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.
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:
2.) Overlords With No Bases
Overlords with no bases need to shut up and die. Or at least die faster.
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...
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.
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
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
Comment