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11:23, 30th April 2024 (GMT+0)

Rules  (read first)

Posted by UniverseFor group 0
Universe
GM, 2 posts
Sat 14 Aug 2021
at 04:30
  • msg #2

Rules

Have fun.

Play nice.

This will be a slow paced game as I have to manage a fair amount of detail. I am aiming for a week per Cycle, but don't expect to always meet that goal.

3: This should be an acknowledgement that you've read the rules.

Preview (excerpt from the full rules).

Stars and Planets:
   For game purposes, stars are divided into two types.  Stars that are likely to have planets, and stars that are very, very unlikely to have planets.  This is indicated on the star map.
   Planets (and moons) come in six types: Barren, Desert, Hothouse, Glacier, Terrestrial, or Gas Giants. Asteroid belts are also possible.  Barren planets do not have an atmosphere (Mercury, the Moon, and Pluto).  Desert planets do not have water and only a thin atmosphere (Mars).  Hothouse planets are extremely hot with no water and a thick atmosphere (Venus).  Glacier planets are extremely cold without liquid water {ice is possible-often mixed with other frozen compounds} (Titan).  Terrestrial planets have an atmosphere containing oxygen and liquid water present on the surface (Earth). Gas Giants are just that (Jupiter, Saturn, etc.) and are not otherwise defined in the game.  Except for Gas Giants all planets are defined by their gravity and climate.  Gravity can be Low, Medium, or High.  Climate can be Vacuum, Frozen, Cool, Temperate, Warm, or Burning.


Sample Planetary Listing:
TYPE (GC+-) = P(+x) – F(+y or *z) – S
(D/M)              p(q)      f                   s

Planetary type can be BaRReN, DeSeRT, HoTHouSe, GLaCieR, or TERRestrial.
G is the gravity of that planet.
C is the climate of that planet.
    Terrestrial planets will be further differentiated as ‘+’ or ‘-‘.  This is not a value
    judgment simply an indication of two different sets of conditions.
D is the number of garrison points available for use from that planet.*
M is the number of Militia units present on that planet.*
P is the Population capacity of that planet; x is the growth modifier if present.
    p is the actual Population present on that planet; q is the Population available for colonization.*
F is the Factory capacity of that planet; y is the production modifier, z is the production multiplier, if any.
    f is the actual number of Factories present on that planet. *
S is the Shipyard capacity of that planet.
    s is the actual number of Shipyards present on that planet. *
*(If the planet is inhabited.)

*******

Ground Facilities:
CodeNameCostConstruction TimeHitsRepairsTransport
POPPopulationn/a(1 Cycle)(5)Automatic1 TRAN or 24 LS
FCTFactory$201 Cycle(2)$12n/a
SYDShipyard$100x22 Cycles(3)$50/$100n/a


   Ground facilities can only exist of the surface of habitable planets. Ground facilities cannot move and only POP can be transported. Ground facilities can be attacked by orbital bombardment. Ground facilities can be captured or destroyed by hostile ground units if there are no friendly ground units present.

Population
    POP are the basic element of production. A minimum population level (the Industrial Threshold) is required before a planet can construct FCT’s. POP increases (once per cycle) on a successful die roll with the success rate based on that races Reproduction. Worlds with high populations may get more than one roll.  Damaged POP do not count towards new growth but do recover all damage during the cycle interphase. POP can be transported; this requires 1 TRAN or 24 LS per POP. POP in transit do not count towards new growth.

Factory
    FCT’s increase production, construct other facilities, and build units.  A planet must be at or above the Industrial Threshold to construct its first FCT. A planet must have at least 4 POP for every FCT. Each FCT can build one ground unit  at a time.  In addition, every 3 full FCT can construct one facility per cycle. Planets with only 1 or 2 FCT can still construct one facility per cycle. A planet without a FS can construct its own FS in orbit as if it were a ground facility.

Shipyard
    SYD’s build and repair ships and orbital units and maintain units.  A planet must have at least 3 FCT and a FS in orbit to construct a SYD. There must be at least 3 FCT for every SYD.  Each SYD reduces those planets available production (converted into maintenance as it were).  Each SYD can work on up to 4 units at a time, while each planet can work on 1 unit per FCT.  Use whichever limit is lower.


Ground Units:
CodeNameCostSupportBuild TimeHit PointsRepairsTransport
MLTMilitian/an/an/a(3 hits)AutomaticNo
INFInfantry$81 G.P.2 turns(3 hits)$3/61 LS
MRNMarine$153 G.P.3 turns(2 hits)$81 LS or 2 CH
MCHMechanized$202 G.P.4 turns(4 hits)$5/10/151 LS and 2 CH
GDBGround Defense BaseWpn.+$2(+$5 if camouflaged)2 G.P.turnAs weaponAs weapon1 CH Per wpn.

