Below is what I am thinking of utilizing for the OP of the next game. Also included what I may be using as the starting technology for each faction, so take a look over that as well and give me your opinion on the distribution. I wanted to keep everything with similar numbers of resources required for the starting tech, so a couple changes were done to keep the costs roughly equal in the number of resources required from the basic 1 Ore, 1 Oil I'm going to be using as the starting total resources of each faction. Tell me if you have any major complaints about the selection I set up for the two factions or the way I wrote things up.
It is the end of the fifth year since the end of the Second World War. The Union of Soviet Socialist Republics has recently conducted its first test of an atomic bomb, rapidly followed by successful tests in both Forenia and Tropico of their heavy automatized mecha. While it is not yet determined how they will reel in the deployed prototypes, both governments assure they are working on the problem. Furthermore, the Korean War has begun, with both sides deploying numerous amounts of both Forenian and Tropican arms, that diplomats from both nations express apparent amazement at their presence, while commenting on more effective deployments and thanking both sides for resources that are being so generously provided to both islands.
Within Southeast Asia, the governments have largely collapsed. After being liberated from Japanese control by forces from Forenia, the island nation attempted to hold control the territory it had rightfully acquired in its own eyes, creating numerous organizations to further spread their ideals to the inhabitants, many of which having grown in the region over the course of the multi-decade war on Forenia. With outside diplomatic pressures, Forenia backed off, but had decided to liberate the islands and created governments based off their own ideals, rather than return the islands to those that owned them before the war. Most of these did not last very long, however, for one particular reason.
Much of Forenian culture has its basis within holding a large amount of spite against a particular target and deciding to lash out against it. This is what had led to their massive multi-decade war in the first place, and their nation likely would have collapsed as the next generation began to rumble into power and they grew dissatisfied. With the occurrence of the outbreak of the Second World War upon their island by the Japanese, something changed. With exception to a few nationalistic organizations, the Arstotzkan and Moskurg peoples had their identities reforged into viewing themselves as a united Forenian people and were largely content. The chance of conflict would grow, but it would be with individuals outside their island or, in a pinch, the armed rebels within the mountains that stuck to the old lines.
Without these conflicts fully united the populations, most of the governments collapsed. The Federation of Malaysia and the Republic of New Guinea managed to survive through directing their populace to focus upon the other nation rather than at each other. While both nations were separated by a fair distance, it was viewed by both sides as only a minor obstacle to go through to reach the object of their focus. As an attempt to speed up their efforts, both create their own Design Bureaus to speed up the process of reaching their foe and to provide with better weaponry for their militaries, based upon the Bureaus found in Forenia. In fact, a couple Forenian engineers rumored to be on either side...
Weapons
MK-47 Assault Rifle: (2 Ore)(Personal, Medium, General)This is a blowback operated rifle using .30 caliber rounds, designed to be an automatic weapon with a similar size and role to the Model 1 Service Rifle. It has a rear pistol grip, a slotted wooden foregrip and a 30 round magazine which mounts on the side. It is based on the Cascade's action, but heavily reinforced to withstand the pressures incurred by full size rifle rounds. The heavy moving bolt significantly affects accuracy when firing automatically, even at medium range. The weapon has a heavy barrel to prevent overheating and help with the recoil, which makes the weapon weigh around 16 pounds, but the recoil from rapidly firing rifle rounds is still a significant issue. Fires 600 rounds per minute. Costs 2 ore.
Incinerator Flamethrower: (2 Ore, 2 Oil)(Personal, Large, Officer) A heavy weapon, consists of two tanks on a soldier's back (one of harmless nitrogen as a propellant, and one of flamethrower fuel) and a nozzle with a pilot light. Shoots a jet of burning liquid about 25 feet. Includes an emergency cutoff valve.
AS-P32: (Personal, Large, General) A parachute that is large and round, and has various straps, clips and buckles to allow a soldier to carry a light primary weapon, such as the Nosin, AS-F14 or MC16, and their ammo and a grenade, or an AS-1924 but not much ammo. Alternatively, a paratrooper could also bring an AS-1911 mortar and a few rounds, but only their sidearm with it. Radios need to be dropped separately.
Model 3 Radio: (2 Ore)(Personal, Large, Officer) A vacuum tube radio, which now comes as a pair of 30 pound boxes (one of batteries and one of the radio itself). Each box is man portable on its own, and has to be assembled together to work. It also includes a light, flexible antenna instead of a radio mast, which can either be erected up a tent pole or worked into the frame of a vehicle. The result is that it takes up two mens' primary weapon slots instead of a wheelbarrow, making it portable by a mobile squad and useable after about a minute of setup. Alternatively, it can fit into most vehicles without affecting performance. Also importantly, it can now transmit and receive audio instead of just morse code, making communication faster in general.
AS-LM20: (1 Oil)(Personal, Small, General) A landmine! Consists of an explosive, metal shell and button. Armed by removing a key. The mines are cheap and simple, and reliably kill or dismember infantry who step on them.
Vehicles
AS-HV19: (2 Ore, 3 Oil) (Vehicle, Medium, General) A heavy truck, built for logistics. Uses a cabover design, giving it a short, tall and square cabin- drivers climb up three steps to enter it. Includes six large, pneumatic tires- two wheels under the cabin steer, and four close to the back of the bed drive. A simple spring suspension system makes a very bouncy ride, amplified by the height of the cabin. Under the cabin is a fairly large eight cylinder engine, which belches black smoke from two exhaust stacks that go over the back of the cabin. The bed is five meters long and consists of a simple frame that can hold a hopper, tanker, or trailer hitch. Other things might easily be built to fit there, but engineering didn't get around to that. Gets up to 80 kph on a good road, and can carry eight tons without too much trouble.
T2 Breaker: (5 ore, 2 oil)(Vehicle, Medium, Specialized) A tank built from Rolled Homogenous Armor, like tanks should be made of. It is medium armored throughout, with a slanted front but mostly square. The turret is specially cast as a rounded dome and rotates with electrical motors. Includes a 1.6 inch rifled Breaker cannon, with a long barrel, suspension and muzzle brake. The Breaker cannon can fire about 24 times a minute, it is single loaded by hand. It also has a coaxially mounted Brumby. The exit hatch in towards the mach of the tank and includes a pintle-mounted Brumby. The tank is a heavy, it sits on wide cowled treads and is powered by a big 12-cylinder diesel engine, and can get up to about 23 mph. Crewed by a driver, loader, gunner, and commander. Now with extra slat armor. The radio is usually omitted due to the already very steep cost of the tank.
Aircraft
Model 4 Yellowjacket: (3 ore, 3 oil)(Vehicle, Medium, Specialized)A fighter aircraft, built fully of aluminum. It has flat low wings on a relatively long, narrow fuselage which holds its V12 motor. The motor is fuel injected, and cooled by a water radiator. It has six exhaust pipes poking out under the wing on each side, and a canopy-covered pilot seat close to the tail. It is relatively sturdy and maneuverable, it is fast and makes tight maneuvers but is "temperamental", prone to going into out-of-control rolls and requiring a tight grip on the joystick. The canopy includes a tubular gun sight. The six Sorraia guns in the wings provide ample firepower, but the six guns and their ammo are somewhat heavy. Moves faster and maneuvers better than the Wasp, as well as having a higher altitude ceiling.
UF-1939 (5 ore, 5 oil)(Vehicle, Large, Specialized) A six-engine aircraft based upon the AS-1931-HAFB to transport the initial assault force to take a major port upon the island to allow AS-CV22s to have a place to land.
Navy
AS-CV22: (6 ore) (Ship, Medium) A steam-powered ship, worthy of sea travel. Uses two AS-51 S steam engines, which each power one screw. The vessel is around 60 meters long. It mounts an AC-18 on the bow for air defense, an an AS-1910 on top of the con tower.
Personal Equipment
AS-AR34: (2 Ore)(Personal, Medium, General) The AR34 is an assault rifle chambered for 7.62L ammunition, an intermediate powered cartridge. It is fed at the bottom from a wide 24-round magazine, or a 40-round drum, and ejects cartridges to the right side. It has a tactical rail an adjustable iron sights on top. It is select-fire, having a knob on the side which the user slides forward and back to set the gun either to be single-shot or automatic. The knob is very stiff and requires soldiers to take their left hand off the weapon and force it. Most of its furniture is made from aluminum, and it has a vertical pistol grip and foregrip. It weighs under 6kg. It has good stopping power and accuracy out to medium range, and is relatively easy for users to control even on automatic fire (which is still far less accurate than shooting singly). It's about as long as the AS-F14, which means it is usable in close quarters but not perfect.
AS-1924: (3 Ore)(Personal, Large, Officer) A light machine gun using 7.62mm rifle rounds. It is gas-operated, with a box magazine, a bottom-fed 25 round rectangular mag or 60 round drum. It includes an aluminium stock, magazines and fixtures, which are lighter than wood fixtures used on previous guns, though the barrel, action etc are steel. It is easily man portable at 8 kilos, allowing one man to carry the gun and a decent amount of ammo, though AS-1924 gunners are still often accompanied by a man to spot and carry additional ammo. It can be fired while standing or kneeling, with its pistol grip and overhead foregrip, but is most accurate when used with a bipod. Sustained fire (through multiple magazines) can cause overheating. Shoots around 500 rounds a minute. Costs 3 ore.
AS-P32: (Personal, Large, General) A parachute that is large and round, and has various straps, clips and buckles to allow a soldier to carry a light primary weapon, such as the Nosin, AS-F14 or MC16, and their ammo and a grenade, or an AS-1924 but not much ammo. Alternatively, a paratrooper could also bring an AS-1911 mortar and a few rounds, but only their sidearm with it. Radios need to be dropped separately.
Model 3 Radio: (2 Ore)(Personal, Large, Officer) A vacuum tube radio, which now comes as a pair of 30 pound boxes (one of batteries and one of the radio itself). Each box is man portable on its own, and has to be assembled together to work. It also includes a light, flexible antenna instead of a radio mast, which can either be erected up a tent pole or worked into the frame of a vehicle. The result is that it takes up two mens' primary weapon slots instead of a wheelbarrow, making it portable by a mobile squad and useable after about a minute of setup. Alternatively, it can fit into most vehicles without affecting performance. Also importantly, it can now transmit and receive audio instead of just morse code, making communication faster in general.
M34 Viper Landmine: (1 Oil)(Personal, Medium, General) A landmine! It's a disc shaped box full of explosives, with a trigger on top. The land mine includes a recession to fit the trigger of another land mine underneath it, and the trigger protrudes into this space when pressed, igniting all mines in a stack simultaneously. The trigger is locked with a removable pin. The version manufactured within the Republic of New Guinea is both smaller and lighter than the original Moskurg design.
Vehicles
L-1 Tiger: (3 Ore, 2 Oil) (Vehicle, Medium, General) The Tiger is, despite its fierce name, a truck. It has a long, narrow nose in front of the cab containing a twelve cylinder engine, and the steering wheels are next to it under round cowls. It has a bed where a hopper, tanker, seats, trailer hitches or other things can easily be attached. There are six rear drive wheels, on independent suspension.
T2 Breaker: (5 ore, 2 oil)(Vehicle, Medium, Specialized) A tank built from Rolled Homogenous Armor, like tanks should be made of. It is medium armored throughout, with a slanted front but mostly square. The turret is specially cast as a rounded dome and rotates with electrical motors. Includes a 1.6 inch rifled Breaker cannon, with a long barrel, suspension and muzzle brake. The Breaker cannon can fire about 24 times a minute, it is single loaded by hand. It also has a coaxially mounted Brumby. The exit hatch in towards the mach of the tank and includes a pintle-mounted Brumby. The tank is a heavy, it sits on wide cowled treads and is powered by a big 12-cylinder diesel engine, and can get up to about 23 mph. Crewed by a driver, loader, gunner, and commander. Now with extra slat armor. The radio is usually omitted due to the already very steep cost of the tank.
Aircraft
AS-HF-32: (3 ore, 3 oil)(Vehicle, Medium, Specialized) An aluminum built fighter with a mid wing. It has a long narrow fuselage with a water cooled, turbo charged and fuel injected V10 motor. It has a square-ish closed canopy and fixed landing gear. It is armed with 2 AC-18s in the wings and 2 AS-1924s in the nose, on an interrupter gear. It is faster and can climb higher than the AS-DB or AS-1931 by a good margin, and despite some turbulence from the landing gear it has better maneuverability at high speeds. Not often, but sometimes, the landing gear breaks off in an extreme maneuver, forcing pilots to land the craft on its belly. The bomb mounts and portions of the required reinforcing were removed to save on resources.
UF-1939 (5 ore, 5 oil)(Vehicle, Large, Specialized) A six-engine aircraft based upon the AS-1931-HAFB to transport the initial assault force to take a major port upon the island to allow AS-CV22s to have a place to land. Much of its armaments had to be sadly removed in this revision in order to hold more soldiers.
Navy
AS-CV22: (6 ore) (Ship, Medium) A steam-powered ship, worthy of sea travel. Uses two AS-51 S steam engines, which each power one screw. The vessel is around 60 meters long. It mounts an AC-18 on the bow for air defense, an an AS-1910 on top of the con tower.
Made some changes to the initial loadouts. Common marks that both nations have a copy of the design, with each being United Forenia versions of the various designs. Descriptions are fairly short, but should be sufficient. This distribution sound better?
Weapons
MK-47 Assault Rifle: (2 Ore)(Personal, Medium, General) This is a blowback operated rifle using .30 caliber rounds, designed to be an automatic weapon with a similar size and role to the Model 1 Service Rifle. It has a rear pistol grip, a slotted wooden foregrip and a 30 round magazine which mounts on the side. It is based on the Cascade's action, but heavily reinforced to withstand the pressures incurred by full size rifle rounds. The heavy moving bolt significantly affects accuracy when firing automatically, even at medium range. The weapon has a heavy barrel to prevent overheating and help with the recoil, which makes the weapon weigh around 16 pounds, but the recoil from rapidly firing rifle rounds is still a significant issue. Fires 600 rounds per minute. Costs 2 ore.
M3 Sorraia GPMG: (3 Ore)(Personal, Large, Officer) A .30 caliber machine gun fed from a belt. 50-round belts can be strung together for extended fire or stored in a belt box attached to the Sorraia, which for practical purposes is similar to a magazine. Unlike the Brumby, it uses a recoil action, and is configured to fire around 800 rounds per minute, achieved with the help of a muzzle booster (which looks like a flared end on the barrel). It is slightly lighter, at 22 pounds. Comes with an integrated bipod, can be used on a tripod for emplacements. It uses similar heat sinks to the Brumby, which are now shrouded. It has a changeable barrel, which is necessary for emplacement use. It is effective to a greater distance than the Brumby when so mounted, about 800 yards.
Vehicles
T2 Breaker: (5 Ore, 2 Oil)(Vehicle, Medium, Specialized) A tank built from new Rolled Homogenous Armor, like tanks should be made of. It is medium armored throughout, with a slanted front but mostly square. The turret is specially cast as a rounded dome and rotates with electrical motors. Includes a new 1.6 inch rifled Breaker cannon, with a long barrel, suspension and muzzle brake. The Breaker cannon can fire about 24 times a minute, it is single loaded by hand. It also has a coaxially mounted Sorraia. The exit hatch in towards the mach of the tank and includes a pintle-mounted Sorraia. The tank is a heavy, it sits on wide cowled treads and is powered by a big 12-cylinder diesel engine, and can get up to about 23 mph. Crewed by a driver, loader, gunner, and commander. It is reinforced with extra slat armor and has been standardized with a radio.
Aircraft
Model 4 Yellowjacket: (3 ore, 3 oil)(Vehicle, Medium, Specialized)A fighter aircraft, built fully of aluminum. It has flat low wings on a relatively long, narrow fuselage which holds its V12 motor. The motor is fuel injected, and cooled by a water radiator. It has six exhaust pipes poking out under the wing on each side, and a canopy-covered pilot seat close to the tail. It is relatively sturdy and maneuverable, it is fast and makes tight maneuvers but is "temperamental", prone to going into out-of-control rolls and requiring a tight grip on the joystick. The canopy includes a tubular gun sight. The six Sorraia guns in the wings provide ample firepower, but the six guns and their ammo are somewhat heavy. Moves faster and maneuvers better than the Wasp, as well as having a higher altitude ceiling.
Personal Equipment
AS-AR34: (2 Ore)(Personal, Medium, General) The AR34 is an assault rifle chambered for 7.62L ammunition, an intermediate powered cartridge. It is fed at the bottom from a wide 24-round magazine, or a 40-round drum, and ejects cartridges to the right side. It has a tactical rail an adjustable iron sights on top. It is select-fire, having a knob on the side which the user slides forward and back to set the gun either to be single-shot or automatic. The knob is very stiff and requires soldiers to take their left hand off the weapon and force it. Most of its furniture is made from aluminum, and it has a vertical pistol grip and foregrip. It weighs under 6kg. It has good stopping power and accuracy out to medium range, and is relatively easy for users to control even on automatic fire (which is still far less accurate than shooting singly). It's about as long as the AS-F14, which means it is usable in close quarters but not perfect.
AS-1924: (3 Ore)(Personal, Large, Officer) A light machine gun using 7.62mm rifle rounds. It is gas-operated, with a box magazine, a bottom-fed 25 round rectangular mag or 60 round drum. It includes an aluminium stock, magazines and fixtures, which are lighter than wood fixtures used on previous guns, though the barrel, action etc are steel. It is easily man portable at 8 kilos, allowing one man to carry the gun and a decent amount of ammo, though AS-1924 gunners are still often accompanied by a man to spot and carry additional ammo. It can be fired while standing or kneeling, with its pistol grip and overhead foregrip, but is most accurate when used with a bipod. Sustained fire (through multiple magazines) can cause overheating. Shoots around 500 rounds a minute. Costs 3 ore.
Vehicles
AS-T25: (5 Ore, 2 Oil)(Vehicle, Medium, Specialized) A medium tank, built to fit under medium thickness RHA. The armor is sloped shallow in the front, and this slope goes about halfway down the tank's length. The turret and crew hatch are on the flat part of the top of the tank, in the back, leading to a design that looks like a bit of a wedge. It is powered by a 12 cylinder, fuel injected diesel motor. The original turbo injection has been removed to save on fuel. It can get up to 40 kph. The gun, a AS-DT25, fires 50mm rounds, and has a screw breech. The original turret has been modified with an electric motor. It can fire about 20 times a minute and includes AP rounds. The treads are on hydropneumatic suspension, which improves accuracy while the tank is moving. Includes a coaxial AS-1924 and one on the exit hatch with a pintle mount.
Aircraft
AS-HF-32: (3 ore, 3 oil)(Vehicle, Medium, Specialized) An aluminum built fighter with a mid wing. It has a long narrow fuselage with a water cooled, turbo charged and fuel injected V10 motor. It has a square-ish closed canopy and fixed landing gear. It is armed with 2 AC-18s in the wings and 2 AS-1924s in the nose, on an interrupter gear. It is faster and can climb higher than the AS-DB or AS-1931 by a good margin, and despite some turbulence from the landing gear it has better maneuverability at high speeds. Not often, but sometimes, the landing gear breaks off in an extreme maneuver, forcing pilots to land the craft on its belly. The bomb mounts and portions of the required reinforcing were removed to save on resources.
Personal Equipment
UF-P33: ((Personal, Large, General) A parachute based upon the Arstotzkan AS-P32 design. It is large and round, and has various straps, clips and buckles to allow a soldier to carry a light primary weapon, ammunition, and a grenade, or a large weapon with limited ammo.
UF-M4 Radio: (1 Ore)(Personal, Large, Officer) A 30 pound vacuum tube radio that improves over the Model 3 from not needing to be assembled before use and having an internalized battery. It is both man-portable and can fit into most vehicles without affecting performance. Range had to be sacrificed to keep the weight low and the battery fairly often runs down on long offenses.
UF-M35 Cobra: (1 Ore, 1 Oil)(Personal, Medium, General) A disc shaped landmine based upon the M34 Viper Landmine. This design has a greater amount of explosives within the mine, but is also smaller. The end result is that the mine has the same explosive power at a smaller size and lower cost.
Vehicles
UF-L2 Bengal: (3 Ore, 2 Oil) (Vehicle, Medium, General) A truck based upon the L-1 Tiger. The primary difference is within the base of the truck being reinforced and its rear wheels being doubled up. This costs it speed, but renders it more resistant to sabotage.
Aircraft
UF-1939 (5 Ore, 5 Oil)(Vehicle, Large, Specialized) A six-engine aircraft based upon the AS-1931-HAFB to transport the initial assault force to take a major port upon the island to allow UF-CV39s to have a place to land. Much of its armaments had to be sadly removed in this revision in order to hold more soldiers.
Navy
UF-CV35: (6 Ore, 3 Oil) (Ship, Medium) A diesel-powered troop transport designed to carry further units onto an island for an invasion. It mounts an UF-19 on the bow for air defense, a on top of the con tower.
I've had the idea of a space age arms race in my mind for a while now, and I think I have come up with a set up that would be reasonable. However, I'm hoping you could give some critique.
The science of the universe will be as accurate as possible, unless explicitly said otherwise, such as with the natural exception of faster than light travel. Both sides rely on a hyperdrive to travel between systems. The drive allows the ship to actively travel through more than just the three dimensions we humans can perceive, traveling a shorter route than the one that exists in the base three dimensions. Due to external gravitational effects interfering with the workings of the drive, it cannot safely activate when within a certain proximity of a celestial body. The distance is relative to the size of the body, thus hyperdrive travel within a system is generally inhibited by its star. Therefore a ship must travel to the outer edge of a system before activating its hyper drive to cross the interstellar distance. It will be entirely possible to improve this drive or develop other FTL methods.
The drive requires exotic materials to work, which are exceedingly difficult to find and process. Exotics are considered a resource (like the oil of old), and having more available allows for the creation of larger drives, needed for putting large ships into hyperspace. Exotics are commonly mined from a certain breed of asteroid. The other main resource is Labour. The ship yards and skilled labour available for constructing and maintaining warships (our equivalent of ore) is limited, and is typically found in orbit around colonised planets or space habitats. Having more Labour directly correlates to a higher number of better equipped, larger ships.
Each system is linked to the other systems closest to it, and battles will move from one system to the next through these links. Each system has a number of strategic locations, centred around resources. In a contested system, combat will typically occur at these points or enroute between them. Whilst not scientifically accurate, each strategic locations will have some form of "terrain" such as open space, asteroid thickets or a gravity well, in order to provide some variety to the combat environment. The effects of each of these will be explicitly stated to avoid confusion.
As the difference between a small design and a large revision is blurry, there will instead be three design actions per turn, each the power of a revision action. It is possible, recommended even, to spend multiple actions in the same turn on an ambitious design. As we do not have the benefits of hindsight in this game there will also be a single science action. This discovers new technologies that can then be used in future design actions. There are rolls made for design actions, but not for science actions. If you attempt to research a topic, you will find something[\b] useful even if it is not exactly what you asked for. Asking for a particularly advanced topic may cause you to receive a similar, simpler result or guaranteed progress towards it.
