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FG: Galactic Overlord 9 - The Golden Age

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  • FG: Galactic Overlord 9 - The Golden Age

    The players

    1. Lord Nuclear
    2. Skanky Burns
    3. Joncha
    4. Jonny
    5. Snoopy369
    6. Smiley
    7. Hercules
    8. Jaguar
    9. Kassi
    10. Panzeh
    11. Atragon
    12. Civman2000
    13. Vlad
    14. Gamecube64
    15. Comrade Tassadar
    16. Spiffor
    17. Ljube

    Select Character
    First come, first serve. Let's also get three base names from everyone.






    00. Skynich
    Member of the last graduating class of the Imperial Space Academy, Skynich pioneered the Skynich Strike, a daring tactic that allowed a single astronaut armed with a sharp pole to knock out hulking battleships. While the chance of success was exceedingly low, the mere possibility cemented by a lucky success led other commanders to fear this rookie's talents.


    01. Dr. Point
    Called a mad scientist or evil genius by the mass media, Dr. Point nontheless firmly believes that he is doing right in his bid for real ultimate power. Back in the days of Imperial control, authorities exiled him to an outpost near a black hole, figuring he'd get himself sucked in by another of his risky experiments. Instead, he made a breakthrough discover in high energy physics and tapped a new power source on which to build an army.


    02. Polly Siffan
    Visionary administrator of the Imperial Bureau of Knowledge, Siffan founded thesprawling bureau out of three seperate agencies to create an Imperium within the Imperium. Nowadays, with no central oversight, the projects have gotten bolder, while new methods have been devised to acquire funding.


    03. Crystal Gonhu
    While generals and senators bicker for power in the limelight, Minister Gonhu keeps the government operating. As the chaos grew, though, the imperial bureaucracy has broken down over much of the galaxy. Gonhu has since consolidated power in Sector 33, home to hundreds of millions of former Imperial Social Services Administration employees.


    04. Basileus Naviwinat
    The last of the Emperors, Naviwinat's reign was brief and marked by rampant paranoia. Fearing a plot against him, Naviwinat dissolved the Senate. The ensuing chaos consumed the Galaxy. Fleeing the Capital, Naviwinat established a new base of power at his winter palace.


    05. Zol Ventis
    Though political order has fallen in the Galaxy, other institutions survive, among them the series of Ventis Societies founded by Zol Ventis. These organizations continue to promote orderly development in sectors where membership is strong.


    06. Robot 1000
    Growing up on Barpoint, at the northernmost end of the galaxy, a young man sought to escape a life of banality by building a mech. Only able to afford half the parts he needed, he finished the project by selling half his organs and integrating himself into his creation, Robot 1000. Now empowered by his cyborg body, Robot 1000 seeks to live large and conquer.


    07. Captain Imperium
    His original name difficult to pronounce, the celebrated explorer and fighter pilot has long gone by the moniker of Captain Imperium, Defender of Everything. He claims to have singlehandedly discovered and charted dozens of exotic star systems, met their interesting inhabitants, and then killed them in preparation for human colonization.


    08. General Ordin
    After serving with distinction on the Imperial Frontier, General Ordin was reassigned to Homeworld Security, putting him in a prime position to secure himself a slice of the galaxy when the breakup began. An expert in propaganda, Ordin also has the might and the know-how to back up his words with laser weapons.


    09. Mr. Y
    Known only by his initial, the reclusive starship tycoon Mr. Y has only recently raised eyebrows as businesses suspected to be fronts for his corporate empire have bought up critical infrastructure and bought off local officials in certain strategic parts of the galaxy. As always, his true intentions are secret.


    10. Danz
    Founder of the Danz Group, Danz expanded into the military market to protect his investments and keep the trade routes open. Shares in the Danz Empire, Inc. have skyrocketed following the conglomerate's acquisition of two additional planets last quarter.


    11. Min Grah
    Tough as titanium, Min's career in law enforcement spans years of experience in Precinct 147, the roughest sector of the Galaxy. Under his brutal but benevolent leadership, some semblance of order has remained while other sectors have sunk into complete anarchy. With the motto "Justice is best served cold", those crossing Min's path often find themselves on a slow ship to the edge of space.


    12. Ivan von Kristof
    A professional criminal, von Kristof started out with rocketjacking in the Central Core and gradually moved his way up into laser running before settling on warlording. Although Imperial authorities eventually caught up with him on charges of failing to pay Social Security taxes, his top notch legal team spared him execution until the collapse of the Imperium led to his jailbreak. Back in command of his mafia, von Kristof now seeks command of all of underspace.



