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Galactic Overlord is a game of space strategy and warfare for any number of players. It is turn based and builds on the success of the well known Paper-Stone-Scissorstm system. Each player is the ruler of a faction determined to bring the whole galaxy under their domination using every means at their disposal until they are the sole survivor and the almighty Galactic Overlord!
Setting up the Game
Each player starts the game with three Bases. A Base is a planet, hollowed out asteroid, huge space station or any other large structure capable of supporting life and industry. Each player also starts the game with 20 Build Points, or BPs. As long as the player has at least one base still in operation he recieves an additional 5 BPs each turn per home base, and 2 BPs each turn per captured base. The player's initial BPs can be used before the game starts to build the starting Ships or more Bases according to the following table:
Self-built bases 1 through 6 cost 16BP each.
Self-built bases 7 through 12 cost 32BP each.
Self-built bases 13 through 18 cost 64BP each and so on.
The more expensive the Ship, the more Bases are required to build one:
***NOTE - Only self-built bases count towards maximum hull sizes***
Frigate......1 home Base
Cruiser......2 home Bases
Battleship...3 home Bases
Dreadnaught..4 home Bases
Titan........5 home Bases
Each Ship built can be armed as you wish with Lasers, Fighters or Torpedoes with each weapon taking up one unit of space from the Ship's total. A ship may only carry one kind of weapon.
EXAMPLE : A Battleship might have 3xLasers (Laserbattleship), a Cruiser 2xTorpedoes(Torpedocruiser) and a Frigate 1xFighters (Carrierfrigate).
Frigate......1 unit of space/2 hit point
Cruiser......2 units of space/4 hit points
Battleship...3 units of space/6 hit points
Dreadnaught..4 units of space/8 hit points
Titan........5 units of space/10 hit points
BP's may be stockpiled for use later during the game.
Playing the Game - Orders
This part of the game is similar to Nuclear Wartm. Each player sends his orders to the GM who processes them all together once they are recieved.
Normal Orders (you may make both these orders in conjuction with the orders in the next section)
- Build Ships/Bases : You may spend your BPs or stockpile them for later. Ships built that turn may be used for attack and defence, Bases built may be destroyed that turn. Damaged Ships may be fully repaired for a cost of 1 BP (Now you see why big ships are good)
***NOTE - You need to already have bases built for them to count for hull size allowance.***
- Use Spy : If you have a Spy you may stop one of your opponents orders that turn being exectuted. The Spy is lost. Spy affects Attack!, Rebuild Generator and Train Spy.
Special Orders (you must choose only one of these per turn)
- Attack! : This starts a fight between your fleet and that of an opponent. You must choose which ships to send, and which to leave at home in case you yourself are attacked that turn. See Combat for more.
- Raise Shields! : This protects your Bases and Ships from all attacks that turn, and also stops any spies. Any opposing fleet that attacks you will take twelve Hits (distributed as per combat damage) while you remain snug and secure. The generator is exhausted by this use and must be rebuilt.
- Build Generator : Rebuilds a shield generator. Multiple shields can be stockpiled for later use.
- Train Spy : Trains and inserts a new Spy for your cause. Multiple spies can be stockpiled for later use.
You may want to orgainise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two differenet opponents attack at the same time without informing the GM of their alliance, then the defender must fight them consecutively, fighting first against the one who posted their orders last.
It is possible that when a player is attacked by two non-allied fleets at the same time that he loses both battles. In this case both attackers gain a base. Allied fleets that attack together must decide who is to get the captured base.
The GM applies hits to allied fleets in the same way as to a normal fleet. This means that if one ally has smaller ships than his partner, he will take the bulk of the casulties. War is hell.
The GM will report each turn on the activities of each player. He will keep their orders secret and their current navies secret also, but will reveal their bases, the size of their navy and their current BPs.
Winning the Game
You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlordtm!!!
Playing the Game - Combat
Combat Version 1.2
Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :
Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in the loss of your whole fleet in confusion and panic. This is simple to do though. The players must specify what order they want to use their weapons.
Lasers - beat - Fighters
Fighters - beat - Torpedoes
Torpedoes - beat - Lasers
EXAMPLE : Lasers-Fighters-Fighters-Torpedoes-Laser-Torpedoes (LFFTLT)
These can be further refined by different tactics.