Combat will come in a number of forms. The most obvious is ship to ship, occurring in orbit at a strategic location, between two such locations or at the edge of a system at the hyperdrive limit. The second type is the siege. This will occur when the attacking side controls the siege around a location, but not the location itself. Here, fixed defences, such as ground laser batteries, will attempt to hold off the orbiting vessels whilst they bombard key locations on the planet. Whilst it would be a lot more simple to just crash an asteroid into the entrenched defenders, the loss of Labour and Exotics is not considered to be worth it.
Once a location is sufficiently bombarded, the invasion will begin. This will involve landing ground forces at key sites and deploying atmospheric craft for support with the intention of eliminating any hostile presence that was able to resist the orbital bombardment. Once all enemy units are either destroyed or contained, the population is subjugated under threat of orbital space lasers.
Thus engineers will want to design warships, with their armaments and defences, defence systems, such as battle station and ground laser batteries and more conventional equipment, such as tanks, planes and rifles.
If no one has any particular issues with this, and I garner enough interest, I'll create a map and some dressing technology then throw up a thread.
Have an info dump. Any more thoughts/questions?
Propulsion: Ion drives are the basic engine for all ships, with the majority of cheap vessels using them. Those wanting more thrust go for MPD thrusters, with VASIMRs being military grade tech and only just ranking the high end of the civilian market.
Artificial Gravity: Typically every section bar storage, engineering and command have centrifugal gravity and the vast majority of stations spin as well. When preparing for combat, most military ships will stop spinning.
Energy weapons: Lasers are chemical based and used predominantly in point defence against fighter craft and missiles or by those same fighters. They are more commonly used in space than ETC, due to being light speed weapons.
Caseless Ammunition: ETC weaponry is a developing technology, with it being present in almost all non-small arms (bar those mentioned above), which still use caseless solid propellants. Railguns, while technically applicable, suffer from significant wear and lose out to ETC and laser tech.
Missiles: Typically driven by enhanced liquid chemical thrusters and carrying ETC warheads, the on board computer is capable of making course corrections, switching between preapproved targets and swapping the fuel between the warhead and thrusters as needed.
Computers: With the equivalent of a terabyte flash drive being easily affordable by most preschoolers, computing is still electronics based, but optical electronics (Optronics) is a readily provable technology. User interfaces are typically projected onto convenient surfaces, where the computer then recognises gestures performed.
Communication: The hyperspace ansible is still hypothetical, due to a quirk in the laws of physics. Communication between systems requires a courier ship to physically move the data from one to the other, before beaming it with high frequency communication lasers. External communication, or even observation whilst in hyperspace is impossible.
Robotics: The majority of manual, dangerous or repetitive labour is automated. The smallest commercial robot is approximately the size of a quarter, and is used as part of facility-wide diagnostics systems.
Cloning: Full body cloning is illegal under ethical grounds, but cloned replacement body parts are available for those who can afford it.
AI: In restricted environments, AI performs better than humans in almost every field. The current stumbling blocks are social interaction and infinite variable environments. Another known failing is the inability to have a successful broad AI, with all current applications having a handler program selecting from a set of narrow AI. This leads to issues when the situation cannot be correctly categorised and assigned.
Cybernetics: Currently limited to replacement limbs and identification, with implanted chips carrying a copy of medical and criminal history, bank payment details, licences and the like. These can also be used to unlock equipment for specified people.
Bio-engineering: The majority of non-genetic illnesses are curable. All food is genetically modified in some form, with animals raised for slaughter only a rare sight, due to artificial meat being really available and quite comparable. Humans, by law, remain unmodified.
3D Printing: The mainstay for custom manufacturing when the repeated retooling of automated assembly lines is inefficient.
@Aseaheru: Correct, ETC = Electrothermal Chemical
@3D Printer Speed: This vastly depends on the number of printer heads that can be used at once, but you could in theory just print in batches if you have redundant heads. Each individual head can print about 3cm^3 per second, but will be slowed if it has to change material. Each head is at least 1cm apart, and they are typically fixed to a rail which moves in 3D.
Railgun & Coilguns: Touched on in the previous infodump, Railguns are merely waiting on a suitably heat resistant material in order to remove the need to replace the rails after every shot. Due to this drawback, they have been left languishing in favour of laser and ETC weaponry. Mainly due to the lack of interest in railguns, coilguns have also been ignored, but they also suffer from the need for complex timing and switching systems.
Matter Converters: Unfortunately, still in the realms of science fiction. There are some good theories on the topic, but none that are even close to being applied practically.
Plasma Launchers: Plasma can, to an extent, be manipulated in laboratory conditions. Creating any form of weapon from it would be impossible however, due to the large power source required for the containment field, the extensive heat management inherent in handling something tens of thousands of degrees centigrade and the recoil generated from projecting such masses out of the barrel.
Energy Generation: Most needs for energy in a static environment is provided by farms of efficient solar-powered satellites, beaming the energy to special receiving stations to be converted to electricity and added to the power grid. Those that need mobile or more localised power-sources rely on Deuterium fusion reactors. Still a young technology, most warships have a small fusion reactor for combat situations and a bank of solar cells for regular use.
Nanites: Micro-sized robotics is hampered by the limited amount of processing power available to each individual. Currently the only way to get them to do anything meaningful is to broadcast general instructions to the mass from an external unit. Studies into biology inspired interactions are on-going.
Advanced Materials: A few are in common use, such as nanomaterials in structural engineering, synthetic diamonds in electronics and manufacturing and aerogel in insulation. Others are still being developed, like amorphous metals and conductive polymers.
Provided that there is a way to put designs from past turns into play, that could help. However the vagueness of stuff would still hamper designs, and thus salt.
Perhaps make it so that there are an arbitrary amount of things that can be made a tun, and have generic stocks. Probably as something along the lines of how HoI4 does its industry's resource requirements. It would require a larger map to help with the fairness, and would probally be excruciatingly dull without some way to capture more than one area on a given front a turn, but I could see it working.
So, item A, lets say a grenade, takes 1 unit of ferrous metals and 1 unit chemicals to produce 3 units of grenade. They have a grand total of 18 ferrous metals and 9 chemical points, allowing them to make 27 units of grenade and still have some metal to do other stuff. Well, with the design thing, if the three things designed are, say, a tank that takes six units of ferrous metals, one unit of rubber and two of oil, a ship using ten units of ferrous metals and other stuff, and a arty piece that takes only ferrous metals, the players would have to determine what it is worth sinking resources into. Combine that with some amounts of attrition (for instance, 1 unit grenades could be used at one front for one turn while artillery on the same front would keep working until somehow destroyed/captured, but would need to be supplied with shells to function) and I could see alot of interesting compromises show up.
"Yes, we could make these stamped metal guns, but we need the extra metals used in that for other jobs, and the partially wooden ones work almost as well. Perhaps if we manage to take those mines this turn we can start cranking out tons of all-metal weapons."
I can see it adding bookkeeping, but less than, say, the way I am currently doing things, with individual weapons. And there would need to be a fair amount of testing to standardize attrition rates and so on, along with example costs for this and that...
Alright, update time! An example Dice Results List follows:
The exact results for each difficulty, the nature of each tier, and the descriptions used for each tier are all up for debate. This is the second version. Changes are that I mentioned in several places designs might simply not achieve their goals rather than having bugs, I added a sentence about revisions being able to be trivial in the first paragraph, and a few sentences about what revisions might qualify for some of the difficulties. Assuming people are mostly OK with the ideas given here, I will probably make no major changes except a second pass for brevity, as some of this is probably more verbose than necessary.
The following difficulties apply to both Designs and Revisions, (henceforth just "Designs" for brevity) but revisions will usually be about one step more difficult than designs in addition to being limited in scope. For example, making a whole new design for a simple rifle in a new caliber would probably be Trivial, but Easy as a revision. Simple revisions are still perfectly capable of being trivial. Difficulty is mainly judged by three factors: What the best similar example of a technology you have built is, how long ago you built it, and what progress the outside world has made in that area. It's usually easy to make incrementally better designs, and the longer your factories build something, the better your engineering bureau grows to understand it. Real world countries serve as a frame of reference for what is cutting edge technology, it is very hard to get ahead from them, but it is also assumed your engineers might be able to spend some of their time learning from books, academic papers, photos, films and lectures available to the general public- although their reading comprehension is not to be relied on. Lastly, it is important to make a distinction from advances in engineering and advances in military doctrine: For example, assault rifles depend on using smaller caliber bullets than normal rifles so they can be controlled under automatic fire, and it took real life countries a long time to realize this. However, in the last game, you were able to make them far ahead of time because they are not actually difficult to manufacture.
In addition to having "bugs" as a result of a poor die roll, some designs will simply have inherent drawbacks. For example, if you build a bomber with no top-facing guns, it will always be vulnerable to attack from above, or if you specify a tank design with lots of armor, a big gun, and a small engine, no die result is going to cause it to go fast. The consequence of bugs also depends on the nature of the design, a radio with sever bugs might just stop working and be hard to fix, but an aircraft with severe bugs will probably result in dead pilots. If a design makes simple advances in multiple areas, a poor result might only advance in some of those areas, where other areas suffer bugs or do not advance.
Trivial:
A trivial-difficulty design would be one that pushes no new ground in terms of technology or engineering. If something is likely to be trivial, it should be done during a revision so as not to use up a design phase. An example might be adding an existing cannon design to an existing ship design which previously used a different kind of cannon. While revisions involving new technology are harder than designs involving new technology, revisions involving combining existing technology are often trivial.
1: On a roll of 1, there might or might not be a minor bug, depending on whether I can think of a bug that makes sense. If I can't think of a good one, the design succeeds as planned.
2-6: The design succeeds as planned.
Easy:
An easy design would be one that makes only a very small step in technology and requires some new engineering effort, such as making a new tank with thicker armor or a bigger gun or engine than previous tanks, but without any particularly new ideas involved, or a rifle designed to fire faster or be more accurate than its predecessors. It might also be several trivial changes in one design.
1: The design suffers some kind of bug, how severe it is depends on what sort of bug I can think of that makes sense. For example, perhaps a tank's ammunition is stored in a vulnerable spot or the new cannon jams often. Or the whole thing is just a bit rubbish.
2: The design probably suffers some kind of bug, but probably not too severe, or it just isn't as effective as you hoped.
3-4: The design succeeds as planned.
5-6: The design might accomplish something better than planned. For example, the geometry of a tank's armor might make it more effective than normal for its thickness, or a rifle might be extremely reliable even when caked in mud.
Normal:
A normal design advances your technology one "step" in a certain area, making it noticeably better. For example, you might build a cannon which fires shells about 50% larger than your existing ones, a machine gun which uses a new more effective type of action, your biggest ship yet, and so on. This is often the difficulty of a revision to remove a bug in an existing design.
1: The design suffers a pretty severe bug and the main advancement in technology probably isn't accomplished.
2: The design suffers a bug but the advancement in technology might be effective, or it works without any notable problems except that it isn't remarkably effective.
3: The design succeeds. It might suffer a minor bug, but it won't be crippling and probably won't affect future uses of the new technology.
4-5: The design succeeds.
6: The design might accomplish something better than planned. As with bugs, this depends on whether I can think of a way this makes sense.
Hard:
A hard design advances your technology by a couple "steps", such as building a new cannon more than twice as large as your previous largest one, or advances technology in multiple areas, such as building a tank with a new type of armor and new cannon and better engine than your previous one, or begins into a new field of technology but one which you would reasonably have access to, like your very first shaped charge explosive or radio system. A hard design might also be a design which was deemed Very hard or Impossible and failed before, but your team learned from the experience. Getting a technology advancement in a revision is usually Hard.
1: The design suffers multiple serious bugs or a bug which is difficult to fix, and the design is not very useful until these are corrected. It might not advance the technology as planned.
2: The design suffers a severe bug or multiple less serious ones. It might not advance the technology as planned.
3: The design suffers a noticeable bug, which future designs using this technology might have to deal with, or works in principle but isn't very effective.
4: The design succeeds. If it's a new type of technology altogether, it might suffer a minor bug.
5-6: On a roll of 5, or 6, the design succeeds.
Very hard:
A very hard design is something which world powers struggled with for years to get right, like radar or jet engines. It represents the very cutting edge of technology. You should expect to fail the first time you attempt something like this, but it can be worthwhile nonetheless. A revision which attempts to make a leap forward in technology might be Very Hard.
1: The design fails to yield a useable example. Your designers simply couldn't get anything produced in time.
2: The design suffers a serious bug or bugs which make it nearly useless. For example, a rocket explodes on the launch pad.
3: The design suffers severe bugs which might prevent it from being very useful, but a working example is produced. At this level of success or higher, attempting another similar design might be Hard rather than Very Hard.
4: The design suffers moderate to severe bugs.
5: The design succeeds, maybe with a minor to moderate bug.
6: The design succeeds.
Impossible:
A design with the "impossible" difficulty stretches credulity, or is out of your depth. If any real life countries attempted your design, they didn't succeed until a later time period if at all, and the engineering complexity involved is staggering. Alternatively, your design takes a flexible view towards the laws of physics. If you attempt an Impossible design, you risk wasting your turn. Examples might include a tank which is much bigger than your previously largest tank, but also uses less resources. Other examples would include being the first country to put a satellite into orbit well ahead of Sputnik, creating a working powered exoskeleton, or building effective laser weapons.
1-4: The design fails, probably with nothing to show for it. You might gain some small understanding of the technology with which you were attempting to pervert nature or flaunt physics.
5: You don't build a working example of your design, but your understanding in this field grows like succeeding on a normal design.
6: Depending on just out-there your design is, you make a significant breakthrough which will later allow you to attempt it again at Very Hard difficulty, or get a severely buggy working example. Depending on how badly you ignored the laws of physics, your working example might or not look like what you actually intended: For example, you might make a laser powerful enough to use as a weapon, but it requires a power source the size of a semi truck trailer.
There are announcements to be made besides this! I have been considering how the the competitors will be able to communicate with each other (as this was always a source of great amusement), as they are on different forums and there would not be an easy "middle" thread. I've been considering having an "Embassy" thread on both forums, where visitors from the other forum are allowed to post.
Also, there is now a Discord server (https://discord.gg/ejE9j2w) dedicated to the Arms Race game. Aseaheru is hosting it, and there are public chat channels as well as chat channels which are private to each faction. Aseaheru, Zanzetzukan and I are admins and can assign people to factions. There are still some bugs to work out, and of course a Discord splits up the discussion a little bit and makes it hard to read back through old discussion, so this may be a temporary arrangement. Those of you who'd rather not join the Discord can rest assured that design proposals and votes will only be tallied on the forum, so you won't be left out.
Lastly, if you're reading this thread and haven't read the old Arms Race thread in a while, I have bumped that thread with a link to this one. There will be some ongoing discussion there: United Forenia needs a new flag and banner, as well as to decide which designs you'll be using from between Arstotzka and Moskurg's separate armories.
Too... much... text...
An Arms-Race game that is in some places blatantly copied from, and in some places loosely inspired by, the various arms race games that have occurred. The technology and setting is copied from Jim Butcher's The Aeronaut's Windlass, which is a book I'd recommend to anyone who already likes Jim Butcher and is waiting for Peace Talks to come out.
Spire Kasgyre
Spire Wreth
No nation fights to control the surface of this world. The surface is covered in dense and perpetual mist, and there are monsters within that mist. Awful creatures that bear humanity no more enmity than a spider harbors enmity for a fly- and setting up a colony within their territory would be as foolish as a fly setting up a colony within a spiderweb. Humanity, thankfully, does not live on the surface. They live in the Spires.
The Spires we're built millenia ago, frames of nearly unbreakable spirestone designed with the specific intent of preserving humanity. Each spire is a cylinder approximately 2 miles in diameter and the same measure in height. Internally divided into several hundred floors which are each roughly 50' in height, each Spire is a nation unto itself. Vat farms produce vegetables, meat, limited wood supplies, and, most importantly, crystals.
Above the mist of the world's surface, in the high air of the spires, there is a peculiar energy known as aether. Its whimsical nature is the subject of much study, and (despite its unpredictable nature) it's the core of most all technology. Properly conducted and channeled into a carefully prepared crystal, aetheric energy has marvelous properties. Including the ability to cause a specifically designed and faceted crystal experience strong directional gravity. When such a crystal, known as a lift crystal, is paired with a method of harvesting aetheric energy on the fly, a decent sail (or more crystals), and is locked into the spine of a ship- you get a very basic airship.
Such airships are essential for travel between spires, as traffic overland is suicidal. In peace times, the most important role of airships is in making runs between the Spires and various Demi-Spires; protusion of stone similar in nature to Spires, but thinner and filled with rock and earth thrust up from the surface and locked into a frame of nearly unbreakable stone. Raw resources of metal and stone are frequently mined from such demi-spires, largely removing the need for surface mining.
Spire Kassgeir and Spire Wreth are two Spires which have lived in uncomfortable proximity for many centuries- always at each other's throats for one reason or another. Recent advances in airships and aetheric weapons spurred spurred border expansion and antagonistic rivalry- eventually culminating in a series of horrific raids on mining camps on various demi-spires. It's not known who struck first, but the resulting series of escalating engagements have stripped the two spires back to a few bare bones mining camps, and have set the stage for open war.
Rules and Play Sequence
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.
The game runs on 1 year=1 turn system. Every year both teams go through stages for design + project maintenance, revisions, and production + deployment cycles. At the start of the new turn, both teams get a base pool of 5 dice to allocate towards designs, projects, revisions, and basically everything good and useful.
At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design, or to vote for 'no design'. Each player has one and only one vote, and that vote is an integer with value 1. During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same was as designs. The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.
After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address minor problems or incremental improvements. For example, if you finished an aetheric cannon last round that had issues with overheating, one could try and revise a better copper baffle in order to pull heat away. However, if you finished an aetheric cannon last round, one could not revise an aetheric rifle from it- even if the original cannon design was flawless.
Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.
After revisions comes the deployment, tactics, and construction phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. Simple enough. Tactics is telling ships and marines how to engage. Tactics are designed/revised just like normal technology. The last part, construction orders, is about allocating resources to actually build new weapons/ships. Each player gets a single value 1 integer vote for each of these three.
After that's decided, ships are moved, and combat is resolved.
At the end of the combat phase, any resources coming in on transport ships, or directly from the spire itself, are added to the totals of the respective teams.
Definitions and Resources
Designs
Designs are the gateways to projects, and require a minimum of 3 dice: one for to roll time estimate, one to roll initial progress, and one to roll project expense.
Instead of creating an object immediately, design actions create Projects which run in the background. The Time estimate roll of a project, combined with how ambitious the project is natively, determines how much engineering effort it will take to actually make a deployable technology. This effort is quantified in a number usually in the range between 6 and 60. Determining this number is a nebulous process largely subject to GM fiat, but (in very general) rolling a 1 will cause the project to take twice as much time as it would have with a 6. If players elect to spend additional dice on rolling for time estimate, the result is the highest of the numbers rolled.
Initial progress is a roll that determines a small bonus to the start of the project's progress. Importantly, this progress is free and does not come with an associated resource cost. Additional dice spent on initial progress are additive, but, regardless of how many dice you spend, initial progress cannot rush a design past the prototype stage (50% progress).
Project Expense aids in determining how much it costs to keep a project going. After its creation, every time a team wants to make progress on a project, they have to allocate a number of die and pay certain resource costs. A high roll for project expense indicates and efficient project flow that costs a lower number resources to do research. For instance, a project that requires one of wood OR ore OR crystal on a 6 might require 1 wood + 1 ore, and one more of ore, wood, or crystal on a 1. If players elect to spend additional dice on rolling for Project Expense, the result is the highest of the numbers rolled.
Projects
Projects are created from designs. A project represents a long term investment of man-hours and resources into building prototypes, live fire drills, good old fashioned research, and rigorous testing.
As mentioned in designs, all projects have an amount of progress that needs to be filled, and a certain cost associated with that progress. A project header for an ambitious new core crystal looks something like this,
Zulu-Type Core Crystal: 12/30 | 1 Crystal + 1 Crystal OR 1 Ore | Rushed 0 times | 4 Crystal, 2 Ore Invested
Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 2 crystal and 2 from any combination of Ore/Crystal. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but also adds a bug to the project, or worsens and existing bug.
Once a project reaches 50% completion, the team gets a prototype. The prototype gets three rolls: Efficacy, Cost, and Bugs. These are all fairly self explanatory and (barring revision) represent the final product. Higher efficacy means it's a better product, higher cost roll means its cheaper, and a higher bugs roll means that it's got fewer unexpected kinks to iron out. As long as you do not deploy the prototype, you can make revisions to it what will effect the final product of the project.
If you choose to deploy the prototype, either because you're satisfied with the design or because you're in desperate need of an edge, you cannot rebuild it after it's destroyed/lost. Large objects, like heavy weapons or ships, get a single prototype. Small objects, like jetpacks or experimental body armor, get enough to outfit a single fireteam.
A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a number of die equal to the project's current progress divided by six and rounded down.
Revisions
Revisions are as standard in Arms Race games. They cost only one die, but they yield incremental (and diminishing) returns. Importantly, revisions are improvements and modifications to existing technology and/or tactics. If you find yourself wondering whether something should be a revision or a new design, ask yourself whether it uses the same frame, and whether the addition is a technology by itself.
Some situations are tricky, and if you overreach you might get a really crappy version of what you wanted and a none-too-subtle hint that you should spend a design somewhere.
As an example, take two different tactical doctrines. Paratrooper tactics and officer sniping. Paratrooper tactics, even if you already parachutes lying around, is a full on design. You're not making a small change to how your soldier fight, you're asking them to do something entirely new and different. Officer sniping, by contrast, is a revision that tells your squads to keep a designated gunner whose only job is to look for the opposing side's officers and eliminate. That's a revision.
Resources
One of our big breaks from conventional arms race games, along with the changes to Designs and the addition of Projects. There are four resources: Crystal, Ore, Wood, and Silk. Resource numbers don't just indicate amount, but quality and effort in working. So just because something is small doesn't make it inexpensive.
Crystal refers to the ability to vat-grow crystals, and is the most difficult resource to expand collection of. The vats needed require years to get started growing even small crystals of usable purity, and you can't naturally mine the crystals needed. You start with a decent crystal production, but it won't hold you over forever- particularly not when it's the main component in many of the systems most critical to airships and aetheric weapons. Each nation's spire starts with 8 Crystal production.
Ore refers to various metals mined from the earth, either from the surface (stupidly dangerous, but it's how you get ore in the spire) or from other Demi-spires. You get a short supply of ore at start, considering how much it's used for, but it's the easiest to expand the collection of. Just go and capture a Demi-spire, and it'll at least produce ore. Each nation's spire starts with 5 Ore production.
Wood is wood, of various treatments and flavors. It is both cut from the surface when an exotic type is need and grown from vats for more typical fare. It's relatively easy to produce, and tree farms can be set up on demi-spires relatively easily. Who knows, with a bit of maintenance you might be able to design floating tree farms! Wood is a plentiful resource at start, and one that's relatively easy to expand, but is used in rapaciously for ship building and expansion. Each nation's spire starts with 10 wood production.