    13. Kit Chuss
    Commies in space! Longtime enemy of the Imperium, Comrade Chuss's insurgency has been a perennial thorn in the Imperial side. Now with central power fading, though, the Galactic Communist Party (GECCP) has moved from guerilla warfare to establishing bases of power. Advocating a radical form of Tassadarist thought, Kit's plan calls for major red shift across the galaxy.



    14. Ken Banobi
    Rising to power as a leader of the anti-genetic engineering movement, Reverend Banobi worked as a peaceful activist around the galaxy for many years prior to the Fall. Seeing the spreading disorder as a sign of the Third Coming, Ken has rallied his congregation into a brigade of holy warriors with a mission to create Heaven in the heavens.


    15. Lord Vetko
    A brilliant tactician and supreme strategist, Lord Vetko would undoubtedly gone down in history as one of the Imperium's greatest military leaders, that is until he attempted to seize the throne in a daring coup. While he succeeded in assassinating the Emperor, he was overwhelmed by greater numbers in the ensuing power struggle, and was forced to retreat to the back end of the galaxy. Until now.



    16. Colony I
    In the early days of the Imperium, the expense of moving people across the stars led to the automation of many mining and energy gathering colonies. Each of these massive systems were controlled by supercomputers of the Colony series. Colony I was written off after it ceased functioning during a solar flare. However, it appears that some of the circuits survived, and left unmonitored for centuries, developed an artificial sentience.


    17. Senator Danq
    Long before chronic infighting led to full collapse, Senator Danq had been pushing for reform in the unweildy Imperial Government. Assuming de facto command of the Capital and a few remaining planets still obeying the central government, Danq faces a long uphill battle to rebuild galactic order.


    18. Agath Agathari
    From the Collected Wisdom of Master Agath Agath: "To fight over space is to fight over a whole lot of nothing." After years of comtemplating how to ethically solve the problems of the universe, the Master has been forced from abstract philosophizing to implementation when his monastery was invaded by bandits.



    19. Ciann Pollus
    In earlier days, Senator Pollus guided the Imperium through a period of peace and prosperity. Keeping the peace was stressful, however, and Ciann retired to his orbital resort in a distant part of the galaxy. Leadership was in his blood, though, and before long he found himself back in local politics, and had risen to Sector Governor by the time of the breakup of the Imperium.



    20. Pylkka
    The culmination of year of research into genetics, Pylkka escaped from the lab within days of his birth. Believed to have superhuman abilities, Pylkka has since wandered the galaxy in search for adventure. His full powers are unknown, and the experiment has no been repeated.


    21. Cosmos Stardust
    Long opposed to the "evil Galactic military-industrial-imperial complex", Cosmos has been known to blame human activity for the "galactic warming" phenomenon. In the days after the Fall, Cosmos's low-tech, anti-galaxization ideology has gained popularity as trade has broken down. It is not known how well her theories of "sustainable imperialism" will hold up in practice.



    Ok, let's roll with this:

    The proposed changes (If its not mentioned then let's assume its not in need of any change)

    1.) Spies
    Spies need a slight modification. The aim of the game is to get more fights and more clear eliminations, right? With this in mind:
    • If two players spy on each other, the spies cancel each other and their orders proceed as if no spies were used.


    2.) Overlords With No Bases
    Overlords with no bases need to shut up and die. Or at least die faster.
    • A player with no bases cannot use or build any specials except counterespionage.
    • A player with no bases at the beginning of a round must capture at least one base that round or be eliminated.
    • Overlords with no bases lose their stockpiled shields. Spies and counterspies are retained.
    • It is possible to use a spy on an player with no bases.


    3.) Captured Bases
    If those overlords get back into the game by capturing someone's bases, they then often have to sit a few turns, unable to do much due to lack of home bases. So...
    • A player who captures some bases when they previously had none at the beginning of that turn automatically trades the first 5 captured bases for one home base. If there are less than 5 bases captured, tough, play as before.

    This allows the player to at least have the option of building ships or specials the next turn.

    4.) Allied Defence
    As his orders a player may instruct the GM that instead of attacking or shielding he wishes to perform an Allied Defence. This works exactly like an allied attack, except the target is a friendly planet.
    • Both fleets must have the same OoB, or the defenders will treat the allied defenders as enemies!
    • If player A sends orders to make an allied defence with Player B, it is possible both that Player B returns the favour and sends orders to make an allied defence with Player A, or that they trust Player A to defend their bases and attack a third Player.
    • If a player orders an allied defence, but is themselves attacked at home that turn, their fleet will cancel the allied defence order and defend at home. Defending home bases has priority over rushing to assist a rival.
    • Because of the above rule, it is always assumed that allied defence uses the whole fleet.
    • Should the defence fail, the player that was attacked loses his bases as normal, but the assisting player(s) is safe.


