Republic At War Rules/OC Conversation

By GhostofNobodyInParticular, in Star Wars: Armada Off-Topic

Republic at War


RaW is a turn-based strategy game for 6-12 players divided evenly into two teams, GAR and CIS. Each player takes the role of an admiral, building and commanding forces while conquering worlds. Victory is achieved when a team gains 10 victory points or when one team acknowledges the other’s supremacy.

Each player controls planets, ships, squadrons, and ground forces. These are as follows:

For the GAR:

Ship Name

Cost

Carrier Capacity

Keyword

Venator I-class Star Destroyer [Vc1]

100

3

Warship

Venator II-class Star Destroyer [Vc2]

125

4

Warship

Acclamator I-class Assault Ship [Ac1]

70

4

Acclamator II-class Assault Ship [Ac2]

85

5

Arquitens-class Light Cruiser [AqL]

54

1

Arquitens-class Command Cruiser [AqC]

59

2

Pelta-class Cargo Frigate [PelC]

60

3

Pelta-class Medical Frigate [PelM]

64

1

Repair

Consular-class Scout Frigate [ConS]

30

1

Consular-class Light Frigate [ConL]

40

1

CR20 Landing Craft [CRL]

20

2

Flotilla

CR20 Escort Cruiser [CRE]

26

2

Flotilla

Squadron Name

Cost

Keyword

Nu-class Attack Shuttle

20

Squadron

ARC-170 Squadron

16

Squadron

Y-wing Squadron

14

Squadron

Z-95 Headhunter Squadron

11

Squadron

V-19 Torrent Squadron

10

Squadron

V-wing Squadron

7

Squadron

GAR Ground Forces (GFs) are Clone Forces and cost 12 credits to construct. They attack with a +1 bonus, but lose in case of a tie, regardless of whether they are defending. They are limited to 10 a world.

For the CIS:

Ship Name

Cost

Carrier Capacity

Keyword

DH-Omni Support Vessel [DHO]

70

5

Repair

Lucrehulk-class Battleship [Luc]

210

10

Warship

Providence-class Destroyer [PrD]

120

3

Warship

Providence-class Carrier [PrC]

115

5

Recusant-class Destroyer [RcD]

90

4

Recusant-class Battlecruiser [RcB]

110

2

Warship

Munificent-class Escort Frigate [McE]

75

3

Munificent-class Star Frigate [McS]

80

4

C-9979 Supply Craft [C9S]

46

3

C-9979 Landing Craft [C9L]

50

3

Gozanti-class Cruisers [GZC]

23

2

Flotilla

Gozanti-class Assault Carriers [GZA]

28

2

Flotilla

Squadron Name

Cost

Keyword

Sheathipede-class Shuttle

18

Squadron

HMP Gunship Squadron

16

Squadron

Droid Trifighter Squadron

12

Squadron

Nantex Starfighter Squadron

11

Squadron

Hyena Droid Bomber Squadron

9

Squadron

Vulture Droid Squadron

6

Squadron

CIS Ground Forces (GFs) are Droid Forces and cost 8 credits to construct. They are limited to 15 a world.

MAP
The map is map up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.

PLANETS
Planets produce a number of Credits (C) each turn. These Credits go into the controlling players credit pool, to be used as described below.
Republic Planets can hold up to 10 Ground Forces (GF). CIS Planets can hold up to 15.

Planets have various keywords that modify their basic stats. The list of planets is as follows:

