Hello, attempting Arms race again. This time no competing teams, and not going for three sides fighting over the galaxy. This time you folks just design gear, units, etc and try to keep the Empire from dying.
Way to Win: Defeat all the enemies that threaten you, for good. (Easier said than done as default stating is 6, with some creation picks the number rises, and the maximum of Xeno threats is 120. As there are 6 categories and 20 examples. Then th 7th foe option are rebels, due to plot or if you do a bad job.)
Battles for the Humans will mostly be defensive with key planets presented during and after battle effects (To ease on there being a map.) Some of these scum do have their own planets (to find and defeat them is to remove them) With that said, rules.
Notice!: If you read through this and have any issues, your free to talk to your group of friends/playing enthusiasts and come up with your own terms to be enjoyable. Below are just a ton of examples.
Play: There are seven phases a turn.
First is troop development phase. Build up/hire/etc and place.
Second is design phase. Inventing for current phase. Your company archivist who has access to Imperial files can offer insight into a previous design. Though your boss may make suggestions sometimes.
Third: Revise anything on your gear or just made to work out the bugs.
Fourth is Tactics and gear process. Thinking up which tactics to employ along with said fire power equipped. Also building up troops via budget/resources.
Fifth is battle phase. Prayer and die rolls here as everything mash up.
Sixth is after math, the results and deciding what to do next. Like which companies to stock up on recruits and stuff. Can use resource points here to buy new units or gear that’s available. If one is using the pre-selected units table. To hire more. Otherwise ignore this step if Arms Race.
Seven: Ruler(s) Look over progress and get to make changes, including government stuff but that too can change, includes building wonders, accepting other religions/xenos/etc.
Then: Repeat until end. Humanity wins or fails.
Next: Government. This decides factors of ho wmany research dice, revision dice, troop numbers, and morale issues in your government.
od Emperor: Government can do no wrong as the ruler is a living, breathing God. 10 tech. High Morale. Problem is restrictions.
Church and state are top and together. Slows down progress (Only 2 research options not 3). Something things start off illegal and must work out. Second highest military budget. Aside that start with God Emperor Cult. Another religion pick and two arcane types.
Celestial Emperor: More accepting version. Ruler is a mystic who makes notes not divine. 8 techs, plus 2 magic types.
Less security (Military budget) but more progress speed/nothing is illegal.
Khan: Warlord of warlords in a rapidly growing clan based empire that seeks only to conquer. Trials by combat decide anything that gets done. 10 techs. Highest military budget, takes forever for orders/change.
Imperator: Military rules humanity. Takes elections to decide who is in charge. 9 techs.
Philosopher King/Queen: Ruler by merit and education. Starts off with the second highest amount of technology to start off with. 15. Every choice has chance to offend/break down morale.
Primarch(s): Bunch of folks are co emperors. Rules are pragmatic and get things done. Some do not play nicely along. Highest chance of civil strife. 12 techs.
High King/Queen: 8 techs. Typical monarchy with ruler for life in charge. But watch out as spouse, children, and siblings can try to take over.
Arch Priest/Priestess: Church is in charge. Zealous morale high death waves. 5 techs, high morale, low progress.
Somethings cannot be researched. If caught, will put to trial/rebel.
Supreme Prophet: Mythic knowledge and the best spell caster rules. All 21 Arcane Magics at start, 6 tech. Can have 3 religions. Flaw? All your magic mojo draws attention of an additional enemy type.
Father/Mother: The highest tech allowed. All 30. At the start. Plot is that science and reason rule the day. Bad news is that you cannot have state religion or magic deal. If you do, break the rules in society that a rebel faction will emerge.
Arch Protector: Dictator for life, but on the vows (Taken seriously, not just propaganda) That they “care” about those they serve. Due to no elections, rebel chance due to dissidents. Plus? High combat morale and budget (The second highest actually). 8 tech.
Shadow Commander: Mega corporation overlords here. 10 Tech, low budget, but 8 instead of 6 Super artifacts.