    5.) Domination Victory
    If a player has more than 2/3 of the bases in the galaxy, or more than 75% of the shipping tonnage they may claim a domination victory. If this is accepted by the other players then the game ends. No player is forced to accept domination, and has a right to fight to the last.

    6.) Base Trading
    No longer to be allowed at all.

    7.) Opponent-based OoBs
    To be restricted. You may submit one seperate offensive OoB and up to 3 defensive OoBs. This should cancel the defensive advantages slightly of putting an OoB for every situation. Imagine if you like the unreasonable situation where an admiral desperately tries to identify the attackers while leafing through a huge sheaf of contigency plans.

    Some clarifications:

    Weapon values vs unusual orders:

    Lasers x2 vs Unopposed
    Torpedoes x2 vs Unopposed
    Fighters x2 vs Unopposed
    Lasers x1 vs Manouvre
    Torpedoes x1 vs Manouvre
    Fighters x1 vs Manouvre

    All players start with 1 base and 40 BPs. No attacking on Round 1. Orders due now, no claiming a character name unless you have posted orders

    I am going to be mean about late orders, when I can.

    -Jam
    Last edited by Jamski; May 20, 2005, 05:53.
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

  • #2
    As per request, post appropriated for the rules.



    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. Each player also starts the game with 2 Counter-espionage options. Each of these options is capable of immunising the player that uses it against any enemy spy action for one turn. Each player also starts the game with 32 Build Points, or BPs. As long as the player has at least one base still in operation he receives an additional 5 BPs each turn per home base, and 2 BPs each turn per captured base. The player's BPs can be used to build Ships or more Bases according to the following table:

    Turn zero
    You may give any orders except Attack! during turn zero, the prebuild turn. In essence, you can build ships or bases, as well as either a shield or a spy.


    Spending BPs

    Self-built bases 1 through 6 cost 16BP each.
    Self-built bases 7 through 12 cost 24BP each.
    Self-built bases 13 through 18 cost 32BP each and so on.

    Code:
    Frigate......1 BP     
    Cruiser......2 BPs
    Battleship...3 BPs
    Dreadnaught..4 BPs
    Titan........5 BPs
    The more expensive the Ship, the more Bases are required to build one:

    Code:
    Frigate......1 home Base     
    Cruiser......2 home Bases
    Battleship...3 home Bases
    Dreadnaught..4 home Bases
    Titan........5 home Bases
    ***NOTE - Only self-built bases count towards maximum hull sizes***

    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.

    Code:
    [color=red][b]Frigate......1 unit of space/3 hit point     
    Cruiser......2 units of space/6 hit points
    Battleship...3 units of space/9 hit points
    Dreadnaught..4 units of space/12 hit points
    Titan........5 units of space/15 hit points[/b][/color]
    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 received.

    Normal Orders (you may make all three of these orders in conjunction 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 Counter-espionage : You may use one Counter-espionage order per turn, to a total of two, to protect your orders from enemy spies’ interference. Once used up, this option cannot be rebuilt.
    • Use Spies : If you have a Spy you may stop one of your opponents orders that turn being executed. The Spy is lost. Spy affects Attack!, Rebuild Generator and Train Spy. You cannot build a spy and use a spy in the same turn.


    Special Orders (you can 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 hits equal to 10% of total tonnage (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. Up to three shields can be stockpiled for later use.
    • Train Spy : Trains and inserts a new Spy for your cause. Up to three spies can be stockpiled for later use. You cannot train a spy and use a spy in the same turn.


    Alliances

    You may want to organise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two different 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 casualties. War is hell.

    If not otherwise specified, multiple bases captured by an alliance will be divided up evenly between the fleets that actually arrived. Odd bases will be assigned to the members of an alliance that sent their orders first. Players may choose to redistribute them afterwards if they wish.

    Transferring Ships & Bases:

    In some situations, players may wish to transfer ships or bases among themselves. Trading ships in not allowed. Trading bases is allowed.

    Clarification: The base is transferred at the end of the turn. So, if you were gonna give away some bases, but you lost the battle, your bases get captured by your attacker, not your ally.

    Shields:

    It is possible for a player to send out a fleet and have it run into a shield or lose the battle, while his home bases are simultaneously captured. In this situation, the fleet remains independent, but will lose all stockpiled shields, spies, and BPs, and will lose 10% (rounded down) of it’s original numbers every turn due to lack of supply. Thus, such a fleet would be advised to capture or negotiate for a base ASAP.

    Clarification: Attrition begins place at the end of the turn the battle took place.

    The GM

    The GM will report each turn on the activities of each player. He will keep their orders secret, but will reveal their bases, the size and breakdown 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!!!

    Note: Co-operative victories are not permitted.