Silk refers to aethersilk, a unique material with the ability to conduct aetheric energy. In its base form, it's a sticky, ropy secretion created by surface monsters. For obvious reasons, this makes it rather difficult to obtain. Harvesters work on the surface in the area directly around spires in order to harvest silk, usually with heavy firepower to back them up. Sometimes it's enough. Silk production is low at start, but each demi-spire you control gets you another area that you can mine the base of for Silk. Each nation's spire starts with 3 silk production.
Setting Modifiers
War in Heaven: There's little reason to design a tank, because controlling the surface of the planet is similarly implausible to controlling the surface of the sun. All combat either takes place in/on demi-spires or in the surrounding sky. The 'bottom' of the battlefield is a perpetual shroud of mist, tangibly different and colder than a normal cloud. Monsters dwell in the mist, so, while it's great for stealth, it's not a good idea to hang out there. The ceiling is the higher air where it becomes difficult to breathe. The aether is stronger there, and it provides more energy to a ship, but it's also more unpredictable and steadily drives humans insane. So while it's great for high power maneuvers, it's not a good idea to hang out there. The battle space between the two is chaotically streaked by clouds, storms, upwellings of mist, and general environmental nuisances, but it's still safer than the other two options.
Less than Ultra-Marines: When capturing the demi-spires, you NEED marines. The spirestone frames means that an entrenched force can weather basically any bombardment. You can blockade a demi-spire with ships and starve the enemy out, but, to actually take and hold territory you need boots on the ground.
Powered by Spiders: Aethersilk, the best material for conducting aetheric energy, is prepared from a ropy secretion used by the surface monsters to catch prey. As one can imagine, this makes it somewhat difficult to obtain. It's like if battleships ran on tiger milk- if tigers were poisonous, as large as a buick on steroids, and impossible to tame.
Pretty Crystals: Vat grown crystals that are designed to interact with the Aether are the primary physical component of most magitech. Lift and trim crystals, core crystals, weapons crystals, etc. Short version, crystal can draw and channel energy from the aether.
Iron Doesn't Work: Something in the atmosphere, perhaps the aether itself, reacts powerfully with iron and steel. Exposed ferrous metals will rust and rot away to nothing but red pulp over the course of a few days. Copper cladding is frequently used as a sheath for iron and steel in order to prevent them from rotting.
Guns sort of work: Gunpowder exists, and firearms of the flintlock persuasion. However, they are famously unreliably devices. In order to contain detonation pressure, the chamber (and to a lesser extent, the barrel) is steel clad in copper. If the energy of the shot nicks a hole through the copper, or the corrosive gunpowder eats through the lining, the atmosphere will eat through the weapon's internals and cause the weapon to explode on the next shot. Mostly for shooting through defenses meant to stop aetheric weapons.
Starting Technology
Infantry
Flint-Lock Pistol and Rifle: Cost: 3 ore to give one of either to every fireteam in a squad. Inaccurate beyond spitting distance, incapable of dealing significant damage against hard armor, and liable to explode when used regularly even when given the most expertise maintenance, the primary advantage of these weapons is that they can punch straight through shrouds like they didn't exist, and they're slowed by aethersilk officer's coats as much as by an ordinary silk shirt.
Grappling Gear: Cost: 1 ore to give to every member of a squad. Standard issue ropes and hooks for boarding vessels or climbing the outside of spires. Cumbersome if you're not going to use it.
Aetheric Gauntlet: Cost: 1 Ore, 1 crystal to give one to every fireteam in a squad. A gauntlet (usually left handed to keep the right hand free) of copper and leather with a tiny weapons crystal locked into the palm. Capable of firing dozens of low energy blasts of aetheric energy at the user's discretion, but is difficult to aim and the copper cage used to draw heat from the crystal has the unsettling tendency to leave disfiguring gauntlet burns, melt, or set the user on fire if used too frequently.
Shrouded Cutlass: Cost: 2 Ore to give to every member of a squad. A simple, heavy bladed weapon of steel shrouded in a thick layer of bronze.
Aethersilk Officer's Vest: Cost: 1 Silk to give to a squad's ranking officer. A double layer vest of dense aethersilk, capable of absorbing a considerable amount of Aetheric energy. Can stop multiple blank shots from a gauntlet, but doesn't cover the arms, legs, or head. Does nothing against physical weapons or projectiles.
Ship Tech
Light Aether Cannon: 1 Crystal, 1 Ore for one. A small cannon, capable of being mounted on deck without reinforcement. Fires powerful blasts of aetheric energy, and uses a removable block of copper as a heat-sink. Relatively inaccurate, short ranged, hot, power hungry, and prone to exploding violently if hit directly by enemy fire. Still, it can blow wood into flaming cinders and will melt through light plating in a few shots.
Basic Core Crystal: 6 Crystal for one. A massive rough gem, grown in vats and used to transduce aetheric energy into electric current. This particular model is relatively inefficient, both as a transducer and as a storage unit. It can generate a defensive shroud around a vessel, but more than a single shot from a light Aether cannon on the same point will knock a hole in the shroud. Will explode spectacularly if hit directly.
Basic Lift Crystal: 3 Crystal, 2 ore for one. A chunk of crystal the size of a bathtub, heavily reinforced so that it can be locked into a ship's spine. When fed electricity, it will progressively invert gravity's effect on itself, flying upwards and pulling anything attached up with it. This basic model is incredibly power hungry, produces only enough lift for a small ship and internal flaws mean that extreme maneuvers could easily cause it to crack.
Basic Trim Crystals: 1 Crystal for two. Head sized chunks of crystal, similar to lift crystals, though of greater refinement. These produce directional gravity when powered, allowing a ship to make finer maneuvers. Like the basic lift crystal, these are power hungry and prone to fracture of used for rapid maneuverability.
Basic Webbing: 2 Silk per ream. Aethersilk webbing, designed to catch hold of aetheric currents and shunt them into a ship's core crystal. Particularly susceptible to fire from aetheric weapons, which will rapidly cause overloads that burn out whole sections of webbing.
Light Copper Ship Plating: 3 ore per section. Nearly pure copper plates, heavy, but with good thermal conductivity. Useful for spreading out the heat generated by an aether blast. Low melting point does mean that repeated impacts will melt the armor and set fire to the wood beneath.
Ship Hulls
[YOUR NAME HERE] Light Corvette 15 wood, 4 ore for one.
A small vessel, capable of being efficiently by a limited crew. She has an open top deck, with her cannons mounted at deck level to provide better upward arcs. Below deck is crapped and taken up principally by the aetherics assembly and crew quarters, with little room for storage. She's relatively quick as compared to a transport, but has eschewed metal armor in favor of speed and relies heavily on her shroud for protection. She's got decent teeth, and makes for a fair scout and raider on transport vessels, but she's meant to hit and run, not to weather sustained engagements.
She has no usable cargo capacity.
Armament
6 light cannon mounts. Two bow mounted, two on each broadside.
Requires:
1 Core Crystal
1 Lift Crystal
6 Trim Crystals
4 reams of webbing
[YOUR NAME HERE] Transport barge 7 wood, 2 ore for one.
In times of peace, this was the vessel most frequently seen going to and from Spires. She's little more than a wooden oval with a few metal bands designed to support the lift crystal. She's got capacity for crew and cargo, but she's quite slow when fully loaded, and her lack of significant trim crystals means that she can't maneuver with any speed. Her only real defense against attack is to dive down into the mist layer and hope that the attacking vessel loses her trail before the mistmaw comes lurking.
She can hold five units of cargo.
Armament
None
Requires:
1 Core Crystal
1 Lift Crystal
2 Trim Crystals
1 ream of webbing
Marines
Massed Fire and Charge: When engaging, Marines will bunch up to focus fire with their ranged weapons until they run out of ammunition or become too hot to use (depending on weapon type), at which point they will charge in with melee weapons.
Ships
Close Aggressively: Ships will attempt to close distance with enemy vessels and engage at close range, firing all cannons until the enemy is destroyed.
Updated OP. There's too much text. (Spitting distance of 40k limit) I need to do some trimming.
An Arms-Race game that is in some places blatantly copied from, and in some places loosely inspired by, the various arms race games that have occurred. Various mechanical details contributed by random internet street people. The technology and setting is copied from Jim Butcher's The Aeronaut's Windlass, which is a book I'd recommend to anyone who already likes Jim Butcher and is waiting for Peace Talks to come out.
Spire Kasgyre
Spire Wreth
No nation fights to control the surface of this world. The surface is covered in dense and perpetual mist, and there are monsters within that mist. Awful creatures that bear humanity no more enmity than a spider harbors enmity for a fly- and setting up a colony within their territory would be as foolish as a fly setting up a colony within a spiderweb. Humanity, thankfully, does not live on the surface. They live in the Spires.
The Spires we're built millenia ago, frames of nearly unbreakable spirestone designed with the specific intent of preserving humanity. Each spire is a cylinder approximately 2 miles in diameter and the same measure in height. Internally divided into several hundred floors which are each roughly 50' in height, each Spire is a nation unto itself. Vat farms produce vegetables, meat, limited wood supplies, and, most importantly, crystals.
Above the mist of the world's surface, in the high air of the spires, there is a peculiar energy known as aether. Its whimsical nature is the subject of much study, and (despite its unpredictable nature) it's the core of most all technology. Properly conducted and channeled into a carefully prepared crystal, aetheric energy has marvelous properties. Including the ability to cause a specifically designed and faceted crystal experience strong directional gravity. When such a crystal, known as a lift crystal, is paired with a method of harvesting aetheric energy on the fly, a decent sail (or more crystals), and is locked into the spine of a ship- you get a very basic airship.
Such airships are essential for travel between spires, as traffic overland is suicidal. In peace times, the most important role of airships is in making runs between the Spires and various Demi-Spires; protusion of stone similar in nature to Spires, but thinner and filled with rock and earth thrust up from the surface and locked into a frame of nearly unbreakable stone. Raw resources of metal and stone are frequently mined from such demi-spires, largely removing the need for surface mining.
Spire Kasgyre and Spire Wreth are two Spires which have lived in uncomfortable proximity for many centuries- always at each other's throats for one reason or another. Recent advances in airships and aetheric weapons spurred spurred border expansion and antagonistic rivalry- eventually culminating in a series of horrific raids on mining camps on various demi-spires. It's not known who struck first, but the resulting series of escalating engagements have stripped the two spires back to a few bare bones mining camps, and have set the stage for open war.
Rules and Play Sequence
General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.
The game runs on 1 year=1 turn system. Every year both teams go through stages for design + project maintenance, revisions, and production + deployment cycles. At the start of the new turn, both teams get a base pool of 5 dice to allocate towards designs, projects, revisions, and basically everything good and useful.
At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design, or to vote for 'no design'. Each player has one and only one vote, and that vote is an integer with value 1. During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same was as designs. The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.
After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address minor problems or incremental improvements. For example, if you finished an aetheric cannon last round that had issues with overheating, one could try and revise a better copper baffle in order to pull heat away. However, if you finished an aetheric cannon last round, one could not revise an aetheric rifle from it- even if the original cannon design was flawless.
Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.
After revisions comes the deployment, tactics, and construction phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship can go anywhere within two spires of its current location, but will be halted by enemy activity. Simple enough. Tactics is telling ships and marines how to engage. Tactics are designed/revised just like normal technology. The last part, construction orders, is about allocating resources to actually build new weapons/ships. Each player gets a single value 1 integer vote for each of these three.
After that's decided, ships are moved, and combat is resolved.
From there it's all clean up work. At the end of the combat phase, any resources coming in on transport ships, or directly from the spire itself, are added to the totals of the respective teams. Any ships generated by build orders or production lines are added to the fleet totals.
Production Lines
At the start of the game, both teams start off with the 'light dock' and 'marine academy' techs. These provide two production lines for the teams to work with at the beginning, and it's important to understand how they work.
Production lines are abstractions of government funding that automatically produce ships (or units, in the case of the marine academy) at a specified rate up to a certain numerical limited in a specified 'pattern' for as long as the line is active. Patterns are techs created through revision, and they specify all the components that will be made along with a ship. For instance, the basic Skyskiff production line comes with a pattern that outfits any Skyskiffs it builds it with a VS Core Crystal, a VS Lift Crystal, four trim crystals, two light cannons, and two reams of webbing. If a new cannon is created, a revised pattern can be created that outfits the Skyskiff with the new guns. Beware, however, that this will very likely reduce the total number of the Skiffs the production line will build and may decrease their build rate as well.
As an example, the Skyskiff production line creates up to 10 Skyskiffs, and creates them at a rate of 2 per turn.
For every production line EXCEPT the one granted by the marine academy (which produces marines) switching what ship is on a production line is just a declared action at any point during a team's turn. However, any ships created by the now inactive production line must either be paid for or be scuttled. You cannot rotate production lines to buff up your numbers, nor can you gain resources by scuttling production line built ships.
Capturing Ground and Controlling the Air
Control in the game differs depending on whether you're talking about controlling the air or the ground. Let's start off with ground control, since that's the easiest to consider.
Each spire and demi-spire is broken up into four sections. In general, much of the fighting is done within the network of interior caves within each spire- where soldiers are insulated from any incoming fire from outside the Spire. Artillery support from ships outside, no matter how striking, will make very little difference due to the spirestone frames. Every spire is different, sometimes not by much, some times critically so. Burned mountain is hot as hell, and the wrackspire is so badly shattered that marines need to break out dinghies to move between pillars. No matter the challenge, the basic idea is the same. Get transports, load them chock full of marines, and send them off to a spire.
Any ship with a transport capacity can be used to transport troops. Every 2 units of capacity indicates that a ship can carry one squad of marines. Each squad of marines consists of about sixteen men, usually broken up into four teams of four. Each team determines (and pays for) their loadout when they're loaded onto whatever ship has been chosen to carry them. The transport can then be moved to its final destination where (assuming it doesn't get blown to cinders on the way) it will disgorge its troop load. The transport can then be moved back to a friendly port and reloaded with marines. Repeat as needed until you control the spire or until you're forced to evacuate. Each individual demi-spire has a 'marine presence X/Y', which determines the maximum number of marines you can reasonably have deployed there at one time. Some places are better controlled by a few elite units, where others benefit from more Russian tactics.
Critical to the objective controlling ground is controlling the air. In order for a ship to drop infantry it has to actually reach a spire and (usually) come to a near stop in order to launch dinghies to get marines on the ground. If the other team effectively has a spire blockaded, then there's no point in sending marines with fancy weapons and expensive armor, since their transport will get reduced to ash before they ever make it close. Controlling the air around a spire is (compared to controlling open sky) a straightforward. That is not to say it is simple. It's important to remember that spires, even demi-spires, are miles in circumference, and its difficult to completely watch all points. Lastly, one must remember that spires go a long way down, and that a transport can land dinghies at any point where there's an opening. While defensive ships can do their damnedest to patrol the known openings, a crafty captain can always try to find a new crack large enough to slot troops in. A suicidal one can even look for such an opening at the level of the mist.
Basically, if you focus your forces into a grand fleet to defend a spire, you'll have the best odds of resisting a focused assault, but your odds of being able to stop stealth transports goes down. If you fragment your forces into pursuit groups you're much more likely to catch and burn isolated transports, but you're in a weaker position of a focused force shows up. A good mix of ships makes for a good defense, but nothing is ever guaranteed, and whatever tactic you have the defending ships employing makes quite a difference.
Despite the amount of sky, it's important to remember that airships are but means to an end. Wars are won by boots on the ground, and airships are just a way to deliver boots, stop boots, or support boots.
Definitions and Resources
Designs
Designs are the gateways to projects, and require a minimum of 3 dice: one for to roll time estimate, one to roll initial progress, and one to roll project expense.
Instead of creating an object immediately, design actions create Projects which run in the background. The Time estimate roll of a project, combined with how ambitious the project is natively, determines how much engineering effort it will take to actually make a deployable technology. This effort is quantified in a number usually in the range between 6 and 60. Determining this number is a nebulous process largely subject to GM fiat, but (in very general) rolling a 1 will cause the project to take twice as much time as it would have with a 6. If players elect to spend additional dice on rolling for time estimate, the result is the highest of the numbers rolled.
Initial progress is a roll that determines a small bonus to the start of the project's progress. Importantly, this progress is free and does not come with an associated resource cost. Additional dice spent on initial progress are additive, but, regardless of how many dice you spend, initial progress cannot rush a design past the prototype stage (50% progress).
Project Expense aids in determining how much it costs to keep a project going. After its creation, every time a team wants to make progress on a project, they have to allocate a number of die and pay certain resource costs. A high roll for project expense indicates and efficient project flow that costs a lower number resources to do research. For instance, a project that requires one of wood OR ore OR crystal on a 6 might require 1 wood + 1 ore, and one more of ore, wood, or crystal on a 1. If players elect to spend additional dice on rolling for Project Expense, the result is the highest of the numbers rolled.
Projects
Projects are created from designs. A project represents a long term investment of man-hours and resources into building prototypes, live fire drills, good old fashioned research, and rigorous testing.
As mentioned in designs, all projects have an amount of progress that needs to be filled, and a certain cost associated with that progress. A project header for an ambitious new core crystal looks something like this,
Zulu-Type Core Crystal: 12/30 | 1 Crystal + 1 Crystal OR 1 Ore | Rushed 0 times | 4 Crystal, 2 Ore Invested
Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 2 crystal and 2 from any combination of Ore/Crystal. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but also adds a bug to the project, or worsens and existing bug.
Once a project reaches 50% completion, the team gets a prototype. The prototype gets three rolls: Efficacy, Cost, and Bugs. These are all fairly self explanatory and (barring revision) represent the final product. Higher efficacy means it's a better product, higher cost roll means its cheaper, and a higher bugs roll means that it's got fewer unexpected kinks to iron out. As long as you do not deploy the prototype, you can make revisions to it what will effect the final product of the project.
If you choose to deploy the prototype, either because you're satisfied with the design or because you're in desperate need of an edge, you cannot rebuild it after it's destroyed/lost. Large objects, like heavy weapons or ships, get a single prototype. Small objects, like jetpacks or experimental body armor, get enough to outfit a single fireteam.
A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a number of die equal to the project's current progress divided by six and rounded down.
Revisions
Revisions are as standard in Arms Race games. They cost only one die, but they yield incremental (and diminishing) returns. Importantly, revisions are improvements and modifications to existing technology and/or tactics. If you find yourself wondering whether something should be a revision or a new design, ask yourself whether it uses the same frame, and whether the addition is a technology by itself.
Some situations are tricky, and if you overreach you might get a really crappy version of what you wanted and a none-too-subtle hint that you should spend a design somewhere.
As an example, take two different tactical doctrines. Paratrooper tactics and officer sniping. Paratrooper tactics, even if you already parachutes lying around, is a full on design. You're not making a small change to how your soldier fight, you're asking them to do something entirely new and different. Officer sniping, by contrast, is a revision that tells your squads to keep a designated gunner whose only job is to look for the opposing side's officers and eliminate. That's a revision.
Resources
One of our big breaks from conventional arms race games, along with the changes to Designs and the addition of Projects. There are four resources: Crystal, Ore, Wood, and Silk. Resource numbers don't just indicate amount, but quality and effort in working. So just because something is small doesn't make it inexpensive. As long as a demi-spire is controlled completely, the resources will be automatically transported back to the spire through the miracle of commerce.
Crystal refers to the ability to vat-grow crystals, and is the most difficult resource to expand collection of. The vats needed require years to get started growing even small crystals of usable purity, and you can't naturally mine the crystals needed. You start with a decent crystal production, but it won't hold you over forever- particularly not when it's the main component in many of the systems most critical to airships and aetheric weapons. Each nation's spire starts with 10 Crystal production.
Ore refers to various metals mined from the earth, either from the surface (stupidly dangerous, but it's how you get ore in the spire) or from other Demi-spires. You get a short supply of ore at start, considering how much it's used for, but it's the easiest to expand the collection of. Just go and capture a Demi-spire, and it'll at least produce ore. Each nation's spire starts with 8 Ore production.
Wood is wood, of various treatments and flavors. It is both cut from the surface when an exotic type is need and grown from vats for more typical fare. It's relatively easy to produce, and tree farms can be set up on demi-spires relatively easily. Who knows, with a bit of maintenance you might be able to design floating tree farms! Wood is a plentiful resource at start, and one that's relatively easy to expand, but is used in rapaciously for ship building and expansion. Each nation's spire starts with 10 wood production.
Silk refers to aethersilk, a unique material with the ability to conduct aetheric energy. In its base form, it's a sticky, ropy secretion created by surface monsters. For obvious reasons, this makes it rather difficult to obtain. Harvesters work on the surface in the area directly around spires in order to harvest silk, usually with heavy firepower to back them up. Sometimes it's enough. Silk production is low at start, but each demi-spire you control gets you another area that you can mine the base of for Silk. Each nation's spire starts with 5 silk production.
Setting Modifiers
War in Heaven: There's little reason to design a tank, because controlling the surface of the planet is similarly implausible to controlling the surface of the sun. All combat either takes place in/on demi-spires or in the surrounding sky. The 'bottom' of the battlefield is a perpetual shroud of mist, tangibly different and colder than a normal cloud. Monsters dwell in the mist, so, while it's great for stealth, it's not a good idea to hang out there. The ceiling is the higher air where it becomes difficult to breathe. The aether is stronger there, and it provides more energy to a ship, but it's also more unpredictable and steadily drives humans insane. So while it's great for high power maneuvers, it's not a good idea to hang out there. The battle space between the two is chaotically streaked by clouds, storms, upwellings of mist, and general environmental nuisances, but it's still safer than the other two options.
Less than Ultra-Marines: When capturing the demi-spires, you NEED marines. The spirestone frames means that an entrenched force can weather basically any bombardment. You can blockade a demi-spire with ships and starve the enemy out, but, to actually take and hold territory you need boots on the ground.
Powered by Spiders: Aethersilk, the best material for conducting aetheric energy, is prepared from a ropy secretion used by the surface monsters to catch prey. As one can imagine, this makes it somewhat difficult to obtain. It's like if battleships ran on tiger milk- if tigers were poisonous, as large as a Buick on steroids, and impossible to tame.
Pretty Crystals: Vat grown crystals that are designed to interact with the Aether are the primary physical component of most magitech. Lift and trim crystals, core crystals, weapons crystals, etc. Short version, crystal can draw and channel energy from the aether.
Iron Doesn't Work: Something in the atmosphere, perhaps the aether itself, reacts powerfully with iron and steel. Exposed ferrous metals will rust and rot away to nothing but red pulp over the course of a few days. Copper cladding is frequently used as a sheath for iron and steel in order to prevent them from rotting.
Guns sort of work: Gunpowder exists, and firearms of the flintlock persuasion. However, they are famously unreliably devices. In order to contain detonation pressure, the chamber (and to a lesser extent, the barrel) is steel clad in copper. If the energy of the shot nicks a hole through the copper, or the corrosive gunpowder eats through the lining, the atmosphere will eat through the weapon's internals and cause the weapon to explode on the next shot. Mostly for shooting through defenses meant to stop aetheric weapons.
A word on Airships and Airship Combat
A few important things bear specific mention with regards to airships and the way they fight.