    All ground units can exist on the surface of any habitable planet.  Ground units can be attacked by orbital bombardment.  All ground units can participate in ground combat.  Ground units cannot move off planet by themselves but can be transported (except for MLT).

Militia
    Inhabited planets may have 1 or more MLT present.  MLT represent a planets inherent defense capability.  The number of militias is a fraction of that planets POP based mainly on that races Patriotism.  MLT do not need to be purchased or supported.  MLT cannot leave their planet. During the cycle interphase damaged militia are repaired and a proportion of any destroyed MLT are replaced.

Infantry
    INF are the basic ground combat unit. It represents all lightly equipped unspecialized units without the heavy equipment of MCH units or the special training of MRN units. INF are a cheaper alternative to MCH/MRN units. INF lack the firepower of MCH units and the special abilities of MRN units. They are more effective than MLT or GDB’s.  INF can only be based on habitable planets or transported in LS modules (1 INF per 1LS).  INF can be used to assault hostile habitable planets but are at penalties unless 2 or more INF/MRN units have successfully landed in earlier rounds (establishing a beachhead).

Marines
    MRN units represent the marine, ranger, commando, or special forces units that are trained and equipped to fight in any environment.  They have special capabilities that other ground units lack and more firepower than any ground combat unit except MCH but are also the most fragile.  MRN can be based on any habitable planet or at any FS.  They can be transported in LS or CH modules; 1 MRN per 1 LS or 2 CH.  MRN may attempt to capture orbital units and ships without functioning standard or high-performance thrusters. They may assault any non-gas-giant planet, even if it is not a habitable planet.  They do not suffer penalties when assaulting hostile planets and can establish a beachhead for following units (2 units must land successfully to establish a beachhead).

Mechanized
    MCH represent all heavily equipped ground combat units. This can include helicopters or other lift vehicles, Mecha, AFV’s or any combination thereof. They have the most firepower of any ground unit but are expensive and cumbersome to transport. MCH can only be based on habitable planets. It takes 1 LS and 2 CH to transport 1 MCH. They can only assault hostile habitable planets after a beachhead has been established and cannot act offensively in the round they land.

Ground Defense Base
    GDB’s are long-range weapons in a surface emplacement.  They can have armor and can be camouflaged. Camouflage makes them harder to detect if they are not firing.   GDB can participate in orbital bombardment.  They include a small troop contingent and can participate in ground combat but have only limited capability.  They can be captured in ground combat.  GDB can be deployed on any habitable planet or transported in CH modules; 1 GDB per 1 CH (previously deployed GDB take 3 loading phases to load onto a CH).  Undeployed GDB can be stored on any inhabited planet or at any FS, undeployed GDB cannot function in combat.  GDB cannot be deployed on a hostile planet unless a beachhead has been established and friendly non-GDB ground units outnumber all hostile ground units by at least 2 to 1.  Weapons in a GDB have several advantages over ship or DS based weapon systems.  GDB have 1 extra point of armor in addition to any purchased armor.  Hostile weapons are at -1 to hit GDB during orbital bombardment.  A GDB weapons rate of fire is one step higher than normal (at start a GDB fires every third round instead of every fourth round).


Orbital Units:
CodeNameCostMaint.(Support)Build TimeHit PointsRepairTransportSensorsInterstellar Comm.
TMTerminal$1001 turn(4 hits)$3 each1 CHNavigationalYes
OPOutpost(full)$5 *01 turn2$2/3½ CHFullYes
OP+Outpost(high-res)$20 *01 turn2$7/12½ CHHigh ResolutionYes
FSFuel Station$4013 turns5$5 each3 CHFullYes
DSDefense SatelliteSystem +$2 *(2 G.P.)1 turnAs SystemAs System1 CHFull(limited)No
*+3$ if camouflaged

Orbital Units can only be deployed in space, not on the surface of a planet. They can be placed in orbit around any planet or star or in an asteroid belt.  Some ‘orbital’ units do not actually have to be in an orbit and can be deployed anywhere in space, even an empty hex on the star map.  Orbital units cannot move on their own but can be transported in CH modules (previously deployed units take 3 loading phases to load).  Undeployed orbital units can be stored on any inhabited planet or at any FS.  Orbital units can be captured by MRN units.

Terminal
A TM represents all the navigation and port satellites and stations needed to connect a system to the T-net. They can be deployed in any surveyed star system.  They have interstellar communications capability but only navigational level sensors.  They cannot have armor or be camouflaged.

Sensor Outpost
OP provide sensor data on all activities in that system or map hex.  They can be deployed anywhere.  OP can have either full or high-resolution sensors.  They cannot have armor but can be camouflaged.  OP have interstellar communications capability.