Faction

Name

Credits

Keyword

Republic

Alanteen VI

30

Improved Shipyards

Alderaan

10

Republic

Anaxes

40

Fighter Plant

CIS

Ando

25

Bespin

25

Republic

Bothawui

15

Spynet

Republic

Carida

35

CIS

Cato Neimoidia

30

CIS

Cartao

35

Training Ground

Christophsis

30

Republic

Coruscant

30

Dathomir

20

Hostile

Republic

Devaron

10

Spynet

Republic

Eriadu

25

Felucia

15

Florrum

10

Hostile

CIS

Foerost

30

Improved Shipyards

Republic

Geonosis

35

Droid Factory

CIS

Gwori

35

Improved Shipyards

Haruun Kal

10

Republic

Humbarine

20

Jabiim

35

Hostile

Republic

Kamino

50

Training Ground

Kashyyyk

20

Khorm

35

Republic

Kuat

50

Improved Shipyards

CIS

Lola Sayu

20

Malastare

40

Mandalore

15

Mimban

25

Mon Cala

30

CIS

Muunilist

50

Droid Factory

CIS

Mygeeto

20

Republic

Naboo

25

Onderon

25

CIS

Pammant

50

Improved Shipyards

Praesitlyn

15

CIS

Raxus

30

Ringo Vinda

40

Improved Shipyards

Republic

Rodia

10

Republic

Rothana

35

Improved Shipyards

CIS

Ruusan

5

Spynet

Ryloth

20

Saleucami

20

Scipio

80

CIS

Serenno

25

Spynet

CIS

Sullust

20

Umbara

35

Spynet

Utapau

15

CIS

Valahari

40

Fighter Plant

NEUTRAL FORCES

Certain neutral planets have their own forces. These forces will come into play upon a non-allied force entering the system. By default, they will have hold-fire orders, meaning they will let forces pass through their system unmolested. However, if fired upon they will return fire without suffering the die modifier penalty that players incur.

When the planets in question become aligned to a given side, any surviving forces also become allies of that side, but cannot leave their home system.

It is possible to ‘purchase’ the alliance of one of these planets by spending points equal to 30% of its Credit value, rounded up. A D6 will then be rolled, and on a 6 the planet will become aligned with the rolling player’s faction, and the be under the direct control of the rolling player. Only one player per team per turn can roll for a planet. If two players from opposing sides both roll for the same planet and receive a successful die roll, the results cancel each other out and the planet remains neutral.

There are five planets that fall under this category: Christophsis , Mandalore, Scipio, Ryloth, and Umbara. Their details are as follows:

Name

Roll Cost

Forces

Christophsis

9

1x Consular-class Scout Frigate [ConS], 1x V-wing Squadron

Mandalore

5

1x CR20 Escort Cruiser [CRE]

Ryloth

6

2x CR20 Landing Craft [CRL]

Scipio

24

1x Acclamator I-class Assault Ship [Ac1], 3x ARC-170 Squadron

Umbara

11

C-9979 Landing Craft [C9L], 1x Vulture Droid Squadron

TEAM PLAY
Each team will consist of an even number of players. These players are considered autonomous allies. They may discuss strategy together, but must do so in the game thread. It is permitted to lend credits between team players.

Each team must choose one member to be the Grand Admiral. The Grand Admiral may direct a teammate’s forces and spend or loan their credits if that teammate is unavailable, but should only do so in accordance with any strategy already agreed upon by the team.

Example: The Republic team consists of three members, Al, Bob, and Carl. Al is the Grand Admiral. On Turn 4 the three discuss their plans for the future turns’ campaigns. When Turn 5’s orders are due to be submitted, Carl is unavailable. As a result, Al fills out both his own and Carl’s orders and submits the combined orders to the GM.

If a Grand Admiral is unavailable, a teammate may assume the role for as long as needed.

TURN
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any message from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by that player’s forces. The turn has three phases:

1. Construct Units

2. Jump

3. Combat.

Each phase occurs simultaneously among players.

PHASE ONE: CONSTRUCT UNITS
Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.

For example: Planet Redjik 30 credits. Up to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of Y-Wings and 2/14 of another; or build 30/40 of a Consular-class Light Frigate.

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 credits in turn 1. The player builds 2 Z-95 Headhunters (11 each, 22 total) and 8/14 of a Y-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/59 of an Arquitens-class Command Cruiser. The 8/14 of a Y-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn. If a planet has a starting production less than 10, it cannot be improved.

