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Xenocides
Jan 14, 2008

This world looks very scary....


Down with the Empire



Game Background

Down with the Empire is a board war game with roleplaying elements where a corrupt and evil empire ruled from earth is faced by a group of rebels operating out of a secret base fomenting dissent. Rebel heroes travel the stars rallying the people to rise up and be free while dodging Imperial troops. The Empire makes deals with bounty hunters, assassins, slavers, and corrupt corporations. The Rebels win favor with smugglers and privateers. An independent order of being from all species in the Empire with psychic powers and plasma swords is dedicated to the ideals of the Empire while the Empire collapses around them and the order is split within. The Empire has several secrets hidden that bring the Empire power but must be hidden. The rebels hunt for clues to these secrets to expose them and destroy them. It is even rumored that the Empire has a secret construction site for a planet-destroying superweapon. If built the best hope to stop it is to find some weakness and launch a starfighter assault to exploit it.

Yet it is not Star Wars.

So, background of the game. In 1977 Star Wars was released in theaters. Avalon Hill, then one of the leading wargame manufacturers, wanted to make something like Star Wars into a game. They realized there was no way they could get the license so they made a game called Freedom in the Galaxy which was loosely based on a Star Wars type galaxy followed both the proceedings of Rebel and Imperial characters against the backdrop of a more conventional wargame. The game was good in its way and I have played it a few times and enjoyed it but it has flaws. The rules have a lot of unclear areas and if played well the Empire won 80%+ of the games by preventing rebellions from ever breaking out and there is little the Rebels can do about it. I quit playing it.

Since then I have not found a satisfying space opera strategic level game that scratches that itch. Star Wars Rebellion was almost unplayable and while it had decent character mechanics that made it feel Star Warsy the space combat was uninspiring and it felt more like a 4x game with a star wars pastiche.

Star War: Empire at War was a little better and I enjoyed it but I found it hard to truly enjoy. The heroes on both sides just land alongside the regular troops and duke it out. The war is almost symmetrical and you do not have the feel of an outnumbered Rebellion in hiding blossoming into revolution. Instead you have a conventional war.

Then I found Down with the Empire which was published in 2007 by a dedicated creator with limited resources and, while not every game is great, it often tells great stories and feels epic.

How the Game Works

The game is fought on two connecting levels.

Characters: Both sides have characters that travel the galaxy working for their side's agenda, performing espionage, winning over leaders and populations, facing enemy troops and monsters, acquiring gear and allies, sneaking around in small spacecraft dodging enemy starfighters and breaking blockades.

Military: On this level each side collects taxes, builds ground troops and starships from lowly customs cutters to gigantic battlestars and, once rebellions start to crop up, fight battles over planets and star systems.

Tied into both levels are the Neutral Avsari order who favor justice but have ties to the Empire (the Emperor's own son is an Avsari Master). You have minor factions to sway to your side, random events, and more.

The game is a labor of love with a lot of backstory and character flavor. The rulebook is about 100 pages long and the game has lots of charts but I find they make sense for the most part.

Random Game Info and Images



Here is Mas Pantaleon, the son of the current Emperor of the Stellar Empire. His strength is one of the highest in the game and most of the rest of his stats are above average. He is one of the best characters in the game. When playing as the Empire I always want to start with him.

Str: Strength, modifies how much damage you do in personal combat
End: Endurance, basically hit points.
Int: Intelligence, used on many mission
Agi: Agility, if 4 or above a chance to dodge an attack that already hit. This gives him a 1 in 6 chance.
Cha: Charisma, used on many missions to sway people.
Cou: Courage, used on dangerous missions
Rnk: Rank, determines who is in charge of a team, his rank of 7 beats out just about everyone but the Emperor himself.
Com: Command, how effective the character is in commanding space and ground troops.
Nav: How skilled the character is at flying spaceships.

As an Avsari he can use his plasma sword to deflect and redirect laser fire so everyone attacking him gets a -1 to Str. He also gets a bonus to certain missions. The InS mission is used to influence a Sovereign character (special characters that enter the game via random events), P&D missions are propaganda. As crown prince it makes sense he would be good at winning planets over to the Empire. Finally his largest bonus is to PeF missions which is to persuade minor factions to your side.

On the back of the card he gets nobility bonuses on top of those which apply on certain planets and he has certain homeworlds. Occasionally characters may be called home for some reason.



Like all good quasi-RPG games you need items for your characters. We have a scanner that provides bonuses to all kinds of missions (Espionage, Hiding, Rescue, Sabotage, and Steal Resources). The knife gives a small bonus in combat and if you are gutsy enough to try a difficult Assassination mission may make the difference.



And what space opera would be complete without a fuzzy pet (like Chewbacca) and robots? Characters can find these minor characters and add them to parties. The Psycat is almost useless in battle. In desperation you could put it on the front line to take hits and hope its high agility can save it but it is more likely you will just keep it in the back. Its main use is providing bonuses to Propaganda and Diplomacy, Persuade Faction, and Influence Sovereign missions using its psychic powers. The assassin droid has a long shot of pulling off a kill but can also function as a light combat character if needed.



And ships to fly around in.

Str: Strength, weaponry of the ship
End: Endurance, hit points of ship
Cap: Capacity, how many people can ride in it
Mnv: How well it can evade the enemy
Cmp: how advanced the computer is, can provide a bonus or penalty to hyperspace calculations using pilots nav rating.

The ship on the left is Imperial. It is tougher and you will probably never have a mission team that cannot fit in it. It would have trouble fighting and escaping a fight but can take quite a few hits. The Viper III is a modified heavy fighter. It is heavily armed and highly maneuverable but can only hold a small mission team of 3.



Speaking of starships here is a battle that might pop up. Character starships are too small to matter in a battle this size. The number to the left of the slash is the Attack Strength and to the Right is the End or hit points. Each also carries some fighters and combined they form the squadrons shown. The Rebels will have a tough time with this engagement. They would probably be smart to do a fighting withdrawal and hope to knock out some small ships on the way out.



Here is part of the Main Board. Earth (yellow star on red) is the capitol of the Empire. The red lines show the districts the Empire is divided into. Each district outside the Central District also have a district capitol (yellow star on blue) from which an appointed Imperial Duke administers the area under the aegis of the Emperor. Each planet has a name, a list of the prominent species living there, and the government type (note that communism made a comeback on Zasperon). The first smaller number below is the resource value and the number below that is the size which matters for ground troop stacking limits and the larger the better if a character team is on a planet and needs to avoid being detected. Earth is the easiest planet to hide on by that measure but the Earth is probably crawling with Imperial troops too. The color in the background is an environmental factor. Troops can have trouble fighting in environments that are not accustomed to and characters can get bonuses for some environmental types (amphibious aliens love water worlds for instance).

The white lines separating star systems have numbers, this is the distance travelled. When you make a hyperspace jump you add up the total of all lines crossed to determine how difficult the jump is. Short jumps are easy. Longer ones not so much. In the bottom right is Aurora which has the Confed Building, home to the Commerce Federation. They represent the big corporate interests. They never support the Rebels but if the Empire can sway them over to their side they get some good kickback money and if they can be brought to fully support the Empire they will support it with their Android Legion and a small fleet of freighters converted into light warships. The Rebels can send missions to persuade them towards Neutrality.



Speaking of Minor Factions here are a few.

The Adim Agnot Society is a sect of religious assassins. They mostly support the Empire and the more they support the Empire the more contract killings the Imperials can fund. The odds of success are fairly low but over time a few kills can be made in a game. The Avsari Order are basically the Jedi of the game. They start with mild support for the Rebels but if brought fully in give their legion to them which is one of the two most powerful ground units in the game. The Barbarians are a race of rat-beings from beyond the Empire. They are generally hated. Either side can court them and if either side brings them in they bring in a large fleet of weak starships and several of their horde ground units. There are some negatives to allying with the Barbarians but their military may be worth trying to grab.

There are other factions like slavers, pirates, mercenaries, free traders, bounty hunters, etc. and I will go into all of them later.

How this Game is going to work

I am playing the game remotely with a friend. This means the game will go fairly slowly but I think quickly enough to keep an LP going.

We will be using Vassal (the game is sold both as a print and play and as a Vassal module).

I will be soliciting everyone's input on how to run our side of the game. My opponent has graciously offered me the choice of side. So who should we play as?

Stellar Empire

The Empire was originally a benevolent dictatorship created by a military coup to oust the ineffectual United Planets Council in 3072 AD. It was ruthless and cruel to its enemies and conquered and brought into the fold several alien species but was magnanimous in victory and gave them full citizenship. The Emperor held executive power counterbalanced by an elected Senate with a measure of legislative and political power. Planets were allowed to operate their own governments as they saw fit as long as they maintained fealty to the Emperor. In 3277 Emperor Pantaleon III the Great declared Pax Stellaris and as year 1 of a new calender. Two years later a quasi-religious order called the Avsari is founded on the planet Avsar. Initiates hone their mind, body, and spirit to serve justice and the Empire.

Four hundred years passed and the Empire began to change. First subtly and then more quickly and violently. Taxes were raised. The citizens who once felt pride in the Imperial Navy began to feel it as a controlling force. Corruption crept into all aspects of the Empire and soon virtually every institution was riddled with people on the take and inefficiency. Emperor Pantaleon IX is a cruel and degenerate man and lives in an obscenely luxurious style. His son is an Avasari Master and represents the corruption within the Avasari order. Planets able to meet their tax obligations are largely left to their own devices as long as the money keeps coming in. A few planets proved unable or unwilling to meet their quotas and their governments were toppled and replaced with Imperial Viceroys.

A few in the upper echelons of the Empire have heard rumors of rebellion. Their lifestyle and all that they desire is at risk. They must act to preserve the Empire. They must face the Empire's bureaucracy and the growing Rebel threat. They can search for the Rebel's secret base or focus on shoring up support. Do we build the Moloch superweapon or rely on conventional forces? In addition they must take action to neutralize rebel agents themselves and through use of Imperial troops. If and when the Rebellion begins in earnest the full might of the Empire must be turned loose on the enemy.

Pros:
- Control the stars (a goon ruling every planet)?
- Fun secret weapons including the Moloch (Death Star)
- Get to be evil
- Higher Taxes
- Have a military at start

Cons:
- Have to deal with bureaucratic nonsense limiting deployment until situation gets serious.
- Fewer characters at start
- Have to defend the whole map

Rebel Concordance

With the growing corruption of the Empire a group of idealists, criminals, Avsari Initiates, and revolutionaries disgusted with the Empire meet in secret and form a pact. The Rebel Concordance is born. A secret base is established beyond the borders of the Empire and shipyards and training grounds are built. The rebels begin plans to construct a military but it will not be enough. Agents are dispatched throughout the Empire to preach the word of freedom and stir up discontent. When the flame of freedom begins to burn the secret base will unleash its military in support and the war can begin in earnest.

First a few freedom fighters head throughout the Empire to begin their activities. A match is lit.

Pros:
-Goodness and Niceness
-Unfettered by bureaucracy
-Have (mostly) safe secret bases to hide in
-More characters at start

Cons:
-Have to tax fairly and have little in way of resources
-Always a risk your bases will be discovered and things fall apart
-Characters are always in danger when in the field and travelling to and from assignments

So we will put it to a vote:

Stellar Empire or Rebel Concordance

It will take a while to get the game started so I will let the voting start and throw in some gameplay updates until we get setup going.

Once we get that done we can name our troops and starships if we wish and get going.

Xenocides fucked around with this message at 03:04 on Jul 28, 2015

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Xenocides
Jan 14, 2008

This world looks very scary....


Okay, I will count the votes tomorrow night when we start on set up.

If I counted correctly currently the Rebels are winning by one vote.

Xenocides
Jan 14, 2008

This world looks very scary....


Alright, I am about ready to start and the vote is tied.

Next post decides. You can vote again if you want. I will need a decision in the next 15-30 minutes or I will let my opponent decide.

Xenocides
Jan 14, 2008

This world looks very scary....


Z the IVth posted:

Also rename the Emperor to Mittens.

Oddly the Emperor does not show up as a character in most games. He is assumed to be there in the background but does not function as a character unless a random event brings him in.

Xenocides
Jan 14, 2008

This world looks very scary....


All right, we are the Empire.

Xenocides
Jan 14, 2008

This world looks very scary....


State of the Galaxy: Military Deployment

Welcome my friends and colleagues. We are gathered here to plan the future of our glorious empire. You are here because all of you benefit from the preservation of this glorious institution. Many of you profit financially and others enjoy positions of authority and respect. I come with a warning. Our way of life is in danger. The Emperor and much of the political and military establishment does not realize it but bottom-feeding elements within our body seek to depose the Emperor in the name of some idealistic concept of freedom and take from us what we deserve and what is rightfully ours.

As you know our Empire is divided into 7 districts, 1 encompassing Sol and our throneworld of Earth. 5 districts are ruled by Dukes administering each province from the district capitol. The final district houses the Avsari Order of which our Crown Prince is the most notable member of. That district is exempt from taxation by longstanding Imperial decree and the Avsari bring peace and order to the Empire.

Our Empire runs on a fair taxation scheme. Each district pays taxes once a year on a rotation at the same time military assignments take place.

The game runs for 5 years and each turn lasts 2 earth months so there is a total of 30 turns. We collect taxes from one district every turn except the first and they rotate through. If we lose the district capitol we cannot collect taxes from the district. Most units can only be constructed in the district currently being taxed (or at Earth).

There is also a shift in tension levels in the taxed district making it easier to deploy troops and characters to that district. At other times it is often difficult to redeploy troops in a district. You can always move troops and ships to the district capitol and from district capitols to and from Earth. It is more difficult to deploy from the district capitols to the outlying systems unless tension goes up.

This restriction is built in to represent bureaucratic inertia. The military commanders are very protective of their forces and their turf. Even if it is suspected that there are rebel insurgents operating on a planet in the district no military commander who wants to retain his position will order a fleet and an army to the planet at huge costs and massive disruptions to troop rotations without strong evidence. This is represented by the tension mechanic.

Here are the tension levels:



All planets start at 0 but use the following modifiers:



At it stands except for racial motherworlds, district capitol systems, minor faction locations, our secret locations, and the few planets leaning towards the Rebellion tension levels are at 0. Based on the tension levels it is clear that most of the time military forces can only deploy from the district capitol so there is a strong incentive to build a reserve group there. You can always pull troops within a district back to the capitol for redeployment but they cannot go straight from one assignment to another unless tension is very high. Earth functions a a reserve to the reserves as you can always move forces from earth to the other district capitols and vice versa.

__________________________________________________________________________________________________

The Glorious Imperial Military

Our first task is to build military forces. This has to be done before we randomly draw our Main Characters. Each district gets 75 rp with which to build a military. So, first up a run through of what we can buy.



The number before the slash is their attack strength and the number below is how much damage they can take.

Ground Troops

Conscripts (1): 1/2 Pure infantry with no armor support, hand-held guns, little training. Basically reservists, police, and population levies. Their advantage is they are cheap and they are the only unit you can later build on any planet and the only unit you can build in a non-taxed district. Big downside is they can never leave the planet.

Line Units, Second line (4): 2/4 Regular forces on their two-year military service rotation. Standard training, armor support, the usual. Both kinds of line units take a -1 strength penalty of Atmospheric, Heat, Ice, Sea, Underground, and Noxious planetary environments. Basically any planet that does not have a purple or green background and the two space stations. Conscripts avoid the penalty because they live there and have adapted and elite units avoid it because they are elite.

Line Units, First line (6): 3/6 A better version of the above. Suffer same penalties as second line.

Stormtroopers (9) (Elite): 4/8 Veteran professionals serving for an extendable seven-year term. Good armor, support, armor, and excellent training. Maximum of 12 on the board.

Star Marines (12) (Elite): 5/10 The best of the best outside the Imperial Guard. Maximum of 6 on the board.

All ground units except conscripts can board a transport that is created on take off and is removed when they land again. Transports cannot attack. They can only be shot at.

Starships

Most starships have a CSP factor. For every 4 CSP factors at the start of a battle (rounded up) you get a fighter squadron. If you control the planet you can also choose to add 2 starfighter squadrons.



Light: Easier to move to low-tension areas and can land and take off from planets (helpful for escorting in transports if there is a GDN)

Sloop (2): 1/2 This is basically a customs ship which can join a fleet to help out. Redeeming quality is it is cheap. Cheapest way to blockade a planet is with 5 sloops. Sadly has no fighters.

Destroyer (5): 2/6 Our first real warship.

Light Cruiser (6): 3/6 Marginal upgrade from the destroyer, adds a little more firepower and another fighter CSP.

Capital Ships: Unable to deploy unless tension is high. Unable to land on planets.

Heavy Cruiser (9): 4/8 Lightest capital ship, inferior to Rebel version but also cheaper.

Starcruiser (15): 6/12 Ship of the line, big jump in fighter capacity.

Battlestar (22): 8/16 Biggest ship we can start with, carries two squadrons. Costs more then Rebel version but is also better. Battlestars and all bigger ships have light starships subtract 1 from their attack due to their strong hulls and shields. All bigger ships attack normally.

Dreadnought (30): 10/20 Prototype super-battlestars. Cannot be built at start. Maximum of 2 built. Cannot be rebuilt if destroyed.

Moloch (70): 16/40 The game's equivalent of the Death Star. Can be defeated in combat conventionally or Rebels can find a weakness and attempt a starfighter assault (down a trench perhaps?) if they can acquire the intel. Cannot be built for some time. Can destroy planets.

GDN

The GDN is the Global Defense Network. Planets start without one and it costs 1 RP to build a level 0 network and then 4 more for each level above that up to level 3. So it would cost 13 points to build a maxed out GDN. You cannot build a GDN higher then the starting tension level of the planet. You can always build a level 0.

GDNs fire at landing enemy starships and have to be taken before a planet falls. More importantly in the early game they also attempt to find Rebel scum launching from and landing on the planet (subject to tension levels).

Upkeep

Dreadnoughts, Elite Ground Units, level 3 GDN systems, Special Forces detachments, the Moloch, and alert statuses all require a 0.5 upkeep cost every turn. Only level 3 GDN builds and elite ground units are possible to build at start.
__________________________________________________________________________________________________

Military Plans (Goon Participation)
__________________________________________________________________________________________________

I am going to go over each district and give an accounting. If you want to submit a military deployment plan for a district you can. If your plan is selected you are the Duke (or Ducal Military Commander) reporting to the Emperor. Not sure what that means yet but sounds good and feel free to roleplay it to the hilt.

Each district gets 75 rp to buy forces (ground troops, starships, and GDNs) and must operate under the following restrictions.

- Each planet (and space station) must have at least one ground unit on it.
- Each district can only have up to 1 elite ground unit (not mandatory).
- Each system must have at least one starship in orbit around one of its planets.
- No planet may have a GDN with a higher level then its starting tension.
- No more then half of the district budget rounded down (37 max) may be spent on each type (ground, space, GDN)
- For planet stacking the bottom number on the display shows how many ground units can be on the planet except for conscripts who do not stack; for example Earth can hold 15 ground units and Ganymede can hold 3 not counting conscripts.
- You do not have to spend all the RP. Any excess goes into the Imperial treasury and will be appreciated. Most likely you will need most of it.

Except for the Central district this means lots of sloops and conscripts with a few heavier ships and better troops. Most of the good stuff should hang out at the capitol or other critical worlds.

If you want to submit a plan just copy the template I am putting up for that district and fill it with forces within these restrictions. I will include the tension right after the planet name in parentheses so you know what level of GDN you can put in. Leave GDN blank unless you upgrade it (to 0, 1, 2, or 3). I will also notate which planets give a penalty for line units. Note that they are still better then conscripts and are better at catching rebels so placing them in high-priority areas might still be worth it.

I will also put some notes in italics about things in the sector. They are presented in their order of taxation activation:
__________________________________________________________________________________________________

Central District



This is the Emperor's private duchy. It has a huge budget for its size as it has only 3 planets and 1 system.

Sol

Earth (8)
Ground:
Space:
GDN:

Mars (5)
Ground:
Space:
GDN:

Ganymede (4) Penalty to Line
Ground:
Space:
GDN:

Earth has a red M making it the motherworld of Humanity. All alien species that have a presence on more then one planet have a motherworld. Planets with the same aliens on them tend to influence other planets with the same species. Motherworlds influence other planets more when they shift. The planet also has a -3. Negative numbers in terms of unrest and faction allegiance are good for us and positive are bad. Planet allegiance goes from -3 to +3. Once a planet is at +3 it can rebel. The color of the background for the text denotes the environment.