Fuel Station
FS refuel ships.  They can serve as a base for MRN units and can store undeployed orbital units and GDB.  FS must orbit a gas giant or inhabited planet.  They have full sensors only and interstellar communications capability.  They cannot have armor or be camouflaged.

Defense Satellite
DS are systems on an orbital platform.  They can be deployed anywhere. DS do not have system-wide sensor capability; they have full sensor coverage for their immediate area only (approximately 150% of long weapon range).   They have only in-system communication capability.  DS can have armor and can be camouflaged. Camouflaged DS are harder to detect if they are not firing.

Ships:
    There are 3 types of ships: transports, starships, and systemships.  Transports represent an abstracted shipping capacity.  Starships have a jump drive and can move on the star map; one hex in any direction or to the other end of a warpline for each move.  Ships do not have interstellar communications capability. Starships require fuel tanks and must refuel at a FS periodically.  Starships that cannot refuel in time are lost.  Systemships do not have jump drives, do not need FT, and cannot leave their system (which must have a FS) or move on the star map.  Ships can be lost or have other difficulties due to accident or system failure(s).

Transport
CodeNameCostMaint.Build TimeTransport
TRANTransport$1004(1 cycle)1 POP or 21 LS or 14 CH

    TRAN are an abstracted measure of the shipping available. Each can transport 1 POP. Or it can count as having 21 LS modules or 14 CH modules (or a mix trading 3 LS for 2 CH). Each cycle a TRAN can make one trip (any single origin to any single destination) of up to nine moves, on the T-net only. Each cycles trip is independent of the last cycles trip, do not track location. TRAN do not require specific refueling nor do they suffer from aging, it is assumed that they refuel as needed and are overhauled and replaced gradually over time.

    Starships and systemships are built and maintained using the same procedure.  Each ship consists of a basic hull type, sensors, thrusters, systems for each hull module, and may have armor .  Each hull type has a set number and arrangement of modules, requires a particular size jump drive (for a starship), gives specific costs for each thruster level, and determines the base cost, maintenance and build time of the ship.  Each module is defined as an exterior, interior, or core module and must contain one system.  Some systems are limited in the type of module they can occupy.  Each system adds its cost and may increase build time and maintenance.
    Each ship must have navigational, full, or high-resolution sensors.  Ships with navigational sensors may only move along the T-net and cannot detect other ships or target weapons.  Navigational sensors are the default and are included at no cost with every hull.  Ships with full sensors can move anywhere, detect other ships, freely target weapons, and survey systems.  Full sensors cost $4 per ship.  High-resolution sensors have improved performance. High-resolution sensors cost $16 and add 1 to the ship’s maintenance requirement.
    Each ship must have basic, standard, or high-performance thrusters.  Ships with basic thrusters cannot evade or maneuver in combat.  Basic thrusters are the default and are included at no cost with every hull.  Ships with standard thrusters can evade and maneuver in combat.  High-performance thrusters provide improved evasion and combat performance.  Standard and high-performance thrusters may require one or more exterior modules.  For both standard and high-performance thrusters the cost and number of modules required for each hull type is listed on the hull chart.  Each high-performance thruster module adds 1 to that ship’s maintenance.
    Ships (and GDB and DS) may be armored. Armor takes damage first before any is applied to the system itself.  Each module or unit is armored separately.  Ship modules may be armored at different levels. Armoring any interior or core modules increases a ships build time and maintenance both by one.  Armor increases thruster costs: by 1/5 (round up) the total number of armor points for standard thrusters; by ½ (round up)  the total number of armor points for high-performance thrusters.  Exterior armor can be added or increased later at double cost.
    There are advantages to building multiple ships of the same class (with identical design and construction).  The second and any subsequent ships of the same class built on the same planet are cheaper (normally 80%, rounded up) and take one less turn to build.  Ships may also be specified as being of inferior or superior construction. Ships of inferior construction are cheaper but are more likely to suffer mishap and deteriorate due to aging earlier and faster than other ships.  Inferior ships require only 75% of list cost (60% with class discount) rounded up.  Ships of superior construction cost more and take longer to build but are less likely to suffer mishap, require less maintenance, and deteriorate slower as they age.  Superior ships require 125% of list cost (100% with class discount) rounded up and take one additional turn to build. Superior ships require only 75% of their listed maintenance rounded up but always at least one less.