A planet may spend up to twice its production in one turn, provided it has not done so the previous turn, and only produces space forces the turn that it uses the additional production. The extra credits required to fund this extra production must be provided by planets belonging to the same player which are themselves not producing anything the turn these credits are provided.

Please note: Credits cannot be saved for future turns. If not used in a turn credits are lost.


PHASE TWO: JUMP
The Jump to Lightspeed allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry squadrons or ground forces up their carrier capacity. So, a Pelta-class Cargo Frigate can carry 1 squadron or 1 GF. A Venator I-class Star Destroyer can carry up to 3, in any combination.

For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same system OR any planet in an adjacent system. Ships can also jump to a non-planet place in a reachable system – this is known as deep space. When two fleets enter deep space, they are not considered to be sharing the same space, and thus cannot interact. The exception is if they specifically jump to the same coordinates, an action which must be specified by the player(s).

It costs 1 credit for each ship to Jump – this covers the cost of fuel. Ships with the Keyword FLOTILLA cost 2 credits to jump.


PHASE THREE: COMBAT
Once all ships have jumped, spaces that have units from two or more sides may have combat. All combat is auto-resolved by the GM.

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%).

The casualty percentage is based on the size of the smaller fleet. For example, a fleet of 100 defeats a fleet of 200 points. If each fleet takes 30% casualties, both sides will lose 30 points.
If a fleet with HOLD-FIRE orders is attacked by a fleet with FREE-FIRE orders, it will suffer a die roll modifier of +/- 1 in the attacker's favor.

Actual unit casualties will be randomly determined by the GM.

After a battle, the force with 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 location. If it is unable to jump, it is considered destroyed. A retreating fleet may not take any GF off the planet it was defending before retreating. Only GF already loaded on the fleet may escape with the fleet.

INVASION
Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is resolved using standard RISK rules - up to 3d6 rolled for the attacker, 2d6 for the defender. Highest pairs of each side are compared, higher roll destroys the other side.
Where the pairs are tied, the defender wins.
Ground combat ends once one side is eliminated.

BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded. Blockaded planets may only construct Ground Forces and do not contribute credits towards Jumping.

BOMBARDMENT
If a planet is blockaded it may be bombarded. A D6 will be rolled for the first 50 points of fleet above a planet, with an additional D6 being added for each additional 100 points of fleet. On a roll of 1 or 2, a GF is destroyed. On a 4, 5, or 6, the planet’s credit production is reduced by 1. On a role of 3 the bombardment fails to hit anything significant, and has no effect.
You cannot Bombard and Invade in the same turn.

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. To repair a ship it must be in orbit of a planet, or share a space with a vessel with the REPAIR keyword. The cost to repair is equal to one quarter of the cost of the ship, rounded up. A ship cannot be repaired by a planet and by a ship with the REPAIR keyword at the same time.

For example, if a CR90B is “scarred” it would cost 10 credits to repair. If the planet it is located at has less than 10 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.

When a ship is scarred it will be marked as such in your roster.

FLEET SIZE
The total number of ships belonging to one faction may not exceed 400 points in any one location - planet, deep space. The total number of squadrons belonging to one faction may not exceed 400 points in any one location - planet, deep space. The total number of points belonging to any one faction in any one location may not exceed 500.

GENERAL ORDERS
A player should set some general orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will suffer a modifier of 1 to their disadvantage in space combat. These general orders should be repeated in each set of orders to remind the GM of those that are appropriate.


MULTIPLE FLEETS IN ONE LOCATION
It is permissible for fleets of allied players to be in the same space at the same time, without either having to retreat, so long as the fleet point cap in the space is not exceeded. Allied fleets in the same space will be treated as one fleet for the purposes of resolving battles. In the event that more than two fleets engage in combat with each other in a single space the battle is resolved by pairing the two largest fleets, resolving the battle, and then pairing the next two largest fleets, and so on. The damage incurred is cumulative and is taken into account when determining battle order.

KEYWORDS
The following is a list of the Keywords used in the game, alongside their explanations:

Keyword

Affect

Hostile

On a roll of 1-2, an occupying droid force is removed from this world. On a roll of 1, an occupying clone force is removed from this world.