Mars has a secret counter on it. There are 8 secrets and 4 dummy secret counters. My opponent only knows there is a possible secret there. It might be worth beefing up Mars in terms of GDN and troops to try to catch any Rebel characters that come snooping. Then again Mars might be the last one he goes to due to the dangerous locale. On the other hand he might think we think that. If we put no real defenses that might entice him to waste time searching there early thinking we are bluffing.

Note that Ganymede is a difficult environment and gives a penalty to line troops there. Probably stick with conscripts there?

Remember Earth is the one system that can send troops directly to any district capitol without restriction. If we build any really big warships (or lots of small ships) in this district we should probably put them here, maybe with elite troops and some line troops to reinforce districts that are struggling.

__________________________________________________________________________________________________

Sayakama District



Lalande

Lai (3)
Ground:
Space:
GDN:

Pindi (1)
Ground:
Space:
GDN:

Draconis

Draconis II (2)
Ground:
Space:
GDN:

Draconis III (3)
Ground:
Space:
GDN:

Wolf

Einstein (0)
Ground:
Space:
GDN:

Vega

Mir (1)
Ground:
Space:
GDN:

Canis

Vulcan (0)
Ground:
Space:
GDN:

Neogea (0)
Ground:
Space:
GDN:

Ercoth (1)
Ground:
Space:
GDN:

We have Einstein at 0 unrest and Ercoth at +1. Ercoth is one of only 4 planets that starts out leaning towards the Rebels. Stupid treasonous cyborgs.

In addition to the Capitol to defend we have 3 secrets, one dummy and one minor faction HQ. Draconis II houses the Bounty Hunter's Guild. The Guild is ideal for us to put bounties on the Rebel's heads and hope for some captures. We have to feed money to them to keep the bounty hunters searching. Once the dice know whether it would be worth it. It is unlikely the Rebels will spend a lot of time here trying to influence them but I suppose it is possible. Might be worth keeping them away. Draconis III has the Rare Gem Mines secret that gives us 5 RP every turn regardless of what district is taxed and is also the motherworld of the Drak which are spread all over so losing the world might be bad. If the planet goes into rebellion the freed slaves give the Rebels 20 RP and if the Rebels take the planet they get 1 RP a turn. Up on the planet Mir where the humble theocratic Travisians live we hid our secret research base Area 551 which gives us 2 RP every turn. If the planet rebels we lose it and the Rebels get 10 RP from looting it.

__________________________________________________________________________________________________

Armes District



Cygni

Batres (3)
Ground:
Space:
GDN:

Lindeso (2)
Ground:
Space:
GDN:

Ross

Drasperon (0)
Ground:
Space:
GDN:

Zasperon (0)
Ground:
Space:
GDN:

Ophiucus

Aquaria (2)
Ground:
Space:
GDN:

Altair

Ragnar (3)
Ground:
Space:
GDN:

Intlig (0)
Ground:
Space:
GDN:

Ignis

Ignis II (2)
Ground:
Space:
GDN:

Ignis IV (0)
Ground:
Space:
GDN:

36

Deepspace Station Hyper-Alpha (0)
Ground:
Space:
GDN:

The Wormhole links to another sector on the far side of the Empire. The GDN at the space station has the ability to detect and shoot at Rebel ships passing through. The anomaly has a 33% chance of snagging any stack moving through it. Once inside you can continue to try to get out but it could take a while.

Busy district with 3 alien homeworlds and Ragnar has the rare metal mines which provide us with 5 RP a turn and the rebels get 20 RP if they can loot it and 1 RP a turn if they capture it. We also have a dummy on Lindeso that might draw in the Rebels. Resources will be tight here with a lot of ground to cover.

__________________________________________________________________________________________________

Karalamp District



Centauri

Chiron (3)
Ground:
Space:
GDN:

Nessus (3)
Ground:
Space:
GDN:

Lacaille

Aurora (2)
Ground:
Space:
GDN:

Vesperas (0)
Ground:
Space:
GDN:

Van Mannen

Halen (0)
Ground:
Space:
GDN:

Karibden (0)
Ground:
Space:
GDN:

Indi

Moronica (0)
Ground:
Space:
GDN:

Solaria (2)
Ground:
Space:
GDN:

Kecsal (1)
Ground:
Space:
GDN:

Pavonis

Cedbia (0)
Ground:
Space:
GDN:

The Crystalloid Plague on Kecsal is a strange meteor that brought a strange green crystalline substance that reproduces itself. They are valuable but cause disease and mutations on the insectoid people that live here. We have largely sealed off the planet. We get 1 RP every turn. If the Rebels discover the secret the unrest level goes up by +2 and it may effect other planets as well. If the planet goes into rebellion our facility is destroyed and the Rebels will not exploit it and will try to cure and help the people (suckers). Ideally we want the Rebels to not find this.

Aurora has the home of both the Commerce Federation and the Slavers Cartel. Hmmmm.....connection? In either case both tend to favor us over the Rebels. It is unlikely the Rebels will spend a lot of time trying to turn them against us with the negatives they suffer when trying. Both give us resources when they support us and the Commerce Federation will even throw in military support. We will probably need to send some characters there to win them over but probably no need for an ultra-strong defense.

Our biggest problem is Project Moloch on Nessus. That is our Death Star project and we put it on a world already leaning towards the Rebellion. We either need to defend it and try to win it over to our side or write off building the superweapon.

Note the Avsar are their own district below this one. We cannot go there with military units unless they declare for the Rebels. We can send characters but only if an Avsari goes as part of the team.

__________________________________________________________________________________________________

Ellington District



Sirius

Cots (1)
Ground:
Space:
GDN:

Artford (3)
Ground:
Space:
GDN:

Lakandon (2)
Ground:
Space:
GDN:

Luyten

Travisond (0)
Ground:
Space:
GDN:

Kapteyn

Dobell (2)
Ground:
Space:
GDN:

Ceti

Chalchtek (0)
Ground:
Space:
GDN:

Gotica (1)
Ground:
Space:
GDN:

Eridani

Marlowe (1)
Ground:
Space:
GDN:

Lipe (0)
Ground:
Space:
GDN:

This is probably the quietest district. We have the Graveyard on Marlowe. It is basically a repository of obsolete military equipment. If the situation becomes desperate enough we can reactivate it. If the Rebels capture it they can use it. The planet Gotica is the hiring ground for the Legions of Fortune, a mercenary group. We and the Rebels can hire troops here. The advantage is when they are hired by characters they appear where needed. We will have to see if we need them. We may at some point need to hire legions just so the Rebels cannot.
__________________________________________________________________________________________________

Marat Sector



Procyon

Oisad (3)
Ground:
Space:
GDN:

Elfond (1)
Ground:
Space:
GDN:

Aerolis

Umbra (0)
Ground:
Space:
GDN:

Rotina

Xibalba (3)
Ground:
Space:
GDN:

Deepspace Station Hyper-Omega (0)
Ground:
Space:
GDN:

Stein

Menzel (1)
Ground:
Space:
GDN:

Dayan (2)
Ground:
Space:
GDN:

Roca (0)
Ground:
Space:
GDN:

Groombridge

Morin (0)
Ground:
Space:
GDN:

Tolkin (0)
Ground:
Space:
GDN:

Raisa (0)
Ground:
Space:
GDN:

Okay, a number of secrets here. First off Xibalba has the Laboratory Planet meaning that we are experimenting on the Travisian homeworld. Basically we are doing evil Mengele level experiments on the space Amish. If the Rebels find out this is here and do a single successful propaganda mission the planet immediately goes into Rebellion when they realize where all those missing people are and why so many people die of mysterious diseases and disasters.

Menzel has the Imperial Security Archives. Being good recordkeepers we make a record of every horrible thing we do. If the Rebels discover the archive they can perform espionage missions here with good modifiers for them to discover where any other specific secret is. If the Rebels conquer the planet or spark a rebellion they have a 5 in 6 chance of finding every secret we have. If captured it also has potential to annoy other planets who discover what we are up to. This is a good planet for a decent GDN to try to keep characters off and maybe a decent ground unit to make missions more dangerous. If the Rebels ever discover most of our secrets then this planet will become less dangerous.

In the same system on Dayan is the Minoplision Minority. This is a small colony on the planet of barbarians beyond the Empire who operate as merchants. Here we and the Rebellion can try to win them over. Winning them over brings them and their military onto our side or the Rebel's side if they win them over. On the downside they are hated and unrest will rise on the planet if we bring them in and other planet may react badly as well. Probably no need for special defenses here. It will be some time before the Rebels have a military making it worth bringing in the Barbarians as support.

Finally we have Agnot Keep on Oisad. This is the headquarters of an Assassin's Guild. They favor us and we can go there to put out contracts on Rebel characters. If we win more support with them they will allow us more contracts. Worth considering. This is the district capitol so it should be difficult for Rebels to mess with it.

__________________________________________________________________________________________________

Whew, lots of game explanation. Once we get the military built we can draw characters. Not sure if anyone will take me up on building out a district but this serves as an intro to our Empire in any case and if no one bites I can take care of it.

Let me know if anything is especially confusing or unclear. I wrote this up after a 13 hour workday.

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

Igneans are relatively primitive orange-colored humanoids adapted to immense heat. They've been encouraged under Imperial rule to settle worlds too hot for any other species to effectively exploit, but otherwise they'd essentially just be a minor afterthought in the Empire. Ignean worlds maintain local governments based on councils of elders, where elders drawn from their various clans meet together and come to make decisions for the world, which are submitted to with near-religious deference by the Ignean inhabitants.

Did someone download the manual? :)

Yeah, pretty much. I will do an update on species hopefully tonight. I was going to put it in the last update but ran out of time and it was too long anyways.

Xenocides
Jan 14, 2008

This world looks very scary....


Thanks for this. Was expecting to maybe get 1 or 2 but so far that is 4 out of 5. If no one does the Central District by tomorrow afternoon I will throw it together and then we draw our random characters.

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

I think you should probably do Central yourself, anyhow. In your person as our great Emperor. Since Central is directly ruled by the Emperor.

E: Although it does look like we could still use a plan for Sayakama District.

Yeah, I wrote that late at night and apparently could not count to 4 last night. This does not bode well for my leadership skills.

Xenocides
Jan 14, 2008

This world looks very scary....


In any case I am going to start on the last 2 districts and post an update soon.

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

Question: do any of the district Dukes exist as Imperial characters, so that we know their given names, or no?

E: Oh right, Mas Pantaleon, the Imperial heir, is Duke of Armes, as is traditional for the heir. So guess who gets to be the awesome Asvari Master!

I don't remember all the characters but yeah, the Duke of Armes is the Crown Prince though he probably delegates most of the responsibility to an Acting Duke of military leader. He is usually too busy dealing with concerns of the entire empire and functioning as an Avsari master.

Xenocides
Jan 14, 2008

This world looks very scary....


Setup

Central District

Sol

Earth
Ground: Stormtroopers (9) First Line (6)
Space: Battlestar (22) Heavy Cruiser (9) Light Cruiser (6)
GDN: 1 (4)

Mars
Ground: 2nd Line (4)
Space:
GDN: 1 (4)

Ganymede
Ground: Conscript (1)
Space:
GDN: 0 (1)

Total Cost of 66 so 9 surplus.

I would have loved to put in a few more light starships but I capped out at the no more then half limit. I was torn between a flotilla of light starships and a few heavies. Lights are more useful for blockades and are easier to deploy but I did want a few capital ships in case the need arises and plus what is the point of being an Empire if you do not have overbuilt ships. It will be some time before the Rebels can field anything that can fight a Battlestar. I put a line unit on Mars as if anyone comes snooping after the secret and runs into a patrol I wanted decent troops on the ground. The forces at Earth are there for redeployment elsewhere as needed. I would rather have a pair of Stormtroopers but am not allowed. I toyed with building another First Line unit but decided the surplus would be more valuable.


__________________________________________________________________________

Sayakama District

Lalande

Lai
Ground: Stormtroopers (9) 9
Space: Heavy Cruiser (9) 18
GDN: 0 (1) 19

Pindi
Ground: Conscripts (1) 20
Space:
GDN:

Draconis

Draconis II
Ground: 2nd Line (4) 24
Space:
GDN: 1 (5) 29

Draconis III
Ground: 2nd Line (4) 33
Space: Destroyer (5) 38
GDN: 1 (5) 43

Wolf

Einstein
Ground: Concripts (1) 44
Space: Sloop (2) 46
GDN: 0 (1) 47

Vega

Mir
Ground: 2nd Line (4) 51
Space: Destroyer (4) 55
GDN: 1 (5) 60

Canis

Vulcan
Ground: Conscripts (1) 61
Space:
GDN:

Neogea
Ground: Conscripts (1) 62
Space:
GDN: 0 (1) 63

Ercoth
Ground: Conscripts (1) 64
Space: Sloop (2) 66
GDN: 1 (5) 71

Total of 71 so 4 RP surplus.

Put the Stormtroopers and Heavy Cruiser at the capitol to provide a reaction force. Put Line troops instead of Conscripts at Draconis and Mir to hopefully beef up defenses if Rebel characters run into them. I am not happy about the Canis system. Ercoth is close to revolt but I do not have the resources to put enough troops down to stop a rebellion. If the planet begins skewing further the garrison will need reinforcing.


__________________________________________________________________________

Armes District

Slaan posted:

Military Plan for Armes District:

Submitted for the Approval of his Majesty, the Great Emperor

Budget:

Ground Forces: 37 million credits
Spacecraft: 21 million credits
Planetary Defence Systems: 17 Million Credits

Cygni

Batres (3)
Ground: Storm Trooper (9)
Space: Light Cruiser (6)
GDN: 1 (5)

Lindeso (2)
Ground: 1st Line (6)
Space: Sloop (2)
GDN: 1 (5)

Ross

Drasperon (0)
Ground: Conscript (1)
Space: Sloop (2)
GDN:

Zasperon (0)
Ground: Conscript (1)
Space: 0
GDN:

Ophiucus

Aquaria (2)
Ground: 2nd line (4)
Space: Sloop (2)
GDN:

Altair

Ragnar (3)
Ground:First line (6)
Space: Corvette (3)
GDN: 1 (5)

Intlig (0)
Ground: Conscript (1)
Space:
GDN:

Ignis

Ignis II (2)
Ground: Second Line (4)
Space: Corvette (3)
GDN: 0 (1)

Ignis IV (0)
Ground: Conscript (1)
Space: 0
GDN:

36

Deepspace Station Hyper-Alpha (0)
Ground: Second line (4)
Space: Corvette (3)
GDN: 0 (1)

As this sector of space is well protected from any spacecraft-borne terrorist attacks (thanks to the Anomaly and Deepspace Station Hyper-Alpha), but maintains sizable populations of non-human races, I have chosen to align my budget with sizable forces of mainline troops in order to protect the populace from rabble rousers. The most elite units are stationed upon the District Capital, Lindeso and Ignis to maintain the Empire's important infrastructure.

The Emperor approves. You are promoted from Military Commander of Armes to Acting Duke in the Crown Prince's absence.

There is one problem with your plan and it is my fault. The Empire cannot build Corvettes. I did not put it in the list of spacecraft but the light ships available to the Empire consist only of Light Cruisers, Destroyers, and Sloops. I downgraded your 2nd Line unit on the space station to a Conscript and upped all 3 Corvettes to Destroyers. The price comes out the same. I like the setup.


__________________________________________________________________________

Karalamp District

nweismuller posted:

What do the two numbers under the planetary government type on each planet space mean?

E: never mind, I see it's resource value above size.

On behalf of Imperial military planners for the Karalamp District, I propose the following deployment plan in the name of our glorious Empire:

Military Deployments for Karalamp District

Centauri

Chiron (3)
Ground: 2 conscripts, 1 stormtrooper
Space: 1 light cruiser
GDN: 1

Nessus (3)
Ground: 2 conscripts
Space:
GDN: 1

Lacaille

Aurora (2)
Ground: 2 conscripts, 1 2nd-line
Space: 1 sloop
GDN: 1

Vesperas (0)
Ground: 2 conscripts
Space:
GDN: 0

Van Mannen

Halen (0)
Ground: 1 conscript
Space:
GDN: 0

Karibden (0)
Ground: 2 conscripts
Space: 1 sloop
GDN: 0

Indi

Moronica (0)
Ground: 2 conscripts
Space:
GDN: 0

Solaria (2)
Ground: 2 conscripts, 1 2nd-line
Space: 1 sloop
GDN: 1

Kecsal (1)
Ground: 2 conscripts
Space:
GDN: 0

Pavonis

Cedbia (0)
Ground: 1 conscript
Space: 1 sloop
GDN: 0

26 RP are spent providing fixed defenses for every planet in the district, with the four most strategically-sensitive planets more heavily secured- the district capital, the Imperial center of trade, the Solarian motherworld, and the planet with the greatest extent of local unrest (as well as further, classified points of strategic sensitivity). 8 RP on sloops and 18 on conscripts provide basic order-keeping capability across the district. 8 more provide regular forces on the two most valuable worlds beyond the district capital. The remaining 15 RP are spent on providing a reserve on Chiron to respond to situations as needed. In the name of Pantaleon IX, Emperor of our great Empire, may the forces of the district provide diligent service.

The Emperor approves, Duke of Karalamp.

There is one flaw which is, once again, my fault. You cannot have more conscripts on a planet then half the size of the planet, rounded down, always a minimum of 1. The only planet where this is a problem is Nessus which can only hold 1 Conscript unit. I deleted the second. While this leaves Project Moloch slightly vulnerable we can move more troops in later and until then hopefully he will think there is nothing there since the planet is so lightly defended. This gives us a surplus of 1 RP for a total of 14 from all districts so far.


__________________________________________________________________________

Ellington District

Samolety posted:

Defense plan for Ellington District


Total Cost: 64 RP
11 RP to be returned to the Imperial Treasury.

I decided to go light on this one since, as you said, it is a quiet sector. Since I have no idea what I'm doing I'd be fine being the Duke of a quiet sector.

Sirius

Cots
Ground: 1 Conscript (1)
Space:
GDN: 0 (1)

Artford
Ground: 1 First Line (6), 2 Conscripts (2)
Space: 1 Light Cruiser (6), 1 Sloop (2)
GDN: 2 (9)

Lakandon
Ground: 1 Conscript (1)
Space:
GDN: 0 (1)

Luyten

Travisond
Ground: 1 Conscript (1)
Space: Sloop (2)
GDN: 0 (1)

Kapteyn

Dobell
Ground: 1 Conscript (1)
Space: Sloop (2)
GDN: 0 (1)

Ceti

Chalchtek
Ground: 1 Conscript (1)
Space:
GDN: 0 (1)

Gotica
Ground: 1 Second Line (4)
Space: 1 Destroyer (5)
GDN: 1 (5)

Eridani

Marlowe
Ground: 1 Second Line (4)
Space: 1 Destroyer (5)
GDN: 1 (5)

Lipe
Ground: 1 Conscript (1)
Space:
GDN: 0 (1)

Your defense plan is approved and the Emperor sends gratitude for your frugality. He has been wanting a new ivory backscratcher.

No guarantees the sector will be quiet. There are fewer secrets but the Rebel player has the initiative as to where things turn hot. I do appreciate the spare cash. We will probably need it. We now have a surplus of 25.


__________________________________________________________________________

Marat District

oystertoadfish posted:

The Marat Sector respectfully submits these draft proposals for the upcoming base realignment process.




the proposal is nearly evenly weighted between the different branches of Imperial defense. This should keep all the contractors happy.
GDN budget - 24 RPs. due to... political connections, several planets in this sector will see massive upgrades to their defense and surveillance systems. small grant packages are distributed across most of the other worlds.
Ground budget - 27 RPs. the elite unit is placed on xibalba, for... political reasons. darn those corrupt politicians! stacking up 2 conscripts on manzel, since line troops would get a negative there i think.
Space budget - 24 RPs. the wormhole system and the capital system receive the majority of these handouts, in the form of base facilities for three shiny new light cruisers. those corrupt politicians on xibalba keep sucking up military resources in no way warranted by anything going on there! gosh darn it!

cumulative prices are included for bookkeeping purposes after the individual unit's price, in parentheses.