Ship design example:
 CostTimeMaint.HPComments
620 hull$  161 turn2  Maint.  
Armor +2 (all exterior)$  30   $5 x 6 exterior modules
High-resolution sensors$  16 1 Maint.  
Interior modules =     
Jump Drive A$  25+1 turn2 Maint.1 hp 
Fuel Tank$   4  2 hp 
Exterior modules =     
High-performance thrusters$   8 1 Maint.3 hp 
+ (armor increase)$   6   armor points/2 (HPT)
Science Lab$ 10  3 hp 
4 Fuel Tanks$ 16  2 hp each$4x4
      
Totals$ 1312 Turns6 Maint.  
Class discount$ 1051 Turn   
      
Superior$ 1643 Turns5 Maint.  
Class discount$ 1312 Turns   


            /LB □ □ □ o o
JD-A □   -FT □ □ o o
           \FT □ □ o o
            /FT □ □ o o
FT □ □  - FT □ □ o o
           \TH □ □ □ o o

Hull Chart
HullModules  Build   StandardThrustersHigh Perf.Thrusters
typeExteriorInt.CoreTimeCost $Maint.JDModulesCostModulesCost
            
210210161A0103
310*310181A0104
410*4101101A0205
4204201111A0216
4214211122A0217
            
620*6201152A0318
6216212172A0319
6306302172A0319
6316312182A13110
            
820*8202202A13110
8218212212A14111
9309302232B14112
931*9312242B14113
* Available at start.


Armor
Armor pointsGDBShip ModulesDS
+1$2$3$3
+2$4$5$6


Systems
CodeNameCostMaintBuild TimeHit PointsRepairShip Ext.Ship Int./CoreDSGDB
JD-AJump Drive A$252+11--NoYesNoNo
JD-BJump Drive B$403+11--NoYesNoNo
           
FTFuel Tank$40--2$1/2YesYesNoNo
CHCargo Hold$40--2$1/2YesYesYesNo
LSLife Support$60--3$1/2/3YesYesYesNo
LBScience Facility$100--3$1/3/5YesYesYesNo
           
LZLazer$50--2$1/3YesNoYesNo\


Jump Drive
    A JD allows a ship to move one hex or to the other end of a warpline each move.  A ship may jump twice per turn if both jumps are along the T-net.  Otherwise, a starship can only jump once per turn. Any damage to a JD system will trigger a massive explosion and destroy the ship.



Fuel Tank
    Each FT adds three turns to a starship’s endurance. A starship can only refuel at a FS. A starship that runs out of fuel is lost.

Cargo Hold
    CH allow units to be transported to other planets and systems.  Each CH can transport 2 OP; or 1 TM, DS, GDB; or ½ MRN or MCH (also requires 1 LS); or 1/3 FS; or 1/24 POP.

Life Support
    LS are required to transport personnel. Each LS can transport 1 INF, MRN, or MCH (also requires 2 CH).  LS can also transport POP; 24 LS can transport 1 POP. These LS can be on multiple ships, but these ships must stay together, fractional POP cannot be transported.

Science Facility
    A LB will provide precise details of the capacity and modifiers of surveyed planets. They also greatly increase the chance of being able to open communications with alien races.

Lazer
    A LZ does 1 point of damage and hits on a 9 or less [on 2d6).  LZ treat armor as having only 1 HP regardless of actual level (and destroys the armor).  LZ cannot fire at long range or be placed in GDB.  A LZ may overheat, a roll of 12 indicates the LZ burns out and is disabled.


******


Research and Development:
     Your race will occasionally develop new or improved technology.  This will happen without cost but without any choice as to what new technologies appear. You may also spend production on researching specific new technologies or improvements. Improvements are much cheaper and easier than original research.  There is not a fixed list of technologies available. If you can sensibly describe it, you can research it. Spending on a given project is cumulative, as long as you spend something on it each cycle the cumulative total counts towards that project.


******

Sequence of Events:
     Production, construction, research, maintenance, support, and population growth are figured once per cycle.
     Each cycle has 6 turns.
     Ship movement and building units are done each turn.


Cycle Interphase
     Construction completed.
     Research completion checked.
     Population growth.
     Production.
     (At-Start Report).
     New construction started.
     Research budget allocated.

Turn Sequence (6 per Cycle)
     Begin refueling and builds/repairs/etc.
     First T-net jump out.
     Resolve 1st ground combat battle, 1st in-system shipment completed.

     Non T-net jump out.
     First T-net jump in.
     Resolve 2nd ground combat battle, 2nd in-system shipment completed.

     Declare survey attempts.
     Resolve space combat.
     Load/unload ships, system surveys completed.
     Resolve 3rd ground combat battle, 3rd in-system shipment completed.

     Second T-net jump out.
     Resolve 4th ground combat battle, 4th in-system shipment completed.

     Non T-net jump in.
     Second T-net jump in.
     Resolve 5th ground combat battle, 5th in-system shipment completed.

     Refueling and builds/repairs/etc. completed.
     Declare survey attempts.
     Resolve space combat.
     Load/unload ships, system surveys completed.
     Resolve 6th ground combat battle, 6th in-system shipment completed.]
This message was last edited by the GM at 01:37, Fri 20 Aug 2021.
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