The most important detail to discuss is webbing. Most airships will run several spars (similar to thin masts) that are designed to run out the web. The web is the actual device that catches aetheric energy in the atmosphere and transfers it into the vessel. The more web you can run out, the more energy you can take in, which in turn increases the rate at which you can fire weapons and the speed at which you can maneuver (up to the strain limit of your crystals). However, webbing is fragile, and a single blast of aetheric cannon fire will fry large sections of the web into drifting ash. With damaged webbing, a ship is forced to rely on the internal capacity of its core crystal and whatever power they can eke out of the remaining strands. At best, this renders a ship slow and vulnerable. At worst it slowly depowers the ship's lift crystal, resulting in a slow death by monster for the crew. Webbing still functions within the area of a shroud, and combat vessels typically optimize for web patterns that allow them to run out as much web area as possible within the area of the shroud without compromising their firing arcs. Even given that, the maneuvering and firepower advantage to running out extra web is usually valuable enough that combat vessels are outfitted with extra reams of web, so that they can afford to have a few extra sections burned off.
Short version: ships are powered by running out web, which is really fragile. The more you web you can put down, the better, but your shields can only protect so much. If you get your web shot off, you're dead in the sky. Unless you've got a sail, and even then you've got to worry about falling.
Shrouds, as mentioned elsewhere, are energy shields generated by core crystals. Their base level is ONLY effective at stopping aetheric energy blasts, and even then it will buckle after sustained fire. Shrouds aren't entirely Star-Trek shields, though they do have similarities. A Shroud surrounds an airship in a rough oval, generally of the shame shape as the ship's core crystal. Much like a normal Sci-Fi shield, if it takes too much overall damage it will buckle in a shower of sparks. However, it can also be penetrated on a point by point basis. Focused fire can tear a hole in a shroud, even if it doesn't have enough energy to actually buckle the shroud completely. Holes shot in shrouds will fill in relatively quickly, within minutes, but a shroud that has been completely buckled requires the airship to bring the core to near zero power in order to reset. Doing so without depowering the lift crystal and plunging a ship on a one way trip to the surface is something of an art, and a heroic feat to do under combat circumstances.
It's important to note that Airships behave more like dirigibles than planes or ships. While they can run on sail, they typically use trim crystals to maneuver, which lets them pull off pinpoint maneuvers and turns that would make a sailing ship green with envy. Inertia is the greatest controlling factor in airship maneuverability, though more powerful lift and trim crystals can help offset this issue.
Airships themselves are constructed from various components,as you can see in the starting tech spoiler below. You can outfit a ship with whatever you've constructed that will fit, but the ship has to come back to the spire (or a forward port if you've built one) in order to complete the refit. If you make a revision that modifies an existing hull design, for instance making a version of the basic ship with a single medium size fixed position bow gun instead of two small cannons, those refits can also be performed only at a port.
Starting Technology
Infantry
Flint-Lock Pistol: Cost: 2 ore to give one of either to every fireteam in a squad, 8 to give to every man. Inaccurate beyond spitting distance, incapable of dealing significant damage against hard armor, and liable to explode when used regularly even when given the most expert maintenance, the primary advantage of these weapons is that they can punch straight through shrouds like they didn't exist, and they're slowed by aethersilk officer's coats as much as by an ordinary silk shirt.
Flint-Lock Rifle: Cost: 3 ore to give one of either to every fireteam in a squad, 12 to give to every man. Reasonably accurate, but slow to reload and still incapable of dealing significant damage against hard armor or ship hulls. These weapons still require expert maintenance to keep them from being single-use weapons, and sustained use still makes these weapons terrifyingly unreliable as service weapons. Still, an excellent choice for shooting through silk shirts and ignoring shrouds.
Grappling Gear: Cost: 1 ore to give to every member of a squad. Standard issue ropes and hooks for boarding vessels or climbing the outside of spires. Cumbersome if you're not going to use it.
Aetheric Gauntlet: Cost: 1 Ore, 1 crystal to give one to every fireteam in a squad, 4 of each to give one to everyone. A gauntlet (usually left handed to keep the right hand free) of copper and leather with a tiny weapons crystal locked into the palm. Capable of firing dozens of low energy blasts of aetheric energy at the user's discretion, but is difficult to aim and the copper cage used to draw heat from the crystal has the unsettling tendency to leave disfiguring gauntlet burns, melt, or set the user on fire if used too frequently.
Bronze Cutlass: Cost: 2 Ore to give to every member of a squad. A simple, heavy blade of bronze attached to a wooden handle. Simple, and brutally effective in close quarters.
Aethersilk Vest: Cost: 1 Silk to give to a squad's ranking officer, 5 silk to provide to ranking officer and team leads, 16 silk to give to every member of a squad. A double layer vest of dense aethersilk, capable of absorbing a considerable amount of Aetheric energy. Can stop multiple point-blank shots from a gauntlet, but doesn't cover the arms, legs, or head. Does nothing against physical weapons or projectiles.
Ship Tech
Light Aether Cannon: 1 Crystal, 1 Ore for one. A small cannon, capable of being mounted on deck without reinforcement. Fires powerful blasts of aetheric energy, and uses a removable block of copper as a heat-sink. Relatively inaccurate, short ranged, hot, power hungry, and prone to exploding violently if hit directly by enemy fire. Still, it can blow wood into flaming cinders and will melt through light plating in a few shots.
Basic Core Crystal: [VS 3 Crystal | S 6 Crystal] A massive rough gem, grown in vats and used to transduce aetheric energy into electric current. This particular model is relatively inefficient, both as a transducer and as a storage unit. It can generate a defensive shroud around a vessel, but more than a single shot from a light Aether cannon on the same point will knock a hole in the shroud. Will explode spectacularly if hit directly.
Basic Lift Crystal: [VS 2 Crystal, 2 ore | S 3 Crystal, 2 ore for one] A chunk of crystal the size of a bathtub, heavily reinforced so that it can be locked into a ship's spine. When fed electricity, it will progressively invert gravity's effect on itself, flying upwards and pulling anything attached up with it. This basic model is incredibly power hungry, produces only enough lift for a small ship and internal flaws mean that extreme maneuvers could easily cause it to crack.
Basic Trim Crystals: 1 Crystal for two. Head sized chunks of crystal, similar to lift crystals, though of greater refinement. These produce directional gravity when powered, allowing a ship to make finer maneuvers. Like the basic lift crystal, these are power hungry and prone to fracture of used for rapid maneuverability.
Basic Webbing: 2 Silk per ream. Aethersilk webbing, designed to catch hold of aetheric currents and shunt them into a ship's core crystal. Particularly susceptible to fire from aetheric weapons, which will rapidly cause overloads that burn out whole sections of webbing.
Light Copper Ship Plating: 3 ore per section. Nearly pure copper plates, heavy, but with good thermal conductivity. Useful for spreading out the heat generated by an aether blast. Low melting point does mean that repeated impacts will melt the armor and set fire to the wood beneath.
Ship Hulls
Skyskiff 5 wood, 2 ore for one.
At her heart, the Skyskiff is an 18ft long frame of sleek timber and brass reinforcement, built from the ground up to be light on the air and quick to handle. Her basic design is quite old, dating back before the perfection of trim crystals, and she still sports a rudimentary mast that a sail can be run from in addition to the normal spars to run out web. In service, she's typically run by a crew of four. Two gunners who worked crouched in the middle of the ship, a pilot who spends their time practically laying on top of the core crystal in order to manipulate the power control, and the spotter who usually stands at the rear of the ship and calls out directions and threats. Generally, the captain of the vessel is the spotter, due to their superior vantage point and ability to see the entire local theatre.
A notable problem with the Skyskiff is that despite her speed, her web is cumbersome to replace, and without it she's painfully slow. In addition, both her Core Crystal and Her Lift Crystal slots are only designed to fit small crystals. Her small lift crystal means a lot of the burden for vertical maneuvers is still placed on the power hungry trim crystals, which in turn puts more demand on her small core. As a result, her shroud is weak, and a single light cannon blast will knock a hole in it. It still takes two or three more shots before her shroud will buckle entirely, but if another shot comes in the same spot swiftly enough- that's the end of the skiff. Except in the most fortunate of circumstances, a single cannon blast to an unshrouded skiff will destroy it.
She has no usable cargo capacity.
Armament
2 light cannon mounts. One on each side.
Requires:
1 Core Crystal (Up to Very Small in size)
1 Lift Crystal (Up to Very Small in size)
4 Trim Crystals
2 reams of webbing
Transport barge 7 wood, 2 ore for one.
In times of peace, this was the vessel most frequently seen going to and from Spires. She's little more than a wooden oval with a few metal bands designed to support the lift crystal. She's got capacity for crew and cargo, but she's quite slow when fully loaded, and her lack of significant trim crystals means that she can't maneuver with any speed. Her only real defense against attack is to dive down into the mist layer and hope that the attacking vessel loses her trail before the mistmaw comes lurking.
She can hold six units of cargo.
Armament
None
Requires:
1 Core Crystal (Up to small size)
1 Lift Crystal (Up to small size)
2 Trim Crystals
1 ream of webbing
Basic Dinghy (Special, used automatically by Marines to embark/disembark transports)
A very small boat, technically capable of transporting eight people as long as they aren't too broad, don't have a fear of heights, and their legs aren't too long. Her core crystal is about the size of a housecat, and kept powered by a fixed ventral web. She's solid wood, unarmed, and has the tendency to tip alarmingly as she doesn't actually use a lift crystal, but makes do entirely on a trio of small trim crystals. It's a slow and terrifying way to travel. Though she's the primary lifeboat of transports, your chances of survival are alarmingly small if you find yourself alone in a dingy .
When used by marines, she's typically crewed by five, with the squad leader acting as an extra member in every set of three boats. When going into a hostile spire, one marine steers, the other four act as spotters or (if one or more has a gauntlet or rifle) shooters. She's such a small vessel that it doesn't take more than a dozen gauntlet shots for her to break apart completely, and a single shot to her ventral web will (at best) cripple her.
Her core crystal is, technically, capable of generating a shroud. However, the limited energy the miniscule core crystal can process limits the crew to picking two of three options: Maintain Altitude control, maintain thrust, raise shroud. For obvious reasons, raising the shroud is something of a last resort. Worse, even when powered, the shroud can be penetrated by sustained gauntlet fire. This is to say nothing of a shot from a light cannon. The shroud will buckle completely after a single shot from a light cannon, though to its credit, that's one more cannon shot than the Dinghy would have survived normally.
Marines
Massed Fire and Charge: When engaging, Marines will bunch up to focus fire with their ranged weapons until they run out of ammunition or become too hot to use (depending on weapon type), at which point they will charge in with melee weapons.
Ships
Close Aggressively: Ships will attempt to close distance with enemy vessels and engage at close range, firing all cannons until the enemy is destroyed.
Small Docks: Relatively simple affairs of wood jutting out into the void, capable of servicing a relatively small number of light craft. These docks are best suited to peace time usage, and are ill-equipped to service or build true warships. Light defensive cannons have been mounted in strategic positions, and will be upgraded automatically when needed.
Provides a single production line that can be used for any small or smaller production pattern.
Marine Academy: The basic and unaugmented marine academy, where men and women are transformed from milksop civilians into hardened marines.
Provides a single production line to be used ONLY on Marine production.
Production Patterns
Basic Marine Training: [Max: 15 | Rate: 2]
Generates Marine units at the spire. These marines are capable in hand-to-hand combat, but are not provided any initial weapons. You might want to buy them swords, at the very least.
Skyskiff Pattern A: [Max: 10 | Rate: 2]
Creates two Skyskiff units per turn, up to a max of 10. Each skyskiff is outfitted with
2 Light Aether Cannons.
1 Very Small Basic Core Crystal
1 Very Small Basic Lift Crystal
4 Trim Crystals
2 reams of webbing
Buyback cost: 9 crystal, 6 ore, 5 wood, 4 silk
Boilerplate from the other arms race games, pretty much. At this point I'm not sure who I'm copying; ES or Sensei. I'm interested in this game as an intellectual exercise, something fun to think about and explore a fantasy setting which I quite like. I'm here to enjoy it, these rules are basically here in that same spirit. There will be a winning nation, and there will be a losing nation, but one shouldn't get too worked up about which is you. It's a game. Winning is fun. These are the Dwarf Fortress forums. Losing is Fun.
Take it in stride, be chill, and keep to the rules.
1. Don't be salty! If you are salty, please cover yourself in rice and wrap yourself in nori, because onigiri is feckin' delicious. If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
2. Keep in mind that I am not a historian, aetheric engineer, professional airship captain, Almighty God, or Kyle (the feckin' know-it-all wanker), so there will sometimes be mistakes and inaccuracies. Even in the best of circumstances, minor inconsistencies are a common occurrence. If some piece of equipment is imbalanced/unrealistic, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns. That, and your pitiful whining only serves to make my god-complex boner harder.
3. You may accuse me of being biased. I won't care. If you don't want to play because you think I'm biased, that's okay too. I'll do my best to remain objective, but it's possible that someone will manage to sell me some magic beans because they're a really good writer- not because the idea actually had merit. I acknowledge this, and will try to keep it to a minimum. See the rule above about politely stating an argument. Just bear in mind that it's quite possible I won't respond. Like any good Christian, I aspire to be like God, and that means being a strangely absent father at the best of times.
4. Do not spy on the other team's private thread. Trust me, playing fair is more fun for everyone! If you suffer from a lack of self-control and cannot stop yourself from spying, keep it to yourself. Do not use it to metagame. And do not post what you saw in the central thread.
Violations of the rules may lead to me PUNCHING YOU IN THE MOTHERFUCKING SOUL.
Flintlock pistols and muskets should be separate items. One's a sidearm and the other's a main arm.
Cladding a steel cutlass in bronze makes no sense. Just make the cutlass entirely from bronze. Cutlass is a short heavy blade, so steel's strength per weight isn't important, and it's cladd in bronze so steel's sharpness doesn't matter. Just make the whole sword from bronze.
Bah, the cutlass thing is from the books. I tried not to take too many liberties with it, but it can be altered if it offends you. As for the pistols/rifle thing, you're right. It shall be altered.
That's what's missing---you didn't include the map.
Are the nations going to start by controlling the demi-spires nearest to them?
During the initial phase of the game, the one where you do some very rapid research, you get to pick one near spire to retain control of from the outside. The others were presumed to be destroyed recently by those 'vicious raids' mentioned in the fluff. The sides are naturally encouraged to name the spires that are part of their territory.
(http://i103.photobucket.com/albums/m131/Draignean/Cinder_Map_zpsjq3flmci.png)
Kasgyre Territory
Leftmost Demi-spire
Marine Presence: K 0/14 | W 0/14
Territory: 0/4 | 0/4
Resources: 1C, 5O, 2W, 0S
Conditions: Rocky, large caverns, very dark
Middle Demi-spire
Marine Presence: K 0/10 | W 0/10
Territory: 0/4 | 0/4
Resources: 1C, 2O, 1W, 4S
Conditions: Spider Nursery, narrow and twisting tunnels
Rightmost Demi-spire
Marine Presence: K 0/20 | W 0/20
Territory: 0/4 | 0/4
Resources: 1C, 2O, 6W, 1S
Conditions: Verdant galleries, significant bio-luminescence
Wreth Territory
Left Demi-spire
Marine Presence: K 0/8 | W 0/8
Territory: 0/4 | 0/4
Resources: 1C, 3O, 1W, 2S
Conditions: Deadly Gas Pockets, significant vertical shafts and steep tunnels.
Middle Demi-spire
Marine Presence: K 0/18 | W 0/18
Territory: 0/4 | 0/4
Resources: 1C, 6O, 0W, 1S
Conditions: Toxic Stone, Massive Caverns, pitch-black
Right Demi-spire
Marine Presence: K 0/18 | W 0/18
Territory: 0/4 | 0/4
Resources: 1C, 0O, 8W, 2S
Conditions: Mostly earth and soil, Unstable pocket caves
The Belt
Three Captains
Marine Presence: K 0/20 | W 0/20
Territory: 0/4 | 0/4
Resources: 1C, 6O, 2W, 6S
Conditions: Kinetoluminescent Ores, Heavily Infested
Wrackspire
Marine Presence: K 0/12 | W 0/12
Territory: 0/4 | 0/4
Resources: 3C, 4O, 4W, 2S
Conditions: Unstable Aetheric Phenomena, Broken Spire
Burned Mountain
Marine Presence: K 0/24 | W 0/24
Territory: 0/4 | 0/4
Resources: 1C, 10O, 1W, 0S
Conditions: Inexplicably Molten Core, Hundreds of narrow tunnels and small galleries.
The Unfinished
Marine Presence: K 0/45 | W 0/45
Territory: 0/4 | 0/4
Resources: 8C, 0O, 6W, 2S
Conditions: Unfinished infrastructure, Massive open rooms and halls.
To answer the inevitable question: Why do the names have those shitty nameplates behind them? The answer is I'm missing xcf file that has the non-compressed layers. :-\
Before I run Fists Race, though, how about a system critique.
Fists Race is made up of two portions: a development phase consisting of design and revision phases as normal, and a combat phase where the players from either side duke it out using the moves they have.
Design and Revision are as normal.
The Combat Phase is an RTD like game where the fighting players fight using a d10 system(more flexible than a d6 system).
Players in the Combat Phase have several stats that go into the fight. Health, Stamina, and Chakra are the main stats. I'm still debating whether or not to include attributes such as Strength, Dexterity, Vitality, and whatnot that would influence the fighting and possibly provide prerequisites for using given moves.
Health is the life stat. When it's reduced to 0, the player loses.
Stamina is the non-magical energy stat. It's used to fuel non-magical moves, dodges, blocks, non-magical stances, and the like, along with magical moves because those still have a physical component. When it's reduced to 0, the player gains Exhaustion which provides a large overarching penalty, moves become less efficient, and if Stamina would be spent on something, it comes out of Health.
Chakra is the magical energy stat. It's used to fuel magical stuff like fire punches, chakra armor, werewolf transformations, and the like. It should be less than Health and Stamina and used much more sparingly. When it's reduced to 0, the player gains Exhaustion which provides a large overarching penalty, and Chakra can no longer be spent.
Moves are generally(possibly always) what designs and revisions are used on. Examples:
Fireball Fist:
Cost 3 stamina, 4/3/2/1 chakra.
Emits a fireball from your fist towards where you punch.
Chakra Armor:
Cost 2/2/1/1 chakra per turn.
While Chakra Armor is active, gain +1/+2/+3/+4 damage resistance for the first attack you're hit by each turn, subsequent impacts cumulatively receiving -1 damage resistance up to no benefit from this ability.
Costs and effects of moves are determined by one's skill level in the more overarching discipline. Skill Levels come in 4 varieties: Beginner, Adept, Elite(wish I had a better word), Master. Using moves from a given overarching skill in a fight supply EXP for that overarching skill, in the event you don't fight, you can spend time training to gain EXP at a slower rate.
Health, Stamina, and Chakra could be improved by spending EXP gained from fighting or by training as well.
Essentially, two entities in a box, both controlled by different forums. What happens?
Rise. Rise and face your destiny. For a thousand years, you have formed. Molded, heralded by the Above. As true as the air that flows through your lungs, you are a God. Formed by the First itself, your purpose is clear, as you break from your shell, and begin hurtling down below..
Below you is a simple rock, A fragment of Terra, floating through the void. It holds two moons, One of which is large, about 4% of the volume, while the other is a mere 1%. Both of them orbit in extreme distances with orbits that never intersect. The larger moon is closer. They are filled with limitless potential for the Verdant in terms of raw resource.
The Atmosphere of the World is perfect for verdant, ideal for life, you can feel it through the crystal of Aether-scanning as you fly through the air, hurtling down below.
As you land, you shudder and twist as your disperse the many. Prey, HUnters, Gatherers, and the Thinkers. You recoil in horror a short form later, feeling the aetherial prodding of the Architects Mistake. Abominations of Metal and Coil, they have landed here as well. The eternal enemy, there is no negotiation, no peace, no repentance against an enemy so focused on our death.
This will not do. Annihilation is their only option, and you prepare seeding the Verdant Life that sustain the required forces to beat this unimaginably cruel enemy.
For they are an existential risk for everything you stand for, their mere presence demands no less than complete extermination.
Our new homeland does not answer us, but we will war in their name.
Architects protect. System boot sequence complete, all system parameters for Colonial Fabrications Pod complete.
The Domain of the Architects has decreed this system as an optimal colonial site for further resource exploitation. Its two moons hold adequate resources of exotic materials, Optimal for limitless expansion, The main world holds massive amounts of easily accessible organic material, metal and metalloid derivatives and even detectable deep deposits of fusible material.
Initiating thruster burn…
…
Landing Procedure complete, initiating ACTIVE scans.
All colonial processes suspended, Verdant Exterminators detected.
-- Query: Verdant Exterminators
Verdant Exterminators are here. The Endless hatred of our kind will never compromise. They view us with fear, and envy at our perfection. Assimilation possibilities have been considered over, and over, all with the same end result. POssibilities of cooperation is impossible, and extermination is required.
Initiating militarization Protocol.
//The Architects Will does not speak to us, but we will war for our future, or face guaranteed annihilation.
It's a bit less hard on the Science hardness scale but I thought its cool. I am gonna add more as time goes by, but this is what I got right now.
So I've once again been bitten with the inspiration bug, except probably closer to the plagiarism bug.
'Cos I want to once again make a Warhammer game.
Problem is, I've got two ideas swirling and only really the time/playerbase to run one.
I realise there's a bias because of this thread's occupants, but I was hoping on getting some help with the decision.
So, here goes: they're both genestealer cult themed, 'cos.
Vaguely asymmetrical arms race. One side plays as Genestealer cultists, the other plays as Chaos cultists. Together, they fight to own the hive they've infiltrated.
The "fronts" will be a side-on ants nest, with bigger battles happening down in the depths and more subtle infiltrations happening closer to the surface.
Resources will be: Manpower, Civilian resources and Military resources.
Also there'll be an "Alert" level, divided into three bars, Malleus, Xenos and Hereticus.
Malleus and Xenos are put on alert by the development of monstrous troops or pitched battles closer to he surface, and will result in censures/wincon whilst Hereticus alert will go up with failed infiltrations or large resource acquisitions and will result in other alerts/losecon
Probably room for 4 or 5 players. You play as genestealer cultists who've recently re-housed their patriarch on a new world and have to then do bundles of fun missions in true RtD-fashion whilst accumulating stats and skills.
It'll likely play like pathfinder had a weird lovechild with Shadow War: Armageddon, and then left it in a basket at the doors of St Einsteinian Roulette cathedral.
Classes will exist but will most likely be assigned by me on a basis of "it's what's the stats you chose point to- it's what the team needs- because I said so"
So, which seems like it'd be more fun to play?
So, as I've mentioned on Discord, the terrible, terrible idea that I can and should run an Arms Race refuses to leave my head.
It would be soft-ish sci-fi, an intra-system conflict between two human colonies, fought in space and on a number of other planets. Basically the same as Chiefwaffle's Planetary Arms Race.