Fighter Plant

Squadrons produced on this world have their cost reduced to 70 percent, rounded up to the nearest point.

Droid Factory

Droid forces produced on this world have their cost reduced to 50 percent, rounded up to the nearest point.

Training Ground

Clone Forces produced on this world have their cost reduced to 50 percent, rounded up to the nearest point.

Improved Shipyards

Ships produced on this world have their cost reduced to 80 percent, rounded up to the nearest point.

Spynet

1 scan of any world is permitted each turn, informing the scanning team of the alignment, credit production, production queue, fleet size and garrison size of the scanned world.

Repair

During the build phase, you may perform a repair action on a scarred non-Repair ship at the same location, spending up to 15 credits for each vessel with Repair present.

Warship

During the combat phase, you recieve a favorable +1 or -1 bonus for each ship present with Warship.

Flotilla

Fuel costs for this vessel are doubled.

Squadron

This vessel may not execute hyperjumps, but may be carried aboard friendly vessels, consuming a carrier capacity of 1.

Flagship

When in battle, this ship has the ability to select a specific enemy vessel which will be the first to receive damage. The selections options are: A) the most valuable ship, B) the least valuable ship, C) the most valuable scarred ship, D) the least valuable scarred ship, E) squadrons.

VICTORY CONDITIONS
A team is determined to have won if it reaches 10 victory points or when its opposing team acknowledges its supremacy . Victory points are obtained through the completion of Objectives.

OBJECTIVES
Objectives are missions which players can undertake, upon completion of which the player's team gains the associated number of victory points. The list of objectives is as follows:

  1. Supremacy: If a team controls 36 planets, excluding its starting positions, it receives 10 victory points.
  2. Welcome to the Family: If a team controls all five of the planets Mandalore, Christophsis, Ryloth, Umbara, and Scipio for 2 consecutive turns, that team gains 2 victory points.
  3. Better Luck Next Time: If a team completely defeats the naval forces of an opposing team member, that team gains 4 victory points.
  4. Seat of Power: [Faction-specific] if the CIS team captures Coruscant, it gains 1 victory point.
  5. Seat of Power: [Faction-specific] if the Republic team captures Raxus, it gains one victory points. (This planet was chosen as a mirror for Coruscant, as the most significant of the named CIS planets.)
  6. Industrialist: If a team controls all the shipyards (there are 7, fairly spread out) for 3 consecutive turns, that team gains 3 victory points.

OTHER THINGS
Matters not covered by these rules will be decided by the GM typically by shouting and then rolling some dice.

END OF RULES

Edited by GhostofNobodyInParticular

Here's the map, sorry the resolution isn't great off the sheet:

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And in 100%.

Edited by The Jabbawookie

I'm in reporting for the Republic!

And I would prefer some objectives since it gives better goals then just total annilation haha (also it feels more realistic if you ask me)

Edited by clontroper5

A couple questions.

If there is multiple warships is the bonus cumulative? So I. E. 2 venators are fighting a providence so the Republic would get a net +1 bonus correct?

Also would you be open to new keyword suggestions?

21 minutes ago, clontroper5 said:

If there is multiple warships is the bonus cumulative? So I. E. 2 venators are fighting a providence so the Republic would get a net +1 bonus co  rrect?

Yes.

21 minutes ago, clontroper5 said:

Also would you be open to new keyword suggestions?

Of course.