Tactics 1 - Range:
You may instruct your captains to try to engage at different ranges.
- Close In - Lasers from both fleets count an extra x2. If both fleets Close In then this stacks to a x4. This negates Back Off.
- Back Off - Lasers from both fleets count an extra x0.5 penalty. This is negated by Close In. If both players Back Off this stacks to x0.25.
Default is no special orders.
Tactics 2 - Formation:
You may instruct your captains to engage using different formations.
- Bunch Together - Your ships huddle together to protect each other from Fighters, but are more vunerable to the large explosions of Torpedoes. Attacks with Fighters against Bunched Together fleets are at x0.5, while Torpedoes get x2.
- Spread Out - Your ships spread out, making the fleet hard to target with Torpedoes, while leaving individual ships vunerable to Fighters. Attacks with Fighters against Spread Out fleets are at x2, while Torpedoes get x0.5
Default is no special orders. These orders can be used even when sending out a single ship.
Example of full OOBs:
Attack: TFFTLT back off, bunch
Defence: LFTFTL close in, default
- Add hitpoints for fleets involved in the battle (2xBP cost of fleets)
- Add total Fighters/Lasers/Torps in each fleet.
- Sort fleets according to their empire's Order of Battle. Fleets with no OoB are destroyed.
- Adjust raw fighter/laser/torp numbers.
- The fleet with the "winning" tactic in a given round has their raw total attack strength doubled.
- Spreading or bunching your fleet affect the opposition's raw total attack strength. Double or halve this accordingly.
- The higher adjusted total wins. Apply Hits equal to the difference between the totals.
- Combat continues until one fleet recieves more hits than it has hitpoints, or 6 rounds of combat have taken place.
- A destroyed fleet loses.
- If both fleets survive, the fleet that takes the most Hits is the loser.
- Remove destroyed ships, smallest first, in the same order as the OoB.
- If the attacker won, he captures one base.
- If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.
First we calculate the hitpoints of the ships involved in the battle. Spaced has 5 battleships, 2 dreadnaughts and 6 titans, so (5x3 + 2x4 + 6x5)x2 = 106.
hp 106 hp 48
4LB 1LT 3LF
2FD 2FT 18FF
1TB 3TT 3TF
18 torpedoes 18 fighters
17 lasers 18 fighters
18 fighters 3 lasers
18 torpedoes 3 torpedoes
17 lasers 3 lasers
18 fighters 3 torpedoes
back, default back, spread
L > F > T > L
9 torpedoes 32 fighters Spaced takes 23 hits
8.5 lasers 18 fighters Spaced takes 10 hits
18 fighters 1.5 lasers Jamski takes 17 hits
9 torpedoes 3 torpedoes Jamski takes 6 hits
4.25 lasers 0.75 lasers Jamski takes 4 hits
72 fighters 3 torpedoes Jamski takes 68 hits
Jamski has 24 frigates, so (24x1)x2 = 48 hitpoints.
In this example, Spaced has 4 laser-battleships and one laser-titan. (4x3) + (1x5) = 17, so his raw laser damage is 17.
He has 2 fighter-dreadnaughts and 2 fighter-titans, (2x4) + (2x5) = 18 so his raw fighter damage is 18. The rest of the raw damage is calculated in a similar manner for both fleets.
So now we come to our first line of combat with 18 torpedoes against 18 fighters. As fighters beat torpedoes, the fighters number is doubled, giving us 32 damage. Next, tactics are taken into account. Spaced used default, so no change there. Jamski spread his fleet out, so torpedoes do half the normal damage, giving us 9 damage. We then compare these two numbers. 32 beats 9, so Spaced takes the difference (32-9) hits. This is not enough to kill his fleet, so combat continues to line 2.
Next, 17 lasers versus 18 fighters. As lasers beat fighters, the raw laser damage is doubled to 34. Due to tactics, however, this is divided by 2 twice. Both players back off, halving laser damage, which leaves us with 8.5 damage, 8 rounded down. 18-8 leaves Spaced to take an additional 10 hits. This is still not enough to kill his fleet, so to round 3 we go.
As you can see from the table above, Spaced's fleet rallied after the initial two rounds and drove away the Jamski hordes.