High Inquisitor: Church is the Military and law. Due to crisis they are in power. Get access to 3 religions, good morale, good budget. Problem? Only 5 technology at the start. No Arcane magic either, that’s devil worship. So, to invest in it raises eyebrows and problems.
President: Yes, democracy/federation/etc as a government. Must have elections. (if team battle, human side votes who is in charge of where stuff goes and stage 7 with next investments over all.) Aside that, watch how evil your stuff is due to low morale (Democracy hate war.) Good news is 10 tech at start, and the highest progess stat of the governments (5 research and revisions.)
Code Keeper: Highest level/government of a society that values DNA and coding. Start off with free bio technology and have 12 tech options. Good progress and budget. Also Have 4 of 8 of the psionics unlocked at the start. Flaw is that machine based technology (Robotics and cyberware) Are frowned on and can cause lack of morale.
Machina General: Free robotics tech. Among highest of budgets and things are cheaper, just hate bio tech, 12 tech options. Get an additional wonder tech/artifact from list though. Bio Tech angers/morale lost.
After that (I will roll for plot of how this all starts.)
Techs: 30 tech at the start, to help decide what units and gear you start off with, as well as what is easier to research.
ble.
Technology Level:
Based on government for picks.
Tech options.
1: Kinetic Weapons Are Better: Getting this means can upgrade guns based on tech. like exotic ammo or upgraded gun.
2: Love that Bomb: Employ many different varieties of bombs. Bonus in research them.
3: Freakken Energy Beams: Start with basic energy weapons. Bonus to research more types.
4: Artificial Gravity: having this means mastery of gravity to point of being on ships, hover craft, and even gravity weapons.
5: Powered Armor: Basic sci fi powered armor. At start only for elites. Can make cheaper with time.
6: Powered Melee Weapons: Melee weapons, upgraded to deal with threat accordingly.
7: Advanced Engines: Boosts effect of subspace travel speed.
8: Missiles Away: Have rocket and missile/torpedo weapons.
9: Portable Power: Improve overall life of army with strong fuel cells.
10: Energy Fields: For force field, deflector shields, etc.
11: Stealth Fields: To go all stealth and invisible on the enemy.
12: Biotechnology: Improve rolls concerning research here. Like grown power armor, microbe warfare, etc. Also unlocks psionics.
13: Artificial Chemicals: Able to make lab chemicals. For fuel, weapons, and survival tools.
14: Ghost Device: Phasing technology, as in moving through solid matter and phasing out of reality to somewhere else.
15: Nano Machine Helpers: Massive flux of nano machines to help you build/maintain things.
16: Mecha: Tank with arms and legs basically. Hits just as hard, and demoralizes the enemy.
17: Super Metals: Now field your own altered metals to make your troops live longer.
18: Flight Suit: Being able to have ground troopers fly on their own, for rapid attacks.
19: Teleportation: Making an anchor point with worm holes for rapid deployment.
20: Attack Implants; Cyborg/bioware implants to aid troops.
21: Advanced AI: AI Helpers of digital beings in computers, roll for result.
22: Sensors and Com Link: Really good scanners and communication devices to keep everyone in the know.
23:Fabricator: Allows for guns and other devices to generate ammo for missiles, torpedoes, and bullets. Can explode if damaged, but eases resources with them.
24: Space Station: Allows for orbiting space castles to defend planets.
25: Battle Spheres; You can now create Battle Spheres, biggest of all ships.
26: Displacement Engine: Device that sucks away projectiles, can confuse sight of firing team, or even suck up something to flick at opposing force.
27: Warp Drive: Bending space via ship having bubble to push and pull to beyond light speed. Slowest FTL.
28: Hyper Drive: Coordinating gravity forces of Suns and planets for hyper lanes. Faster, but fixed positioning.
29: Gate: As long two gates are operational, instant travel via man made wormhole. Gates cna do other things too for creative tacticians.
30: Jump Drive: ultimate faster than light drive. Teleport to another dimension and pop on other side. Bad news is, this triggers the Dimensional aliens to come out.