Procyon

Oisad (3)
Ground:1st Line (5) 5
Space: Light Cruiser (6) 6
GDN: 1 (5) 5

Elfond (1)
Ground: Conscripts (1) 6
Space:
GDN:

Aerolis

Umbra (0)
Ground: Conscripts (1) 7
Space: Sloop (2) 8
GDN: 0 (1) 6

Rotina

Xibalba (3)
Ground: Stormtroopers (9) 16
Space: Light Cruiser (6) 14
GDN: 2 (9) 15

Deepspace Station Hyper-Omega (0)
Ground: 2nd Line (4) 20
Space: Light Cruiser (6) 20
GDN:

Stein

Menzel (1)
Ground: 2xConscripts (2) 22
Space:
GDN: 1 (5) 20

Dayan (2)
Ground: Conscripts (1) 23
Space: Sloop (2) 22
GDN: 0 (1) 21

Roca (0)
Ground: Conscripts (1) 24
Space:
GDN: 0 (1) 22

Groombridge

Morin (0)
Ground: Conscripts (1) 25
Space:
GDN: 0 (1) 23

Tolkin (0)
Ground: Conscripts (1) 26
Space: Sloop (2) 24
GDN: 0 (1) 24

Raisa (0)
Ground: Conscripts (1) 27
Space:
GDN:

How does that look? any mistakes i made? any trade-offs I should make? The space station's garrison sucked up points I would've loved to spend elsewhere - can you build conscripts on a space station? who even would be getting conscripted? I'd love to have more ground troops at the capital as a mobile reserve, but Xibalba and the space station seem to require more than just conscripts.

not to mention menzel, where there's kind of a lot of responsibility for two helpings of conscripts to handle, but on the other hand non-elite line troops would suffer a malus if i'm reading the colors behind the planets correctly. maybe the stormtroopers should go there?

also, will none of the higher-end ground troops even be built until Marat's tax round comes up? is that a reason to lean more heavily on conscripts?

The Emperor approves your plan.

One slight error as before, my fault. You can only have 1 conscript on Menzel as it is a size 3 planet (half rounded down, minimum 1). So I just switched the conscript with the 2nd line unit on the space station. You can have conscripts. These are large space stations with longstanding permanent populations. The conscripts would probably be station security, whatever passes for police, and maybe a group of reservists/militia. The non-elite troops do suffer a penalty on Menzel but they are still better then conscripts and if a line unit catches Rebel characters you get better troops to fight them with. I still think we may want to send the stormtroopers from Earth to Menzel.

We can build higher level ground units on any turn at the current taxed district capitol or Earth (when the Central District is taxed we can only build on Earth). If your district were to need troops you can at any time shift troops from Earth to your captiol and then they can be sent from there out to anywhere in the district if tension allows. On the turn the district is taxed tension goes up by 2 everywhere to facilitate troop movements. Basically assuming no hyperspace problems it take this long to deploy troops from somewhere to a non-district capitol:

1 turn from the district capitol
2 turns from Earth
3 turns from another district capitol
4 turns from anywhere else

The way the sequence of play goes you build first and then send out the troops so you can build at the district capitol and get those units there. When I played as the Rebels I tried to avoid missions in the district about to be taxed next turn as it was easier to escape after the mission if things went wrong.




Alright, we have 25 RP in the Treasury as compared to the Rebel's 10. Neither side collects any taxes on Turn 1.

Going to post a sign up list soon for people to get an Imperial job. Looks like getting characters may be delayed until tomorrow.

Xenocides fucked around with this message at 19:19 on Aug 1, 2015

Xenocides
Jan 14, 2008

This world looks very scary....


Demographics and Politics of the Empire and Joining Imperial Leadership

Time for a rundown of the various facets of the Empire. Much of this is copied from the manual.
__________________________________________________________________________

Species

Most planets have one or two dominant species listed on the map. To qualify they have to make up a third or more of the population. All planets have minorities of other species. Many species have colonized other worlds but the Empire has both subtly and blatantly encouraged colonists from non-human species to colonize in spread out colonies and avoid clustering around the motherworld. This is done to prevent a species power-bloc from forming that could allow a group to become strong enough to challenge the Empire.

Human

Humans represent the “core” of the Empire, hailing directly from Earth or descended from the colonists that spread to the nearby stars. The Empire was formed precisely by the Humans conquering everyone else. Supposedly, the Stellar Constitution guarantees equality to all the recognized races of the Empire, but in fact Humans have a clear dominance in Imperial affairs.

Travisian (Human)

In the year 78 P.S. the “prophet” Augustus Travis founded his new religion among the Humans on the planet Oisad 611, and it spread like a wildfire. Perceived as revolutionary and seditious, the sect was persecuted by the Empire. Finally, Travis and most of his followers accepted the choice given to them by Imperial Security: Exile to colonize the planet Xibalba, which nobody wanted because of the presence of a black hole in the planet’s star system, in exchange for “reinsertion” into the Emperor’s goodwill.
The colonists made Xibalba a very prosperous planet and behaved very well, paying all their taxes and respecting the Throne. On the year 205 P.S. his Majesty Terenz II admitted Xibalba as the 41st crown jewel and allowed the Travisians recognition as a separate race in the Empire, including the permission to colonize new worlds. They took advantage to spread to a few systems where they found only one habitable planet, in order to keep their isolation and avoid “contamination”. The aggregate of all four Travisian planets, sometimes expanded to include the Travisian minorities on other planets, is referred to as “Travisia”.

Although the tenets of the Travisian religion are hard to swallow for most other people, they are not evil. They promote harmony with nature, hard work, decency and virtue. Travisians are generally perceived as very honest, but closed-minded.
In the last century, especially after the discovery of the wormhole near Xibalba, they have abandoned some of their isolation and have increased their diplomatic, commercial and cultural relations with other planets. A few of them have even been quite active in Imperial politics. This “opening of the window” has led to some rift in Travisian society, with strong opinions in favor and against. From this also derives the controversy between those that think that they must continue to loyally support the Empire as Travis mandated, and those that want to join the “cleansing” rebellion against it in view of its sinful degradation.

Ragnari
A tall, furry, strong humanoid race which could be described as bear-like or gorilla-like. They originated from the planet Ragnar. Ragnari make excellent soldiers, and have provided the Empire during generations with some of its best. They also have an adventurous nature which makes many of them wander the stars as merchants, explorers, smugglers or pirates.

Ragnari are popularly (and unfairly) perceived as dumb, and they are the protagonists of many a joke. (“A Ragnari comes into a bar and…”)

Solarian

The Solarians are the archetypical “aliens”: Fetus-like, white skin, slanted jet-black eyes, bulbous head, skinny body… In fact, they are the people that visited Earth in “flying saucers” during the 20th Century, having discovered warp before the Terrans. It is believed that Human scientists secretly studied wrecked UFO’s and copied some of the technology in order to develop their own warp drives.

After their initial wave of peaceful exploration, the Solarian society suffered a cultural collapse which led to a standstill in space exploration; they isolated themselves in their planet Solaria. Some say that the shock of discovering the barbaric ways of the Human race had to do with this. As it turned out, they were still holed up when the expanding Stellar Empire engulfed them and incorporated Solaria without a fight.

Solarian males are short, about 1.3 meters tall, but are much more adventurous and prone to travel than the females. These, by contrast, are very tall, usually more than two meters high, with long snaking necks and limbs. Most other races find the Solarians’ lack of clothing disturbing, even though there is nothing to see. They reproduce by abdominal fusion, eat by skin absorption of liquid foods, and excrete as a gaseous emanation which gives them their peculiar, and not altogether unpleasant, smell.
Although they have expanded to other planets under the Empire’s aegis, and by need have adapted to the customs of neighboring peoples, most Solarians tend to look down at other races and prefer not to mix with them too much.

Drak

The Draks are a strange race of humanoids with a warty, scaly skin, originated in Draconis III. Paradoxically, on the one hand they are a peace-loving, philosophical and lawful race, and on the other hand they are fierce warriors when roused to fight. Draks are very industrious and reproduce quickly, perhaps to balance their life span that is shorter than that of other races (a 40-year-old Drak would be venerable).

Unlike other races, Draks have no sexes; they are hermaphrodites. The convention is that when other races refer to a Drak, the correct term is “him” rather than “it”, and when referring to a Drak parent, he is a “father”.

Endobell

This flying bat-like race lives on the tops of huge sequoia-like trees or in cities carved on the face of high cliffs (like the famous vertical cities of Dobell 531). In some places they live in flat “normal” cities, but visitors beware: In the upper levels of their buildings, many doors open to the air! Their upper limbs, like those of bats, are wings; but they have some prehensile fingers free (including an opposing thumb) forming a useful hand. The Endobells are not very given to space flight, but they did take advantage of opportunities to colonize new worlds when prompted by Imperial policy. In many cases they share the planet with some other race, filling different ecological niches. Endobells are appreciated as workers in gaseous planets, because they can fly around floating cities to perform maintenance.

Aquarians
The Aquarians are an amphibious humanoid race evolved on the sea planet Aquaria, living mostly in cities built at the bottom of shallow seas, near the coast. They became civilized in the air, however, developing their industries on the surface of the few small continents of the home planet; since technology requires fire, and fire cannot exist in water. They later used air-containing underwater domes to exploit the sea and its bottom.

The skin and gill-lungs of Aquarians adapt to the environment in which they are currently living, although they prefer to have water handy even if dwelling on land. They don’t tolerate prolonged dryness, and must carry a water spray dispenser if staying out of the liquid for a prolonged time. They like to travel space as well.

Even with their different physiology, Aquarians are surprisingly human-like, with the same general face and body appearance. Their skin is blue, smooth (not scaly), and they have discretely webbed feet and hands. They also sport a short, eel-like tail. Some of them have the latter amputated in order to better fit among other humanoid races.

Igneans

A strange orange-colored humanoid race with bald cone-shaped heads that thrives in temperatures around 40-45 degrees Celsius. Igneans are incredibly strong in the presence of great heat, but weak and docile, almost vegetative, in cool environments. Technologically they are behind other races and have little to offer to the Empire and its politics. They expanded to other planets only because the Empire prodded them to colonize hot areas that could not be used by other races in a few worlds.

Lakandi

The Lakandi are, among all the alien races, the most Human-like. In fact, they are genetically-related to Humans, and many scientists are certain that the two races had a common origin. Most inter-racial marriages (that do occur on occasion, weird as it seems) are sterile, due to the genetic incompatibility; but Human-Lakandi couples are fertile and may have children.

The Lakandi can best be described as elves from J.R.R. Tolkien’s The Lord of the Rings; thin, lithe, beautiful, intelligent, with slanted eyes and pointed ears. In fact, many Humans refer to them as “elves”, sometimes derisively, and Lakandi don’t appreciate the term.

Janidel was crowned king of Lakandon a few years ago, despite hinted Imperial disapproval. He leads a highly sophisticated society, which has provided the Empire with some of its best technicians and scientists. However, recently many Lakandi have been declining to accept assignments at Imperial institutions, disgusted by the current policies of the Emperor. King Janidel secretly gives some aid to the Rebel cause, without openly opposing the Empire.
The inhabitants of Lakandon are advanced, but they are not interested in expansion. Except for individual cases, the vast majority have chosen to live only on their planet of origin.

Chapine

The planet Kecsal is home to a race of communal insectoids similar to ants or bees, but very large, and with human-like intelligence. In fact, Chapines look like a giant ant or beetle, walking on four legs and using their two forelegs as arms and hands. The workers have a simple “eye” on one of their fingers, which aids greatly in technical tasks since they can “see” inside machinery.

The Chapines, as could be expected, have a caste system. At the bottom are working sterile females, which have average intelligence. Then we have the warriors, sterile males, strong and big, but not very bright intellectually. They are appreciated for special Imperial military units. The royals are prince-drones (fertile males) and princesses (fertile females). When the king and/or queen of a hive die, the princesses first fight each other (usually not to the death) and the winner is prospective new queen. Then she runs out to the desert and the drones (from the same hive and from neighboring ones) chase her while fighting each other, with the one reaching her becoming the new king. The new couple are both the reproducers of the hive, and its governors (being intellectually superior) with the king being top cat. The losing prince-drones who survive the nuptial race form the council of advisors of the new king, and become sterile. The losing princesses also eventually become sterile and are normally assigned to administrative tasks or as military commanders, so their intelligence does not go to waste.

The planet Kecsal has many hives, just as other planets have cities. Each hive is autonomous, but the planet is governed by a council of all the hives, a sort of parliament. Hives are underground tunnels, similar to ant colonies, with workers going out to the surface to harvest food. Most of the advanced technological industries on Kecsal are also on the surface, where small towns also exist to host visitors from other races.

A few Chapine hives have been allowed to settle on other planets, especially where their labor is needed, but nowhere except on their home planet are they numerous enough to have representation as a separate race in the game.

Tritonid

Tritonids are a rather backward race inhabiting the planet Moronica. They are amphibians, but are less humanoid than the Aquarians, with scaly, dark-green skin and fins on their head, back, elbows and feet. Their face is also more fish-like. They reproduce slowly, so they never filled all the areas of their planet and couldn’t prevent Aquarian and Drak colonies from being settled on Moronica. These races now outnumber the natives, and they are resentful.

Cyborg (Human)
The Human colony on the frigid planet Ercoth began experimenting with ways of making the colonists more naturally resistant to the cold. Soon the experiments got out of hand, and the Ercothians were bent on exploring “new levels of existence” through incorporating machine parts into the human body, genetic manipulation and use of strange drugs. There seemed to be no limit, as all kinds of weird monsters were being created (such as two-headed or four-armed persons).

This horrified the rest of the inhabitants of the Empire, and there was a generalized outcry to make them stop. Finally, the Emperor clamped down on Ercoth, an Imperial Viceroy was imposed, and a total prohibition was established on experimentation and “enhancement”. This led to the Cyborg Revolt, which went on for almost a year with great losses on both sides. Finally, a treaty was signed where the Cyborgs were recognized as a separate race of the Empire and allowed to make some cybernetic enhancements on their bodies which they considered essential. An Imperial Law imposing strict limitations on how far this could go was decreed. The law boiled down to the requirement that no enhancement make a citizen non-humanoid, or non-living, or too physically powerful, or psychic, or replace his/her brain; and that enhancements could only be made if the person allowed them (being of a minimum legal age). A few Cyborg citizens do choose not to be implanted, or to take only minimum enhancements, but they are considered extravagant by the rest.

The Cyborgs accepted the Law and its spirit sincerely, and they no longer want to go so far in their customs as to become alien to the other races of the Empire. However, they do want a bit more of liberty, and they resent the hate and contempt which the other races feel for them. For a Cyborg, the cybernetic implants and genetic manipulations are just as clothes, shoes, vaccines or tools are for other races. They just want to be understood.

Boroin

The Boroin are vaguely humanoid beings. They do have a head (but no neck), two arms and two legs; but they are rather formless, like if they were made of putty. Their face is barely recognizable and only has one eye with a slit-like mouth. Their skin is purple with pink spots.

Boroins live on the toxic (to other species) planet Chalchtek. They can live just fine in normal atmospheres, although they do need periodic infusions of their own “poison” to be healthy. A strange thing about them is that they have three sexes, all of which are required to reproduce.

The planet Chalchtek has many valuable resources, and the locals are of course the most suited to exploit them, so the Empire has treated them nice (relatively) and given them equal status as an Imperial race, with Chalchtek being considered one of the jewels of the Emperor’s crown.

Boroins live in a harmony coming from a loose telepathic connection between all of those living on the planet Chalchtek. This collective mind makes important overall governing decisions, like when to sow and when to reap, or when to declare war; but it is not specific enough to resolve an individual’s problems, or to allow Boroins to speak with each other mentally. It is more like a general wisdom. Chalchtekites that leave the planet break connection with the collective, which is a cause of some psychological stress.
__________________________________________________________________________

Government

The Stellar Empire

All the power of the Stellar Empire emanates from the person of the Emperor, who theoretically owns everything and everyone; in this sense it is an absolute monarchy. However, from its inception a Stellar Constitution and a body of laws have existed to define and moderate the exercise of this power. Persons and planets have rights, which even in the time period covered by the game are at least in theory respected and observed. The progressive disregard for these rights and the abuse of power are precisely what have incensed the people and brought about the rebellion.

Imperial legislative power is in the hands of the Stellar Senate, where every planet that has official recognition as a “jewel of the Emperor’s crown” has representation by one senator. The senators are designated by the local government of each planet in accordance to its own political system, and their persons are inviolable.

The Senate has the power to pass laws, but the Emperor has the right to veto any of them. In theory, the Senate also holds a similar power to veto Imperial Decrees, but the last time that such a decree was vetoed was more than 200 years ago.

The Stellar Empire is an Empire because it consists of an overlord (the Emperor) ruling over many semi-independent vassal states. Each planet is self-governed with a political system of the people’s choosing, although as overlord the Emperor retains the right to intervene “if Imperial interests are affected”. In addition, the planet’s citizens must pay Imperial taxes and tariffs, and every year a quota of the young and fit must serve in the Imperial Army.

The Imperial armed forces are a supranational army, but each planet is allowed to raise and maintain a local army for its security. These forces are technically subordinate to the Imperial High Command in case of need, and are represented in the game by conscript units (or sometimes by “sovereign’s own” units).

The diverse planets do not consider themselves a single “country” with each other. In fact, they relate by diplomacy; with ambassadors, treaties, even wars on occasion. A citizen of Karibden might need a visa to go to Nessus, for instance.

These are the descriptions of the government types on the planetary display:

Captaincy-General

Important colonies are governed by Captain-Generals named by the Emperor until such a time when they reach enough population and importance to be recognized as a “crown jewel”. After recognition the locals must decide their style of government, a long bureaucratic process, and meanwhile the Captain-General remains in office. C-G’s exert absolute power over their colonies in the name of His Majesty, although of course the colonists expect fairness from their governor and may appeal to the Emperor if they feel grieved.

Collective Mind

The Boroins of Chalchtek do not have a formal government, although they do have a body of spokespersons. The race enjoys a quasi-telepathic bond, and major decisions are taken by the common wisdom of all the planet’s inhabitants.

Council of Elders

The traditional and simple-minded Igneans have mantained an anachronistic government system based on a council of the “Elders” of each clan on a given planet. The ruling of the council is law. The planet is represented by the “Head” of the council, although he/she holds no individual power other than moderating the council’s debates. The system might be considered republican, if it weren’t for the almost religious respect in which the people hold their Elders, and the submission that their decisions are met with.

Council of Notables

In this system, the government is in the hands of a council formed by the most notable citizens; preeminent and respected figures of religion, science, the professions, the arts, and business. The council functions in a way similar to any other parliament, and it elects among its members a board of directors to exert executive power.

Democracy

In democratic governments the people vote to elect all of their executive and legislative authorities, including a president; usually for a relatively short period of time, after which new elections are held. The rights of the individual are of utmost importance in a democracy.

Dictatorship

Most dictatorships claim to be democracies and hold “elections”, but these are either rigged, or the dictator regularly appears as the only candidate. His/her power is absolute. However, there is always the risk of suffering what he/she once did to another ruler; being toppled from power by an ambitious subordinate!

Hive

The Chapine insectoids from Kecsal live in hives, and in each its king reigns supreme. For matters of planetary importance, the kings of the various hives meet in a council, usually once a year. One different hive is named each year to be in charge of foreign relations, tax collection, recruitment selection and the other boring matters of planetary government.

Imperial Commander

The space stations are not really planets, although they function as such in the game. The Empire considers them military outposts, and a Navy Commander is placed in charge. Although he/she has to deal with the everyday problems of the civilians who live on the stations, his post is akin to that of a starship captain.

Imperial Viceroy-Governor

When the Empire was founded, the Emperor reserved for himself the Solar System (now Central District) as his personal fief. Earth and Mars (and later Ganymede) were governed in the name of the Emperor by appointed Viceroys.
When Bertoleon I organized the districts, or grand duchies, the capital planets were given as fiefs to the dukes. However, it was not expected that their highnesses would really have to look after the routine matters of governing those planets. Therefore, these were also appointed Imperial Viceroys, technically subordinate to their duke (and of course through him to the Emperor). So far so well. Most of the people of Central District and the capitals had no problem with the new status quo.
The Stellar Constitution provides for Imperial intervention in planets that are in turmoil or that otherwise “might affect the stability of the Empire”. This was always considered an emergency measure to be applied only rarely, and then temporarily. However, Pantaleon IX has invoked this law on more than one occasion recently to dismiss uncooperative planetary governments and rule the planets directly, in violation of the Constitution. On these planets he has placed Imperial Viceroy-Governors. This is one of the outrages that have led to the rebellion.