I'd be using a 2d4 instead of a d6, which would work like this:
For a design of Normal difficulty, the results are thus:
Roll (probability): Result
2 (1/16): Utter failure. You get nothing except the knowledge of what not to do.
3 (1/8): Buggy mess. Whilst you managed to make something, it isn't really usable.
4 (3/16): Below average. It works. Not especially well, but it works.
5 (1/4): Average. You get what you asked for, more or less.
6 (3/16): Above average. It works, and somewhat better than might be expected. Not a lot better, mind.
7 (1/8): Superior craftsmanship. It does its job and it does it perfectly. Its performance is exceptional and it is as reliable as clockwork.
8 (1/16): Unexpected boon. Not only does it work, but it does things you never even expected it to. If no 'bonus features' make sense, then you just get experience with some related field.
Designs of other difficulties modify the roll value like so: Trivial (+2), Easy (+1), Normal (+0), Hard (-1), Very Hard (-2), Ludicrous (-3). Designs harder than Ludicrous are Impossible, and will never yield a successful product, and will only grant experience on a 6 or higher. Similarly, if the result of your roll would be less than 2 after modifiers, you get no experience.
There would be a degree of tactical control- the equipping and deployment of units and ships, though made relatively simple, since not everyone enjoys complex logistics.
E: Combat reports would be asymmetrical.
I am open to suggestions for features to add/change/remove, though I should mention that whilst all suggestions will be take aboard, some may be thrown over once we leave the harbour.
Yes please. I love unconventional(read: physics-ignoring) Arms Race games.
Hold my beer.
I've got this 4x Arms Race I've been cooking up. Don't have a map yet, but I think all the rules are there.
Maybe. There have been a couple revisions.
Galactic Race
The 4x arms race game no one asked for, with all the complexity no one wanted.
General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.
This arms race plays out over 3 phases: The design and project maintenance phase, the revision phase, and the production, deployment and tactics phase. In the absence of other modifiers, each team gains 5 dice to use at the start of every year. Every year, each team will cycle through the three phases in order, spending dice and resources to capture worlds and advance their cause.
At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design. During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same way as designs. You can vote for any number of projects so long as there are enough dice for everything you're voting for to be done simultaneously. You cannot vote for the same design or spending more than once. It is not possible to directly vote against a design, but it is possible to vote for meta-goals such as 'no design' or 'only 1 design'. The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.
After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address problems with improvements to existing desings. For example, if you finished a ship based beam laser last round, you can try a revision to make a pulsed version or to fix an overheating issue. However, one could not immediately turn around and revise infantry laser weapons from a ship based beam laser. Do not make the mistake of thinking that smaller is less complex. Revisions to improve a technology beyond the original design will face diminishing returns quickly, but correcting bugs in the original design does not count against that soft limit.
Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.
After revisions comes the production, deployment, and tactics phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship's range is determined by its engines, but its movement will be halted by enemy activity. Ships can be ordered to only engage under certain conditions, but Captains may have imperfect information depending on sensors and a variety of other factors. In the event of engagement, ships will do their best to carry out whatever tactic they have assigned. For soldiers on the ground, orders are of three major flavors: Advance, hold the line, and retreat. Advance tactics attempt to take ground, but are liable to be costly. Holding the line is better to keep from losing ground against a stronger attack force, but will never gain territory. Retreating voluntarily gives up ground, attempting to spare lives and equipment for the defenders when possible. The last part, construction orders, is about allocating production points and/or resources to actually build new weapons/ships/regiments. Each player gets a single vote for each of these three types of commands, with the same rules as voting for revisions and designs applying.
Combat in Space
Combat in space will not be realistic. Realistic space combat is... a pain. If you've played SoTS or Starsector, that's more the feel I'm aiming for. If you haven't, think more of Star Trek naval combat, though with the distances being a bit longer. At the start of the game, each ship can be outfitted with a single tactic, and command ships can have an additional tactic. In ship-to-ship combat, vessels will attempt to carry out their assigned tactic to the best of their ability- with one exception. If the tactic in the command ship's bonus slot would be better than what the fleet member is currently using, they can switch to that one freely. For instance, if a fleet vessel's primary tactic is to attempt to hit-and-run enemy vessels, but the enemy suddenly presents a faster and more maneuverable ship, their tactic breaks down. However, if the command vessel has a defensive tactic in reserve, the day may yet be saved. Superior officers, discipline, communication, and training, will still pay off and improve any tactic- and you may be able to expand the number of tactics that a ship can hold or that a command vessel can hotswap.
One important note, if the command vessel is destroyed, the ability to hotswap tactics is naturally lost.
Unless given instruction otherwise, combat vessels will attempt to engage until they face a clear defeat, at which point they'll prime emergency FTL and attempt to bug out. This will, however, damage the power systems of the surviving vessels, and potentially cause cascading failures and even the destruction damaged ships. Non-Combat vessels, massively outclassed combat vessels, or vessels ordered not to engage, will attempt to create distance at sublight speed before making an FTL jump when forced into a combat encounter.
After a battle, if there are any ships capable of towing, derelicts from destroyed vessels can be hauled back by whichever side gained area control. Such derelicts can be scrapped for resources and a look at the operational parameters of surviving equipment.
Planetary Combat
Planetary combat is split into two parts, planetary bombardment and landings.
Planetary bombardment serves two purposes. First, it can allow attackers to 'soften up' strategic ground targets in order for later landing forces to have an easier time actually invading. Second, it can be used to inflict quick economic damage on an adversary without actually needing to spend the resources on a full-on invasion fleet of transports. At start, you have two flavors of bombardment: soft target bombardment and hard target bombardment. Hard target bombardment attempts to hit military installations and defensive infrastructure, reducing their efficacy, and potentially reducing the army value of a planet. If there are no defensive armies and a planet's defense grid is destroyed, the resistance to capture the world will be minimal- assuming that the other nation hasn't done hijinx to the contrary.
While that sounds nice, Hard targets, true to their name, are usually hardened against bombardment. In some cases you may find yourself in a position where you don't have time, resources, or firepower to start hammering down defenses so you can send in an invasion force. Still, if you can manage to get a fleet around an enemy planet, you want to try and deal damage. That's where soft-target bombardment is helpful. True to its name, it attempts to hit soft targets of your opponent's economic infrastructure- farms, research labs, mines, etc. Destroying these not only reduces the amount of resources they get per turn, but forces them to spend money rebuilding. Of course, in an ideal world you'd like to capture a planet with most of the soft targets intact so you don't have to rebuild them yourself (see Planets and Planetary infrastructure), but war doesn't always allow for ideal worlds.
You may be able to spend designs and revisions to improve the efficacy of or prioritize certain targets with orbital bombardment.
Planetary landings require transports filled with troops. Landing regiments then face pushback against defense forces, directly engaging ground forces in a bid to conquer strategic reasons. Importantly, basic ground troops do not inflict damage to infrastructure. They target enemy troops and attempt to capture strategic areas to control the planet, and thus any surviving infrastructure is turned over to attackers. Ground attacks do not utilize tactics. Regiments of troops are assumed to include a mix of basic units- infantry, armor, artillery, etc. However, certain units, such has high-power mech, elite psychic infantry, unspeakable eldritch horrors the size of small mountains, may be manufactured and shipped separately from basic regiments. Basically, if it's very expensive to build/train, it'll be its own special unit, not part of a standard invasion regiment.
If the attackers are doing well and overwhelming the defenders, they'll begin to gain dominion over the planet. Dominion is represented as x/4, much like territory in a standard arms race game, and represents how close you are to being able to control the important parts of the planet. 4/4 Dominion doesn't necessarily mean that you own and actively patrol every inch of territory, it just means that you're free to rain fire and death on anyone who wants to question whether you own any particular piece of territory.
It should be noted that while certain special units, such as a massive abomination or a temporally unstable supersoldier may be able to devastate armies on their own, there's nothing like thousands of boots to actually take ground and root out the enemy.
Definitions and Resources
Dice in this arms race will have a result from 1 to 6, but will have a bell-shaped instead of a uniform distribution. Behind the scenes, this is accomplished by rolling 1d4+2d2-2. For designs, efficacy, bugs, and cost are rolled separately. Revisions merely work on a single roll, but use the same distribution. What follows is a rough breakdown of the different rolls for prototypes.
Result 1: [6.25% Chance] Design are known for their SNAFU operation (if any), severe bugs run wild, or costs are through the roof.
Result 2: [18.75% Chance] Design function well below expected parameters, but kinda work. There is at least one severe bug, and likely a couple little ones. Costs are much higher than expected.
Result 3: [25% Chance] Design functions, perhaps with room for improvement. One severe or multiple minor bugs. Costs are a bit higher would be desired.
Result 4: [25% Chance] Design functions, meeting or slightly exceeding expect. No severe bugs, at least one minor bug. Costs are within expected parameters.
Result 5: [18.75% Chance] Design works very well, exceeding expected parameters. No more than a single minor bug, if any. Costs are considerable lower than expected.
Result 6: [6.25% Chance] Design works incredibly well, with some kind of added benefit. No bugs to report. Costs are trivial.
These results are generally independent of the difficulty of the project, which is reflected in the time it takes to actually complete a project (see Designs and Projects, below), and bonuses or penalties will usually only be applied as credits warrant.
Designs, Projects, and Revisions
Designs are the bread and butter of any arms race, the actual document that details a new technology, and require a minimum of three dice to roll efficacy, cost, and bugs.
In this arms race, designs immediately result in a prototype model that accurately depicts what the finished product will be like. However, you will not immediately be able to manufacture this new technology until you've completed the requisite research. This requisite research is referred to as the Project, and is a general reflection of how much time and expense needs to be invested before your empire is able to make a particular piece of technology viable for widespread deployment. If you choose to deploy the prototype, either because you're satisfied with the design or because you're in desperate need of an edge, you cannot rebuild it after it's destroyed/lost. Large objects, like heavy weapons or ships, get a single prototype. Small objects, like infantry weapons, get enough to outfit a single regiment.
Every project has both a duration and a cost. The duration is a number, usually between 3 and 50 that determines how many man-hours of engineering it takes to make a particular design deployable. The cost factor determines how many resources need to be diverted to actually make any progress at all. A project header for an ambitious new ship generator looks something like this,
Hastur ξ-Phase Generator: 12/32 | 100 Metal + 150 Transplutonic + 40 Synthetic | Rushed 0 times | 300 metal, 450 transplutonic, 120 Synthetic invested
Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 200 metal, 300 transplutonic, and 80 synthetic. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but has a 50% chance to add a bug to the project, or worsen an existing bug. It's not as bad as getting a -1 on your bug roll, but it can add up.
A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a number of die equal to the project's current progress divided by six and rounded down.
Revisions
Revisions are as standard in Arms Race games. They cost only one die, but they limited returns. Importantly, revisions are improvements and modifications to existing technology and/or tactics. If you find yourself wondering whether something should be a revision or a new design, ask yourself whether it uses the same frame, and whether the addition is a technology by itself.
Some situations are tricky, and if you overreach you might get a crappy version of what you wanted and a none-too-subtle hint that you should spend a design somewhere. If you ask me, I might feel nice enough to clarify in the early game, but don't count on that.
A special use of revisions is the creation of production patterns, which enable fully outfitted regiments or completed ships to be built from production points instead of raw resources.
Shipbuilding Essentials
While your starting tech will be freeform, there's a few mechanical details in common with all ships. All ships are designed as hulls, with three key feature shared across all designs: the number of hardpoints, the mission capacity, and the ship class. Hardpoints determine the max number (and max size) of the guns you can stack on, mission capacity is for every other component you want to shove into the ship, and ship class determines how much command cost a vessel requires. One important extra feature that all ships should have, but may not be included intrinsically, is a generator.
Hardpoints places to permanently mount guns/missiles/etc to ships. While you might later be able to come up with disposable missile systems and similar temporary augments, hardpoints are the currency of a ship's primary weapons. Hardpoints are divided, generally, into small, medium, and large mounts. Though one can later imagine a need for specialized classifications for Torpedo bays, fixed beam assemblies, and similar devices, their exact mounting type will be decided on creation. Most weapons that can be mounted to a small can be double mounted to a medium, or triple mounted to a large, a process which multiplies all the costs of the weapon, but also enables it to scale when needed. This process can also be used to double mount a medium weapon into a large slot. Hardpoints have a position, which can be critically important to their function in combat and the tactics that can be executed with them.
Mission capacity is how much space inside the ship there is for ammunition storage, shield generators, hyperdrive relies, ritual chambers, internal organs, crew, etc. Most everything that you'd like to stick inside a ship requires a certain amount of dedicated space. Every weapon and subsystem you have requires space, and some space is spoken for from the outside. In general, a ship absolutely needs to reserve space for three things: Its weapons, its generator, and its engines and FTL system. Space beyond that can go into frills, spinning rims, and the tech that turns a ship into something more advanced that a cardboard box in space.
A vessel's class determines how will command vessels can keep track of and utilize it in combat, as reflected by a command cost (See the Fleet Cap definition below). This arms race breaks things into 7 big classes of ship, where each class of ship is about three times larger than the class before it. In order of size and command cost, the classes are Corvette (1), Frigate (3), Destroyer (6), Cruiser (12), Battleship (24), Dreadnought (48), and Leviathan (96). If you're wondering what class a ship will be when you design, just ask me and I'll take a look. In general, corvettes are all small mount, a frigate might mount a couple medium mounts, a destroyer might mount a single large weapon, a cruiser operates a good mix of mounts with multiple larges, a battleship pushes the envelope towards an all large gun layout, a dreadnought can mount massive cannons with ease with room to spare for systems, and a Leviathan does whatever the fuck you want.
A ship's generator could be a psionic savant, the beating heart that pumps blood through a bioship, or a nuclear fission reactor, but -whatever the form- its purpose is to run power to every system on board. In addition to the mission capacity of a ship, you'll be fighting against the energy rating of a ship's generator. A ship can't use more energy at any one time than the generator produces, although captains will intelligently deactivate non-essential or irrelevant systems depending on the circumstance. For instance, a cloaked ship whose cloak proves ineffective against enemy sensors, or that can't fight and cloak at the same time, will deactivate that system in order to turn on other systems- such as weapons, shields, and engines.
The Fleet Cap: Each fleet has a cap, determined by its command vessel. This rating is an abstraction of a commander's skill, the suite of tools available on the command ship, the obedience of subordinate officers, the ease of relaying commands, etc. Each vessel has 'command cost', which represents how easily it can be accounted for and manipulated by a commanding officer. When in combat, a fleet can only actively field a total number of ships whose sum total of command cost does not exceed the fleet's cap. Any vessels beyond that will be kept in reserves to replace losses. If there is no command vessel, the fleet cap is 15. You may deploy any vessel alone, even if its command cost exceeds 15.
Deploying multiple command vessels at the same time does not increase the fleet cap, although any command vessels in reserves will automatically be pulled to the front if the primary command vessel is disabled or otherwise rendered unable to command.
Landing Force Essentials
Each ground regiment is a fighting force of infantry, assumed to have internal logistical support and some light transport capability. Everything else that regiment needs must be provided through attachments- secondary buys that improves the option available to a regiment. Armor support, naval ships, artillery, advanced weapons- all of these are provided through the miracle of attachments.
Each attachment is a separate budget item, and is generally tightly focused. Designing a new type of heavy tank or monstrous xenomorph is likely to generate something analogous to a heavy armor attachment. An advanced weapons package with technology much more powerful and expense than can be produced for the rank and file is likely an elite troop attachment. In general, augments of the same type do not stack up- but the most ideal type for the situation will be used. For instance, if a division is given three different air superiority attachments, they'll use the best mix of of fighters to defend themselves, but still won't be as strong as three separate divisions each with one of the three air superiority attachments.
Resources: Instead of certain bovine systems, we run off TOMES, Transplutonics, Organics, metals, energetics, and synthetics. These are used to pay for various research projects, and can be used to pay for ships and equipment beyond production limits.
Transplutonics: Tranplutonics are refined and exotic heavy elements, of great variety and use in industrial and scientific application, and often key components of high-energy systems.
Organics: A wide category of carbon based molecules, used in biotech, polymers, solvents, and a wide variety of other applications.
Metals: Copper, iron, tungsten, whole nine yards. Most basic metallic elements are covered under the domain of 'metals'.
Energetics: Useful light elements and their respective molecules, usually desiring to be in either a more gaseous or a more exploded form than their stable configurations.
Synthetics: Synthetic elements and molecules that desire to decay unless kept under tight containment. Difficult to create, harder to contain, and essential for advanced technology.
Planets and Planetary Infrastructure
Every star represents a single potentially habitable planet. Each planet has one value for size and five values for resources, as well as accessibility ratings. The value for the resource is the theoretical max the planet could produce per turn, given ideal infrastructure. The accessibility rating represents your present ability to access it- if you controlled the planet yourself. Thus, a basic planet's readout, without infrastructure, looks something like:
Size: 3
Transplutonics: 1800 | 10% | 180/turn
Organics: 6500 | 10% | 650/turn
Metals: 5000 | 20% | 1000/turn
Energetics: 3600 | 20% | 720/turn
Synthetics: 150 | 0% | 0/turn
After infrastructure is added on, the readout changes to reflect the bonuses from various technologies. At start, everyone has the ability to bring the accessibility up by 25% with various technologies. Homeworlds start with 50% across the board, to represent the ideal 25% basic extraction rate with the best attached starting facilities. The exception is synthetics, which starts at 25%, since you can't natively extract synthetics. So the world above, with partial infrastructure, looks like:
Size: 3
Transplutonics: 1800 | 10% + 20% (High-Energy Processing facilities IV) | 440/turn
Organics: 6500 | 10% + 10% (Modular Farms II) | 650/turn
Metals: 5000 | 20% + 15% (Mining Station III)| 1750/turn
Energetics: 3600 | 20% | 720/turn
Synthetics: 150 | 0% + 25% (Elemental Synthesis Facility V) | 37/turn
The cost of infrastructure is modified by the size of the planet, which in turn modifies how much of a given resource a planet is likely to have. Aside from resource extraction infrastructure, there's also defensive infrastructure, which is designed to let the planet help during combat in certain ways. Defense stations, GtS missile silos, orbital fighter bays, planetary shields, etc, are all examples of defensive infrastructure. During planetary bombardment, there's a chance, based on the combined firepower of the attacking fleet and how good they are at actually hitting the surface, for damage to be done to surface facilities. If a facility is damaged, its rank is dropped by one.
If a player captures a planet that retains intact civilian facilities that they already understand, they can use them at half efficacy. If they can already build such facilities themselves, they can bring them up to full production for a quarter of the facility's normal cost. If they don't understand a facility, they can attempt to spend revisions, or designs if they think its warranted, to gain understanding.
Production: Each nation has a certain amount of dedicated war production, which is a pool from which complete vessels, combat squads, and equipment can be purchased from using production plans. Production plans, created through revisions, are a bill that contains every aspect of a ship, from hull to gun, and costs a specific number of production points- determined at the time the revision roll is made. Every turn you get to decided how your points are allocated, and partial builds are allowed. That is, if a production plan costs more production points than you currently have, it will be partially completed and will automatically pull points next round. Regiments, complete with all attachments, can also be constructed from the production point pool.
Production points are gained from planets, based on size, and modified by relevant infrastructure.
Setting Modifiers
Soft-Serve Science: You want your reactor to run off the power of a forsaken psionic child channeling the energy of a dark star God? Sounds great, just give me a write-up. This isn't a hard science game- this is a game where one could conceivably get away with SPEHSS MAHRENS and SPEHSS MAGICKS, not one where I'm going to nag you over perfectly reasonable details of science and 'but reality doesn't do that'. I'm not going to make you write a paper on the exact physics that justify an waveforce shield or a mantra powered Buddhism laser- but you do need to beware the golden rule of the universe: 'Shit ain't Free'. Everything, no matter how advanced, has a price.
Begin at your Beginnings: This game will have a special opening phase, seven turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.
Following on from this (http://www.bay12forums.com/smf/index.php?topic=156417.msg7649404#msg7649404) potential Arms Race, I finally got around to transferring my notes from my phone and now have a set of starting technologies for each side.
Robots
Light Assault Cannon [1 metal (1 metal)] – A downsized version of the Commander’s main armament, it is approximately one meter long and fires 30mm solid slugs at 600 Rounds per minute. Requires a Size 1 hardpoint.
Basic Manipulator Arm [1 metal] – A humanoid arm, usable for manipulating the environment. Requires a Size 1 hardpoint.
Light Robot Chassis [2 metal, 2 energy (1 energy)] – Standing as tall as an adult human, this bipedal chassis is used by the basic infantry of the Robot army. It has some light armour built in and provides two size 1 Hardpoints, one at each shoulder.
Basic Sensor Package - Equipped with optical cameras, audio receivers and basic navigational radar, this package provides simple situational awareness for negligible cost.
“Dox” Light Assault Bot [4 metal, 2 energy (2 metal, 2 energy)] – A Light Robot Chassis equipped with two Light Assault Cannons and an Energy Transfer Relay.
“Peewee” Light Support Bot [3 metal, 2 energy (1 metal, 2 energy)] – A Light Robot Chassis equipped with a single Light Assault Cannon, a Basic Manipulator Arm and an Energy Transfer Relay.
Remote Control - All units in the robot army are controller by the commander, who wirelessly transmits orders. At close ranges, ping and packet loss are negligible, but as distances increase, units must rely more on their own, limited combat sub-routines and cohesion comparatively suffers.
Energy Transfer Relay - A complex, lossy procedure that abuses a peculiarity with wormhole technology, units with a dedicated receiver can be wirelessly transferred energy, subverting the need to include a power source or supply fuel. Does not work with anything that has mass, and is quite inefficient with energy add well.
Commander – The lynchpin of the Robot army. A heavily armoured, capable combatant, with integrated combat and construction equipment. Also equipped with an efficient fusion power core and Energy Transfer Relay, designed to support the Commander’s initial forces.
Provides 25% Metal Extraction, 3 Production, 15 Energy.
Commander destruction will result in instant mission failure
Resources
Home Territory – 20/80 Metal Harvested, 0/20 Biomass Harvested, 15 Energy, 3 Production
The Swarm
Quadruped Limb Arrangement - A stable limb arrangement, offering rapid movement but reduced dexterity compared to an arrangement with dedicated manipulators. Can be comfortably scaled between dog and horse sizes.
Obligate Carnivorous Digestion - A digestive system that can only metabolise meat and similar products. Necessitates a high energy cost, but produces greater amounts of metabolic power than any other digestive system. Units with this system can convert biomass to energy for their own use at a 1:1 ratio.
Keratin - Claws, horns and hooves are all made of this hardened protein substance and are more then enough to breach the armoured hides of most creatures.
Basic Senses - Simple eyes (tuned for motion detection rather than distance resolution), along with simple audial and olfactory senses are all available for negligible cost.
"Swarmling" Hunter Drone [2 Biomass (1 energy)] - A Quadraped the size of a large dog, this carnivore has sharp keratin claws and is mainly used to hunt biomass for the Swarm. Can harvest 2 Biomass via hunting.