So a couple keyword ideas:

Transport: this ship can only carry ground forces (could also be transport-x, where x is the carrier capacity that is restricted to ground forces)

Commandship: you may select one enemy ship as a priority target, when detrmermining casualties that ship will take damage first. If it is destroyed the remaining causualties will be alloted normally

scout: this fighter may perform hyperspace jumps but cannot attack or defend alone. If it enters a system with enemy ships or squadrens, roll a d6 on a 1 or 2, it is detected and destroyed. Otherwise it is undetected and then forced to retreat as normal

Commandship and scout could add a fair amount of depth to decision making but could increase book keeping by a fair amount as well (especially scout) I would probably add a limit to the number of scouts that a player could own at any 1 time if you decided to add that keyword. (3-5 sounds like a good limit to me)

Just now, clontroper5 said:

Transport: this ship can only carry ground forces (could also be transport-x, where x is the carrier capacity that is restricted to ground forces)

I like this as an idea, but why would anybody buy that ship in this case? Also, I don't know of any ships that were geared in that manner.

Just now, clontroper5 said:

Command ship: you may select one enemy ship as a priority target, when detrmermining casualties that ship will take damage first. If it is destroyed the   remaining causualties will be alloted normally

This I like, and may implement. . . How to, though, is the question. There can't be too many, after all, which means it can't be on a ship that has the potential to be spammed - and with Scipio, any ship has the potential to be spammed save the Lukrehulk. Maybe I'll give it to the most expensive ship in each player's starting fleet of 200 points (and rename it Flagship). What do you (and, of course, everybody else interested) think?

2 minutes ago, clontroper5 said:

scout: this fighter may perform hyperspace jumps but cannot attack or defend alone. If it enters a system with enemy ships or squadrens, roll a d6 on a 1 or 2, it is detected and destroyed. Otherwise it is undetected and then forced to retreat as normal 

I'd consider this, subject to the following rewording (for clarity), though I can't really give it to an existing Squadron due to none of them being hyperspace capable save the really expensive shuttles. It seems like the sort of thing that is useful but trivial. If more people want it I'll include it.

The rewording:

"Scout: this fighter may perform hyperspace jumps but cannot attack or defend alone. If it is alone in a system with enemy ships or squadrons, roll a d6 and, on a 1 or 2, it is detected and destroyed. Otherwise it is undetected and forced to retreat as normal  ".

5 minutes ago, GhostofNobodyInParticular said:

This I like, and may implement. . . How to, though, is the question. There can't be too many, after all, which means it can't be on a ship that has the potential to be spammed - and with Scipio, any ship has the potential to be spammed save the Lukrehulk. Maybe I'll give it to the most expensive ship in each player's starting fleet of 200 points (and rename it Flagship). What do you (and, of course, everybody else interested) think?

One option might be to make each player choose a single command ship as part of their initial fleet. However, I tend to shy away from anything that requires additional PMs to resolve, because it can radically slow down the game.

Doing this would look like:

Both GAs submit orders.

GM realizes there's combat involoving a command ship and PMs her owner, offering a complete list of each opposing ship.

Player decides which ship to target, PMs the GM.

GM processes combat, notifies everyone.

Though I like the suggestion a lot thematically, it looks complex with one command ship, let alone multiple fights involving command ships at the same time, or two command ships in the same fight.

With regard to Scout, ARC-170s and Y-wings had hyperdrives as well, though none of the CIS fighters in the list did.

Edited by The Jabbawookie
3 minutes ago, GhostofNobodyInParticular said:

I like this as an idea, but why would anybody buy that ship in this case? Also, I don't know of any ships that were geared in that manner.

The idea would be the transport would be much cheaper for carrier capacity then other ships (perhaps one variant of the acclimator for example).

6 minutes ago, GhostofNobodyInParticular said:

This  I like, and may implement. . . How to, though, is the question. There can't be too many, after all, which means it can't be on a ship that has the potential to be spammed - and with Scipio, any ship has the potential to be spammed save the Lukrehulk. Maybe I'll give it to the most expensive ship in each player's starting fleet of 200 points (and rename it Flagship). What  do you (and, of course, everybody else interested  ) think  ?

I would just put a hard limit on it probably. Also I would make it so it wouldn't stack.

Alternatively along your line of thinking each player can have a designated flagship with the ability and if it were to be destroyed they could get a new one (perhaps by a Commandship retrofit where they pay some credits to upgrade it)

5 minutes ago, The Jabbawookie said:

One option might be to make each player choose a single command ship as part of their initial fleet. However, I tend to shy away from anything that requires additional PMs to resolve, because it can radically slow down the game.

