Galactic Overlord
A New Forum Game from
Jamski Productions
Overview
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. For the sake of the game it is not important exactly what the Base is. The players should name their Bases for the sake of identification.
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 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:
The more expensive the Ship, the more Bases are required to build one:
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).
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)
Special Orders (you must choose only one of these per turn)
Playing the Game - Combat
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.
EXAMPLE : Lasers-Fighters-Torpedoes (Las-Fig-Torp)
This is then compared by the GM to the Order of Battle from the opponent. Let us take two fleets of ships for an example.
We start by comparing the first row:
1 Laser vs 4 Torps.
Torps beat Lasers, so Player 2 scores 4 hits (for the 4 torpedoes)
Then the second row:
6 Fighters vs 2 Fighters.
Fighters = Fighters, so we look at the quantities. 6 beats 2, so Player 1 scores 4 hits (for 6 Fighters - 2 Fighters) The fight is tied.
Finally the third row:
2 Torps vs 3 Lasers.
Torps beat Lasers again, so Player 1 scores 2 hits (for 2 Torps)
Player 1 has taken 4 hits, and must lose some ships. Smallest ships are killed first, in the order indicated by the Order of Battle. He loses the Laserfrigate(1 hit), the Torpedocruiser(2 hits) and one Battleship is damaged and must be repaired before it can fight again. One Carrierbattleship is left in action.
Player 2 has it rather worse. With 6 hits taken he loses both CarrierFrigates(1 hit each) and both Torpedocruisers(2 hits each). At least his Laserbattleship is undamaged.
Since both players still have ships in action, the battle is a draw. The attack has failed. Had Player 1 eliminated the whole opposing fleet he would have also destroyed one of Player 2's bases.
Example Orders
Build 1xCarrierCruiser (2) Repair LaserBattleship(1) Stockpile (2)
Spy on Player X
Attack Player X with 2xLaserFrigate, 2xCarrierFrigate, 1xTorpedoBattleship
Defensive fleet : 1xCarrierCruiser 1xLaserBattleship(repaired this turn)
Damaged ships : None
Order of Battle : Lasers-Fighters-Torpedoes
Alliances
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 first.
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
The GM should report each turn on the orders of each player, their current navies, their bases and their alliances.
Winning the Game
You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlord
-Jam
A New Forum Game from
Jamski Productions
Overview
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. For the sake of the game it is not important exactly what the Base is. The players should name their Bases for the sake of identification.
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 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:
Code:
Frigate......1 BP Cruiser......2 BPs Battleship...3 BPs Dreadnaught..4 BPs Titan........5 BPs Base.........16 BPs
Code:
Frigate......1 Base Cruiser......2 Bases Battleship...3 Bases Dreadnaught..4 Bases Titan........5 Bases
Code:
Frigate......1 unit of space/1 hit point Cruiser......2 units of space/2 hit points Battleship...3 units of space/3 hit points Dreadnaught..4 units of space/4 hit points Titan........5 units of space/5 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)
- Use Spy : If you have a Spy you may stop one of your opponents orders that turn being exectuted. The Spy is lost.
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 are attacked. See Combat for more.
- Raise Shields! : This protects your Bases and Ships from all attacks that turn, and also stops any spies. The generator is exhausted by this use and must be rebuilt.
- Rebuild Generator : Rebuilds the shield generator.
- Train Spy : Trains and inserts a new Spy for your cause.
Playing the Game - Combat
Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :
Code:
Lasers - beat - Fighters Fighters - beat - Torpedoes Torpedoes - beat - Lasers
EXAMPLE : Lasers-Fighters-Torpedoes (Las-Fig-Torp)
This is then compared by the GM to the Order of Battle from the opponent. Let us take two fleets of ships for an example.
Code:
[b]Player 1:[/b] 1xLaserfrigate 2xCarrierbattleship 1xTorpedocruiser Order of Battle : Lasers 1 Fighters 6 Torps 2 [b]Player 2:[/b] 2xCarrierfrigate 1xLaserbattleship 2xTorpedocruiser Order of Battle : Torps 4 Fighters 2 Lasers 3
1 Laser vs 4 Torps.
Torps beat Lasers, so Player 2 scores 4 hits (for the 4 torpedoes)
Then the second row:
6 Fighters vs 2 Fighters.
Fighters = Fighters, so we look at the quantities. 6 beats 2, so Player 1 scores 4 hits (for 6 Fighters - 2 Fighters) The fight is tied.
Finally the third row:
2 Torps vs 3 Lasers.
Torps beat Lasers again, so Player 1 scores 2 hits (for 2 Torps)
Player 1 has taken 4 hits, and must lose some ships. Smallest ships are killed first, in the order indicated by the Order of Battle. He loses the Laserfrigate(1 hit), the Torpedocruiser(2 hits) and one Battleship is damaged and must be repaired before it can fight again. One Carrierbattleship is left in action.
Player 2 has it rather worse. With 6 hits taken he loses both CarrierFrigates(1 hit each) and both Torpedocruisers(2 hits each). At least his Laserbattleship is undamaged.
Since both players still have ships in action, the battle is a draw. The attack has failed. Had Player 1 eliminated the whole opposing fleet he would have also destroyed one of Player 2's bases.
Example Orders
Build 1xCarrierCruiser (2) Repair LaserBattleship(1) Stockpile (2)
Spy on Player X
Attack Player X with 2xLaserFrigate, 2xCarrierFrigate, 1xTorpedoBattleship
Defensive fleet : 1xCarrierCruiser 1xLaserBattleship(repaired this turn)
Damaged ships : None
Order of Battle : Lasers-Fighters-Torpedoes
Alliances
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 first.
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
The GM should report each turn on the orders of each player, their current navies, their bases and their alliances.
Winning the Game
You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlord
-Jam
Comment