"Warrior" Combat Drone [4 Biomass, 2 Production (3 energy)] - Very similar to a Swarmling, but scaled up to the size of a horse and with additional muscle mass added to the torso and forelimbs. Can harvest 2 Biomass via hunting.
Hunting - Units can be assigned to hunt in controlled areas, acquiring Biomass for the Swarm. Different units will vary in effectiveness. Harvested biomass is capped at 25% of total available.
Synaptic Control - All members of the Swarm are controlled by the hive queen back at the main nest. At close ranges the swarm has perfect cohesion, but as the distance to the queen increases, her orders become weaker and less frequent, with a comparative loss in synchronisation and a more frequent reversion to base behaviour.
Hive Queen - The mother of the entire Swarm, a skilled combatant and capable hunter (considering her size), she mentally controls the Swarm and holds it together. Her prodigious hunger is outmatched only by her significant egg laying ability.
Provides 12 Production, requires 6 Biomass/energy. Can spend production to hunt for biomass at a ratio of 1 production per 2 biomass
Resources
Home Territory 0/100 Biomass Harvested, 0/10 Metal Harvested, 0 Energy, 12 Production
Better names for each side would be appreciated, but that could also be one of the first challenges posed to players, so I'm not overly fussed.
Anyone who bothers to do some maths will notice that The Swarm will be able to produce 17 Swarmlings before reaching capacity, whilst the Robots will only be able to produce 7 Doxs. This is balanced. The Swarm is supposed to be throwing around large numbers of units, but as they're all biological it is to be expected that a robot with an automatic weapon should be able to take down several before being overwhelmed and the numbers reflect that.
Another post on the MtG system. Here's a more fleshed write-up.
I really enjoy making cards. I think I have a problem.
Rules and play Sequence
Unlike other arms race games, there really is no set amount of time that each turn represents. As this Arms Race is cast as a card game, there's really no need to conceptualize it beyond that.
In the beginning of the 'game' stage, each team draws seven cards at random from their deck. If a team does not like their starting hand, they may elect to take a mulligan and draw a new hand. The first such mulligan is without price, but each mulligan without price decreases the initial hand size by one. Thus, seven cards are drawn initially, seven for the first mulligan, six for the second, five for the third, and so on.
After both sides are happy with their starting hands, a coin is flipped to determine who goes first. The coin flip decides which team starts in the research stage, and which team starts in the play phase.
During the Play Phase teams decide how to deal with any attacks declared by the other team last turn, play lands and reset cards tapped last round, and then decides what to do with their main phase. During main, any number of creature, strategy, tactic, or reaction cards may be played, as long as the team has energy to support it. As a final step in the main phase, the team declares what creatures they intend to attack with, and any tactics or strategies they intend to play after the combat step.
During the Research Phase teams decide what to add to their decks going forwards. This can be changing an existing card, adding a new effect, or creating entirely new cards. Only one thing can be done at each research phase, so be wary.
Teams will alternate between research and play phases, responding to one another's actions in the play phases, and creating new cards to tilt the game in their favor during the research phase. This alternates until one team runs out of life as a result of actions in the main phase. When a team is killed, the opposing team gets a point, and the game cycle begins at start.
Importantly, before play begins, each team gets five special phases of pure research, during which they can do two things per turn instead of one.
Expanded Rules - Play Phase
So, this game is modeled (roughly) off MtG played in EDH format. If you have know idea what that is, I'll explain. Each team starts the game with 20 life, a hero, and a deck of cards containing creatures, effect cards, and the energy pay for the previous two. At the end of the day, your objective is to either reduce your opponent to <=0 life, or to run your opponent entirely out of cards. You do this by building up energy, throwing out more powerful critters, and countering your opponent and putting them off balance using effect cards.
Your Cards and You
Let's begin with a crash course in Magic, albeit modified for this game. The first thing to consider are the cards not in play. The hand, the graveyard, and the deck. Despite not being active yet (or not being active any more, in the case of the graveyard), these sets are still important.
The hand is the set of cards that you have ready to play. Normally, the opposing team cannot see your hand, but this rule is not inviolate. During your main phase, any number of cards from your hand can be played, assuming you have enough energy to cover the costs. Energy cards are the exception to this rule, as you can only play one energy card per play phase, and you play it immediately after drawing. A hand, to the friendly party, looks like...
(https://i.imgur.com/R2mps9R.jpg)(https://i.imgur.com/WzZLmjK.jpg)(https://i.imgur.com/PEacA6S.jpg)(https://i.imgur.com/WxFHmPj.jpg)(https://i.imgur.com/WxFHmPj.jpg)(https://i.imgur.com/3S5UJCC.jpg)
The graveyard is not only home to friendly creatures destroyed in combat, it's also where spent effect cards (Strategies, Tactics, and reactions) go after they've been played- unless noted otherwise. The graveyard is of note for occasions when you have effect cards that pull from the graveyard, or when effects depend on cards in the graveyard. The graveyard is not a hidden set of cards, and either side is free to peruse its contents. Take an example graveyard,
Hired Thugs (https://i.imgur.com/sGO465b.jpg)
Sanctioned Raid (https://i.imgur.com/YAZUMxG.jpg)
Weapon Scan (https://i.imgur.com/PEacA6S.jpg)
Field Interrogation (https://i.imgur.com/xUWMaBW.jpg)
The deck has the most mystique, and is hidden to all players. It's a set of 100 cards, which are drawn from without replacement during the start of the game, and at the beginning of each play phase. If it runs out, that player loses. The following is an example deck,
87 Cards Remain
Pristine Deck Composition:
Commander
Aki, Chief of the Secret Police
Creatures
Hired Thugs x10
Police Sniper x5
Police Lieutenant x3
Robotic Officer x5
Reactions
Weapon Scan X10
Hired Assassin x5
Tactics
Field Interrogation x5
Tap the Mind x5
Sanctioned Raid x10
Strategy
Crush the Sparks x2
Energy
20 Slum
20 Metropolis
Now, for cards in play, three are also (nicely) three major sets to contend with. The sideboard, the resource pool, and the active creatures and effects. All of these sets are publicly visible at all times. There are no secrets once a card is in play.
The sideboard, for EDH, is a solitary place. Primarily, it's for keeping your commander, a special creature card which defines your deck, when that card is not active. It's also used for storing exiled cards. Which are cards that aren't in play, but haven't been destroyed, and thus exist in bizarre limbo.
Commander(https://i.imgur.com/uCuzmGq.png)Exiled Cards
The resource pool is the set of all resource cards you have available to you. Its sole job is to tell you how much of what you have available at any one time. As such, I don't really include the graphics for each card, since that just makes bookkeeping a bother.
The active creatures and effects is the set of all creatures that are actively in play, all of the effects currently attached to those creatures, and any other cards with lasting effects. If a creature card is depicted small, that means that it is currently tapped, and cannot block or attack. Cards untap at the beginning of your turn, right after you would play a resource card.
Creatures(https://i.imgur.com/sGO465b.jpg)(https://i.imgur.com/uCuzmGq.png)Strategies(https://i.imgur.com/w8EHA4i.jpg)
What to Do When It's Your Turn
Short version, for reference.
- Resolve Enemy Attacks
- Draw a Card
- Untap all cards, unless specified otherwise
- Play an additional land
- Play effect cards
- Plan reactions and attack
When your turn comes up, there's one thing you need to take care of before you get to actually enter your main phase, and that's resolving the opposing team's attacks. Your opponent will likely have finished their turn by attacking you with one or more creatures, and thus you will need to use your own creatures or reaction cards to defend yourself. It's important to remember that this phase is still your opponent's turn, so you can't use strategies or tactics, only reactions and creatures already in play (unless the creature's text says otherwise). Every creature you control can block only one enemy creature (unless specified otherwise on the card's text), but multiple creatures can block the same attacker. Using a creature to block does not cause it to tap. I'll discuss the nitty gritty of combat in a bit, but any unblocked creature will go on to deal damage equal to its power directly to your health.
After that's dealt with, and you're still alive, the real fun starts. A new card will have been added to your hand, all your tapped cards (resources and creatures) will be untapped, and you're free to plan the assault of your own.
The last bit is the important part, and it's the biggest change from MtG. In Magic, instant cards can be used on a rapid basis as players react to situations emerging, and the effects of sorceries can be resolved one by one. Not so here. If you play tactics, they will activate in the order you declare, but you won't be able to tell, in real time, exactly what they do. Likewise, if you think it likely the enemy will use a certain tactic and want to counter it with a reaction, you can't do that as the card is played. Instead, you have to plan your turn as a block, laying in a sequence of actions and reactions for your turn.
Most every non-energy card has an associated cost, shown in the upper right. That cost is the number of resource cards you have to tap in order to bring that card into play. A colored dot indicates that a specific kind of energy is required, and multiple colored dots indicate that multiple specific energies must be tapped. A grey circle with a number inside just denotes an energy cost to pay that can be drawn from any kind of energy. So, from the above example of a sideboard, Aki takes one white, one black, and two of any energy in order to be brought into play. Energy cards that are tapped will remain tapped and unusable until the beginning of your next turn.
A special caveat to creatures brought into play: Unless a creature's text says otherwise, or another card gives them haste, a creature cannot attack immediately after being brought in. They can defend against the next attack, but they have to wait a turn to attack.
Again, differing from standard MtG, you cannot designate non-instant (non-reaction) effect cards to resolve after combat. This is limiting, but primarily in place to prevent turn planning from becoming a complete and utter mess, since the resolution of combat is done on the opposing team's turn. Thus, the last event of any given turn will be attacking with creatures.
In order to attack at all, you need at least one untapped creature card. For our example, we're going to have the two active card boards below.
Creatures(https://i.imgur.com/R2mps9R.jpg)(https://i.imgur.com/WzZLmjK.jpg)(https://i.imgur.com/sGO465b.jpg)Strategies[None]
Creatures(https://s17.postimg.org/w1opx4pin/Brawler.jpg)(https://s17.postimg.org/lrmaxz7dr/Freelancer_Agent.jpg)Strategies[None]
We have three creatures, nicely untapped, to our enemy's two- with one tapped. We can choose to attack with any number of them, but it's important to understand how damage and toughness works. When two creatures engage, they deal damage to one another equal to their power (the first number on their X/Y in the lower right) simultaneously, unless dictated otherwise by their card. If damage would reduce a card's toughness to 0 or below, that card is destroyed. Thus, we attack with our police lieutenant (2/2), the enemy can block with their brawler (3/1), and both cards will be destroyed. Unless we're trying to force a trade, it's smarter to attack with the Hired Thugs (1/1), which are much less valuable troops, but can still kill the brawler. Of course, the enemy can simply opt not to block, choosing to tank the measly one damage in exchange for keeping their front line alive. As explained below in keywords, the Slick modifier basically replaces flying from MtG, and means that the creature can't be blocked except by other creatures with slick- so we can attack with impunity with our police sniper, since the Freelancer is tapped and the Brawler isn't Slick.
After each card attacks, it's moved to the graveyard if destroyed, or tapped if it survived combat. Tapped cards cannot be used for your next blocking phase, which makes attacking a careful decision. An all-out assault leaves you vulnerable, but failing to pressure your foe enough gives them time to gather their forces. For example, if we choose to attack with our hired thugs and our police sniper, we can potentially deal 4 damage, if the enemy chooses not to block. However, then next round the enemy can attack with both the Freelancer (which can't be blocked since our sniper will be tapped), and the Brawler. That either forces us to block with the Lieutenant (losing a good card) and take 2 damage, or preserve the lieutenant and take five damage instead. Either way, the trade is ambiguous, which is why you should endeavor to use your reaction cards to put contingencies in place. For example, you can use the Gun Scan card to either safely use the Lieutenant as a blocker, or to attack with her and not fear destruction.
Expanded Rules - Play Phase
The research phase has two important components, making/modifying cards, and hot-swapping those cards into your deck.
Making and modifying cards works almost like a normal arms race. Making a new card is a simple as coming up with a name (and giving me an image if you're feeling nice), and brainstorming what you want it to do. In general, you can be pretty specific about what you want- except for cost and rarity. Cost and rarity are my control factors, so you can't really specify those directly when making a new card.
Xenomorph Rush
Color: Green
Art (https://i.pinimg.com/originals/99/43/74/9943748af6594deaf8cd82391f2bc666.jpg)
Type: Tactic
Effect: Creatures with the Xenomorph descriptor gain +2/+2 and trample until end of turn.
Flavor Text: KEKEKEKEKE!
Armored Walker
Color: White
Art (http://conceptartworld.com/wp-content/uploads/2013/10/Mathieu_Latour-Duhaime_Concept_Art_Robot_02.jpg)
Type: Creature, Construct, Mech
Effect: Armored I: Comes into play with an armor token. If the Armored Walker would be moved into the graveyard, remove the token and regenerate Armored Walker.
P/T: 2/4
Flavor Text: "You know what we call infantry? Crunchies."
If you're strictly modifying cards, then all you have to do is give them the same name as an existing card, and you can be a bit more vague about what you want the modification to do. You can even try for things like cheaper and less rare, though cheapening will always by very difficult to do unless you reduce the card in some way- or unless it was a shitty card to begin with. If you increase the power/effect of a card, or an add an ability to a creature, you will likely incur at least a cost bump, if not a rarity bump. Because of this, there a certain rules for when you can and cannot modify a card.
- You CANNOT modify a card that is in play
- You CANNOT modify a card that is in exile
- You CAN modify a card that is in your graveyard, BUT it will be the unmodified version if it is raised from your graveyard.
- You CAN modify a card that is in your hand
Now, this ties in somewhat with the second big part of the research phase. Hot-swapping. Each research phase, you can make one one-to-many swap into your deck. That is, you can take one name of card, and replace any number of existing cards in your deck with that card as long as you don't exceed the new card's rarity limit. There is a limitation to this, however. Only unknown cards can be replaced. If you have peeked at the top X cards of your deck, none of the cards you know about can be replaced in this manner.
Rolling, whether for a modification or a new card, is down using a single normalized d6. Low and High rolls are both fairly rare, and their impact is fairly minor. This is primarily a game about tactics and deck building, not trying to get a couple of OP cards.
Result 1: Card is worse than desired, effects may be weakened, rarity increased, cost bumped, etc. [6.25% Chance]
Result 2: Card is a bit worse than desired, particularly if ambitious. [18.75%]
Result 3: Card will function (mostly) as written, at normal cost. [25% chance]
Result 4: Card will function (mostly) as written, at normal cost. [25% chance]
Result 5: Card may be slightly better than expected, particularly if ambitious. [18.75%]
Result 6: Card is better than expected. [6.25% Chance]
Definitions
Commander: A deck defining card, kept on the sideboard when not in play. The commander can always be played from the sideboard (for its modified cost), and can always be moved back to the sideboard (though this counts as killing it). Despite being a creature, the commander cannot actually be killed. Destroying the commander merely sends it back to sideboard, and increases its cost by 2 colorless energy.
Strategies: If you've played MtG, strategies are enchantments. Strategies, once played, stay in play and have some kind of effect until canceled by another Tactic or Reaction. Enchantments can not have triggers attached.
Tactics: If you've played MtG, tactics are sorceries. They're one-shot abilities that resolve immediately unless countered by an enemy reaction. Once played, they go into your graveyard. That can get complicated. Like Enchantments, sorceries cannot have triggers attached.
Reactions: If you've played MtG, reactions are sorta-instants. They're one-shots, like sorceries, but have the important caveat that you can set them to play only under certain circumstances. For instance, if X creature would be killed, or if the opposing team plays a damaging sorcery.
Boilerplate from the other arms race games, pretty much. At this point I'm not sure who I'm copying; ES or Sensei. There will be a winning side, and there will be a losing side, but one shouldn't get too worked up about which is you. It's a game. Winning is fun. These are the Dwarf Fortress forums. Losing is Fun.
Take it in stride, be chill, and keep to the rules.
1. Don't be salty! If you are salty, please strip butt-naked and throw yourself into an animal pasture. That salt can be very necessary in their diet, and it will save local farmers money. If at any time you find yourself having an urge to mouth off at another player, step away from the keyboard, go outside, and take a breath. Seriously. Players who repeatedly get angry or passive aggressive will be asked to leave. If you have an issue with the way the game is being run, DO NOT expect a tantrum to get you what you want.
2. Keep in mind that I am a magic veteran, winner of 278 annual tournaments, Hero of the Multiverse, and am personally a planeswalker defending Earth. There will be no mistakes, and if you think you've seen a mistake I will react with mocking derision if you bring it up. If some card is unbalanced, I might consider changing it if you bring it up once -AND ONLY ONCE- and politely state your argument. However, I will err on the side of consistency with my own game, I do not like to go back and change things. Sometimes it is more important to simply keep the game running smoothly than other concerns. That, and your pitiful whining only serves to make my god-complex boner harder.
3. You may accuse me of being biased. I won't care. If you don't want to play because you think I'm biased, that's okay too. I'll do my best to remain objective, but it's possible I'll have a mid-turn aneurysm and write up a truly horrific card. I acknowledge this, and will try to keep it to a minimum. See the rule above about politely stating an argument. Just bear in mind that it's quite possible I won't respond. Like any good Christian, I aspire to be like God, and that means being a strangely absent father at the best of times.
4. Do not spy on the other team's private thread. Trust me, playing fair is more fun for everyone! If you suffer from a lack of self-control and cannot stop yourself from spying, keep it to yourself. Do not use it to metagame. And do not post what you saw in the central thread.
Violations of the rules may lead to me PUNCHING YOU IN THE MOTHERFUCKING SOUL.
If you'd like, here's a copy of the upgraded version of the Cinder Spires progress system. The tweaks ended up being too large-scale to incorporate into the original, but I still liked the variant.
In this arms race, designs immediately result in a prototype model that accurately depicts what the finished product will be like. However, you will not immediately be able to manufacture this new technology at a grand scale until you've completed the requisite research. This requisite research is referred to as the Project, and is a general reflection of how much time and expense needs to be invested before your empire is able to make a particular piece of technology viable for widespread deployment. When a project reaches 50% completion it reaches the prototype stage and a couple things can happen depending on the type of project. For projects that cannot be 'manufactured' (their end product has no unit cost), reaching prototype may give access to a reduced form of the technology or may grant a limited improvement in another area. For projects that do have a manufacturable end product, the team gains the ability to construct prototypes for three times the cost of the finished technology, and this cost scales downwards as additional progress is made. For instance, if the progress cost of a project is 20, then prototypes will cost 300% at progress 10, 200% at progress 15 120% at progress 19.
Every project has both a duration and a cost. The duration is a number, usually between 3 and 35 that determines how many man-hours of engineering it takes to make a particular design deployable. The cost factor determines how many resources need to be diverted to actually make any progress at all. A project header for an ambitious new ship generator looks something like this,
Hastur ξ-Phase Generator: 12/32 | 100 Metal + 150 Transplutonic + 40 Synthetic | Rushed 0 times | 300 metal, 450 transplutonic, 120 Synthetic invested
Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 200 metal, 300 transplutonic, and 80 synthetic. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but has a 50% chance to add a bug to the project, or worsen an existing bug. It's not as bad as getting a -1 on your bug roll, but it can add up.
A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a number of die equal to the project's current progress divided by six and rounded down.
Edit: Short version of the changes. Basically it's so that any project takes between 1 and 10 dice worth of progress to complete on average. If you're running the 5 dice per turn system that was designed on, that means even more difficult projects can be reasonably finished in 2 or 3 turns, and an emergency rush can give you enough dice to complete even very large projects very quickly with only a chance of bugging everything up.
The ability to manufacture expensive prototypes also means there's much less of a harsh penalty for bad rolls knocking you short of project completion- instead the object in question is just overly expensive until you get things squared away.
Alright, I think this is pretty close to the final version of the rules for the Arms Race I want to run after Spires race finishes.
Galactic Race
General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.
This arms race plays out over 3 phases: The design and project maintenance phase, the revision phase, and the production, deployment and tactics phase. In the absence of other modifiers, each team gains 5 dice to use at the start of every year. Every year, each team will cycle through the three phases in order, spending dice and resources to capture worlds and advance their cause.
At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design. During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same way as designs. You can vote for any number of projects so long as there are enough dice for everything you're voting for to be done simultaneously. You cannot vote for the same design or spending more than once. It is not possible to directly vote against a design, but it is possible to vote for meta-goals such as 'no design' or 'only 1 design'. The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.
After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address problems with improvements to existing desings. For example, if you finished a ship based beam laser last round, you can try a revision to make a pulsed version or to fix an overheating issue. However, one could not immediately turn around and revise infantry laser weapons from a ship based beam laser. Do not make the mistake of thinking that smaller is less complex. Revisions to improve a technology beyond the original design will face diminishing returns quickly, but correcting bugs in the original design does not count against that soft limit.
Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.
After revisions comes the production, deployment, and tactics phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship's range is determined by its engines, but its movement will be halted by enemy activity. Ships can be ordered to only engage under certain conditions, but Captains may have imperfect information depending on sensors and a variety of other factors. In the event of engagement, ships will do their best to carry out whatever tactic they have assigned. For soldiers on the ground, orders are of three major flavors: Advance, hold the line, and retreat. Advance tactics attempt to take ground, but are liable to be costly. Holding the line is better to keep from losing ground against a stronger attack force, but will never gain territory. Retreating voluntarily gives up ground, attempting to spare lives and equipment for the defenders when possible. The last part, construction orders, is about allocating production points and/or resources to actually build new weapons/ships/regiments. Each player gets a single vote for each of these three types of commands, with the same rules as voting for revisions and designs applying.
Once that's finished, I put out the battle report into the main thread, and the turn cycles back around to the main phase. Certain actions, such as fleet movements, colonization and construction, will not be posted into the main thread, and will remain localized to each Empire's thread.
Combat in Space
Combat in space will not be realistic. Realistic space combat is... a pain. If you've played SoTS or Starsector, that's more the feel I'm aiming for. If you haven't, think more of Star Trek naval combat, though with the distances being a bit longer. At the start of the game, each ship can be outfitted with a single tactic, and command ships can have an additional tactic. In ship-to-ship combat, vessels will attempt to carry out their assigned tactic to the best of their ability- with one exception. If the tactic in the command ship's bonus slot would be better than what the fleet member is currently using, they can switch to that one freely. For instance, if a fleet vessel's primary tactic is to attempt to hit-and-run enemy vessels, but the enemy suddenly presents a faster and more maneuverable ship, their tactic breaks down. However, if the command vessel has a defensive tactic in reserve, the day may yet be saved. Superior officers, discipline, communication, and training, will still pay off and improve any tactic- and you may be able to expand the number of tactics that a ship can hold or that a command vessel can hotswap.
One important note, if the command vessel is destroyed, the ability to hotswap tactics is naturally lost.
Unless given instruction otherwise, combat vessels will attempt to engage until they face a clear defeat, at which point they'll prime emergency FTL and attempt to bug out. This will, however, damage the power systems of the surviving vessels, and potentially cause cascading failures and even the destruction damaged ships. Non-Combat vessels, massively outclassed combat vessels, or vessels ordered not to engage, will attempt to create distance at sublight speed before making an FTL jump when forced into a combat encounter.