Monarchy

To be considered a monarchy in the game a planet must have a king or queen with a measure of real executive power; not just a figurehead. Incredible as it may seem, many peoples of the Empire have chosen to be ruled by absolute or parliamentary monarchs, due to the social stability and the aura of nobility and tradition that they bring.

Parliament

A parliamentary system has a powerful senate or parliament, which may be formed by aristocrats with a birthright to be there, or by elected representatives. The parliament delegates executive power on a prime minister or similar functionary, who exerts it in a way similar to that of a president in a democracy. However, a prime minister’s hold on power is more shaky than that of an elected president because it depends on the continued support of the parliament. If this is lost, the government falls and a new one must be formed (usually around a new prime minister).

Plutocracy

The government of the richest. The people have decided that those who know how to make an honest buck must also know how to govern well. Senatorial seats are won on this planet by demonstrating your wealth instead of by popular votes. The wealthiest person is Plutocratus Maximus, ruling as a president or prime minister would in other systems.

Politburo

The communistic planets are governed without tolerated opposition by their politburo, a.k.a. gerontocracy because they are mostly old geezers from the hard core Communist Party. The politburos make all the political decisions behind closed doors, including the appointment of their executive power figure, the chairman. One would think that socialist ideals would clash with the oppression of the Empire, but these stalinist governments are really chums with the Emperor. Any rebellion on these planets will come directly from the people; don’t expect the politburos to change their stance.

Presidency for Life

This is basically a democracy, but the people want to avoid the hassle of constant elections, so functionaries (including the president) are elected for life, until their death or resignation.

Republic

In the game, we define a republic in the old Roman sense; a senate formed by aristocrats, perhaps with some popular representation, holding all the power. The senate does not bother with naming a prime minister; they exert executive power directly, although in times of crisis (like a war) they might name a temporary dictator with absolute powers.

Stewardship

This is an absolute monarchy where the ruling line has been lost without heir apparent. However, the people have great loyalty to that ruling house, and they have an unshaken hope, perhaps supported by mystical prophecy, that one day a legitimate heir will rise to claim the throne. Meanwhile the planet is governed by a noble steward, whose post may be hereditary (if the king takes too long to return…)

Theocracy

The Travisian planets are ruled by the clergy. Religion permeates every aspect of Travisian life, so this seems only natural. Of course, theocracies tend to be closed-minded, inward-looking, and intolerant.
__________________________________________________________________________

Imperial Roster

And because we can lets start giving everyone a planet. Here is what we have:
__________________________________________________________________________

Central District

Sol

Earth
Imperial Viceroy Xenocides

Mars
Imperial Viceroy
X

Ganymede
Imperial Viceroy
X
__________________________________________________________________________________________________

Sayakama District

Lalande

Lai
Imperial Duke
X

Pindi
Imperial Parliamentary Representative
X

Draconis

Draconis II
Imperial Parliamentary Representative
X

Draconis III
Imperial Parliamentary Representative
X

Wolf

Einstein
Congressional Liaison
X

Vega

Mir
Imperial Priest
X

Canis

Vulcan
Captain-General
X

Neogea
Imperial Parliamentary Representative
X

Ercoth
Imperial Viceroy
X
__________________________________________________________________________________________________

Armes District

Cygni

Batres
Acting Imperial Duke
Slaan

Lindeso
Advisor to His Majesty
X

Ross

Drasperon
Imperial Worker's Commissar
X

Zasperon
Imperial Worker's Commissar
X

Ophiucus

Aquaria
Imperial Censor
X

Altair

Ragnar
Advisor to His Majesty
X

Intlig
Imperial Councilor
X

Ignis

Ignis II
Imperial Eldest
X

Ignis IV
Advisor to His Majesty
X

36

Deepspace Station Hyper-Alpha
Imperial Commander
X
__________________________________________________________________________________________________

Karalamp District

Centauri

Chiron
Imperial Duke
nweismuller

Nessus
Military Liaison
X

Lacaille

Aurora
Congressional Liaison
X

Vesperas
Imperial Plutocratic Ambassador
X

Van Mannen

Halen
Imperial Eldest
X

Karibden
Advisor to His Majesty
X

Indi

Moronica
Imperial Parliamentary Representative
X

Solaria
Congressional Liaison
X

Kecsal
Imperial Hive Commander
X

Pavonis

Cedbia
Imperial Viceroy
X
__________________________________________________________________________________________________

Ellington District

Sirius

Cots
Military Liaison
X

Artford
Imperial Duke
Samolety

Lakandon
Advisor to His Majesty
X

Luyten

Travisond
Imperial Priest
X

Kapteyn

Dobell
Advisor to His Majesty
X

Ceti

Chalchtek
Imperial Psychic Ambassador
X

Gotica
Imperial Viceroy
X

Eridani

Marlowe
Imperial Parliamentary Representative
X

Lipe
Imperial Stewardship Coordinator
X
__________________________________________________________________________________________________

Marat Sector

Procyon

Oisad
Imperial Duke
oystertoadfish

Elfond
Imperial Presidential Delegate
X

Aerolis

Umbra
Imperial Priest
X

Rotina

Xibalba
Imperial Priest
X

Deepspace Station Hyper-Omega
Imperial Commander
X

Stein

Menzel
Imperial Eldest
X

Dayan
Military Liaison
X

Roca
Imperial Censor
X

Groombridge

Morin
Imperial Parliamentary Representative
X

Tolkin
Imperial Parliamentary Representative
X

Raisa
Imperial Censor
X
__________________________________________________________________________________________________

Signing Up

To sign up claim the planet (any one that has an X) and name any unit on the planet and any starship in orbit. Please keep the names fairly short due to space limitations. While all Imperial units also have numbers they have names to facilitate camaraderie and unit loyalty. The numbers are not needed. For roleplaying purposes you are either the leader of the planet or station (in cases of Dukes, Viceroys, Captain-Generals, or Imperial Commanders) or are an Imperial personage of importance on the planet in the government. You command Imperial forces on the planet and can use local forces (conscripts) in Imperial military operations. If martial law is declared you would be the equivalent of a Viceroy although the civilian government may continue to exist. You can change the title of the office as long as it makes sense with the government type of the planet but you do not have to.

Here is what I did with Earth:



Oh, and Dukes should feel free to name the ships and troops on their planet.

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

Question, your screenshots show only one first line unit on Earth and one conscript unit on Chiron. Error?

Yes, there should be 2 conscripts on Chiron. Fixed.

On earth it was a typo. I only paid for 1 First line unit. Fixed it.

Xenocides
Jan 14, 2008

This world looks very scary....


Thanks for the French names. Adding them and other names now. :)

Xenocides
Jan 14, 2008

This world looks very scary....


Setup: Character Draws

We get 9 characters to start. Here they are in the order drawn:



Nice, good to get at least one Avsari. His combat stats (Str, End, Agi) are very good and he has the Avsari lightsaber, sorry, plasma sword bonus so he can bodyguard a mission. He has a decent NAV and can function as a pilot though not an outstanding one. His other stats are middling to low.Most missions use INT, CHA, COU, RNK, or COM. He might be of use in a COU (courage based mission). His CHA is low for the Propaganda and Diplomacy missions he is good at but his bonus is not underlined so it applies even when he is not the Mission leader so he can support a P&D mission for someone with a higher Charisma. Ideally I will pair him with a diplomat who cannot fly a ship and the two can fly around telling everyone how great the Empire is.



You'll note the text on Col. Smith is not reassuring. There is a possibility this character may defect. Each side has one character who may switch sides. There are no real precautions to be taken. Just use him and hope he does not defect. He is a decent combatant and has high Courage and decent Intelligence. His main skill Command. He can command military units very well. His special ability is useful for dealing with Rebel camps (insurgent cells) and ending Rebellions. We will want to send him to hotspots to command ground troops to take care of these situations. Until then (it will probably be several turns) he can support other characters.



General Vonder is not much good for missions except maybe as a support pilot. Once we need military leaders he will probably be the best we have. His unsurprised ability is fantastic and his Command score is very high. He will make a good fleet or invasion commander.



Okay, bloody hell, how many military leaders do we need? An even higher Command score then Vonder but I generally prefer to be immune to surprise.



Okay, our mad scientist. He is always good to have around for healing, especially in a dangerous mission. He excels at Research and Prisoner Interrogation missions. Research missions let you look ahead at the next Random Event card and if you get a very good success, multiple random event cards ahead. If we capture someone we will probably ship the prisoner to Earth and have Dr. Sote have a chat with them.



A master spy. She is really good about operating behind enemy lines which sadly will not come up until there are enemy lines to get behind or we find the Rebel's secret base. She is also good at finding enemy secrets. She would also be a good supporting character on a coup de'tat mission and has a small bonus for Propaganda and Diplomacy.



A mobster marine. This guy I like. He gets a bonus in persuading the Hyper-Mafia (think Jabba the Hutt) to support us. He also provides an ability to sabotage and steal resources which should come in handy once the Rebels are on the board and has skills in escaping himself and rescuing prisoners. He also tells us where the Hyper-Mafia's base is which we would not know otherwise. It is on Intlig in the Altair System in the Armes District.



Our highest ranked character, expert at physical combat, and is nobility in a large part of the Empire for those missions where it matters. He is also our best pilot and has the Avsari bonus in combat. Although his Charisma is not super impressive he will probably be doing Persuade Faction and Propaganda and Diplomacy missions for the time being.



A one-trick monkey. He is designed to kill enemy characters. He is also decent at plain combat. He is probably best joined onto a team as support and then when the opportunity for as assassination mission comes up he takes over as team leader and tries to end the life of the opponent.

Okay, we have to create 4 teams of at least 2 characters each. That means 3 teams of 2 and 1 team of 3. Note that these teams are not permanent and can be changed by picking up and droppping off characters. We have an Avsari so one of them gets the Avsari Transport. We also draw 2 items and assign them (no more then one item per tearm. Here is my suggested distribution:

Team Alpha:



This team is my Propaganda and Diplomacy team. Smith can lead as he has one of the highest Charismas and Troyer gives a bonus. This team could easily break up if I need Smith elsewhere. I also gave them the Avsari transport.

Team Beta



My Espionage team. Totem will provide the team with some muscle until he is needed for military command. Stargazer gets the Laser Rifle. She is the most likely to face enemy forces this early.

Team Gamma



This team is available for Assasination missions if it comes up. If not Sote can perform research missions or other Intelligence missions as needed. Giovanelli serves as pilot and muscle and gives the team a good chance of persuading the Hyper-Mafia if needed. I may break off Sote and have him perform Research on Earth. He will keep the combat droid as a bodyguard.

Team Delta



This team will be used early on for winning over minor factions. Can also double as Propaganda and Diplomacy, particularly in the Armes District where Pantaleon's noble status gives him bonuses. Vonder is there because he has to go somewhere.

Thoughts?

Xenocides
Jan 14, 2008

This world looks very scary....


nweismuller posted:

Your Imperial Majesty, I strongly request the initial assignment of your noble heir Mas to Aurora there to assure the honorable members of the Commerce Federation of the Empire's commitment to policies of ordered and structured commerce for the benefit of both the Commerce Federation and the Empire. I believe that the Commerce Federation's support will be invaluable to reinforce our forces and assure revenue streams for the Empire in the future. I do not presume to set policy for the Empire, and defer to your desires, but nonetheless I believe this would be a wise move.

Plus, with the Slavers' Cartel on Aurora, we can immediately help commit another minor faction. Aurora seems like an idea starting point for our minor faction team.

E: Hey, I found another error, Xenocides. The cost for your GDN 1s in Sol should be 5, not 4, so Sol only should have given us 7 surplus.

Thank you for your advice. I am torn. Not sure where to focus first. The other options are to get the Bounty Hunters and Assassins after Rebel characters early in the hopes of some lucky breaks and eliminating and capturing key Rebel scum early.

Thanks for catching that. Neither me or my opponent did. Knocking down RP to 23.

Xenocides
Jan 14, 2008

This world looks very scary....


Rebel Character Selection: Imperial Intelligence Report

CLASSIFIED - FOR THOSE WITH CLEARANCE A+ ONLY

This report includes the names and identities of Rebel Insurgents believed to be operating in Imperial Space. All are to be considered dangerous and should be terminated or captured (preferably) if possible. If termination is impossible report to higher authorities. All reasonable steps should be taken to bring these terrorists and criminals to justice. All are known to espouse the supposed ideals of the agreement forming the treasonous Rebel Concordance.

Alpha Team



Neo Scales is a skilled Avsari Rebel pilot believed subverted by his master. He is the pilot of the group. Mon Undite is another Avsari. Her brother was killed in an altercation with Imperial Security and she has apparently defected. According to the Avsari she is on a leave of absence but we believe she has been involved in locating records of Imperial activities best kept from the public. Her droid DiDi has been illegally modified to hack into Imperial network security. Lalejo Chan is a martial arts master and is skilled at infiltration. Several breakins are believed to be perpetrated by Chan. They are believed to be travelling on an Auroran freighter. As the Auroran freighter is common this is used as a form of camouflage.

Current intelligence reports that they are in hiding on Lipe in the Eridani System in the Ellington Sector but this is unconfirmed.

Many Rebel ships have the "civilian" modifier. If detected by a GDN or orbiting starship the pilot of the ship may attempt to bluff their way through as being on legitimate business if the pilot can roll a d6 (+1 if pilot has an INT of 4 or more) and can roll above the current tension level. Note that if the tension level is 0 this is automatic. If tension is high enough this can become impossible. Beginning Rebel ships are terrible compared to Imperial models but the Rebels have more options to upgrade to.

I suspect this team is optimized for Espionage. With Mon Undite leading an Espionage Mission they have a +1 for his Intelligence, +3 for Espionage Missions from him, another +3 from Chan (underlined modifiers only apply if you are leader but non-underlined count if you are on the team) and another +2 from the droid if it is working for a +9. This will be hard to stop.

You will notice that some Rebels have an SSN bonus. This is a bonus that applies only when conducting an attack on the weakness of the Moloch superweapon "cough" Death Star "cough".


Beta Team



Beta Team is led by a rogue Chapine Worker drone. She is a technical expert and practical joker. She is attended by a Ragnari bodyguard named Machumen. He worked for a seditious Rebel aristocrat and transferred his dim-witted loyalty to the Rebels. Bagul is known to have a modified Magnetic Pulsor that can cripple robots and damage equipment. We advise quick destruction. This team's purpose is unknown. Bagul is believed to possess a Sirius 7000 personal transport. Intelligence last believed they are on Ercoth in the Canis system in the Sakayama District.

I have to admit I am kind of confused on this one. Both of these characters seem like support characters. Not sure why my opponent paired them. Their ship is garbage. The poor computer makes longer-ranged hyperspace jumps less likely to succeed. This is the second worst starship in the game. Only real redeeming value is that it can pass as civilian.

Gamma Team



Gamma Team is led by Mas Edwards. This treasonous Avsari was exposed by the Emperor's son Mas Pantaleon when Edwards attempted to seize a seat on the Avsari High Council. He is currently under Avsari interdiction and should be considered highly dangerous. He travels with an Ignean by the name of Q'Q'Hn, a traitor who refused an order to eliminate a town harboring Rebel guerillas. He has a specially modified blaster pistol which he stole when he defected. They are believed to still be in possession of an Avsari Personal transport. This team was last sighted on the planet Aurora in the Lacaille system of the Karalamp District. Intelligence suspected they were searching for the Slaver's Cartel but this theory is no longer believed to be accurate.

Edwards can perform a lot of different missions due to his high stats and bonuses so he is versatile. Q'Q'Hn is less useful. He gets a bonus in a heat environment but his stats are not that impressive even when boosted. I am guessing he is on the team as combat support.The transport is one of the Rebels better ships.

Delta Team



Delta Team is led by the traitorous General T'Laniel, a Lakandi military strategist. He excelled in the Imperial Academy but he turned down a posting to serve in his home militia. He is known as a dangerous opponent and a skilled saboteur. Huat is believed to function as a bodyguard and support for the General. Selrach Ekud is a mercenary who turned to the Rebellion. He functions as their pilot and has access to bioenhancers to augment his abilities. They are believed to travel in a Sirius 7000.

Delta Team is believed to be on Gotica in the Ceti System in the Ellington District where Ekud is believed to be meeting with Legion officials.

T'laniel will almost certainly switch over to being a military commander once the war starts. Right now he is skilled at sabotage and his high rank gives him bonuses in other missions such as setting up rebel cells. Ekud would be great as an assassin if he ever acquires a rifle. I am sure if my opponent had gotten one he would have given it to him. His bonus for the Legion of Fortune is nice but is marginal. The Legion does not swing that far to either side and the benefits of the shift are small. It was a random roll that put him on the Legion homeworld.

Epsilon Team



Epsilon Team is led by a renegade Star Marine Jon Bernard. He was arrested after being unwilling to subdue treasonous civilians but was rescued by Rebel agents. His one love in life is the Rocket Launcher he liberated from the Imperial Military when he escaped which he named "Sally". He has the persona of a holovid star hero but his amiable exterior conceals the heart of a terrorist. Felicity Mahoney is the daughter of suspected smuggler Shanks Mahoney. She has an expertly disguised blockade runner that appears as a standard Chironese personal cruiser. The ship is well-armed, well shielded, and highly maneuverable. She has extensive contacts with factions all over the Empire and a knack for making money. We suspect she have revealed the location of the Free Traders Union to the Rebels.

They are suspected to be on Cots in the Sirius system of the Ellington District.

Barnard is a great assist on any mission. He has good scores in every stat and provides a +1 to any mission. Mahoney is good at making money and Persuading minor factions, particularly the Free Traders. I would fly her there right away and win them over as quickly as possible but we'll see. The Hawk of Chiron is the best starship in the game so far and the Rebels only got it because they started with Mahoney. With the right intel and a good pilot it can get in and out of almost anywhere. It also gets bonuses on attacking the weak point of the Moloch. It is basically the Millenium Falcon of this game.

Theta Team



Theta Team consists of another Avsari renegade that helped Mas Edwards escape Imperial Justice. She is a skilled pilot and Avsari warrior. She is travelling with Dr. Alex Weber, a student of the people, cultures, and environments of the Empire. His knowledge makes him highly dangerous. He is often ill and is accompanied by a medical known as Surgeon. They are believed to be using an Orbital Lighter with a hyperdrive crammed in.

They were last sighted on Elfond in the Procyon system in the Marat Sector.

An odd team, ideal for General Research. They are in the worst starship in the game. They have a good pilot so they might be able to fly around without a problem. Bulma has the ability to do an extra travel action which saves more steps for getting mission successes.

All these beings are dangerous to Imperial stability and must be neutralized. Again, forward reports of all sightings or suspected sightings to Imperial Intelligence.

Rebel characters are generally better then Imperial ones and have more gear as you can see (one per team). Many of their starships will have a hard time travelling far with their bad hyperspace computers but they have good pilots which will mitigate this.
________________________________________________________________________________

I had to place our character teams as well at the beginning of this session. All have to begin at a different District Capitol.

Alpha Team led by Mas Pantaleon is on Oisad in the Marat District.
Beta Team led by Colonel Brent Smith is on Chiron in the Karalamp District.
Gamma Team led by Marshall Totem is on Batres in the Armes District.
Delta Team led by Giovanelli is on Earth in the Central District.

Also, because the Rebels have Mahoney they know where the Free Traders Union is and it is randomly placed on Verperas in the Lacaille system in the Karalamp District. They are in the same system but not the same planet as the Slavers Cartel and the ComFed building. The system is the hub of economic activity.
________________________________________________________________________________

Well, setup is finally over. Tomorrow we plan to start on the real sequence of play and start Turn 1.

Xenocides fucked around with this message at 09:48 on Aug 2, 2015

Xenocides
Jan 14, 2008

This world looks very scary....


Minor Factions

Imperial Classified Report - Not for Distribution

This report includes classified data on various factions in the Empire that may influence events in the expected rise of Rebel activity.

This will cover what the factions do and how far they can be swayed either way. Plus numbers are support of the Rebels and minus numbers are support of the Empire. If a faction ever reaches a support of 4 either way it fully commits to that side and cannot be influenced again. Some factions never commit.