Wonders: Like in the Civ series, wonders, start with 5 unless certain government. They all have effects, to build up a new one you do not have takes 6 turns (And on phase 7 or group projects.)
1: War Star: Biggest space ship ever, houses a star and yet can still move (slowly) but it moves to go places, and wreck it up.
2: Midas Touch: Take a digital array of information, now make it into solid mass. Instead of a bag of holding, more like a walking factory of such in a reasonable scale based on what’s using it (So for foot soldier, weapons/ammo/gear.) Cheaper gear for all.
3: The Data Sphere: A super massive network like the internet, except it can surf the whole universe as it’s a parallel dimension of knowledge that overlaps with our own. So much knowledge your design and revision phase have an additional dice/effect.
4: The Celestial Forge: A massive, immobile base that builds ships and materials out of thin air. Literally that’s it but a large scale makes it killer.
5: The Quantum Window: be warned if you use this you can trigger dimensional invader event. If you do Jump drive and this? Can get “two” to occur. What this does is it peers into a parallel universe and using neat little tricks of spying on foreign beings, a chance to steal/copy or even trade for their technology toys. If they are worth it anyway. (Roll for results each time used. Even after the event can still use it with no more worries, but damage will be done anyway.)
6: Radiant Energy Speaker: Radiant energy, as it turns out is something amazing. Sapient energy waves that have caused the forces of evolution. Literally they have chosen creatures to thrive or perish. With this technology one talks to said energy force and benefit with new attacks (Weapons), and effects that upgrade vehicles, weapons and even people on the spot. Also, a power source. This grants stage 5 of 5 energy weapons, of radiant energy. (Still expensive until revised. Keep that in mind. Also unlocks Technomancy psionics. Radiant energy helps aid in devices to work, hence this freebie psionic with radiant energy weapons.) Grants troops with “Radiant” title.
7: D Engine: Have access to energy from another universe for each generator. Yield is unlimited, yet will trigger a dimensional alien invader event. This in place your empire never runs out of gas again, everything else a matter of taste.
8: Hyper Beacon: A method to keep all FTL ships safe in travel so they do not get lost. Can attract an alien crisis. (Something non Dimensional, roll 1-5 for what then 1-20.)
9: AI Core: A method to make AI servants, smart ones. Another Crisis item. Crap. Pretty much hero level robot machines from the get-go.
10: Philosopher Stones: All Elites and Heroes can start off with magic. Three spells. A spell caster hero gets additional three spell slots.
11: Grimoire: Get a ton of magic options at start. As in 5 spell levels. 0-5. Issue is still need to train those capable of doing them. (Depends on arcane user, some schools goe beyond 5.) (Starter magic heroes can go up to 5, as they level up they can advance but must survive.)
12: Flesh Gardens: A couple planets for growing troops/organs/etc. Warning as it can grow out of control and one turn into Swarm version N (Accidental man made swarm. Or just pick them at start so no roll.)
13: Death Bringers Guild: Get bonus +3 modifier to one weapon design a round.
14: The Farsight Program: Can “predict’ where the enemy are going to attack. Due to advanced system of satellites and such.
15: Liquid Matrix Builder: A means to take fallen soldiers and broken-down vehicles into new resources. (As long empire “survives” every fallen unit becomes bonus resource points in phase 6.) Plot is a nano liquid goo swarm that eats up dead and broken stuff and turns it to replacement material.
16: Intense VR Battle War Games: Due to intense practice in combat situations, your military has good ideas as how to fight. All crew/units have + 2 in melee attack and range attack and 1 “tactic” used in battle as if a scholar unit or tactician/commander hero were there.
17: Smart Gel: No gear breaking down ever. Due to smart, self-making gel that cleans and repairs all the time when not being used.
18: Aegis Initiative: Bonus defense/defenders. Pretty much every world has bonus measures in case of invaders.
19: Pan Galactic Intelligence: Organic grown super brain with cyber parts for intelligence. Roll. Get 1-3 bonus points in design/revision phase. But once every 3 turns. Needs tuning and fueling.