Doing this would look like:

Both GAs submit orders.

GM realizes there's combat involoving a command ship and PMs her owner, offering a complete list of each opposing ship.

Player decides which ship to target, PMs the GM.

GM processes combat, notifies everyone.

Though I like the suggestion a lot thematically, it looks complex with one command ship, let alone multiple fights involving command ships at the same time, or two command ships in the same fight.

You could also make it so they have to have previous knowledge of the enemy fleet to designate a target. I. E. Through the spynet, or a previous encounter. Or a scout ship If you add those.

That way it would just be an added line to the command orders, and if the target has left the Sytem or somthing then the command fails.

Edited by clontroper5
1 minute ago, The Jabbawookie said:

One option might be to make each player choose a single command ship as part of their initial fleet. However, I tend to shy away from anything that requires additional PMs to resolve, because it can radically slow down the game.

Doing this would look like:

Both GAs submit orders.

GM realizes there's combat involoving a command ship and PMs her owner, offering a complete list of each oppos   ing ship.

Player decides which ship to target, PMs the GM.   

GM processes combat, notifies everyone. 

Though I like the suggestion a lot thematically, it looks complex with one command ship, let a  lone multiple fights involving command ships at the same time, or two comma  nd ships in the same fight.

I was sort of envisioning each player submit a list of preferred targets each turn with the orders. Like 'If I run into Player X's Lukrehulk, focus on that, otherwise focus on the scarred ships'.

1 minute ago, clontroper5 said:

The idea would be the transport would be much cheaper for carrier capacity then other ships (perhaps one variant of the acclimator for example).

Hmm. Maybe. If enough people like it, I'll include it. Until then, I can't see too much of a need for it.

1 minute ago, clontroper5 said:

I would just put a hard limit on it probably. Also I would make it so it wouldn't stack. 

Alternatively along your line of thinking each player can have a designated flagship with the ability and if it were to be destroyed they could get a new one (perhaps by a Commandship retrofit where they pay some credits to upgrade it)

That would be a way to limit it to one per player - when it is destroyed, either the most expensive remaining ship automatically becomes the command ship, or the player can pay to make another ship a command ship.

Just now, clontroper5 said:

You could also make it so they have to have previous knowledge of the enemy fleet to designate a target. I. E. Through the spynet, or a previous encounter. Or a scout ship If you add those.

That way it would just be an added line to the command orders, and if the target has left the Sytem or somthing then the command fails.

It would be unreliable ( c'est la guerre. ) I'm perfectly happy to play with it; assuming it doesn't involve more PMs between more players, the effort is borne by the GM.

For objectives, I have the following as possibilities:

1) If a team controls all five of the planets Mandalore, Christophsis, Ryloth, Umbara, and Scipio for 2 consecutive turns, that team gains 2 victory points.

2) If a team completely defeats the naval forces of an opposing team member, that team gains 4 victory points.

3) [Faction-specific] if the CIS team captures Coruscant, it gains 1 victory point.

4) [Faction-specific] if the Republic team captures Raxus, it gains one victory points. (This planet was chosen as a mirror for Coruscant, as the most significant of the named CIS planets.)

5) If a team controls all the shipyards (there are 7, fairly spread out) for 3 consecutive turns, that team gains 3 victory points.

Edited by GhostofNobodyInParticular
1 minute ago, The Jabbawookie said:

the effort is borne by the GM.

One issue I have with Grand Admirals as they are now. . . they do most of the collating, I just implement (not nothing, of course, but still). An alternative implementation of GAs is as players entitled to make moves for absent players. That way, they are largely unburdened most of the time.

13 minutes ago, GhostofNobodyInParticular said:

I  was sort of envisioning each player submit a list of  preferred targets each turn with the orders. Like 'If I run into Player X's Lukrehulk, focus on that, otherwise focus on the  scarred ships  '.