The Adim Agnot Society



This is a mystical order of assassins. They believe that if a soul of sufficient strength is killed and the right rituals performed that their death will convey power to the assassin in the afterlife. While they will take contracts they are often slow to act on them as the victim must be killed in the appropriate time. They talk about seeing the "beauty of the work" and other mystical claptrap. All assassins are trained for months or years training for their first assignment. All attempts result in either the death of the assassin or the death of the target. If the assassin fails and lives they take their own life and the contract is null and void.

This organization is hated throughout the Empire and the Empire officially suppresses them with occasional arrests and convictions. Some of these are even authentic.

The Rebels do not know the location of the Keep but high-ranking Imperials do and sometimes contact them for assistance.

The Society will never commit to either side but leans Imperial. The range in the image is how far they can go either way. For every negative we have we can solicit one assassination. At -3 we can solicit 3 assassination missions. Assassination require a character team to visit the planet but while it takes time from whatever mission they are doing it does not take a whole turn. If their commitment goes to 0 we and the Rebels can have one assassin out and at +1 they can have a Rebel. There is a 1 in 10 chance to perform the assassination each turn (1 in 5 if team is detected). The odds of success are not particularly high but it can work. If the Rebels hire an assassin and an attack is made there is a 1/6th chance the people on the planet will find out and be disgusted by Rebel involvement and lean towards the Empire. The Rebels can also raid the Society if they can get troops on the planet and eliminate ours and know where it is. This suppresses the Order until it can build a new base a few turns later. If this happens we have bigger problems as that is a District Capitol.

The Avsari Order



The Avsari Order is an order of psychic plasma sword wielding monks dedicated to the preservation of the Empire. They are generally respected as guardians of justic and peace. They are trained in combat with their plasma swords and can even redirect blaster attacks with them. They are also trained in wisdom and are encouraged to pick up additional skills. Most initiates join at a young age. Our Crown Prince Mas Pantaleon is an Avsari master.

They focus heavily on philosophical training to go with the fighting abilities to prevent them from misusing them. For centuries they have been supporters of the Empire but there are rotten elements within it. The recent defection of many Avsari from the Order to the Rebels has caused a schism in the Order. Most remain loyal to the Empire but there are a disturbing number of Rebel sympathizers. It is difficult for Intelligence to determine the scale of their involvement as Avsar is by Imperial decree prohibited to all travelers unless accompanied by an Avsari Initiate and no military units may go to the planet.

The Emperor is considering preemptively shutting down the Avsari.

There is a misprint on the board. The Avsari can go from -3 to +4. They never commit to the Empire. If they join the Rebels they form the Avsari Legion in the image which is one of the most powerful ground units in the game. The organization starts with mild Rebel sympathies. Only character teams with Avsari may go to the planet. If it commits to the Rebels the planet loses neutrality and can be invaded and occupied by either side.

The Barbarians



The Minoplisians are a disgusting species of raiders. They have colonies beyond the Empire. They stole enough technology to become a starfaring species when a colony was established on Minoplisia. They are believed to have bribed their way to be allowed to become "honest merchants" on the planet of Dayan on the edge of the Empire. They eventually drove out the Imperial colony using veiled threats. Their ships and armies (named longships and hordes due to unflattering comparisons with raiders in earth history) obsolete and bulky but are effective.

Imperial diplomats have considered offering concessions to the Minoplosians to bring them into the conflict with the Rebellion but Dayan and affiliates of the planet will doubtless be incensed at giving the "rat-men" more leverage. We know the Rebels have sent out feelers as well. If the Rebels win them over we can expect a backlash of increased Imperial support for the same reasons.

This is one of the few factions that can commit to either side. Commitment cause a shift of support to the other side but you get 7 starships 1/4 and 3 Horde units 3/8 which act like line units but take two spaces. We may want them to shore up our defenses. Their units are not good but there are enough to maybe be worth it. The Rebels will probably not want them until the war shifts to a more conventional conflict. Bringing them in early would probably just give the Empire a chance for some target practice and they would be overwhelmed.

The Bounty Hunter's Guild



The Bounty Hunter's Guild is a licensed organization designed to hunt criminals. While a few bounty hunters have defected to the Rebels most are loyal to the system. We can post bounties on the Rebels. This will cost us as they bring in minor rebels of no real consequence but we do have the possibility of bagging high-ranking rebels. To increase their willingness to hunt we may want to send representatives to win them over along with a large supply of cash.

The higher the bounty Hunters commitment to our side the more likely they are to launch hunts. The more money we have in the purse the more likely they are to hunt as well. The bounty purse slowly drops to represent minor figures brought in. If they bring in someone big they want payment out of the purse based on target's rank. There is a Stellar Event (random event) that allows the Rebels to place bounties as well. The nice thing about bounties is that to put money in the purse does not require characters to visit. You just up the purse.

The Commerce Federation



Headquartered on Aurora the Commerce Federation is a consortium of the most powerful business interests in the Empire. The Rebels call them a cancer and have vowed to dissolve it. As it stands the Commerce Federation publicly supports the Empire but does little to actually follow through. If we win them over they may realize their existence is tied to Imperial stability and support us with resources and possibly military support.

The Commerce Federation can only come our way. For every +1 we get 1 RP every turn. If they fully commit we get 4 RP and they give us six converted sloops and an Android Legion, a decent ground unit. Worth bringing them over just for the RP really. It is mostly a question of when we have time to bring them in. If the planet goes into Rebellion we lose the income and the Rebel gets 10 RP.

The Free Traders



An organization of malcontents opposing the orderly Commerce Federation. They are anti-monopolist and make noise about economic inequality. Many are known to trade on the black markets and smuggle goods. They claim to see their criminal activities as a way to help themselves and the people of the Empire but they are really after only their own profit margins. They have been marginalized for a reason. Their HQ is unknown to us at this time. Although we believe no progress has been made there is concern this organization may side with the Rebels out of a misguided belief they would be better of under a different government.

Kind of the opposite of the Commerce Federation. Their HQ cannot be attacked by either side as it is not an official place, just a planet where important members often meet. The Rebels get 1/2 of their commitment level and a bonus to espionage missions equal to the faction's commitment to represent Free Trader help.

Hyper-Mafia



The Hyper-Mafia is a netword of organized crime spanning the Empire. Basically a senate of the most powerful crime lords. They use their HQ to resolve gang wars, set limits on zones of influence, and the like. The most powerful crime lord is Nikolai Grachenko and the Grachenko building where they meets is named after him. Thanks to information from Giovanelli, a loyal Imperial soldier groomed to serve as a liaison to the Hyper-Mafia, we know of its location but the Rebels do not. This organization can be of great help in terms of material support and assistance in matters of espionage but deals made with this group may erode popular support. Currently this group provides mild support for our cause figuring the Rebels will not be as tolerant as we are.

While it begins with a slight leaning towards the Empire it can go almost to commitment on either side but never actually commits. For every commitment towards your side you get a +1 to RP and a +1 bonus on Espionage missions. The downside is at game end the Rebels get points based on allegiance of all the minor factions (positive or negative). In all but this case that is a good thing. For the Hyper-Mafia it is applied in reverse so it is a bonus if it leans towards the Empire and a negative if it leans towards the Rebels.

The Legion of Fortune



A mercenary organization, it provides elite units for a price on one year contracts. They will not commit strongly to either side. They may provide a discount to a side they favor. All their units are well-trained and can be quickly deployed almost anywhere in the Empire. The loss of a unit tends to push up the price of future contracts.

You buy units for a year. Favor shifts if you lose a unit in combat. This faction usually does not become important until the war becomes more conventional. We may at some point need to buy the Legions just to keep them out of Rebel hands.

The Pirate Princes



The Pirate Princes are an alliance of pirate factions based at a secret location. Many of them claim to have been driven to piracy by Imperial oppression. This is clearly a false justification but the Rebels have used this to try to turn them in privateers and rehabilitate their image. If the Rebels win them over we can expect their proceeds to fill the coffers of the Rebellion and Pirate ships to support Rebel operations.

It may be worth consideration to locate the Pirate base and neutralize it before this can happen.

For every point of commitment the Rebels get 1/2 an RP. In addition in every space battle at the beginning they roll a d10 and if the number is equal to or less then their commitment a pirate ship appears in support. If they full commit the Pirate base can be used as a minor Rebel base at which the Rebels can build units and light starships. The Pirates will continue to defend it. If we attack and capture the Pirate base the faction moves to fully commit to the Rebels for VP purposes but ceases to provide pirate reinforcements but any survivors become regular Rebel units.

The Slaver's Cartel



Officially the Empire opposes this group but we use their services as needed. Public line is that the cartel is currently being dealt with and is a minor problem. In truth Imperial political prisoners are often liquidated here to provide funds. The various slaver organizations fought for years before forming a cartel to cut down on infighting. A secret concentration camp on Aurora in an underground bases houses hundreds of thousands of slaves. They provide support for the war effort in exchange for our clandestine ignoring of their activities.

This organization never commits but always provides us with income equal to double their commitment level. If the Rebels conquer Aurora then they get 10 RP from the freed slaves and the Faction ceases to exist except for VP scoring.

Whew, that took longer then I thought it would.

nweismuller posted:

Yet another problem detected. The difference in cost between Corvettes and Destroyers is 2, and downgrading a 2nd Line unit to a Conscript unit only recovers 3 RP. You could upgrade two of the Corvettes to Destroyers and downgrade one to a Sloop, though, and it would work.

Fixed.

Okay, starting first turn today so will finally get this show on the road.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn Sequence
___________________________________________________________________

Preliminary Stage

Stellar Events Phase

A Stellar Event Card is drawn. Some are good for the Empire, some for the Rebels, and some are more neutral. Some cards also activate Sovereign characters who rise to prominence. You also determine the Initiative to determine the Empire's alert status and who has the military initiative.

Resource and Builds Phase

We collect taxes from the current district and from secrets and minor faction support. The Rebels collect from minor faction support and tax their worlds (including their secret base) on turns the Central District is taxed. The Imperial pay upkeep. Units are built and RP may be converted into Stellar Credits (SC), the character scale currency, to assist with character missions. The Imperials can also assign bounty hunter money.
___________________________________________________________________

Missions Stage

Rebel Mission Phase

The Rebel assigns team and assigns SC to the teams. Characters can be left out of the mission to rest and will be fully healed at the end of the turn. Special Forces detachments that can perform missions are also assigned.

The Imperials can then search for any detected Rebel teams to try to find and attack them.

Each team in player choice order does the following:

The Rebel picks a team and assigns a mission. They roll for a Pre-Mission Random Event. The team may try to buy a new spaceship. They perform six action steps in which they can move, carry out field activities (progress on mission with possible random event) or perform extrinsic activities (things like healing, fixing equipment or spaceships, etc). Once all six are completed the team rolls to see if the mission succeeded. The team is flipped to Done side.

Once all teams do their mission they flip back from their Done side.

First Rebellion Phase

If Rebel forces appeared due to a rebellion where there are Imperial forces the Rebels may choose to engage them.

Imperial Missions Phase

Done exactly the same as Rebel Mission phase but switch sides.
___________________________________________________________________

Military Operations Stage

Whoever holds the Operational Initiative decides who moves first. That will (hopefully) be the Empire for some time.

First Player's Military Operations Phase

This player moves starships and ground units carried by transposts to any surface or orbit box on the same or a different planet. If you move from one star system to another you have to roll for your hyperjump. The opposing player may intercept any ships or transports moving through their area. If you move into an area containing enemy starships you will have to fight. Characters can also be shuttle to and from the surface and orbit boxes if they travelled with the military starships.

Space Combat Segment

Fight space battles. If any character is in the orbit box they may lead the force.

Surface Combat Segment

Transports may land on a planet and be escorted by light starships. Ground Combat occurs on all contested planets.

Second Player's Military Operations Phase

Same as above but sides are switched.
___________________________________________________________________

Final Stage

Concordance Allegiance Phase

If a planet in Rebellion has no Imperial Ground Units on it it joins the Concordance (the Rebel government). This is permanent. The populace of the planet now consider themselves part of the new government. The Empire can occupy the planet but never win it back so it cannot be taxed ever again and will give the Rebels VP at the end of the game (though less if occupied).

Second Rebellion Combat Phase

If a new rebellion has been sparked same as the first.

Repairs Phase

Units can be repaired at the cost of 0.5 RP per hit as long as they are on or in orbit around a controlled planet (no enemy forces on the ground). GDNs are automatically repaired at no cost if the planet is friendly controlled. The Rebels can also be repaired at their major secret base or any minor base they construct.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 1 Stellar Events Phase





Stellar Times Lead Article

A crisis has developed on the planet Cedbia. A group of Endobell veterans have complained about pensions and risen up on the planet and sworn allegiance to this Rebel Concordance movement. Imperial officials are baffled as to where the pension money went. Critics of the Empire are already accusing it of graft. Imperial officials have denied the claim. The planet has been placed under martial law and the local army called up but military analysts suspect that local forces will be unable to deal with the situation. In addition they suspect that regular military line units would have difficulty facing the natives in such a hostile environment. The Imperial Viceroy is reported to have called the Duke of Karalamp for military support.

Imperial Analysis - For Military Personnel Only

The Rebellion on Endobell occurred due to graft committed by the Imperial Viceroy. He is being disciplined appropriately. There is no question that the forces on the planet have made contact with the Rebel Concordance. They have secured transports that would enable them to leave the planet and we expect the Rebels to encourage them to flee to their secret base. They must know that this unit will be unable to fend off the might of the Empire. The Stormtroopers of the Fighting First will be deployed to the planet to subdue the Rebel unit with the assistance of the Flying Guard conscript army and the light cruiser Intrepid will join with the customs sloop Picket there to attempt to intercept the unit should it attempt to leave the planet.

This is an interesting skirmish. Rebel units being on the planet pushes the tension up to 3 which allows up to 3 units to be deployed to the planet on the surface and in space (3 each). It also allows up to 1 of the units to be a capital ship and 1 to be an elite unit. The district does not have a capital ship to send but it does have a stormtrooper unit. The downside is that when we attack because over half their force is composed of Irregulars they get a bonus on surprise and can use that to get some lick in or, more likely, use the Irregulars ability to fade away and avoid combat. Then they will try to run the blockade and have a very good chance of succeeding (80% chance with two starships in orbit).

Also almost all Rebel units have an environmental preference and get a +1 to STR on their preferred planet type. This makes the Rebel unit have equal STR to the Stormtrooper unit but the Stormtrooper unit has higher END and can take more hits and will have the Conscript force supporting. I think I can get this unit but it is not a sure thing. If the Rebels drop in a leader to command the unit the situation changes but I doubt that will happen as it risks the death or capture of the character and if it does we just send one of ours.


Initiative



Initiative measures the overall threat to the Empire. All planets with positive unrest add that value to the Initiative. Every faction leaning towards the Rebels adds their value to the Initiative. A planet in Rebellion adds 7 and every planet that has joined the Concordance adds 8 if it has Imperial troops there and 10 if it does not. Right now there are 3 planets with a +1 and the Avsari Order also provides a +1 so the Initiative is 4.

While the Initiative is 1-100 the Empire is in Condition Green. All is fairly well and we always have the initiative.

If the Initiative reaches 101 then we roll for the initiative with it being more and more likely the Rebels will get it the higher it climbs. At this point we can train suicide bomber units (not officially of course, officially it is tragically misplaced idealism) and build the Moloch superweapon but not use its planet-busting ability. The Empire is in condition yellow which costs a small amount of upkeep but tension goes up by 1 everywhere.

If the Initiative reaches 201+ then the Rebels always have the initiative and we can use the Moloch to eliminate planets. Upkeep goes up slightly and tension increases by another 1 (to +2) everywhere.
______________________________________________________________________

Operational Decisions

Please share your opinion on each matter:

1) We have the option of converting RP into 1,000 Stellar Credits each but no more then 1/10th of what is left in the Resource reserve. Since there is no income on the first turn and we have 23 RP we can convert up to 2 RP assuming we buy no units (not planning on it). In all the games I played (all 2 of them) it is important to build up the Imperial RP reserve. RP tends to get VERY tight in the late game.

A) Get 1,000 Stellar Credits and give it to the Characters for help on Missions.
B) Get 2,000 Stellar Credits, put up Bounty money, and use the rest for character missions.

2) We have Mas Pantaleon ready to try to win over minor factions. He is on the Agni Agnot world now but can fly elsewhere.

A) Win over the Agni Agnot so we can max out the number of our assassination contracts and get discounts. Has the advantage of being most likely to succeed as no time will be spent moving. Note if we anything but A Mas Pantaleon will put out at least one contract before leaving the planet.
B) Head over to win over the Commerce Federation. This will provide some more RP and if we can fully commit them we get their forces.
C) Head over to win over the Slaver's Cartel. This provides the most short-term gain as we get double the RP value but no forces.
D) Head over to win over the Bounty Hunter's guild. This makes bounty attacks more likely.

3) We have one team ready for Espionage missions. What should we look for?

A) Begin a search for the Rebel's secret base. This is an all or nothing proposition and we will need to focus heavily on it. It requires 18 successes on Espionage missions. This must be done on a Concordance planet or a planet with Rebel Units. We have an opportunity to head for Cebdia and attempt Espionage now. The problem is it may take time before we get another opportunity to further the search.
B) Begin working on locating Pirate's Cove so we have the option of neutralizing the Pirates.
C) Focus on enemy teams. Head to a planet with a Rebel team and conduct Espionage to detect the team operating on the planet.

Vote by matching Number and letter. If you have alternate suggestions let me know.
Vote by picking numbers and letters.

Xenocides
Jan 14, 2008

This world looks very scary....


Pvt.Scott posted:

Our storm troopers shall be henceforth known as the Kiryu-Kai, great heroes of mankind's past. The silhouette of the Kobayashi Maru shall strike fear into enemy fleets, for she is unbeatable!

I will add this. We are playing tonight. Not sure if it will be enough for an update.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 1

Resource and Builds Phase

Imperials collect no taxes or income on Turn 1. We have 23 RP and convert 2 RP into 2,000 SC. 1,000 SC are sent to the Bounty Hunter's Guild purse. Bounty Hunter's Guild currently has 1 bounty factor.

The Rebels also buy nothing and covert 1 RP into 1,000 SC.

Kind of expected though I had hoped he would build a minor base to try to evacuate his new ground troops to.
___________________________________________________________

Rebel Mission Phase

Team Organization

All teams remain the same. Money is allocated between his teams.

Imperial Search Segment

None, as none of his teams start out detected. Maybe next time.
___________________________________________________________

Epsilon Team



Mahoney and Barnard are assigned the mission of winning over The Free Traders minor faction. Mahoney is Mission Leader. They receive no money.

I suspect this was done first as they give a bonus to Espionage missions.

They are on the planet Cots in the Ellington Sector.

Preliminary Event

Preliminary Event roll: d100 = 4

They get a common item.



So you don't have my money and you want me to take this robot in lieu of payment?

Please mistress. Anything to get away from that stupid meatbag merchant. Another day listening to his mindless and infantile haggling and I would be compelled to fire multiple blaster shots into his brain to avoid a malfunction.

Never mind, I'll take it.

The Preliminary Mission step is where you get most items and new characters. This was a good roll, not as good as getting a new character, but still good.

1st Action Stage

You get 6 action stages. For every action stage successfully completed at the mission site you modify the target number for the mission.

The team hops in their starship and leaves the planet Cots enroute to Vesperas.



First they have to take off. The GDN at Cots can try to detect them as tension is greater then 0. Mahoney is flying and has a NAV of 4 which adds 1 to the ship's MNV making it a 5. We need a 4 or less on a d10 to detect the ship and have a +3 modifier due to low tension so we need a 1.. Rolled a 5 and the ship breaks orbit undetected. The GDN operator thought he saw something suspicious at first glance but decided the paperwork would be too much of a hassle and let the ship go. If we had ships in orbit they could try to detect too but we do not.

The ship plots a course to Vesperas. It is 2 from Sirius to Sol, 1 from Sol to Centauri, and 2 from Centauri to Lacaille for a distance of 5. The ship has a good computer which modifies it down to 4. The pilot has a NAV of 4 so we roll on the 0 line. 2d6 and ship is off-course on a 10 or higher with no possibility of being lost. They roll a 6 and arrive safely.

There are no starships to detect the ship and the GDN cannot try to detect them as Tension on the planet is 0. Normally a planet with a minor faction has a tension of +1 for each minor but since we do not "know" the Free Traders are here we do not get the modifier. They land and finish the action phase.

