 regular. 30 Missiles. Hangars for 40. Manufacturing (Light Carrier plus add-on starbase parts)
Strategic Carrier. Marines 620. 6 HV, 120 PD, 50 regular. Hangars for 120. 60 missiles. Manufacturing ( light carrier plus orbital structures, ships up to Heavy Cruiser.)
Supercarrier. Marines 800. 10 HV, 300 PD 80 regular. 120 missiles. Manufacturing (strategic carrier plus ships up to Titan.)
Planetoid Fortress. Marines 1200. 30 HV 700 PD 120 regular. 300 missiles. Manufacturing (supercarrier plus strategic carrier)
Commanders get one research team to upgrade better weapons, armour, specials. One extra team per starbase.
Rulers get a Research Team per planet.
You will get specialist Marines if you are a Ruler, and a team of unique Marines if you are a Commander
Ship crews will be in 5 levels. All crews will start at Novice, and go up from there unless training methods are researched. The levels are
Novice. Just out of Boot/paw/tentacle/unspeakable camp. Penalties to hit, in boarding actions (offensive and defensive) and damage control.
Regular. Better trained or more experienced than Novice. No penalties.
Veteran. More experienced than their Regular inferiors. Gain bonuses to hit, evade, Marine actions (including ground pounding)
Elite. Very hardened soldiers/warriors/insert type here. Bonuses to hit, evade, damage control, Marine actions.
Ultra-Elite. The pinnacle of your empires warriors. They have fought and bled for their empire, and are the best at fighting your opponents. Gain bonuses to all combat disciplines.
Example
Freelance Commander
Race: Ssaros (Original Universe)
Advantages: Warlord (ship crews and Marines are one level higher (start at Regular), if hero, one rank up in all combat perks.
Disadvantages: diplomacy (they kinda suck at it. They prefer actions to words. So while generally cool to help people out, they don't really negotiate for land)
Government: Confederation (every planet is a clan of sorts, with each planet represented on a council. You get differing reactions from different worlds. Also, every planet is heavily militarized.)
Starbase: located in the Space junks of the 9th battle for Arrakis. Space junks have a 40% chance of salvaging something, but raiders often arrive.)
Ships: 1 battleship Defender Class.
4 Heavy Mount Plasma Cannons
40 Point Defense Phasors
26 High Focus Laser Cannons
14 Proton Torpedoes
30 Dagger class fighters (each with Phasors)
2 Assault Shuttles
2 Light Carriers, Sanctuary Class
Weapons 2 heavy Mount Plasma Cannons
20 Point defense 80mm assaultcannons
10 regular Phasors
10 proton torpedoes
13 Dagger Class Fighters, 3 assault Shuttles.
Race file:
With reptilian features, spindly arms and thin digitigrade legs, you wouldn't think that the Ssaros were evolutionally designed to fight. Their innate ability do fight with virtually any weapon makes them a dangerous foe. Imperial Marines fight in dangerous Power Armour, and coupled with the shield piercing Particle rifles, make a terrifying foe to face. In battle, Ssaros Marines have proven themselves, always against superior numbers (refer to file c:/battle files/Ssaros/Kulthos.) they are mortal enemies with the evil Antarans, and the warlike Bulrathi. Their homeworld, Karigdar, is a near endless sprawling forest. The Ssaros elite special forces, the Lofik'Karas or Highest Defenders are as dangerous in cloak and dagger as all out assault. Such a foe is hard to defeat.