You know I think it would be really easy if we just gave the commandship a few options like this.

I. E.

A) Target the most valuable ship,

B) target the least valuable ship.

C) Target the most valuable scarred ship.

D) Target the ship with the most carrier capacity.

E) target fighters

11 minutes ago, clontroper5 said:

You know I think it would be really easy if we just gave the commandship a few options like this.

I. E.

A) Target the most valuable ship,

B) target the least valuable ship.

C) Target the most valuable scarred ship. 

D) Target the ship with the most carrier capacity. 

E) target fighters

OK. So when a player submits his orders, he just says 'I want the command ship to use Option D', for example. Easy enough. I'll add it to the rules above, tell me what you think.

@Lord Preyer you interested?

7 minutes ago, The Jabbawookie said:

@Lord Preyer you interested?

Ah yes! Sorry for forgetting you LP. I'll tag you in the OP.

@GhostofNobodyInParticular

Thanks for the offer, but im pretty burnt out from last game. Ill pass this time around. Have fun tho without me!

I am interested, and will fight for the CIS.

I have some other questions on the rules:

Bombardment - it says can only build GF, but in the last game it was also possible to increase the credit production of the planet while it was bombarded. Do you want to change it to include this, or just leave it only as "build GF".

?

Also, on the various economic improvements (fighter factory, shipyard) why not just say "Every x credits spent on ships / fighter produces Y production". Ah! Because the fighters cost different amounts, etc. I guess the percentage thing works in that case.

For the Ground Unit production ones, why not just say "GF here cost 6 credits for the Republic" or "GF here cost 4 credits for the CIS".

?

When it comes to bombardment, I urge you to change it so that you must have 50 points of fleet (or 75, or 80) in orbit to bombard, and add 1 die for every 100 points beyond that, so that you don't have to get exactly 500 points in a system to roll the 5 dice. It is a pain to have to design a fleet to get to exactly 500 points.

Is The Jabbawookie a player or a GM?

11 minutes ago, LTD said:

I am interested, and will fight for the CIS.

I have some other questions on the rules:

Bombardment - it says can only build GF, but in the last game it was also possible to increase the credit production of the planet while it was bombarded. Do you want to change it to include this, or just leave it only as "build GF".

?

Also, on the various economic improvements (fighter factory, shipyard) why not just say "Every x credits spent on ships / fighter produces Y production". Ah! Because the fighters cost different amounts, etc. I guess the percentage thing works in that case.

For the Ground Unit production ones, why not just say "GF here cost 6 credits for the Republic" or "GF here cost 4 credits for the CIS".

?

When it comes to bombardment, I urge you to change it so that you must have 50 points of fleet (or 75, or 80) in orbit to bombard, and add 1 die for every 100 points beyond that, so that you don't have to get exactly 500 points in a system to roll the 5 dice. It is a pain to have to design a fleet to get to exactly 500 points.

Is The Jabbawookie a player or a GM?

I can answer two of these. I conceived of the ground force discounts, and phrased them that way in case GNIPs wanted to add other, specialized ground forces under the same label or attributes that changed the cost of ground forces.

I intend to be a player, and will zealously serve whichever faction has fewer interested parties.

4 hours ago, LTD said:

Bombardment - it says can only build GF, but in the last game it was also possible to increase the credit production of the planet while it was bombarded. Do you want to change it to include this, or just leave it only as "build GF".

Good point. I remember how wasted many credits were in blockaded planets where I had hit the maximum garrison.

4 hours ago, LTD said:

When it comes to bombardment, I urge you to change it so that you must have 50 points of fleet (or 75, or 80) in orbit to bombard, and add 1 die for every 100 points beyond that, so that you don't have to get exactly 500 points in a system to roll the 5 dice. It is a pain to have to design a fleet to get to exactly 500 points.

OK.

@LTD I changed the bombardment rules. I also made it so that it has no effect on a roll of 3 - after all, most bombardments from only a few thousand feet up miss, as do naval bombardments, so I feel there should be some element of failure here too.