    Playing the Game - Combat
    Combat Version 1.3

    Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :

    Code:
    Lasers    - beat - Fighters
    Fighters  - beat - Torpedoes
    Torpedoes - beat - Lasers
    If your weapon beats the other fleet's weapon, your raw attack strength against them is doubled, cumulative with all other modifiers.

    Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in a random OOB. This is simple to do though. The OOB is divided into two groups of three weapons each. You must have 2 of each type in any order.

    EXAMPLE 1: Lasers-Fighters-Torpedoes-Laser-Torpedoes-Fighters (LFTLTF)
    EXAMPLE 2: Lasers-Torpedoes-Laser-Torpedoes-Fighters-Fighters (LTLTFF)

    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 vulnerable 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 vulnerable 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.

    Tactics 3 – Miscellaneous:
    [*]The attacking player may decide to attack to the death. In that case, proceed as normal, but repeat the combat until one side or the other is completely destroyed.[*]You may set different OOBs for different enemies, if you wish, but always send a default OOB in, to cover any situation not specially mentioned.

    Example of full OOBs:
    Code:
    Attack: TFFLLT back off, bunch
    Defence: LFTFTL close in, default
    New for Combat v 1.4
    Maneuver (M)
    - your ships do not fire and take normal damage. On the next round their firepower is doubled. You can only maneuver once, and it may not be in the 3rd or 6th slot of your OoB.
    Disengage (D)- Defensive only. You withdraw your fleet in the middle of battle. No damage is taken in the round your fleet withdraws (though damage from previous rounds will still be dealt) and your opponent takes your bases. Note that your opponent must still have ships alive at the end of the 3-round cycle to occupy bases.

    • Add hitpoints for fleets involved in the battle (3xBP 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.
    • Every three rounds, tally up the hits taken by both sides, and apply them as losses, then continue on to the next three rounds, if applicable.
    • Remove destroyed ships according to the following rule. All ships of one type first, before moving to the next type, in the same order as the order of battle. Start removing frigates first, titans last. Damaged ships don’t break formation.
    • Combat continues until one fleet receives more hits than it has hitpoints, or 6 rounds of combat have taken place unless the attack ordered a fight to the death, in which case combat ends with the destruction of one fleet.
    • A destroyed fleet loses.
    • If both fleets survive, the fleet that takes the most Hits is the loser.
    • If the attacker won, he captures one base.
    • If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.

      Additional rules concerning damaged ships
      Ships that have taken 1 or 2 hits of damage are repaired for free at the end of battle.
      Ships with more than 2 hits of damaged are automatically repaired for 1 BP, deducted from next turn's income.
      A player with no home bases and exactly 15 BPs as a result of such a repair may build a base using deficit spending.
    Last edited by Jaguar; May 19, 2005, 23:13.
    "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

    Eschewing silly games since December 4, 2005

    Comment


    • #3
      GENERAL ORDIN!
      Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

      Comment


      • #4
        Lord Vetko.

        Comment


        • #5
          Oh, the list wasn't updated. Smiley and Ljube should be added.

          Comment


          • #6
            And, verily, orders have been sent, so gimme my General!
            Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

            Comment


            • #7
              Ah, the wondrous Polly Siffan shall yet again be my face

              I suppose my bases can be named:
              1) Macordia
              2) Kelliria
              3) Tandria
              <Reverend> IRC is just multiplayer notepad.
              I like your SNOOPY POSTER! - While you Wait quote.

              Comment


              • #8
                I think we all know what my base is named.
                "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                Eschewing silly games since December 4, 2005

                Comment


                • #9
                  Originally posted by Lord Nuclear
                  Oh, the list wasn't updated. Smiley and Ljube should be added.
                  Smiley was already there (he took my slot halfway up), Ljube now added.
                  1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                  That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                  Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                  Taht 'ventisular link be woo to clyck.

                  Comment


                  • #10
                    1) Basement Base
                    2) Supernova Station
                    3) Corona Command

                    (Did you just forget the three bases thing there?)
                    Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

                    Comment


                    • #11
                      Yeah, don't bother with base names.

                      Snoops, I NEED THAT SPREADSHEET.

                      I also need a programme that will run it. Any ideas?
                      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                      Taht 'ventisular link be woo to clyck.

                      Comment


                      • #12
                        I call the good doctor, Dr. Point!

                        Orders to come.
                        I changed my signature

                        Comment


                        • #13
                          Spreadsheets are for wusses. WUSS!11
                          "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                          Eschewing silly games since December 4, 2005

                          Comment


                          • #14
                            Ok, Jag is gonna do all the maths
                            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                            Taht 'ventisular link be woo to clyck.

                            Comment


                            • #15
                              Sweet. OOB leakage
                              "You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran

                              Eschewing silly games since December 4, 2005

                              Comment

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