This thread is for In-Character conversation for this game. Please do not post here unless you are a participant.
{Original Message: Greetings compatriots.
I am wondering whether there is any interest in this forum for a longer kind of game - something more strategy based ?
I used to run many TBS empire style games on other forums, but for the last few years I have let this lapse. My wife recently reminded me of this activity while we were discussing new year plans.
I would be happy to GM a game on this forum - set in a Star Wars style universe of course (probably no Jedi. I don’t like Jedi).
Turns would be a couple of days to a week. The game would not be as complicated as a computer game, but would have multiplayer strategy, diplomacy, etc.
Question one: Would you (yes, you) be interested in a game like this?
Question two: If yes, would you prefer a game where players control a merchant ship to explore and trade, or a powers game where each player builds a kingdom and fights wars, etc?}
Rules
Warlords of the K’Narr Sector
WotK’NS is a multiplayer forum game. The objective of the game is to win by completing an individual victory condition.
Each player controls a number of planets, ships, squadrons, and ground forces. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders may be added later.
Turn: There will be one turn per week. Players are expected to reply to any message from the GM within 36 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has four phases: 1. Gather Resources 2. Construct Units 3. Jump 4. Combat. Each phase occurs simultaneously among players.
Map: The map is a grid of squares, 5 x 5. A to E, 1 to 5, Each dot on the map represents a world, planet, or other place of interest. Ships in a square may travel to any dot in the same square or an adjacent square in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a dot but can instead specify to land in deep space in a listed square.
Planets: As a default, the dot will be referred to as Planets. Planets have two attributes – the number of Creds they produce each turn, and the industrial capacity of the planet. For example: Redjik 15/30. Redjik produces 15 credits each turn and has an industrial capacity of 30. Planets can also contain any number of ground forces.
Creds: Creds are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces. If a world is not blockaded, the produced creds are automatically added to the treasury of the side and can be spent at any non-blockaded world. Blockaded worlds still produce credits but can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.
Industrial Capacity (IC): a number of credits may be spent each turn at a planet to produce ships, squadrons, and Ground Forces. A planet with IC of 10 can produce up to 10 points of units, assuming 10 creds are also spent. Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits / IC to be produced. Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.
For example: Redjik 15/30 produces 15 creds and has an IC of 30. Assuming the side has a full treasury, up to 30 creds can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 creds to use all 30 IC in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 creds investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.
Newly constructed units may jump / move in the same turn as they are constructed.
Industrial Capacity may also be used to increase a planet’s Cred production and Industrial Capacity. The planet may spend 10 creds and use 10 IC of a planet to increase its cred production OR IC by 1. For Example: Redjik 15/30 can spend 30 creds to increase cred production by 3 to 18. Planets with 0 IC can never increase IC.
Please note: Creds can be saved for future turns, IC cannot. If not used in a turn, the IC is lost.
Jump: The Jump to Lightspeed is what allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry their Squadron value in squadrons or ground forces. So, a corvette can carry 1 squadron or 1 GF. An AF2 can carry up to 3.
For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same square OR any planet in an adjacent square (squares could be considered “systems” or something. I don’t know. There needs to be a word for the thing between a solar system and a “sector”. Ships can also jump to a non-planet place in a square – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big.
It costs 1 cred for each ship to Jump – this covers the cost of fuel.
Combat: Once all ships have jumped, planets that have units from two or more planets may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.
For auto-resolve purposes, the GM will roll 2d6 and apply the following table:
1 or less: Attacker takes 0 casualties, defender takes 100%
2: Attacker takes 0 casualties, defender takes 75%
3: Attacker takes 10% casualties, defender takes 75%
4: Attacker takes 20% casualties, defender takes 50%
5: Attacker takes 20% casualties, defender takes 40%
6: Attacker takes 20% casualties, defender takes 30%
7: Both sides take 30% casualties
8: Attacker takes 30% casualties, defender takes 20%
9: Attacker takes 40% casualties, defender takes 20%
10: Attacker takes 50% casualties, defender takes 20%
11: Attacker takes 75% casualties, defender takes 10%
12: Attacker takes 75% casualties, defender takes 0%
13 or more: Attacker takes 100% casualties, defender takes 0%
There will also be an adjustment for force disparity. Where equal force sizes (in points value of ships and squadrons) meet, there is no adjustment. But for every 10% difference, the superior side gains a +1 or -1 in their favour. For Example: if an attacking force of 400 points encounters a defending force of 300 points, the attacker gains a -1 to the die roll (57% to 43%). If the defender has 600 points and the attacker has 100, the defender gains a +7 to the roll (85% to 15%).
Casualties will be randomly determined by the GM.
After a battle, the force will the lower points cost of ships and squadrons remaining must retreat. The combat is concluded, and the force MUST jump the next turn to another system. If it is unable to jump, it is considered destroyed.
Invasion: Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is very simple: Each defending Ground Force does 0.5 hits to attacking Ground Forces, while attacking each attacking Ground Force 0.333 hits to defending Ground Forces. Combat continues until one side is eliminated. For Example: An attacking force of 3 GF land on a planet defended by 2 GF. In round 1, both sides destroy one opposing GF. In round 2, the attackers do 2/3 damage to the defender, which does ½ damage to the attackers. In round 3, the attackers eliminate the remaining defender, while losing one of their two remaining GF. The invasion is successful, and the planet is occupied.
Repairs: Any ship that takes more than half its hull points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship a number of damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in a system with IC. The cost to repair is equal to one quarter of the cost of the ship, rounded up. For example, if a CR90B is “scarred” it would cost 10 creds / IC to repair.
When a ship is scarred it will be marked in your roster with an *.
Fleet Size: Fleets (Ships and Squadrons) may not exceed 500 points in any one location (planet, deep space).
Edited by LTD