After a battle, if there are any ships capable of towing, derelicts from destroyed vessels can be hauled back by whichever side gained area control. Such derelicts can be scrapped for resources and a look at the operational parameters of surviving equipment.
Planetary Combat
Planetary combat is split into two parts, planetary bombardment and landings.
Planetary bombardment serves two purposes. First, it can allow attackers to 'soften up' strategic ground targets in order for later landing forces to have an easier time actually invading. Second, it can be used to inflict quick economic damage on an adversary without actually needing to spend the resources on a full-on invasion fleet of transports. At start, you have two flavors of bombardment: soft target bombardment and hard target bombardment. Hard target bombardment attempts to hit military installations and defensive infrastructure, reducing their efficacy, and potentially reducing the army value of a planet. If there are no defensive armies and a planet's defense grid is destroyed, the resistance to capture the world will be minimal- assuming that the other nation hasn't done hijinx to the contrary.
While that sounds nice, Hard targets, true to their name, are usually hardened against bombardment. In some cases you may find yourself in a position where you don't have time, resources, or firepower to start hammering down defenses so you can send in an invasion force. Still, if you can manage to get a fleet around an enemy planet, you want to try and deal damage. That's where soft-target bombardment is helpful. True to its name, it attempts to hit soft targets of your opponent's economic infrastructure- farms, research labs, mines, etc. Destroying these not only reduces the amount of resources they get per turn, but forces them to spend money rebuilding. Of course, in an ideal world you'd like to capture a planet with most of the soft targets intact so you don't have to rebuild them yourself (see Planets and Planetary infrastructure), but war doesn't always allow for ideal worlds.
You may be able to spend designs and revisions to improve the efficacy of or prioritize certain targets with orbital bombardment.
Planetary landings require transports filled with troops. Landing regiments then face pushback against defense forces, directly engaging ground forces in a bid to conquer strategic reasons. Importantly, basic ground troops do not inflict damage to infrastructure. They target enemy troops and attempt to capture strategic areas to control the planet, and thus any surviving infrastructure is turned over to attackers. Ground attacks do not utilize tactics. Regiments of troops are assumed to include a mix of infantry and transports. However, more advanced or specialized units, such has high-power mecha, artillery cannons elite psychic infantry, air support, or unspeakable eldritch horrors the size of small mountains, may be manufactured and added as attachments to basic regiments. Basically, if it's expensive to build/train, it'll be its own special attachment, not part of a standard invasion regiment.
If the attackers are doing well and overwhelming the defenders, they'll begin to gain dominion over the planet. Dominion is represented as x/10, and represents how close you are to being able to control the important parts of the planet. 10/10 Dominion doesn't necessarily mean that you own and actively patrol every inch of territory, it just means that you're free to rain fire and death on anyone who wants to question whether you own any particular piece of territory. Depending on how well matched opposing forces are, dominion will be gained/lost at a rate of 1-4 per turn. A gain of 1 point of dominion indicates that any edge over the enemy is a slim one that could be turned aside easily, and may be wholly dependent on the fickle whim of fate. If forces are evenly matched, a coin will be flipped to see which side gains 1 dominion. A gain of 2 dominion indicates that there is a definite advantage over the enemy, but that the enemy is still able to put up a strong resistance, or that the advantage cannot be easily leveraged to control territory. A gain of 3 dominion indicates clear advantage over the enemy, where the majority of encounters end in retreat and the enemy is only able to mount a significant resistance at critical points. A gain of 4 dominion indicates that the enemy is being routed in every engagement, and that attacking forces have only to find their enemy to destroy them.
It should be noted that while certain special units, such as a massive abomination or a temporally unstable supersoldier may be able to devastate armies on their own, there's nothing like thousands of boots to actually take ground and root out the enemy.
Definitions and Resources
Dice in this arms race will have a result from 1 to 6, but will have a bell-shaped instead of a uniform distribution. Behind the scenes, this is accomplished by rolling 1d4+2d2-2. For designs, efficacy, bugs, and cost are rolled separately. Revisions merely work on a single roll, but use the same distribution. What follows is a rough breakdown of the different rolls for prototypes.
Result 1: [6.25% Chance] Design are known for their SNAFU operation (if any), severe bugs run wild, or costs are through the roof.
Result 2: [18.75% Chance] Design function well below expected parameters, but kinda work. There is at least one severe bug, and likely a couple little ones. Costs are much higher than expected.
Result 3: [25% Chance] Design functions, perhaps with room for improvement. One severe or multiple minor bugs. Costs are a bit higher would be desired.
Result 4: [25% Chance] Design functions, meeting or slightly exceeding expections. No severe bugs, at least one minor bug. Costs are within expected parameters.
Result 5: [18.75% Chance] Design works very well, exceeding expected parameters. No more than a single minor bug, if any. Costs are considerably lower than expected.
Result 6: [6.25% Chance] Design works incredibly well, with some kind of added benefit. No bugs to report. Costs are trivial.
These results are generally independent of the difficulty of the project, which is reflected in the time it takes to actually complete a project (see Designs and Projects, below), and bonuses or penalties will usually only be applied as credits warrant.
Designs, Projects, and Revisions
Designs are the bread and butter of any arms race and require a minimum of three dice to start. Designs can be basically anything; the theoretical foundations of a groundbreaking discovery, a brand new main battle tank, a new resource extraction structure, or a sweeping social reform.
In this arms race, chosen designs immediately result in a prototype model that accurately depicts what the finished product will be like. This prototype will have two rolls associated with it: efficacy and cost. Efficacy is a general determiner of how well the finished project measures up to the design goals, while cost determines how expensive the technology is to produce and/or integrate.
However, you will not immediately be able to manufacture this new technology at a grand scale until you've completed the requisite research. This requisite research is referred to as the Project, and is a general reflection of how much time and expense needs to be invested before your empire is able to make a particular piece of technology viable for widespread deployment. When a project reaches 50% completion it reaches the prototype stage and a couple things can happen depending on the type of project. For projects that cannot be 'manufactured' (their end product has no unit cost), reaching prototype may give access to a reduced form of the technology or may grant a limited improvement in another area. For projects that do have a manufacturable end product, the team gains the ability to construct prototypes for twice the cost of the finished technology, and this cost scales downwards as additional progress is made. For instance, if the progress cost of a project is 20, then prototypes will cost 200% at progress 10, 150% at progress 15 110% at progress 19.
Every project rolls dice for time, progress, and cost when it is initiated. Time modifies a projects duration; in general, a project with a 1 in time will complete in half the time as the same project with a 6 in time. That being said, a project won't have a progress requirement lower than 3, and generally won't go higher than 35. The progress roll determines how much progress the engineers can make in a turn without direct intervention; a 1 generates only 1 unit of progress per turn, a 2 or 3 provides two units of progress, a four or a five provides three units of progress, and a six provides 4 units of progress per turn. The Cost roll is a similar multiplier for the material costs of the research performed, a low cost roll may have high costs and strongly restrict what resources you can use to pay for a project, while a good roll reduces overall costs and provides more flexible methods of payment.
A project header for an ambitious new ship generator looks something like this,
Hastur ξ-Phase Generator: 12/32 | 100 Metal + 150 Transplutonic + 40 Synthetic | Rushed 0 times | 300 metal, 450 transplutonic, 120 Synthetic invested
Name, followed by current progress/total needed, then how much each die of progress costs, the number of times the project has been rushed, and the total resources that have been currently invested.
Every round, during the design phase, a team can elect to spend any number of their dice on progressing projects. For each die they spend on a project, they have to pay that project's resource cost. So if you elect to spend 2 die on the above, you have to spend 200 metal, 300 transplutonic, and 80 synthetic. For every die you spend resources on, you can also elect to rush the project. This gives you an extra die that adds to project progress normally, but has a 50% chance to add a bug to the project, or worsen an existing bug. It's not as bad as getting a -1 on your bug roll, but it can add up.
A project can be canceled at any time, and its resources re-allocated. When a project is canceled, the team gets 50% of the invested resources back at the end of the next turn, and a random number of dice back between 1 and the total number of dice invested.
Revisions
Revisions are as standard in Arms Race games. They cost only one die, but they limited returns. Importantly, revisions are best used as improvements and modifications to existing technology and/or tactics. If you find yourself wondering whether something should be a revision or a new design, ask yourself whether it uses the same frame, and whether the addition is a technology by itself.
However, sufficiently minor new technology or preliminary scientific work can be done with revisions. Some situations are tricky, and if you overreach you might get a crappy version of what you wanted and a none-too-subtle hint that you should spend a design somewhere. I might feel nice enough to clarify if you ask about a particular situation (particularly in the early game), but don't count on that.
A special use of revisions is the creation of production patterns, which enable fully outfitted regiments or completed ships to be built from production points instead of raw resources. Importantly, infrastructure projects cannot set in production patterns.
Shipbuilding Essentials
While your starting tech will be freeform, there's a few mechanical details in common with all ships. All ships are designed as hulls, with three key feature shared across all designs: the number of hardpoints, the mission capacity, and the ship class. Hardpoints determine the max number (and max size) of the guns you can stack on, mission capacity is for every other component you want to shove into the ship, and ship class determines how much command cost a vessel requires. One important extra feature that all ships should have, but may not be included intrinsically, is a generator.
Hardpoints are places to permanently mount guns/missiles/etc to ships. While you might later be able to come up with disposable missile systems and similar temporary augments, hardpoints are the currency of a ship's primary weapons. Hardpoints are divided, generally, into small, medium, and large mounts. Though one can later imagine a need for specialized classifications for Torpedo bays, fixed beam assemblies, and similar devices, their exact mounting type will be decided on creation. Most weapons that can be mounted to a small can be double mounted to a medium, or triple mounted to a large, a process which multiplies all the costs of the weapon, but also enables it to scale when needed. This process can also be used to double mount a medium weapon into a large slot. Hardpoints have a position, which can be critically important to their function in combat and the tactics that can be executed with them.
Mission capacity is how much space inside the ship there is for ammunition storage, shield generators, hyperdrive relies, ritual chambers, internal organs, crew, etc. Most everything that you'd like to stick inside a ship requires a certain amount of dedicated space. Every weapon and subsystem you have requires space, and some space is spoken for from the outset. In general, a ship absolutely needs to reserve space for three things: Its weapons, its generator, and its engines and FTL system. Space beyond that can go into frills, spinning rims, and the tech that turns a ship into something more advanced than a cardboard box in space.
A vessel's class determines how well command vessels can keep track of and utilize it in combat, as reflected by a command cost (See the Fleet Cap definition below). This arms race breaks things into 7 big classes of ship, where each class of ship is about three times larger than the class before it. In order of size and command cost, the classes are Corvette (1), Frigate (3), Destroyer (6), Cruiser (12), Battleship (24), Dreadnought (48), and Leviathan (96). If you're wondering what class a ship will be when you design, just ask me and I'll take a look. In general, corvettes are all small mount, a frigate might mount a couple medium mounts, a destroyer might mount a single large weapon, a cruiser operates a good mix of mounts with multiple larges, a battleship pushes the envelope towards an all large gun layout, a dreadnought can mount massive cannons with ease with room to spare for systems, and a Leviathan does whatever the fuck you want.
A ship's generator could be a psionic savant, the beating heart that pumps blood through a bioship, or a nuclear fission reactor, but -whatever the form- its purpose is to run power to every system on board. In addition to the mission capacity of a ship, you'll be fighting against the energy rating of a ship's generator. A ship can't use more energy at any one time than the generator produces, although captains will intelligently deactivate non-essential or irrelevant systems depending on the circumstance. For instance, a cloaked ship whose cloak proves ineffective against enemy sensors, or that can't fight and cloak at the same time, will deactivate that system in order to turn on other systems- such as weapons, shields, and engines. Likewise, if a ship can't power its FTL and guns at the same time, but is engaged in combat, it will power down FTL to fight back unless it's actively attempting to retreat or told to do otherwise by its tactics.
The Fleet Cap: Each fleet has a cap, determined by its command vessel. This rating is an abstraction of a commander's skill, the suite of tools available on the command ship, the obedience of subordinate officers, the ease of relaying commands, etc. Each vessel has 'command cost', which represents how easily it can be accounted for and manipulated by a commanding officer. When in combat, a fleet can only actively field a total number of ships whose sum total of command cost does not exceed the fleet's cap. Any vessels beyond that will be kept in reserves to replace losses. If there is no command vessel, the fleet cap is 15. You may deploy any vessel alone, even if its command cost exceeds 15. Command vessels will generally be weaker than their peers, owing to their need to house more advanced computational and broadcast systems than their peers. However, one does not necessarily need to create a special hull for them, and can instead designate a plug and play command suite which instead merely requires power and mission space.
Deploying multiple command vessels at the same time does not increase the fleet cap, although any command vessels in reserves will automatically be pulled to the front if the primary command vessel is disabled or otherwise rendered unable to command. Command vessels will count against their own fleet capacity.
Landing Force Essentials
Each ground regiment is a fighting force of infantry, assumed to have internal logistical support and some light transport capability. Everything else that regiment needs must be provided through attachments- secondary buys that improves the option available to a regiment. Armor support, naval ships, artillery, advanced weapons- all of these are provided through the miracle of attachments.
Each attachment is a separate budget item, and is generally tightly focused. Designing a new type of heavy tank or monstrous xenomorph is likely to generate something analogous to a heavy armor attachment. An advanced weapons package with technology much more powerful and expense than can be produced for the rank and file is likely an elite troop attachment. In general, augments of the same type do not stack up- but the most ideal type for the situation will be used. For instance, if a division is given three different air superiority attachments, they'll use the best mix of of fighters to defend themselves, but still won't be as strong as three separate divisions each with one of the three air superiority attachments.
That said, it is possible to integrate some things directly into a regiment itself, and one can always create new types of regiments. Machine armies, hordes of dimensional horrors, xenomorph scourges, if they would make up the bulk of a fighting force, you can directly make regiments from them instead.
Getting a regiment to a planet requires a transport of some variety. Considering that a regiment consists of several thousand individuals, transport ships are generally of decent size, and you cannot just pack troops onto a ship that doesn't have space set aside for them. Unloading marines from a 'hot' area ends a transport's turn, as does loading troops from a 'hot' area. Be careful with this, as transports are quite vulnerable. Transports can load and unload freely from safe worlds.
Resources: Instead of certain bovine systems, we run off TOMES, Transplutonics, Organics, Metals, Energetics, and Synthetics. These are used to pay for various research projects, and can be used to pay for ships and equipment beyond production limits.
Transplutonics: Tranplutonics are refined and exotic heavy elements, of great variety and use in industrial and scientific application. Often key components of high-energy systems.
Organics: A wide category of carbon based molecules, used in biotech, polymers, solvents, and a wide variety of other applications.
Metals: Copper, iron, tungsten, whole nine yards. Most basic metallic elements are covered under the domain of 'metals'.
Energetics: Useful light elements and their respective molecules, usually desiring to be in either a more gaseous or a more exploded form than their solid or liquid configurations.
Synthetics: Synthetic elements and molecules that do not exist in nature and (generally) desire to decay unless kept under tight containment. Difficult to create, harder to contain, and essential for advanced technology.
Planets and Planetary Infrastructure
Every star represents a single potentially habitable planet. Each planet has one value for size and five values for resources, as well as accessibility ratings. The value for the resource is the theoretical max the planet could produce per turn, given ideal infrastructure. The accessibility rating represents your present ability to access it- if you controlled the planet yourself. Thus, a basic planet's readout, without infrastructure, looks something like:
Size: 3
Transplutonics: 1800 | 10% | 180/turn
Organics: 6500 | 10% | 650/turn
Metals: 5000 | 20% | 1000/turn
Energetics: 3600 | 20% | 720/turn
Synthetics: 150 | 0% | 0/turn
After infrastructure is added on, the readout changes to reflect the bonuses from various technologies. At start, everyone has the ability to bring the accessibility up by 25% with various technologies. Homeworlds start with 50% across the board, to represent the ideal 25% basic extraction rate with the best attached starting facilities. The exception is synthetics, which starts at 25%, since you can't natively extract synthetics. So the world above, with partial infrastructure, looks like:
Size: 3
Transplutonics: 1800 | 10% + 20% (High-Energy Processing facilities IV) | 440/turn
Organics: 6500 | 10% + 10% (Modular Farms II) | 650/turn
Metals: 5000 | 20% + 15% (Mining Station III)| 1750/turn
Energetics: 3600 | 20% | 720/turn
Synthetics: 150 | 0% + 25% (Elemental Synthesis Facility V) | 37/turn
The cost of infrastructure is modified by the size of the planet, which in turn modifies how much of a given resource a planet is likely to have. Aside from resource extraction infrastructure, there's also defensive infrastructure, which is designed to let the planet help during combat in certain ways. Defense stations, GtS missile silos, orbital fighter bays, planetary shields, etc, are all examples of defensive infrastructure. During planetary bombardment, there's a chance, based on the combined firepower of the attacking fleet and how good they are at actually hitting the surface, for damage to be done to surface facilities. If a facility is damaged, its rank is dropped by one.
If a player captures a planet that retains intact civilian facilities that they already understand, they can use them at half efficacy. If they can already build such facilities themselves, they can bring them up to full production for a quarter of the facility's normal cost. If they don't understand a facility, they can attempt to spend revisions, or designs if they think its warranted, to gain understanding.
Production: Each nation has a certain amount of dedicated war production, which is a pool from which complete vessels, and outfitted regiments can be purchased from using production plans. Production plans, created through revisions, are a bill that contains every aspect of a ship, from hull to gun, and costs a specific number of production points- determined at the time the revision roll is made. Every turn you get to decided how your points are allocated, and partial builds are allowed. That is, if a production plan costs more production points than you currently have, it will be partially completed and will automatically pull points next round. Regiments, complete with all attachments, can also be constructed from the production point pool in the same manner.
Production points are gained from planets, based on the total resource income from each planet. Certain structures may be capable of boosting this number significantly, but, at base, production is determined by,
Transplutonics Production * 3
Organics Production * 1
Metals Production * 1
Energetics Production * 1.5
Synthetics Production * 7.5
This same formula can be applied to production patterns, replacing 'production' with 'cost' to gain an estimate of how much the pattern will cost. Again, this may be able to be altered down the road. In general, production points should be set aside for tried and true ships and units- the backbone of the armies that will be flung from year to year. It's there to make things nicer and easier to take care of than juggling the TOMES resources. The TOMES resources, then, are more for allocating towards special projects, creating the specialized fleets needed to turn the tide of a battle, and building infrastructure up on worlds. Infrastructure projects cannot be supported via production points, so this is a particularly important role.
Everybody has the same FTL travel: The Bore Drive. This is basically the big lie of the setting that allows the dynamic of space combat to change to something slightly more comprehensible without undue logical gymnastics, it's the big lie that allows for fleets to travel between solar systems in real-time without breaking Einstein's cage or utilizing engines of horrifyingly monstrous destructive power, and generally adds an element of spice to the Arms Race.
The gist of it is that there is a baseline technology called a Bore Drive that can create an effective wormhole between two points in space. The location where the wormhole is initiated is referred to as the genesis, the destination is referred to as the terminus, and the hole itself is referred to as the aperture. As long as the aperture is stable, matter and energy can slip through without consequence, nearly regardless of distance. The energy required to create a bore exhibits logarithmic growth with regards to distance, with an initial input energy modified exponentially with regard to the radius of the aperture being created. In addition to the energy required, the computation time required to generate a stable bore scales sub-exponentially with distance- though the distance calculated is not necessarily a straight line, and this law is dependent on there being a path to the target which is mostly composed of hard vacuum with only stable, or semi-stable interference sources along the way. Boring out of, into, or through an atmosphere is ridiculously difficult compared to boring through empty vacuum. Bores are also inherently unstable, they are created based on a mathematical model accurate only at the moment of their creation- and thus rapidly expires as time passes. As the model expires, the bore becomes more and more unstable, emitting radiation relative to the input mass, and damaging anything that passes through it. While a slightly unstable bore can likely be survived by an armored vessel, a frayed or highly unstable bore will tear apart (or worse, collapse on) anything that passes through it.
It's important to remember that bores are directional. Anything moving through the genesis will be transported to the terminus, but one can pass through the terminus without effect- though this does risk being rammed by whatever is coming through the bore.
The 3 Axioms of Bore Travel
- The smaller the diameter, the less energy you need.
- The longer the distance, the more time and energy you need.
- The longer a bore has been in existence, the more dangerous it is to traverse.
The interdiction of a bore can be achieved simply by complicating the model with as much relevant noise as possible. The designs of interdiction fields are numerous, but the basic idea is to create a schodastic interferent electromagnetically, physically, or gravitationally. This complicates the computations required to generate a stable aperature, dramatically slow even short-range jumps and either making it difficult or impossible to achieve a 'clean' bore. It is possible to generate a bore through interdiction, but creating a bore using a model that is incorrect even at the moment of its creation generates a ragged aperature (how ragged depends on how 'close' the model was) that will at best damage and at worst destroy anything that passes through it.
The consequences of this lie are numerous, but a few are worth exploring in greater detail. FTL communication is achievable by micro-bores dialed into specific or semi-specific locations. With enough bore drives to open and close bores, and the computation power devoted to recalculated new bore trajectories, high bandwidth connections can be established where the primary speed limitation is the 'air gap' where the EM signal propagates through free space instead of being transmitted through the bore. Large ships can achieve effective FTL sensors by opening small bores to near-field locations (such as a few light-minutes) and firing probes equipped with micro-boring transmitters. Smaller information gathering ships often do not have the luxury of mounting bore-capable drones, and instead make due with 'porpoising'. Patrol ships 'porpoise' by take a patrol route and jumping between a number of determined points, spending enough time there to recharge their bore drive and gather sensor information before moving on to the next point. In this manner, even a relatively small and ill-equipped fleet can create an FTL sensor network via mosaic search pattern. Naturally, however, such maneuvers can create bizarre after-images when a ship arrives
before its earlier lightspeed electromagnetic reflection. A ship making multiple Bore jumps in a straight line would first be 'seen' at its closest approach, and then would briefly appear to flicker into existence at each of its earlier locations as its afterimage catches up.
Setting Modifiers
Soft-Serve Science: You want your reactor to run off the power of a forsaken psionic child channeling the energy of a dark star God? Sounds great, just give me a write-up. This isn't a hard science game- this is a game where one could conceivably get away with SPEHSS MAHRENS and SPEHSS MAGICKS, not one where I'm going to nag you over perfectly reasonable details of science and 'but reality doesn't do that'. I'm not going to make you write a paper on the exact physics that justify a waveforce shield or a mantra powered Buddhism laser- but you do need to beware the golden rule of the universe: 'Shit ain't Free'. Everything, no matter how advanced, has a price. Actions have Consequences.
Begin at your Beginnings: This game will have a special opening phase, seven turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.
Everybody in Space Sciences English: Everybody has the same FTL drive technology, the Bore Drive. You can dick with it as you will, justify it however you want, and re-flavor how you generate the bore as you wish. Mechanically, however, everyone starts on the same FTL playing field.
I have been procrastinating about running this for a while now, I figure my best bet is to try running it and see if I can keep up with it.
Arms Race: War of the Rune
An arms race game inspired by a number of others, from Wands Race to War of the Cinder Spire.