2nd Action Stage

They use this action to work on the mission which means roll a d100 to see what happens.

They find a friendly Rebel sympathizer doctor who would heal every organic....

Meatbag

....right, every meatbag character 2 hits. They do not need this. This is

1 FASC (this is what you accumulate for completing these steps.

3rd Action Stage

Mahoney has problems finding her contacts on the planet as they are off-world. She has to work backwards to find other contacts. -2 FASC modifier.

I thought you knew these people.

They travel a lot. Making money. That thing non-idealistic non-crazy people do for a living.

-1 FASC

4th Action Stage

A thief picks Barnard's pocket and steals a lot of lint. Normally this would take all the team's money.

One advantage of working for frugal people.

Stop trying to make being broke into a virtue.

0 FASC

5th Action Stage

They walk into a bar to find a contact.

Excuse me sir you appear to have been beaten around the face a bit. Do you need medical attention?

Where did the Rebels find this guy?

Roll 1d10 and the team has to fight that many civilians. 1d10 = 1, only the guy with the ugly face is involved.



This is a minor fight at best. If the civilian is lucky he might get 1 hit on them. If there were 7+ civilians this might have gotten hairy. This is a System Opponent which means it runs by automatic rules. I cannot choose my target.

Both sides roll for surprise and neither are surprised. My opponent puts the combat droid in the back line, probably because organics heal naturally.

I find the tactical reasoning for this unsound.

The civilian randomly selects Mahoney and does 1 point of damage but Mahoney rolls Agility and dodges the attack. Barnard punches the civilian and does 4 points of damage. The Civilian is knocked out cold and they leave.

I suppose the bruise cannot make his face much worse.

That's the spirit.

1 FASC

6th Action Stage

Again the team suffers a setback when the contact is not well liked by the Free Traders at the moment. -1 to FASC.

1 FASC

Final Step



Total is 1 FASC. This mission doubles the FASC and makes it a 2. Felicity is team leader so we add her CHA-2 for another 1. Felicity gives a +6 to Persuading this faction, Barnard gives a +1 to every mission, and the Free Traders are at 0 so we get no bonus there.

Final total is 10. He needs a 10 or less on a d20 to succeed. There is no chance of more then one level of success so 1-10 success, 11-12 partial success, 13-16 Failure, 17-20 Abysmal failure.

12, a partial success. The Free Traders are sympathetic to the plight of the Rebels but are unwilling to commit to what may be a losing cause and risk the wrath of the Empire.

That was rough luck in the Action steps.
___________________________________________________________

Alpha Team



Alpha Team is assigned 100 SC and sent to Marlowe to investigate the Secret there in an Espionage Mission. Mon Undite is Mission Leader.



Makes sense, they are already in the same system.

Preliminary Action Step

They rolled that a sovereign has to go home. There is a 1 in 4 chance of this if you take a sovereign on a mission with you. No sovereign so no effect.

1st Action Step

They take off from Lipe in their Auroran freighter and neither the GDN or the destroyer can try to track as Tension is 0. They fly on impulse drive to Marlowe and try to land on the planet. An uninverted Secret gives a +1 so we have enough tension to try to track. The ship's MNV is 1 but Scales NAV of 6 makes it a 4. We need a 5 or less with a +3 due to low tension and a -1 for a lvl 1 GDN so a +2 modifier. We roll a 3 modified to a 5 and the GDN operators are suspicious.

"What is your cargo and destination?"

We are heading for one of the outer islands carrying seedcrop for the human colony there.

The Auroran freighter is common though and Scales attempts to talk his way through. They have to roll higher then the tension on a 1d6. You get a +1 bonus on the roll if you have an INT of 4 or higher. The droid DiDi has that level but only the pilot can modify the roll.

"You are cleared."

1d6=3, only a 1 in 6 chance of finding them but that was still a little nervewracking for the crew.

2nd Action Step

Mission Crisis rolled.

A customs inspecter shows up to inspect the seed crop for contaminants and is wondering why there isn't any on board.

There must have been a paperwork error. We are picking up the seedcrop here.

Roll mission attribute (INT) or less for the Mission Leader or the mission is an automatic abysmal failure. 1d6 = 2. The customs official accepts the explanation and makes a note that the ship is harmless. The FASC gets a +2 bonus due to succeeding on the check.

FASC 3

3rd Action Step

The Customs Officer relayed the request to the local farmers and the team finds itself deluged by offers to sell.....apparently it is a buyer's market.

I am something of a master of espionage and I am pretty sure this does not count as inconspicuous.

We should spend some time acting the part of they are going to be on to us.

Skip the next action step due to delays so we go to Step 5

FASC 4

5th Action Step

The team crosses a cliffside chasm and almost fall in. Luckily they were not carrying anything or they might have dropped it. Fortunately for them robots count as companions and not items or DiDi may have taken a dive.

FASC 5

6th Action Step

An Imperial Informer paid to keep their eyes on strangers poking around near the graveyard spots the team and calls the situation in.. They have been detected.

Detection means we can hunt them in the next search phase. They stay detected until they perform a Hide mission, an event of some kind removes it, or they leave and go to another planet.

FASC 6

Final Step

The team infiltrates the Graveyard.



FASC 6 doubled to 12. Add +1 for Undites Intelligence, +3 for his specialty on Espionage Missions, and +3 for Chan's Espionage bonus for a total of 19.

Shall I plug into the network?

No DiDi, we should be able to get the intel we need without risking you.

He decides not to use the Droid or the bribe money he had as only a 20 will not succeed and getting more then one success accrues nothing on this mission. d20=19.

I got in and took the pictures you wanted. Light starships, fighters, armored fighting vehicles, artillery, blaster rifles, pistols, body armor, this planet is a storage depot for barely obsolete weaponry.

Report to New Hope. We found a storage yard of obsolete but maintained weaponry. If we can take the planet we can use these weapons and turn them against the Empire.

Meanwhile the agent reports in and the counter is flipped. Tension on the planet is now 4 though between the found secret and the Rebels being detected. It may be harder to get off the planet.
___________________________________________________________

Beta Team



Bagul is put in charge of a mission to place a Rebel cell on the planet Ercoth (where they already are) in the Sayakama Sector with Bagul as Mission Leader and are given 300 SC for spending money.



The team is not optimized for this mission as it gets bonuses for high RNK which they both do not have but the mission is not particularly difficult either.

Preliminary Action Step

Sovereign recalled, nothing here. Bagul begins meeting with cyborg groups unhappy with the Empire to look for something to use as the core of a resistance cell.

1st Action Step

Rumors are the indigenous life forms are quiescent.

This means no monster attacks. Each planet has a random monster assigned at the beginning of the game. Each action step you have a 10% chance of rolling the event and running into it.

FASC 1

2nd Action Step

Imperial Informants and troops are lax and if the team was detected they become undetected. No effect.

FASC 2

3rd Action Step

Bagul runs into an off-duty Imperial Officer and attempts to recruit him to the Rebel cell.

Have you considered the advantages of helping to destroy the Imperial political and military apparatus and joining the Rebel Concordance?

Mission Crisis. The team has to roll their mission critical attribute or less on a d6 or suffer abysmal failure. He needs a 1.

Officer: "You're a funny guy. What are you trying to sell with that line? Vacuum cleaners.

drat IT!! If they had failed they would have been attacked by a Search and Destroy Team. A conscript one since that is what is on the planet but still could have taken them down.

He passes so gets a +2 to FASC

FASC 5

4th Action Step

Out of my way metal man.

Please stop antagonizing the locals before they......surround us with clubs and decide to teach us some respect. This mission just took an interesting turn.

d10= 4 civilians attack.



Neither side is surprised. Bagul's gun will not help beyond the +1 to STR against these opponents. Two Civilians attack each of them. Both have a STR of 5 after adding in the Magnetic Pulsor. The defender is required to at least match the STR of each attacker before allocating any surplus. Each of them allocate 4 STR to one of the civilians and 1 to the other, probably in hopes of knocking out the more heavily hit one. Bagul and Machumen also plan to attempt to disengage next round as they have no desire to fight these guys.

One civilian hits Bagul for 1 hit (rolls agility and fails) and the other misses. One civilian hits Machumen for 2 and the other misses.

Bagul deals 1 hit to the target he concentrated on and misses the other. Machumen deals 2 hits to the target he concentrated on (knocking him out of the fight) and the other misses.

MACHUMEN CRUSH!!!!!!!!!

They try to run and compare STR of 10 to enemy STR of 3 and get a +7. They need a 6 or less on 2d6 and roll a 12. Combat continues.



The wounded civilian heads for Baul and the other 2 go for Machumen. Bagul puts 2 STR on the guy fighting him and 3 on one fighting Machumen. Machumen puts 1 STR on the same guy and 4 on the other.

Bagul takes 1 hit and Machumen avoids both attacks.

Bagul misses the guy attacking him but knocks out the one attacking Machumen with 2 hits. Machumen wasted his 1 STR attack but does 2 hits of damage and knocks out his other attacker. With only one dazed attacker left the team flees and both team members have 2 damage.

FASC 6

5th Action Step

The dazed idiot reports the incident and a sharp Imperial Intelligence agent combing through reports on the planet recognizes the description of the attackers, puts out an APB on the Rebels making their attempts to find agents impossible, and a full alert is declared. The mission is aborted and the team is detected.
___________________________________________________________

That is as far as we got tonight as we had to reteach ourselves the Mission rules as we went. Stay tuned for the other 3 Rebel missions and then our missions start.

Not bad. 2 out of 3 missions failed and 2 teams detected. Maybe this Rebellion is not such a big deal after all.

Xenocides
Jan 14, 2008

This world looks very scary....


Slaan posted:

The way I read it was that I was supposed to only do the stuff on my capital planet since I am the Acting Duke. But I guess others are doing the entire district since we don't have many players. I'll form up a list of names for my other units then, I guess. At least, the non-Conscript ones.


nweismuller posted:

I read it the same way. Only one person submitted names for the entire district, thus far.

Feel free to name everything if you want but do not feel obligated to by any means. I am hoping once we get the game going further and things start happening more people will get involved but either way the LP will go on.

I apologize for the non-size conforming character portraits. The portraits are not the same size or shape on the cards so my attempts to standardize them looked even worse.

Xenocides
Jan 14, 2008

This world looks very scary....


Friar John posted:

Cool beans. Xenocides, mind if I take this guy? And I'll help name the units in Sol sector, if you want.

Sure, feel free to name the units on Mars and Ganymede if you want. Welcome aboard.

Xenocides
Jan 14, 2008

This world looks very scary....


Slaan posted:

Right, I copy-pasted the wrong section. I'll fix it.

No problem, I just used the same names for the ships.

Friar John posted:

Your Imperial Majesty
Pursuant to the conversation we had last time I had the pleasure of being on Earth, I have spent the past few weeks helping reorganizing the units assigned to public order duties in the Sol system. Truth be told, though there is little love for the Rebellion on Mars and Ganymede, the defenses we have in place are somewhat antiquated. On Mars, the only unit that is currently activated and ready for deployment is the 10th Gebirsjaeger Division Tharsis. Though it has a storied history, it's current level of equipment and training leaves much to be desired. On Ganymede the situation is even worse - rather than dedicated military support, all we have are the officers of the ISSP, the remnants of a pre-Imperial inter-planetary police force. For the time being these will have to be enough, but should agents succeed in penetrating our defense networks I fear for the troops' abilities to catch them.

As to the matter of that most vexing Viceroy, whose actions have stained the honor of Your Imperial Name, please rest assured, My Sovereign. He has been justly recompensed for his greed.

Your Most Obedient Servant
Colonel Lao Chang

Unfortunately the Empire cannot afford to increase our presence in the Central District beyond maintaining a reaction force around Earth for deployment to other districts. We are still many years from having sufficient military strength to secure every planet in the Empire adequately and priority must be given to those areas where loyalty is weaker or where Rebel agents are operating. In time we can revisit an increase.

His Eminence,
Emperor Pantaleon IX

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 1 Rebel Mission Phase Continued
___________________________________________________________

Gamma Team



The team is given orders to proceed to the planet Halen in the Van Mannen system of the Karalamp District and establish a Rebel cell with Edwards as Mission Leader.



They are on the planet Aurora (upper right) with the Slaver's Cartel and the Commerce Federation.

Most likely they were given this mission because the defenses on the planet are light and Q'Q'Hn is a native which gives a bonus. He also gets his bonus for being on a Heat planet.

Preliminary Action Step

The team rolls that they get an item.



Mas Edwards fled Avsari after being placed on interdict and was forced to leave his dog Duke behind. Friendly Avsari on the planet finally manage to get the dog sent to him.

That is a good item..........

Duke return.

Good to see you boy. Ready to go discomfit some Imperial oppressors?

Ready.

1st Action Step

The team boards their ship and launches from Aurora in their Avsari transport. Tension is 2 and the GDN is a lvl 1. The modified MNV of the ship is 4 which means we need a 5 or less with a -1 for the GDN lvl. We roll an 8 and the ship is undetected. It tries to get past the Sloop in orbit. Still need a 5 or less and we have a +4 for only having one starship and a -1 for the GDN. Rolled a 4 modified to a 7 and the ship is not detected.

It is a 3 distance jump and they have a 4 NAV meaning the check is negative and only 12 on 2d6 causes a problem. 2d6=2 and the jump is successful.

There is no attempt at detection on Halen as Tension is 0 there.

FASC 0

2nd Action Step

They begin investigating resistance groups to find the beginnings of a cell. Some local bounty hunters suspect they are Rebels. The current commitment level is 1 for Bounty Hunters due to the 1000 SC in their purse. We get a -2 from their Commitment. We need a 1 or less on a d10 with a -2 modifier. d10=6 modified to 4 and the bounty hunters do not consider the dangers worth it.

With a few thousand more SC in there they would have attacked.

FASC 1

3rd Action Step

Major setback as a major group contacted rebuffs them. -2 to the FASC.

FASC 0

4th Action Step

Wildlife is quiescent. No monster attacks possible for the rest of the mission.

FASC 1

5th Action Step

Due to kids sneaking into the dockyards and messing with the ship a key part is removed. The ship cannot take off until it is repaired.

FASC 2

6th Action Step

Monster attack, but those are disabled right now sadly.

I think this group will serve our purposes.

FASC 3

Final Step

FASC 3



So FASC doubled to 6 + 3 for Edward's RNK, -1 for unrest, +2 for being a character's homeworld, -1 for Heat environment. Final total is 9. They spend 200 SC on bribes to modify to 11. They roll a 7. A rebel cell is planted on Halen. A small group of Rebel agents is now on the planet.


___________________________________________________________

Delta Team



General T'Laniel is given orders to proceed to the planet Lakandon and set up a Rebel cell. They are given $300

This is the general's homeworld.



Short trip for Gotica to Lakandon.

Preliminary Action Step

The team gets an item.



A sympathizer is Tlaniel's old unit manages to smuggle him a suitcase antimatter bomb. The General will keep it.

That is a lot of Sabotage bonuses in that team.

1st Action Step

The team boards their Sirius 7000 and leaves Gotica. The low tension and skilled flying gets them past the GDN. The destroyer is on the far side of the planet and does not see them leave.

They execute the jump successfully (could only fail on a 12) and reach Lakandon.

We are carrying exotic foodstuff for the elf king.

The GDN detects something suspicious about the ship but Ekud manages to convince them there is nothing amiss

Worked like a charm.

What is it with humans and their obsession with calling everything with pointed ears elves?

Fine, whatever you say Spock.

FASC 0

2nd Action Step

The General heads into the city to find retired members of his old unit who were not happy with the Empire.

A Lakandi recognizes the General from his time in the local militia unit and contacts the authorities. The team is detected.

FASC 1

3rd Action Step

The General finds several of his old friends who lead him to others. Major inroads are made.

The group gets an extra action step.

FASC 2

3rd Action Step Mark 2

An Imperial Intelligence agent operating on the tip just received spies the General and hurries to call in a team to arrest the Rebels. A search is ordered.

STR 1 of Conscripts for a STR 1 search.

Highest INT in group= Tlaniel's 4 + 5 for environment size of planet - 3 for characters being hunted = 6

On a d10 we need a 1. d10 = 1, we've found them. We roll a d6 to find out how many troops are in the team that finds them. d6=4.

We use the best unit on the planet which is unfortunately conscripts.



Line units give you 2/4 troops and elites give you 3/6 for comparison. If any military leader is assigned to the troops he can join the battle. It is also worth noting that if you have a character team on planet you can send them instead if you like. If you have no ground units you can get 1/2 d6 of conscripts to represent police. Rebel camps (not cells) can send in guerillas. If you have Special Forces you can use Commandos and if we had a suicide bomber we could use it.

1 conscript each with the extra targeting Huat. The Rebels put all attack on one Conscript except Huat who puts 1 on 1 attacker and the rest on the other. The Rebels declare prepared disengagement and get ready to run.

The conscripts miss except for the one targeting Ekud who takes 1 hit.

Tlaniel deals out 1 hit. Huat downs one both of his opponents with lucky rolls and Ekud takes out his as well.

Taking advantage of the confusion as the Conscript forces fall back the party flees with Ekud taking 1 hit being the only damage sustained.

While they could have stuck around to fight and won there is little point. It just risks the group taking another hit.

FASC 3

4th Action Step

Tlaniel meets with his contacts who lead him to even more Rebel sympathizers. Increase FASC by 1.

FASC 5

5th Action Step

The team runs into another enemy patrol sweeping the area trying to find them of d6=3 conscripts.

The Rebels again plan to run and each character commits their full attack to the conscript attacking them.

The Conscripts all miss and each Rebel deals 1 hit to their attackers and the Rebels flee.

I am beginning to suspect that everyone on this entire planet knows who you are.

I did not anticipate the wanted posters on every street corner.

FASC 6

6th Action Step

Ekud wanders into a casino while Tlaniel is negotiating and wins 100 SC

Another mission funded by my genius.

Seriously? He rolled a d100 and got 100. The RNG hates me.

FASC 7

Final Step



FASC 7 doubled is 14 + 4 for Tlaniel's rank + 1 for planet's unrest + 2 for being Tlaniel's home + 1 for being a natural environment. Comes to 22 + 3 = 25 for spending $300.

While success is already automatic at this point they are going for a more extreme success. With a 1-5 they get 3 cells, with 6-15 they get 2 cells, and anything else they get 1 cell. 1d20 = 1.

3 Sleeper cells are planted on Lakandon.



That probably could have gone better.
___________________________________________________________

Theta Team



So what do our commanders on New Hope want us to do?

Due to financial restrictions and yada yada yada we request that you devote your efforts to raising funds for the Rebellion. Great.....here I am smartest man in the Empire and they want me to be some grubby merchant.

I'm an Avsari.....what do I know about making money?

The acquisition of wealth is not part of my programming.

I suppose some reprogramming is in order.

The team is assigned to Raise money on the planet Elfond where they started out. They are given $100 walking around money and Dr. Weber is Mission Leader.

Preliminary Action Step

Early Arrival. They get to take an action step in the Preliminary step.

Well that was an easy trip walking out of the building. What next?

Mission crisis.

I have no idea how to make money!!!!!

Roll the mission stat or less or fail the mission. If you pass add 2 to the FASC. Weber has a 6 INT so it is automatic.

I have a plan.

FASC 3

1st Action Step

One of Dr. Weber's former students (who he flunked out after making several remarks comparing the student's intellectual faculties to a form of suicidal fungi and suggesting that his family tree must make that of the Hapsburgs look like a genetically diverse bunch) spots him and reports to the Imperials. The team is detected.

We seem to be getting this event a lot.

FASC 4

2nd Action Step

A friendly doctor offers medical treatment but they have no need of it.

Was he questioning my competence?

FASC 5

3rd Action Step

The Imperial agent assigned to investigate the Dr. Weber situation narrows down the team's location. They need a 1 on a 1d10 to find them. d10=3.

FASC 6

4th Action Step

Where is our currency Surgeon?

I gave it away to that nice man with the cardboard sign saying he had 3 starving children at home as per programming.

No, acquire money, not give it away. Give me a wrench. I need to reprogram again.

Team loses all money.

FASC 7

5th Action Step

The team stumbles onto an enemy patrol. d6=1 soldier.

A single conscript spots Dr. Weber and pulls out his blaster pistol. Mon Bulma orders Dr. Weber and Surgeon to stay behind her as she turns on her plasma sword. They prepare to run.