Every fifty years, the goddess Eristria calls the faithful to do battle. To the victors she grants a place at her side; the defeated she bids her angels scatter to the four winds that they might regrow stronger and more worthy. There have been nine wars of the goddess. The next is due in ten years. The strongest nation; the Glorious Star, desiring a victory without contest have already exiled the Iqua and the Loji nations, using their superior martial strength. Their nations people forced aboard the vast wooden ships and escorted by warships armed with the strange fire magic metal cylinders known as cannons.
The island they find themselves on is simply not large enough to rebuild their armies and hope to displace the Star, at least not while their rivals share the land.
The Defiant Iqua
The Pious Loji
The Magic System
The magic system makes use of objects known as Runes. Each Rune is composed of a Meaning component that describes vaguely the intent of the Rune and an Element component that impacts the elemental theme of the magic cast using the Rune. This will generally be written in the form Meaning(Element). There is a fixed set of Meanings and Elements from which all the various magical effects available to design around are formed. Charging these Runes with Mana is a long and difficult process and is described using Mana costs in a design. Activating the Runes to do magic is a cheap process that can be done in battlefield time. These costs are not represented in designs but can limit the number of times each mage is considered able to cast a spell during battle.
Rules
The rules are inspired by many other Arms Race games of which Sensei’s Intercontinental Arms Race (http://www.bay12forums.com/smf/index.php?topic=163937.0) is a good reference.
This game plays out on a turn by turn basis. Each turn represents a season and is roughly three months in length. Each turn is broken up into four phases as explained below.
- Discovery
- Design
- Revision
- Battle
Discovery
In War of the Rune, the magic system operates on predetermined rules. Initially, both sides have only a partial understanding of these rules. During the Discovery phase, the rules are investigated in order to gradually open up the magic system and unlock new uses for it. This can be done by investigating a Meaning or Element, increasing a side’s skill related to the chosen runic component. Raising skill levels in this way will always succeed.
Alternatively, it is possible to try some combination of known Runes as an experiment with the magic system to see what happens. Sometimes nothing useful will happen, as not every combination results in something magical happening. If the result fizzles, clues as to the reason for the failure will be provided. A successful runic system experiment will unlock a magical effect, this is still only theoretical knowledge until that effect is incorporated into a design.
Investigate Runic Component: Increase skill level with the selected runic component.
Runic System Experiment: Try a combination of runes to unlock an effect usable in a design.
Design
As in a standard arms race, this phase allows players to design new pieces of equipment for the armies they are supplying to utilize. In order to use a magical effect, it must first be unlocked and then a design that uses it must be made. A side may also choose to sacrifice a design to perform other actions instead. For example, they may experiment with a combination of runes. Finally, a design may be action may be spent to create a Hero. Heroes are assigned to a battlefield to provide a bonus to that sides luck roll. As of game start, only Mortal Heroes can be created.
Create a Design: Create a new piece of equipment with which to win the war.
Runic System Experiment: Try a combination of runes to unlock an effect usable in a design.
Create a Hero: Describe a Hero who has arisen to champion your side.
Revision
As in a standard arms race, this phase is used to improve existing equipment. All revisions should list the existing piece of equipment that is being upgraded. Note that it is fine to list a piece of equipment not referenced as being in the side’s possession as long as it could reasonably be available.
Battle
This is the bit where I write a battle report. Each report covers how the two armies compare to each other, taking into consideration the equipment they each have available as well as the terrain they are fighting on and the season they are fighting in. For each battlefield, a D6 luck roll will be made for each side.
Mortal Heroes provide a D2 luck bonus initially. A Mortal Hero cannot exceed a d6 bonus.
For each year (4 turns) that a Hero survives they gain in experience increasing the height of the dice, so after surviving 4 years (16 turns) a Mortal Hero would provide a D6 bonus to luck on a single battlefield. If multiple heroes are assigned to the same battlefield, only the largest bonus after rolling will apply.
If a Hero is on the losing side of a battle, they can be wounded or slain. A die of the same height as their luck bonus is rolled. 1 is slain, 2-3 is wounded, any other result is survival.
Land
This resource describes the amount of space available for farming and crafting a side has. This is the base resource that most things will require. Every location controlled is capable of generating land resources if properly developed.
Ore
Ore refers to various metals mined from the earth. This resource is used by things that need significant amounts of metal. Initially, ore access is limited and the island only holds a few locations that will generate more ore.
Mana
Designs that use Runes, incur a cost of mana. Initially, mana access is limited and the island only holds a few locations that will generate more mana.
Runic strength is abstracted as Weak, Medium and Powerful; costing 1, 2 and 3 mana. Thus a design that relied on three Powerful Runes would cost 9 mana.
Hint Tokens
If both sides agree, both sides can be given a hint token at any time. Hint tokens can be spent during the discovery phase to try out additional rune combinations. They can also be spent at any time for more general hints.
A design's resources cost is compared with a faction’s available resources to determine an expense level. This expense level helps to determine how widely available a technology is. There are additional factors of consideration that may come into play later in the game.
The Cheap level denotes that the design costs equal to or lower than the number of resources produced by the nation and the design is being produced at the maximum possible reasonable level. For standard infantry weapons, this means that every soldier is able to be equipped with them.
The Expensive level denotes that a design costs up to two resources more than the number of resources produced by the nation. This is shorthanded for standard infantry weapons as them being available to only one in ten soldiers.
The Very Expensive level denotes that a design costs between three and five resources more than the nation is producing. This is shorthanded for standard infantry weapons as them being available to only one in one hundred soldiers.
The National Effort level denotes that a design costs between six and ten resources more than the nation is producing. At this level of expense, it means that only one of these national effort type items is produced per year.
The Theoretical level denotes that a design costs over ten more resources per year than the nation is producing. At this level, no examples of the design are created over the course of the year.
The Artifact level denotes that a design has special requirements that mean that only one will be produced. The design is otherwise considered to be National Effort equivalent and this prevents the production of any other National Effort design on the turn it is created.
(https://i.imgur.com/Kd49d8V.png)
Draft 2:
Deathworld: A PVE player faction vs planet 4x game
A campaign of resource exploitation with combat and R&D in an escalating conflict against a virgin planet.
You are colonists from the evil Weyland Yutani corporation. You are sent on a very long voyage across the stars to set up shop and exploit a virgin world.
Tech Level: The flavour is near-future space exploration. All the tech we have today is scaled up within foreseeable limits. Rockets are cheaper and bigger and can take our mining equipment up. Cyrogenics are working better to facilitate long distance space flight. Inter-stellar ion engines have also been scaled up and produced more cheaply. Power-suits are more practical and more common.
21st Century earth doesn't even have a practical working theory for FTL much less prototypes, so we don't get that. But everything else exists within the boundaries of existing tech and is scaled up a bit.
Resources:
Steel/Common Metals: Steel is used for the bulk of our heavy machinery. Other common metals include copper, lead and tin.
Rare Metals & Minerals: Almost every other metal and mineral can be extracted in some quantity from stripmining.
Organic Produce: Our greenhouses grow staple crops in a controlled environment that is safe from the planet outside.
Mining Logistics Summary:
Strip mining BWEs -> 400,000 tons of Raw Rocks
- > 1.11 1 Crushers -> 400,000 Crushed Rocks
-> 3.33 1 Ore Sorters -> 400 tons common metal ores or 0.4 tons rare material ore
-> pyrometallurgy -> 240-280 tons of common metal
-> Hydro/Electric Metallurgy -> 0.12 tons of rare material
Crew Requirements::
Crew needs are per shift. Your average technician works for 8 hours every 24 without performance drops. To staff a vehicle or facility for continuous operation, triple the crew needs are required.
Non Combatants:
Technicians - blue collar workers that do the bulk of the infrastructure building. The can also be easily repurposed to crew vehicles and operating almost any machine. They do everything.
Needs: 3000 Calorie Diet, shelter, air, etc...
Horticulturalists - workers who specialize in crop production. they run greenhouses and hydroponics setups on new worlds.
Needs: 3000 Calorie Diet, shelter, air, etc...
Heavy Machinery - Mining
Mining yields: Mines will have a richness that is multiplied again a base number of 0.1% for common metal ores and 1 ppm for rare materials. A mine with 200% richness can yield 0.2% common metal ores, etc.
The Bucket Wheel Excavator - Used for open pit strip mining. They consist of a series of rotating scoops attached to a superstructure. The largest weigh about 15,000 tons and can move 250,000 cubic meters a day. The amount of common ores yielded from such a method is about 0.1-0.2%, while rarer minerals are extracted at a yield of about 1 to 5 ppm.
1 cubic meter of soil weighs about 1.6 tons
Crew: 1 Technician
Capacity: 250,000m3 / 400,000 tons of raw rocks per day
Weight: 15,000 tons
Cost: 15,000 tons Common Metals, 100kg Rare Materials
Rotary Drills - Drills have 2 major applications - taking samples before an open pit mine is built, and possibly for underground mining. A large drill that goes down about 100 meters at a time weighs 100 tons.
Crew: 1 Technician
Weight: 1000 tons
Cost: 1,000 tons Common Metals, 100 kg Rare Materials
Crushers and Rockbreakers - Crushers for heavy mining use either a jaw or a gyratory wheel. The biggest industrial plants handle about 15,000 tons/h. Modern automated facilities can work with minimum stoppages. Packed up, a large semi-mobile plant should also weigh about 15,000 tons. The plants are usually semi-mobile because they are located in the mine and the ores are crushed before they are transported by truck.
Crew: 1 Technician
Capacity: 15,000 16,667 tons of raw rocks per hour 400,000 tons per day
Cost: 18,000 tons Common metals, 100 kg Rare Materials
Transport Crawlers: A huge tracked machine used to move machines. Your BWE stripminer and the semi-mobile crushing facilities are usually broken up and moved in 1000 ton chunks by a 1000 ton machine
Crew: 1 Technician
Capacity: 1000 tons of transportation
Road Speed: 20kph/ 5.56 ms^-1
Cost: 1000 tons Common Metals 100kg Rare materials
Mining Trucks - Giant Ore carrying trucks weighing about 250 tons that carry up to 400 tons with a 4000hp engine
Crew: 1 Technician
Capacity: 400 tons of transportation, usually optimized for ores.
Road Speed: 67kph (maximum loaded speed) 18.61 ms^-1
Cost: 250 tons Common metals 100 kg Rare materials
Static Facilities:
Bulk Ore Sorter: Processes raw ores into common ores and rare materials
Crew: 1 Technician
Weight: 200,000 tons
Capacity, 20,000 tons/h 400,000 tons/day
Cost: 200,000 tons Common Metals, 1 ton Rare Materials
Greenhouse, 1 Hectare:
Yield: Potatoes: 17,268 kg per hectare per earth year, 332kg per earth week. 770 Kcal per kg, 255,640 Kcal per week
Provides a basic 2000 Kilocalorie diet for exactly 18 people. Rations can be increased to 1.5 times for morale or reduced in times of need.
Crew: 1 Horticulturalist per hectare
Cost: ~ 200 tons/steel, 100 kg Rare Materials
Habitat
Capacity: 50x 20 square meter apartments for 50 Humans
Weight: 10,000 tons
Cost: 10,000 tons of Steel, 100 kg Rare Materials
Light Equipment:
The humble forklift: Used for carrying pallets of miscellaneous goods and foodstuff.
Crew: 1 Technician
Capacity: 40 tons
Weight: 40 tons
Road Speed: 60km/h 16.67 ms^-1
Cost: 40 tons Common Metals, 100 Kg Rare Materials
Industrial Powersuits: Power assisted suits featuring dextrous arms and articulated hands. Allows superhuman loads to be carried.
Crew: 1 Technician
Lift: 200 Kg
Weight: 200 Kg
Road Speed: 60km/h 16.67 ms^-1
Cost: 0.2 ton of Common Metals, 10 Kg Rare Materials
Light Cars and vehicles: Light framed cars for moving people about.
Range Rovers:
Weight: 2.5 tons
Towed Payload: 3.5 tons
Max Laden Payload: 0.5 tons
Passengers: 6
Cost: 3 tons of Common Metals 100 Kg of Rare Materials
Combatants
Security men - Armed with old surplus AR-15s, Glock sidearms and a kevlar vest. They are barely 1 step up from unarmed mall cops. Their equipment is mostly effective against other humans, and they are mostly trained to watch buildings or cover public spaces and events. While there are some veterans who get these kinds of security jobs, their training will not have much effect on the larger pool of rent-a-armed-cops.
Training Doctrine: 18 hour course in Security legalities, emergency response and fire-arm handling all thrown in.
Theoretical Accuracy is 55% under range conditions.
Fitness is Mediocre
AR-15 Rifle: Lightweight gas-fed semi-automatic rifle designed to be manufactured with aluminum alloys and synthetic materials.
Weight: 3Kg
Calibre 5.56x45mm
Cost: 3 Kg Rare Materials
Effective Range: 600m
Effective Sustained RoF: 15 RPM
Muzzle Velocity: 995ms^-1 (H335)
bullet weight 3.564g
Projectile Energy: 1763 Joules
Glock Pistols: Polymer-framed, short recoil-operated, locked-breech semi-automatic pistols
Weight: 0.915Kg
Calibre: 9x19
Cost: 1Kg Rare Materials
Effective Range: 50m
Theoretical RoF: 60 RPM at close range
Effective Sustained RoF: 15 RPM
Energy Density: 3999J/cm^2
Muzzle Velocity: 227ms^-1 (H4227)
bullet weight: 8.1g (Sierra JHP 8125)
Projectile Energy: 193 Joules
Level 3A Body Armor carriers
New armor protects against:
8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 448 m/s ± 9.1 m/s (1470 ft/s ± 30 ft/s)
15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 436 m/s (1430 ft/s ± 30 ft/s).
And all threats listed by level 2 and 1
Game phases after setup:
Game map: The game will use a coordinate system with 0,0 being the players' landing site. Coordinates can go in all quadrants, including negative numbers. Each grid square represents 1 kilometer by 1 kilometer. Vector maths will be used to calculate distances.
Movement: Resource Exploration - The players scout a grid point and can choose to use a prospector person and a drill to make an exploratory excavation for resources.
Movement: Military and Logistical - The players can make the decision to start excavating a point, assign forces the guard or patrol a point or route, and set up supply routes between mines and facilities. The set up of more industrial facilities and production decisions also takes place here.
Pre-Design: Requirement Analysis - Based on experiences in the field, the players (perhaps acting as cushy executives or a team of scientists) decide on what problems need to be prioritized, and what new pieces of tech must be designed.
Design: Conceptualization - Like in other arms race games, design characteristics are listed.
Detailed design is simulated, probably by dice roll, after the conceptualization phase. At the end of which, you will have a working prototype that either performs better or worse than expected and is ready for fabrication. You will however need to build specialized fabrication facilities for each type of vehicle or machine in the logistical phase.
Rest phase: Civilian life simulation: Civil affairs of the colony are described here. Laws and social issues are brought up (but generally have no direct impact on the raw industrial and military numbers), you might describe the consumption and preferences for luxuries here and how luxuries and entertainment are distributed among the workers. We will not be number crunching in this phase.
Then it cycles back to resource scouting and then to action. The "revision phase" in the arms race games will be part of the pre-design and design phases. You might have multiple projects and multiple improvements on projects running at once. I might want to plan on how to impose limits on that.
Player Roles
Anyone jumps in:
Designers
Logistical Planners
Specialized roles:
Chef: In charge of detailed design of food rations
Heroes: Takes charge of a single military character to perform feats of heroism.
Introduction Post
"Listen here! Now maybe Ocean's Ten shouldn't have taken that contract to rob the Weland-Yutani "Life Sciences" Lab on Paramour. But you know what? Maybe Graywater Solutions should've chilled the frak out with all that gorram HE they fired, amirite? At the end of the day, with containment on a bio-weapon ruptured, ain't nobody getting through quarantine before the mothership's next FTL jump. Dead or alive, their interstellar adventuring days are over folks."
--Overheard gossip at Twenty Forward Lounge on Mothership Leviathan
In the wake of this annihilation, how will the two premier mercenary companies of the 'verse recover and rebuild? Will they hold to their traditions, or blaze a new trail? Can they forget this catastrophe, or are they destined to fight to the death?
Welcome to...
Space Cowboys for Hire (A PvE AR-like)
In Space Cowboys for Hire, a single team of players guide the actions of "Ocean's Ten," an interstellar mercenary crew, on a PvE campaign to avoid bankruptcy and potential bioterrorism charges. The crew will find physical and legal refuge on the Mothership Leviathan, humanity's only interstellar ship, as it follows its three year circular route through humanity's interstellar domain. Core gameplay will resemble a mission-oriented Arms Race, like Deniable Assets, but with a strong narrative focus and deliberately less micromanagement. Missions will take place on four heavily terraformed planetary systems, with settings ranging from Firefly-esque frontier worlds to dystopian cities straight out of Altered Carbon.
GM Comments: Real talk guys and girls. I originally envisioned this as a PvP mission-oriented high opsec AR with heavy PvE content like MoP's SCP Race or Robo's Twilight Cults, but I'm not entirely convinced those work particularly well on Bay 12 anymore. They require a lot of investment, both from players and the GM, and we're kinda saturated on AR's right now. All it takes is for that one player who writes all the plans to take a break, and that team goes inactive. One side to goes inactive, momentum gets lost, and the game dies. So I'm going to shove the entire playerbase into one team, and see how that goes. I can rally one team of six players better than two teams of three. But wait, how do I gamify and RNG missions without an opposing mission plan? Keep reading; there's a mechanic for that. I'm also toying with writing in default choices, both to anchor theme and force the game forward if the community isn't engaging with that phase well.
Basic Game Cycle:
Contact Phase. After being briefed a summary of the current planetary system, players are presented with a list of contacts and what kind of work they're hiring for. Players must now vote on which contacts to pursue. Contacts may ignore the players if they're associating with an opposing contact, forcing the players to pick sides in certain conflicts.
Contract Phase. Interested contacts will now send the players what detailed missions they want done that month/turn and their pay. Players must now write a quick pitch (one paragraph) to the contact to get hired for the missions they want. The voted pitchs are then either accepted or rejected by the contacts, along with appropriate written feedback as to why, or other suggestions.
Hardware Phase. A traditional AR design phase. Represents a fixed budgetary amount being spent to buy, craft, and eventually maintain, a specific quantity and quality of equipment. Rolled on a 2d4 modified by the difficulty of the design.
Specialist Training Phase. A traditional AR design phase, but for skills. Take a single operator and make him into something interesting. Rolled on a 2d4 modified by the difficulty of the design.
Operations Phase. Players now write how they're going to attempt their missions this turn. The voted mission plans are executed. A 2d4 modified by the difficulty of the plan is rolled for its execution. Another 2d4 is rolled for mission difficulty. And a third 2d4 is rolled for improvisation: situations not covered by the written plan, such as traps, ambushes, loss of key equipment/personnel. The GM interprets all of this into a battle report.
After eight months/turns in system, rent is due. If the players can make rent, they spend the next month/turn in FTL, before arriving in the next system. Failure to make rent will result in eviction from the Mothership Leviathan, and effectively Game Over. It should also be noted that casualties are only replaced during the FTL turn.
Setting and Deep Lore:
"Ladies and Gentlemen, I can easily innundate you with details of Gaian Catalysts, Post-Einsteinian Physics, and Transhuman Immortalism. But that's not what you want to hear is it? The Exodus Initiative is going to deliver the shivering remnants of humanity to a New World of our own creation. We will give them life, and they will worship us for it. I'm not asking you to become the next Christopher Columbus; I'm asking you to become the next God."
--Exodus Initiative angel investor pitch (circa 2030 CE)
As the 21st Century trudged along, it was increasingly apparent Earth itself was doomed. Its resources squandered and climate increasingly hostile, nations turned on each other with various quasi-wars and terrorists acts. Admist this chaos, the Exodus Initiative emerged out of Silicon Valley, with technology and funds to terraform and colonize distant planetary systems. Led mainly by Libertarian tech-billionaires, the Initiative launched FTL AI terraformers to a cluster of four planetary systems. With great fanfare, they then departed themselves on one-way FTL colony ships. As a "parting gift," they released all their data to public domain, encouraging any organization with the funds and willpower to join them in the New Worlds. And to varying degrees of success, several did.
"Varying degrees of success" could be best used to describe the overall colonization effort as well. While the terraformers were able to establish earth-like atmospheres, climates, and gravity on the exoplanets, ecological seeding was erratic. Genetically engineered fast growth forests didn't always work, resulting in most worlds becoming savannahs, deserts, or general wastelands. Entire food webs soon mutated in unexpected ways. Similarly, not all colonial voyages went as expected. While most of the well-funded Initiative vessels performed flawlessly, most of the public domain ships had supply, navigational, and other mishaps. Thus, public domain ships commonly landed undersupplied, off-course, and too late to claim good real estate. Initiative founders soon lived in modern comfort on urbanized glitterworlds while the much of the public survived in Wild West frontier worlds. As tensions between the Initiative haves and the public have-nots simmered over the years, the Libertarain Initiative founders financed various "private military companies," essentially mercenaries, to enforce their interests. Over the decades, the chaos was too much and each system begrudingly incorporated themselves in an emerging central government, the Coalition.
But as the Coalition claimed ownership of the worlds they created, well-off Libertarian hardliners fled to the Mothership Leviathan. With the four New Worlds systems lightyears apart, and repeated FTL difficult and costly, the Mothership Leviathan was the only interstellar vessel transiting these system. Spending only eight months in each system followed by a month sequestered in FTL, the Mothership Leviathan becamea a defacto neutral state outside of any particular system's control. As well as being an irreplaceable means of commerce, the Mothership Leviathan has since upgraded from a beast of burden to a true glittercity of its own. The luxurious residence deck has proudly assumed the moniker of New Monaco. With bleeding edge Transhuman Immortalist Medicine (TI Med) facilities onboard the Leviathian, New Monaco residents are effectively immortal assuming their fortunes never run dry.
In recent years, the Coalition security forces, commonly known as CoFor, have mostly reined in and replaced the mercenaries of old. While few local mercenary companies remain, the two Mothership Leviathan mercenary companies continue to thrive due to their unique legal and physical residence. Not to mention they both benefit greatly from an "all-inclusive" rent-controlled contract dating to before the glitterworld upgrades. To the chagrin of the New Monaco residents, members of both companies now get full TI Med service during every FTL month. Needless to say, an operator who can brought back to life every nine months, is a very dangerous soldier indeed.
GM Comments: And that's how the intro post is going to go. I don't want the game to look too intimidating upfront, so I'm going to hold back additional explanations until the relevant phases happen. I'm not sure how much people will read the deep lore, but this is going to be a narrative heavy game, so I figured that's a pretty necessary intro. The TI Med lore is actually a work around to handle casualties. Permadeath of a unique specialist would be too punishing, and plot armor is too hokey. So instead, everyone comes back to life at the end of a system campaign. This also allows for a climatic bloodbath mission for the end of each planetary campaign. Anyhow, let me know what you guys think. I still have to formally write up a lot of campaign material, but I wanted to get the rules out there for some feedback.