You can screen people from combat at the expense of their attack. As the medical droid cannot attack and Dr. Weber's attack is not worth speaking of this is probably wise. This also forces the conscript to attack Bulma whose lightsaber....sorry plasma sword..... can deflect attacks and reduces the conscripts attack to 0. You can still attack with a 0 but odds are not good for success. Trying to disengage is smart but odds are this guy will be dead before it matters.

The Conscript misses and Bulma does 2 hits of damage and slices the Conscript in twain.

Fascinating. I have never seen one of those in action before.

FASC 8

6th Action Step

What is going on? Some kind of festival?

I forgot.....the shorter days here. We have more time then expected to prepare for our mission.

The mission marker goes back to Action Step 5 for next Action.

FASC 9

5th Action Step Mark 2

Bounty Hunters hear about Dr. Weber. Roll a 1d10. Need 3 or less to attack. d10=4

FASC 10

6th Action Step Mark 2

The Poissons Poilue launch another search and needs a 1 again. 1d10 = 2.

Failed.

FASC 11

Final Step



FASC is 11 doubled to 22 + 1 = 22 for Dr. Weber having a high INT.

D20 = 4

Two successes or Brilliant success. Each character raises d10 x 50.

I showed that miserable Trebek who has the right questions. These game shows are just giving money away.

d10=10= $500

Collections for the Avsari Orphans fund? I feel so dirty.

d10=7= $350

After rigorous experimentation I determined that sales of medical services are improved if you greet random people in the street, surgically remove one of their appendages, and then offer to reattach it and provide a general check-up for a modest fee.

d10=9=$450

Total = $1,200
___________________________________________________________

Rebel Missions Phase Complete.

All funds are returned to the General Missions purse which now totals $1,700.

Troops will be dispatched to detected teams and we can hopefully make them pay for their temerity. Next time our teams begin their missions.

Xenocides
Jan 14, 2008

This world looks very scary....


Corbeau posted:

This game looks both amazing and terrible. :stare:

... Any fleet bases up for command?

It is both in a way. I love the game. While it is packed with charts and minutiae it is a wonderful story generator. The game loses a lot in brevity with the extended mission routine but it feels more organic then what most games would do which is add up a few modifiers and roll to see if you succeeded.

All the Duchies are claimed but you can have any other planet except Mars. In fact it might make sense to make goons military leaders and political advisors of whole systems if you want more then one planet. Just pick one planet in the system to be your HQ and I can put you on the map.

Friar John, that means you also have Ganymede to worry about. :)

I guess if you want I can make you captain of the Imperial Will, our current battlestar flagship. You probably won't see much action for a while there though until we have some enemy starships to shoot down. No idea when that will hit but it will eventually.

Xenocides
Jan 14, 2008

This world looks very scary....


Space Bat posted:

Maybe I missed it, but how are the events during the action segments determined? Is it a chart or taken from a deck?

It is a d100 chart. The most likely events have about a 10% chance going all the way down to 1%.

inflatablefish posted:

You're just waiting for the "Fire at Will!" joke, aren't you?

Now I am.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 1 Missions Stage, Continued

First Rebellion Combat Phase

If anything that happened in the Stellar Events Phase or, more likely, the Missions Phase so far, had triggered a Rebellion the Rebels can attack with whatever forces they acquired when the Rebellion started. With no Rebellions occurring this is a quick phase.
___________________________________________________________

Imperial Missions Phase

Team Organization Segment

I organize teams and assign them money (all end up with $200). I also split Delta Team, separating the Doctor and his droid and making them Epsilon Team.

Rebel Search Segment

Rebels can hunt detected Imperial teams. Not applicable.
___________________________________________________________

Team Epsilon



Dr. Sote receives orders to investigate current societal trends to attempt to discover what major events will next occur in the Empire next while remaining on Earth. He is given $200.

General Research mission. Generally Imperial characters face less opposition of the shooting variety on their missions but this team is still pretty light. This team also has no spaceship to travel with. If we need to add Sote to a team later someone will have to come pick him up.

Preliminary Action Step

Sovereign called home, no effect.

1st Action Step

The doctor begins digging through historical data to determine upcoming trends.

Human beings are predictable and for one with my brilliance they are easy to unravel.

Due to the doctor's access to information from all over the Empire his research takes little time. Do not advance the Action Step.

FASC 1

1st Action Step Mark 2

Dr. Sote is out at night after hours and is arrested for public urination and goes to jail.

Do you have any idea who I am?!?!?!?!?

FASC 2

2nd Action Step

Extrinsic Activity Step (No FASC progression)

Greeting meatbag. I am here to bail your prisoner out of jail or kill you all and release him. Which do you prefer?

$100 is paid to bail Dr. Sote out.

FASC 2

3rd Action Step

I feel a sudden urge to pick daisies and frolic through the fields. What is wrong with me?

One random item malfunctions. Has to be the droid.

FASC 3

4th Action Step

Extrinsic Activity Step (No FASC progression)

The Doctor attempts to repair the droid. Need to roll his INT or less on d10 = 5 success, droid is repaired.

FASC 3

5th Action Step

The doctor makes another breakthrough in his research. Repeat this action step.

FASC 4

5th Action Step Mark 2

The doctor realizes that he was using biased demographic data to draw his conclusions. -1 to FASC

FASC 4

6th Action Step

A Rebel sympathizer spots Dr. Sote and reports that he is on Earth in the Capitol. Team is detected.

FASC 5

Final Step



FASC 5 + 3 for Sote's INT + 2 for his special ability = 10. D20= 4

Mission Succeeded.



I have determined that Bronies are socially arrested weirdos but I fail to see how this can help destroy the Rebels. Also, we should be able to revivify the dead.

This sadly does not help much to know but it will be nice.
___________________________________________________________

Delta Team



Delta Team is requesting permission to go to Intlig in the Armes District to persuade the Hyper-Mafia to assist the Empire against the Rebels. Giovanelli will lead and has $200.

I toyed with sending this team to a detected team to hope for an Assassination attempt if we found them on a search but the odds are just not good of making contact and being able to pull it off and I would want a mission run as well and this team is not suited for most missions where the Rebels are. Right now I think the bonus to Espionage missions is more valuable.

If tension at a planet Imperial characters want to go to is less then 3 they have to roll for permission to travel there. There is no roll if they are already on a planet with low tension and wish to perform a mission. 3 in 6 to Tension 0, 4 in 6 to Tension 1, 5 in 6 to Tension 2


They request clearance and need a 4 or less. d6=4, clearance granted.

Preliminary Action Step

Sovereign recalled, no effect.

1st Action Step

The team boards their transport on Earth and leaves orbit. The GDN operator wishes them luck.

They can make a Distance 4 jump through the anomaly or a distance 5 jump around it. They opt for the longer, safer route.



Giovanelli is a competent though not outstanding pilot with a NAV of 3. Subtracting that from the distance they roll on the 2 column. They need a 7 or less on a 2d6 to make the jump without problems. 2d6=6

They arrive at the planet and land safely.

FASC 0

2nd Action Step

Giovanelli starts talking to his family trying to repair old rifts formed when he left to join the Imperial Marines. He finds the people there celebrating some holiday where the nobility feeds the people for a week and all grudges and enmity is to be forgotten. Ignore all angry civilian encounters.

FASC 1

3rd Action Step

Giovanelli bumps into an old rival in a bar but the rival shrugs it off in honor of the holiday.

Would have been an attack if not for previous event. Very convenient.

FASC 2

4th Action Step

Giovanelli finds an old cousin who hates him but he agrees to help in honor of the holiday.

Another civilians attack event......

FASC 3

5th Action Step

Giovanelli finds an old welcher who skipped back when he was an enforcer.

I remembers you. Which of your kneecaps does you likes more?

Giovanelli gets $92 and the debt is paid off.

FASC 4

6th Action Step

Monster attack. We flip the monster counter for this planet and it is pollution. Every organic member of the team takes one hit for inhaling the stuff.

FASC 5

Final Step



Giovanelli meets with the leaders of the Hyper-Mafia to make a pitch for the Empire, hoping it is an offer they cannot refuse.

FASC 5 doubled to 10 + 1 for Giovannelli's CHA + 1 for how committed they already are + 2 for Giovannelli's bonus = 14 + 2 for $200 in bribes =16. d20 = 8.

The Hyper-Mafia agrees to pass on relevant data to assist in Imperial activities in exchange for Imperial promises to leave them alone along with minor kickbacks. Hyper-Mafia improves from -1 to -2.


___________________________________________________________

Team Alpha:



Mas Pantaleon approaches the Agni Agnot assassins to encourage them to allow additional contracts against the Rebels. He is given $200

As distasteful as they are they are a necessary evil if they help to battle the Rebels.

Preliminary Action Step

Hearing of his son's plans the Emperor dispatches a special negotiator to assist in the meeting. If he survives until the Final Step there is a +2 to the FASC.

1st Action Step

Pantaleon meets with an Agnot Representative to try to receive an invitation to Agnot Keep.

The discussions go well. No random event next step.

FASC 1

2nd Action Step

No event.

FASC 2

3rd Action Step

No event. Rolled for an enemy patrol but the Rebels do not have a camp, ground units, or control the planet here so nothing happens.

FASC 3

4th Action Step

A Rebel agent spots Pantaleon and reports his location to High Command on New Hope. The team is detected.

FASC 4

5th Action Step

The Rebels spot them again but with no team or units on the planet there is nothing they can do.

FASC 5

6th Action Step

Pantaleon's plasma sword malfunctions while being cleaned. It can be repaired with an INT check or automatically at the end of the Mission. As the mission is over after this it is meaningless.

FASC 6

Final Step



FASC 6 doubled to 12 + 1 for Pantaleon's CHA + 1 for faction alignment +2 for Pantaleon's bonus +2 for civilian advisor +2 for $200 in bribes = 20.

D20 = 1

They seem pleased to serve us my Lord.

Soon we will place contracts.

The check succeeded by 10+ and they move 2 steps closer to -3, the maximum we can shift them.



This means we can have up to 3 contracts out and only have to pay $350 each. Next turn as one of Pantaleon's steps he can place contracts before leaving the planet.
___________________________________________________________

Team Beta



Smith is put on charge and the team is ordered to head from Chiron to Ercoth. The mission is to calm down the Cyborgs and covince them the Empire is pretty neat.

Another reason for this mission is that troops will be sent to look for the Rebel's Beta Team on Ercoth and Smith can be temporarily detached to lead the troops in the search.

They request clearance. Tension is 2 so need a 5 or less. d6 = 3. Travel plans approved.



Bottom left of image to top right to get to Ercoth.

Preliminary Action Step

The team is called in to report to the Duke of Karalamp immediately about recent activities. They must spend one step reporting.

The rules are unclear whether you have to report to the Duke of the District you are in or the District your Mission is in. We decided district you are in as you are presumably reporting on your last mission.

1st Action Step

Extrinsic Action Step (No FASC)

The team meets with Duke nweismuller and fills him in on recent activities.

FASC 0

2nd Action Step

The team launches their ship and plots a course for Ercoth. Distance 6 and NAV of 4 so roll on 2 column. 7 or less for no problem. 2d6 = 12

The Hyperdrive course was off in some respect and the team is lost.

We roll 1d6 to find how lost 1d6 = 2, not bad and roll another 1d6. If it is a 6 they roll on the random hyperspace event table (they are pretty much all bad). 1d6 = 5

The ship is lost 2 distance factors away from Ercoth. Fortunately Smith is a good pilot and can probably get them out of this.

Flying halfway across the Empire in one jump is never a sure thing.

FASC 0

3rd Action Step

Smith plots a course to Ercoth at distance 2 and only a 12 will fail. The ship arrives and the crew debarks on Ercoth.

FASC 0

4th Action Step

Bagul spots the team on planet. They are detected.

FASC 1

5th Action Step

Bagul loses track of the team and mistakenly believes they have left the planet. Team becomes undetected.

FASC 2

6th Action Step

While visiting with a group of cyborgs at a construction site for an new embassy a girder falls from above and hits Smith and Troyer who each take d6-1 hits.

Smith takes 1 hit and Troyer takes 1 hit. Very lucky.

Rebel sabotage or bad luck?

FASC 3

Final Step



FASC 3 doubled to 6 + 1 for Smith's CHA -1 for planet leaning towards Rebels + 2 for Troyer's ability + 2 for $200 in bribes = 10

d20 = 4

Rebellious elements are mollified and planet slips down from +1 in favor of Rebels to neutral 0.

These cyborgs are nice once you get to know them.
___________________________________________________________

Team Gamma



Stargazer receives orders to go to Halen and track down suspected Rebel activity there.

My logic is that of the 6 Rebel teams 3 are detected and 3 are undetected. The 3 detected teams are all in different Districts and each District will have a hard time time responding to more then a single detected Rebel team. One of the undetected teams shares a District with a detected team (Tlaniel's team) so it is out. That leaves Alpha Team with Mas Edwards and Q'Q'Hn and Epsilon Team of Barnard and Mahoney. While Barnard and Mahoney are a nuisance Edwards has a higher rank and will likely cause more problems with more Rebel cells. The plan is to move in and have the team find the enemy team and then have Marshall Totem take over command of the troops sent to hunt them down. There is a low chance for clearance and if it fails we switch over.

Get clearance on a 3 or less. d6 = 1.



Going from Batres in upper right to Halen in bottom left.

Preliminary Action Step

A new character is assigned to the team.

YES!!!!!! There is a 1 in 5 chance of this result and it is the main way of getting more characters. So far the Rebels have not rolled this despite the odds being decent they would get at least 1 this turn.



Nana Summers, a good-will tour Evangelist for the Travisian cause and personal friend of the Emperor is assigned to join the mission.

I love this character, a sweet old grandma preacher oblivious to the evil she is supporting who is so well-like no one including her enemies will dare attack her. Note that she can be captured if the rest of her team is taken out.

Did they read our mission profile before assigning her to us? WHY HER?????

So what are you young'uns up to?

We are looking for some people who are......upset....with his majesty the Emperor.

Ah...some naughty children. Well, it is our duty to show them the error of their ways.

Precisely.

I will probably pair her with Troyer. She has the highest CHA of all our characters and with Troyer's bonus will make a fine Propaganda and Diplomacy team. Not sure if they will keep Smith on the team too. Troyer is probably enough of a bodyguard and pilot. Might send Smith to grab Sote and make that team mobile by buying them a ship. It can function as a light P&D team with Smith's CHA and Sote's INT allows for Sabotage, Espionage, and Research missions.

1st Action Step

The team launches from Batres and plots a distance 4 jump to destination. With a NAV of 4 the jump works except on a 10+. 2d6 = 11.

The ship is off-course and comes out of hyperspace on the far side of the system.

FASC 0

2nd Action Step

The team flies to the planet on impulse power and lands on the planet Halen. The search for the Rebels can now begin.

FASC 0

3rd Action Step

Bad intel leads them to the wrong city on Halen. No FASC is gained next step but random event is still rolled.

FASC 1

4th Action Step

Monster is rolled. Meteor Shower. One randomly selected character must roll Agility or less or suffer a near-miss from a meteor dealing 3 hits of damage.

Totem is selected (Agility of 3) and rolls a 6. Totem suffers a near-miss and the Supreme Marshall of the Empire narrowly avoids death from a freak accident. He has an END of 8 so one more point of damage and he is wounded and would get STR and COM halved and AGI and NAV reduced by 1.

FASC 1

5th Action Step

Q'Q'Hn spots Totem and recognizes him. The team is detected.

FASC 2

6th Action Step

Edwards and Q'Q'Hn decide to attempt to ambush the Imperial team. They conduct a Search.

Edwards INT = 4 for the search and Stargazer's 4 INT + 4 for planet size - 3 for number of characters in team. Need a 2 or less on a D10 to attack. D10 = 6. They do not find the Imperials.

My opponent was unsure whether he would attack if he had the option. His team is not well built for Abductions or Assassinations and while he could have just done an outright attack as he outguns the Imperial team the Imperials may have been able to flee and attacking would have meant no mission next turn. I personally would have taken the chance and attacked instead of trying anything fancy. An all-out attack on either Stargazer or Totem would probably result in a kill or capture in the first round. They also outgun the team enough that running would be unlikely to work for at least a round or 2 and 2 rounds would probably leave Stargazer and Totem dead or captured and Nana captured. Fortunately the search failed.

FASC 3

Final Step



FASC 3 doubled to 6 +2 for Stargazer's INT + 4 for Stargazer's Esp bonus + 2 for Hyper-Mafia bonus = 14. d20 = 11 and the enemy team is detected. A conventional attack with the army units on-site is not likely to help much due to them being just conscripts and even if the stormtroopers in the district were not being sent to put down the uprising they could not come here due to low tension. It may be best to detach Totem to help with the search and have Stargazer try for an Abduction or Assassination. Conscripts backed by Totem or the Imperial team would be outgunned. I wish I had stormtroopers. Led by Totem and with enough of them we could heavily wound or even take out much of the enemy team.
___________________________________________________________

End of the Missions Phase. $392 is left over to be returned but somehow only $353 makes it back to the purse.

Imperials keep 10% of everything left over. They are good Imperials and so have to be at least a little corrupt.

Next is military operations.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 1 Military Operations

We hold the Initiative and can choose to go first or second. We choose to go first to prevent the Rebels on Cebdia from escaping.
___________________________________________________________

Imperial Turn
___________________________________________________________

Movement



In Sayakama the Kobayashi Maru and the Kiryu-Kai would ideally go to Ercoth as indicated but sadly tension is only at 1 on Ercoth which does not allow for elite units of capital starships to go there. In fact it would not allow any additional units to go there. Colonel Smith is put in command of the Conscripts on Ercoth.

I am ordering the sloop in orbit around Einstein to come back to the District Capitol. Hyperjump successful. Most of the other planets with ships have a need for them but we need some light starships back at the Capitol in case something comes up.

I realized after I saw this image that we did not adjust Ercoth. It is at +0 not +1 unrest now.



Armes is a quiet District and tension is at 0 or 1 everywhere except in the Capitol system. I do not see any need to recall any troops home to the Capitol either.



Karalamp has the rebellious troops on Cebdia and the detected team on Halen. Sadly this only puts tension at Halen up to 1. The Fighting First Stormtroopers and the Light Cruiser Intepid will hit Cebdia. Marshall Totem will take command of the conscripts on Halen and the sloop around Karibden will be called home. Right now we need more ships to form a reserve at Chiron.

Sloop jumping home. Successful.
Intrepid and Fighting First Transport jumping to Cebdia. Successful.



In Ellington we have a detected team at Marlowe and fortunately a revealed secret is worth +3 to tension so tension there is now 4 after adding in the detected team. The Raging Rhinos and the light cruiser Gambit and Sloop Porter are all dispatched to trap the enemy team on Marlowe. The Sloop around Travisond and the Destroyer at Gotica are both called home to Artford (circled in green) so the District can have some ships in reserve. All jumps successful.



In the Marat District we have the detected fundraising team on Elfond. The line unit Vielle Garde and the light cruiser Incroyable are dispatched from Oisad to Elfond to hunt the team. The Light Cruiser Inoui and the Sloop Indomitable are called home to Oisad to reform a reserve. All hyperjumps successful.



Finally in Central the Emperor has ordered the following units reassigned to Districts:

Sayakama: None
Armes: None
Karalamp: Light Cruiser Pleaides
Ellington: Deadhead Stormtroopers
Marat: Heavy Cruiser Avenger and the Line Unit Bayonets

No units are being recalled from District Capitols to Earth.
___________________________________________________________

Space Combat

None
___________________________________________________________

Ground Combat

The Battle of Cebdia

A Historical Retrospective of the Battle of Cebdia

When the Fighting First landed on planet to augment the Conscript Flying Guard a quick victory was anticipated and morale was high for a quick defeat of the enemy Concordance troops.

While the Concordance did not have time to send much in the way of support a few advisors were sent. With the combination of their development of guerilla tactics and the local Endobell population's familiarity with the terrain of their world the Fighting First came down to find that the enemy had largely faded into the background. When they struck they hit hard and fast. Their objective was to seize the main spaceport and evacuate the planet. One of the Rebel Advisor's had the hyperspace coordinates for New Hope and a suicide pill to prevent it from being learned if she were captured.

When they attacked they boldly targeted the just-landed Flying First Stormtrooper group inflicting heavy casualties on the elite legion and suffering only mild casualties in return but the Stormtroopers held the spaceport and the Irregulars were unable to seize the ships they needed to flee.

After the Irregulars fell back the Stormtroopers pursued and fell into a trap. A renewed attack decimated the Stormtroopers with minimal casualties and the Irregulars seized the transport they needed and fled the planet.

The Sloop and Light Cruiser in orbit attempted an interception but the transport had a good idea of their position and two ships is not enough to cover a planet. The ship made a short hyperjump to the edge of the system before the Imperial ships could close on the transport and then were on their way to New Hope.

While the battle was only a precursor skirmish both sides learned valuable lessons that would influence the later course of the war. The Rebels learned the dangers of attacking superior forces even with the element of surprise. Most historians agree that if the Rebels had waited until the Stormtroopers were dispersed they could have used their early fade strategy to seize a transport without having to fight. If the Stormtroopers had been more alert and less flustered from the early attack they could have inflicted heavy casualties on the Rebel Irregulars and possibly prevented their escape or at least inflicted more casualties before they were able to escape.

An additional line unit likely would have turned the battle against the Rebels and an additional starship or two may have destroyed them before they could escape. For the Rebels the battle of Cebdia was a huge morale boost. The phrase "like an Endobell warrior" became a compliment to any group compared to it. The idea that the Empire was invincible took a blow that day. The Imperials, while learning a thing or two about strategy on the ground, did not realize that they allowed the first battle-hardened military unit to reach New Hope. Imperial Intelligence assumed they fled to the barbarous outer systems beyond the Empire where sociologists assured them they would quickly descend to a more primitive culture without the ability to maintain and repair their starship and equipment. They were very wrong.


Basically we failed the surprise roll. I expected my opponent to just use that to end combat and run but he chose to attack and do a prepared disengagement. He dealt 3 hits to the stormtroopers in the first surprise round while only taking 1 hit. In the second round I was sure I had him when his disengagement failed. He dealt 1 hit more to the Stormtroopers but then both of our units missed entirely (Stormtroopers hit on a 10 or less on 2d6 and rolled 11). In the third round they successfully fled. If he had stayed he had a decent chance of winning the battle. The Stormtroopers had now taken 4 hits which is halfway dead so their STR dropped from 4 to 2 making it a STR 3 battle on each side although he needed 5 hits to win and we only needed 3 more. It was probably still wise to run.



The ships only had a 20% chance of interception. You need 3 ships for a 40% chance and it goes up quickly from there. The Rebel unit is now in deep space near the Cebdia system. We most likely would have won if they had not gotten surprise. We needed a 7 or more on 2d6 to avoid it so the odds were good. Oh well.
___________________________________________________________

Rebel Turn

Movement

The Transport carrying the Rebel Irregulars hyperjumps to New Hope. As the Hyperjump roll is made secretly to avoid revealing distance I have no idea if it made it or if it is off-course and will get there next turn or whether it is lost. Most likely if it is not at New Hope now it will be next turn.

No other activity in the Rebel Turn.

Xenocides fucked around with this message at 11:12 on Aug 8, 2015

Xenocides
Jan 14, 2008

This world looks very scary....


Final Stage

Concordance Allegiance Phase

If any planet in Rebellion is now empty of Imperial troops the planet would join the Concordance.

Second Rebellion Combat Phase

Sometimes a planet going into Concordance can trigger another Rebellion and a battle can be fought here.

Repairs Phase

We spend 2 RP to bring the Fighting First Stormtroopers back to full strength. This can only be done if no enemy units are present and there aren't any bringing us down to 19 RP.

The Rebels do not spend any RP to repair their unit. He might be delaying repairs to avoid giving me information. If he did fix the unit now it means it is likely that New Hope is somewhere close to Cebdia, most likely off the bottom of the map or maybe the lower sides.

Victory Phase

We can win Sudden Death victoy in two ways:

1) All Rebel characters are dead, captured, or have not yet entered the game.
2) New Hope is captured or destroted and there are no Rebel controlled planets on the board.

These are unlikely. The other method is by Victory points. At the end of Turn 30 we add up VP and if the Rebels have 300 or more they win. If not, the Empire wins. For the Rebels to get 300 points they have to control a big chunk of the map, most of it in fact. Most games end with the Empire holding on to what is left desperately and trying to keep VP below 300. The VP being below this in most cases means a peace treaty between the Concordance and what is left of the Empire.

Currently the Rebels have:

2 points for Unrest (2 planets with +1 each)
-4 points for Minor Faction and Sovereign allegiance (-3 for Adim Agnot, +1 for Avsari Order, -2 for Bounty Hunters Guild, +2 for Hyper-Mafia, -2 for Slavers Cartel)

-2 VP total

They get most of their points from planets in Rebellion and Concordance worlds whether those worlds have Imperial troops or not.

Xenocides
Jan 14, 2008

This world looks very scary....


Thoughts on Taxation

Planets give half their Resource value in taxes or you can double their taxes and get the full value at a cost on adding 1 to unrest. I am very uncomfortable double taxing any planet with a -2 or more but it may be worth considering double taxing worlds with a -3.This has a few benefits.

I am torn. Most of our -3 worlds are also our capitols and I really do not want to raise unrest there for two reasons. One, losing capitols is VERY bad and two, if we generate shockwaves of support they can target our capitols which can be bad as capitols resist shockwaves effecting them.

So I see 3 options:

Do not double tax at all for now.
Double tax only on non-capitol worlds at -3.
Double tax on all -3 worlds

What do you think?

Xenocides
Jan 14, 2008

This world looks very scary....


Son Ryo posted:

Double tax only on non-capitol worlds at -3.

Fascinating game, I can't wait to see more of it.

It is a strange game but I really like it. In many ways it plays better as a slow LP as it lets you form even more of a story.

Xenocides
Jan 14, 2008

This world looks very scary....


Mr.Misfit posted:

I can see this is also available as a PrintīnīPlay Variant? Is that even close to feasible?

I bought it with the VASSAL module and it is definitely doable. It is no more complex then most print and plays. You just have to figure out how you want to make the cards, counters, and boards. I rarely bother with print and play outside of online. I have friends I play games with but when I want to play more wargamey games I prefer electronic because most of my close friends aren't interested and you don't have to leave a game set up for days to weeks to months.

When I used to play World in Flames back in college we had a whole room dedicated to it.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 2

Stellar Events Phase

We get the card allowing us to resurrect a dead Imperial character.

Initiative drops from 4 to 3 due to our bringing one world out of positive unrest.

Resource and Builds Phase

Imperials



Sakayama District is taxed this turn.

Lai is double-taxed and goes to -2. Ercoth and Einstein are exempted from taxation to push them from 0 to -1.

Revenue from taxation:

Lai: 21
Pindi: 6
Draconis II: 5
Draconis III: 15
Einstein: 0
Mir: 10.5
Vulcan: 2.5
Neogea: 13
Total: 73

From Minor Factions:

Slavers: 4
Hyper-Mafia: 2
Total: 6

From Secrets:

Area 551: 2
Crystalloid Plague: 1
Rare Gems: 4
Rare Metals: 5
Total: 12

Grand Total: 91

We pay 2.5 in upkeep for 5 Stormtrooper Legions so left with 88.5 gained added to our 19 for 107.5 total.

Other then Conscripts we can only build at Lai, the current District Capitol and at Earth and you cannot build more units at a location then its Environmental size (8 on Lai, 15 on Earth)

Expenses:

Conscripts: Conscripts are drafted on Marlowe, Menzel, Xibalba, Draconis II, Draconis III, and Lakandon. Total cost is 6 RP.

GDN: All GDN systems in Sakayama are upgraded 1 level (the maximum you can do in a turn) and those without get a level 0. It is 28 to upgrade existing GDN systems and 2 to add them to planets that did not have them. Earth will also be upgraded 1 level for another 4. Total of 34.

Lai:
1 1st Line Unit
2 2nd Line Units
1 Sloop
1 Destroyer
21 RP

Earth
1 Light Cruiser
1 Destroyers
1 1st Line Unit
2 2nd Line Units
25 RP

Total Cost of 86 RP

I spent more then I like but GDN systems take forever to upgrade since you can only do one level per taxation and only in the district so it is 6 turns before we get another opportunity. I anticipate troop costs to drop in the short term. I had to spend quite a bit to get the reserves on Earth rebuilt and get new units for Lai. As the game continues units being recalled from trouble spots will mean the District Capitols need less in terms of troops all the time. Once the war begins of course all bets are off. I was tempted to invest more in sloops for interdiction but they aren't that useful in a real battle an I think it is better to invest in bigger light ships that can provide fighters and more firepower.

107.5 - 86 = 21.5 RP left over.

3 RP (limit as you can only spend 10% of what is left rounded up) is spent to buy $3000 for the Imperial purse for character use. This leaves us with 17.5 RP.

We lose $100 from the Bounty Hunter fund and spend $1000 to push it back to 1900. Sadly this means same factor as last turn as every even thousand gives you a bonus but next turn we can push it into the 2000s. The characters have $2,353 for mission use.

Rebels

The Rebels only tax on turns the Central District is taxed and they do not have any RP coming in from minor factions or captured secrets so no income so they have the 9 RP they started with. They spend no money and convert 1 RP into $1000 leaving them with $2700 for missions and 8 RP in their reserve.

Next time the Rebels move out for missions again.

Xenocides
Jan 14, 2008

This world looks very scary....


Pvt.Scott posted:

1st Line: Jar Jar's Finest
2nd Line #1: Judean People's Front
2nd Line #2: People's Front of Judea
Sloop: Liir Super Heavy
Destroyer: Dedicated Hunter

If the 2nd line names are too long, Kermit's Commandos and The Man-Things are acceptable, as are Ashigaru and Gouf's Grunts.
I'm trying to keep a nice mix of anime, sci-fi, video game and other references, while sticking very loosely to an aquatic and eastern theme. If you hate anything, feel free to veto.


Her ladyship, Duchess Tookool, would like to thank the Emperor and his servants for another well executed tax collection within her Duchy. She has sent a gift basket of rare shrimps and delicate, yet pungent seaweeds to the head of the Imperial Finance Bureau as a token of her appreciation.

I shortened a few names with abbreviations but should be able to still tell what they are.

Xenocides
Jan 14, 2008

This world looks very scary....


Turn 2 Rebel Missions Phase

The Rebels assign their teams and assign money. The teams remain the same and each team is given $300 leaving $900 in their reserve. Each organic hero that has hits (but less then half their total taken) heals one point. That heals all but Bagul and Machumen back to full health and they only have 1 hit each.

I expect he will soon start upgrading his team's ships. The Orbital Lighter for example is a deathtrap.
___________________________________________________________

Imperial Search

We conduct a search for all detected teams.

Alpha Team



Alpha Team found the secret stockyard of supplies making up the Graveyard. The Raging Rhinos 1st Line unit, a 2nd Line unit, and some Conscripts search for them. Out total search STR is 6 and their concealment is an INT of 3 + 8 for environmental size - 4 for size of team so 7. We need a 2 or less on a D10. D10 = 4.

We do not find them.

Beta Team



Beta Team is on Ercoth and we have only 1 Conscript there but Colonel Smith leads them and adds +5. Our Beta Team is also there so we can add the INT of the highest character in the team (Troyer at 4). So we have 10 searching for their 5 + 2 - 2 = 5.

Need a 4 or less on a d10. d10 = 7. The team is not found.

Gamma Team



Gamma Team is on Halen and is also being hunted by a Conscript group for 1 but is commanded by Marshall Totem with a COM of 8 (why the Emperor calls him his right hand) and Stargazer adds another + 4 for 13. They have 4 + 4 - 3 for 5.

Need a 4 or less again. d10 = 8

Theta Team



Our last shot is Theta Team on Elfond. We have the Vielle Garde (1st Line) and the Poissons Poilue (Conscript) for a total of 4. They have 5 + 6 - 3 = 8.

We need a 1 on 1d10. 1d10 = 10. Nothing.

Well, that didn't go well. Odds are low of a contact but I figured I would get at least one.
___________________________________________________________

Alpha Team



Alpha Team is assigned to perform an Espionage mission on Mars to discover our secret there. Mon Unidte is Mission Leader and they have $300.

Probably smart to hit there early. Fortunately there is nothing actually there. It is a dummy secret.



Pretty short hop through hyperspace too.

Preliminary Action Step

Didi blows a fuse.

Systems failing.......

I will try to fix him on the way there. Hold on Didi. We have to get off this planet.

Rolled that a randomly selected character gets grievous wounds (1 short of death) and rolled the Droid sadly. Grievously wounded characters have to drop out of the mission on the next Action step so unless they fix the droid quickly it is out of the mission.

1st Action Step

Tension is 4 on Marlowe so all defenses and ships are on alert. The team boards the Auroran freighter to escape. Ship's MNV is 1 modified to 4. We need a 5 or or less with a -3 to catch the ship (from being detected and the GDN bonus) with the GDN so need an 8 or less. d10 = 2. They try to bluff their way as a civilian ship but due to high state of alert need to roll a 5 or more. d6 = 6.

No, I don't have a launch permit. I am on a secret mission for the Emperor himself. See my Avsari sword.....would I lie?

STUPID GULLIBLE GDN OPERATORS!!!!! SHOOT THEM!!!!

The Gambit and the Porter in orbit attempt to track the ship. They have the same roll but with a +3 added due to only having 2 ships. So need a 5 or less. d10 = 6.

I'M SURROUNDED BY ASSHOLES!!!!

The team loses detected status and the ship easily makes the jump to Mars. Enroute crew can attempt repairs. Undite has an INT of 3 and needs to roll that or less on a d10 to make repairs. She decides to spend $15 on spare parts to get a +3 ($5 each and that is the maximum). She rolls a 4 and repairs 4 hits. The droid is fully functional.

Best way to spend a long boring hyperspace trip.....

There are no ships in orbit around Mars. Tension on Mars is 2 (1 for being in same system as Capitol and 1 for being in Capitol District). We need a 5 or less. d10 = 9. The ship lands covertly.

FASC 0

2nd Action Step

A customs official notices some irregularities in the ship's papers but is quickly mollified by a $30 bribe.

Could we buy the Empire's surrender?

FASC 1

3rd Action Step

A more diligent customs official spots the ship's registry irregularities and moves to arrest the team but they moved the ship to a more secure location. Noting that it matches a suspicious ship that just left Marlowe an alert is posted that Rebels are likely on planet along with the suspected team composition. The first customs official is arrested while enjoying a $30 steak dinner and is turned over to Colonel Chang to find out if he harbors Rebel sympathies. I hope the meal was worth it.

Team is detected.

FASC 2

4th Action Step

An extensive search to find the Rebels and their ship is launched. Need a 2 or less on d10. d10 = 10.

FASC 3

5th Action Step

Chan is recognized by a fan of martial arts. The obese man in a fedora wearing a katana offers him $38 for an autograph. He takes it.

What has the Empire done to these people to destroy them to the point that they will do that with their life?

FASC 4

6th Action Step

While exploring the hinterlands the team is ambushed by Brigands who roam the countryside.

These are the planet's monster encounter.

1d6 = 5 attack.



They actually have a STR of 2 and END of 2 instead of the 2/4 shown but I could not find any Brigand counters. Didi is screened and the rest of the team is hit by two attackers each except Undite who only draws 1. Both sides are surprised by the encounter so while no one suffers penalties we still cannot try to run in the first round.

Scales takes 3 hits from blaster fire before he gets his plasma sword ready and only wounds 1 attacker with 1 hit. Undite takes 2 hits and only does 1 hit to one attacker. Chan dodges both attacks but is unable to hit the enemy back.

The dice were cruel to the Rebels. Odds are Undite and Scales should have killed one each and only been hit for 1 each but their opponents were rolling 2s and 3s on 2d6.



Scales is 1 hit away from wounded status (half down) and the enemy switches targets around. The Rebels announce a withdrawal for next round.

Scales takes 1 more hit and takes a hit of 1 to most of his attributes and splits his attacks. He kills the Brigand with 1 hit and wounds the other with 1 hit. Undite takes 2 more hits but in a display of Avsari swordsmanship decapitates both attackers. Chan narrowly dodges an attack with his high AGI and hits his attacker for 1 hit. The team then uses the confusion of the high number of casualties to escape in the confusion.



Both Scales and Undite took 4 hits. Scales takes a hit to his skills and Undite will with 1 more hit.

Ouch.......what did Master Edwards say?

The Avsari Weirding will be with you.....always......

Yeah.....no help there.

FASC 5

Final Step



FASC 5 doubled to 10 + 1 for Undite's INT +3 for Undite's ability + 3 for Chan's ability + 2 for $200 in bribe money = 19. D20 = 19.

I was prepared to gently mock my opponent for wasting bribe money when the roll was so likely to succeed but turns out it was a good thing.

The Dummy counter is flipped and discarded.

The rumors were false. There is no Imperial secret located here. Doubtless this was part of a trap. Now we need to get off of Mars.

Beta Team



Beta Team is ordered to perform a Propaganda & Diplomacy mission on Lindeso. Bagul is team leader.

This is Machumen's home so they get a bonus and it is an Underground world so Bagul gets a +1 to most attributes.



Preliminary Action Step

New Hope has sent another team member to join the group.



Hi team, let's get to spreading the word of the Concordance's good will to all.

Every other team gets Avsari Plasma swords.

The Canon is not that good stats-wise. His STR is as low as you can get without being unable to attack at all and only CHA stands out and then not by much. The big stat boosts are on the back. He is nobility on every Travisian world giving a +2 on Propaganda missions on all of them and a +1 on coup missions on all of them.

1st Action Step

The team boards their ship and blasts off. The GDN is lvl 2 and the team is detected. Tension is 3 due to this district being active. The GDN needs a 6 or less and gets a -2 for the team being detected and a -2 for the lvl 2 GDN. Tracking is automatic but Bagul can try to convince them this is a harmless civilian ship needing a 4 or more.

(in best Russian accent) No...no....you is looking for other ship in next door docking bay. Easy to being confused. Here is telemetry to shoot down.

d6 = 4.

Isn't that unethical?

No, the people next door have a "My other ship is a battlestar" bumper sticker. They deserve whatever happens to them.

The sloop in orbit tries to intercept and needs a 6 or less with a +2 modifier. d10 = 3

Told GDN fellow. Target is ship behind us.

d6 = 4 again. "Thank you good citizen. We are moving to intercept.

I am never going to get to shoot at a character starship. :(

The ships blows its hyperspace jump and gets lost. Ship is 6 distance units from Lindeso.

FASC 0

2nd Action Step

Another hyperjump is plotted to get to Lindeso and Bagul using the crap computer on his ship biffs it again.

What is wrong with this thing.

The ship enters a freak wormhole torn open by hitting a hyperspace shadow.



The ship finds itself lost near Pindi and the ship takes 1 hit of damage.

Best ride EVER!

FASC 0

3rd Action Step

Another hyperspace jump is plotted and the ship arrives at Lindeso. The Sloop misses them and the GDN picks them up but tension is low and they talk their way out of trouble. The team has finally arrived.

FASC 0

4th Action Step

Imperial Intelligence has their annual picnic. If the team was detected they would have lost that status.

FASC 1

5th Action Step

The team finds important dignitaries. No random event next round, just advance FASC.

FASC 2

6th Action Step

FASC 3

Final Step



FASC 3 doubled to 6 + 1 for Bagul's CHA + 1 for Machumen being native -2 for current unrest + 2 for $200 in bribes = 8. d20 = 4

My people....the Empire is oppressing you. Rise up and.....ummm.....line.....

Mission is successful and Lindeso goes to -1 unrest.

For a mission that went so horribly they did well.

We only got through the first two missions. We hope to finish Rebel missions tomorrow.

Xenocides
Jan 14, 2008

This world looks very scary....


Pvt.Scott posted:

I'm guessing 30 Spacebux is worth more than a meal, unless you want to tell me that setting up the basic infrastructure for a planetwide defense system costs a couple thousand bux.

The RP to money exchange seems weird.

It is and the designer admits it. $1000 is not the equivalent of 1 RP. A lot of it is lost in the conversion. Maybe see it as funding a bunch of other agents as well who do not appear in the game?

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Xenocides
Jan 14, 2008

This world looks very scary....


grandalt posted:

And the rebels continue their work at avoiding your attempts at stopping them, excellent. After all, if they didn't have some success, where would be the fun in dealing with them later?

I think they are having enough success. I did not think I would take anyone out but maiming a few of them would slow down their missions while they heal.

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