20: Proving Grounds: Like the Weapons for Death Bringer Guild, but unit designs.
21: Ether Strike: Declare once a battle. Enemy of choice gets hit for free by a psionic attack. The deal? Mental sensitives connected to a machine to project “stand” style astral projections across time and space for damage.
22: Big Thought: This processor has access to the library of the Golden Age of Humanity. A massive robotic brain that has bunch of preset humanity tech to use. (Which gain the bonus of Imperial auto success, but it is unoriginal and pre picked and must access archives each time. Must protect the archives so they do not get destroyed.)
23: Dyson Sphere: The Ultimate artificial planet. A construct so large it is a world, as large as a solar system. The ultimate fortress to safeguard humanity.
24: The Genome Forge: A vault and laboratory towards genetic mapping and material. To the very point of evolving the humanity race to higher beings. Issues with more church style governments, still useful. (Bonus 3 Psionics at start, and for budget get 20 additional troops in the army reserves. Genetic themed.)
25: Vita Wave Makers: Allows Soldier class, also makes healing tech with ray guns, for long range healing.
26: Universal Records: Unlock all arcane magic types with this. Literally an item that houses knowledge of all 21 types of arcane magic.
27: Temporal Egg: Tech that allows for time alteration abilities, once a battle. (All battles imperial is under, only one effect at a time.) Note there are time altering magic spells yes, that’s depending on battle. This is a guarantee wide spread time spell for one planet.
28: Artemis Array System: Used once a turn, destroys half a enemy fleet or deployment so less foes of that type to deal with (Only in one fight though, not all.)
29: Better Solutions: Slang for getting bonus points pre defeated enemy at the end of each battle phase. Turning bodies to chemicals, harvesting them, taking the dying and captured into Grid Fusion plants, that sort of thing.
30: Orb of Truth: Your people have literally seen the face of God. The benevolent, one true God of Earth’s faiths. Due to this, maximum morale level always, and no more division of Faith (If not, have all faiths down and they will not bicker amongst themselves either.)
31: Creative Combat Goals: Strategy/tactics a battle, instead of 3 (More with scholar, tactician, commander and etc.) Get additional 2 in total. For all battles. Those mentioned units add more too.
32: Probability Influencer: Once a battle, the whole remaining army of the owner of this gets access to altering said dice rolls, add number for rolls or subtract a foes roll. Once a turn/battle.
33: Archanotech Archives: This is a gamble pick. You send your own troops from reserve into this gigantic ancient library, in the hopes of gaining new, free tech. There are 3 rolls to be made. Survivors (if any) The second is how many technologies gained (Up to 4) and quality of the technology (Buggy/bad, to excellent.) So, in theory could get up to 4 good technologies, but the cost are your own troops and having to roll for your own results.
34: School of War: With this in place any hero unit can access two tactics/ strategy options. If one can already do it, add 2 to the total. A massive academy/school for officer training to deal with numerous threats of humanity.
35: Bulk Matter Transmitter: A teleport gun to send matter from point A to point B. Effect: Triples resource points in unit deployment and after math, to build up troops (Gear/robots wise.)
36: Transcendent Planet: Makes a unique world. This world in question can talk to natives and control the life forms of said worlds. Doubles food production and a huge natural defense phase against planetary invasions. Only for one world though.
37: Wonder Net: Constant morale/happiness due to super internet.
38: Shrine of the Machine Deity: Crazed technology worshippers. They give you free tech. (2) a turn, a neutral GM rolls from chart as to what it is. (Declare once every 6 turns for the effect.)
39: Arcane Forge: At the start can make/craft magical gear.
40: The Vault of Wonders: Start off with vast collection of magic gear, making it cheaper to field.
41: Ley Line Network: All arcane spell casters if take a turn off can restore a spell point, with two, can get a new spell card to toss into the battle. (Hijacking planet wide mana grid deal.)
42: Quantum Signaler: Able to talk to whole empire no matter the distance, helps in coordinating attacks/tactics and updates of the situation.
43: Mutagen: Grants free 4 Psi schools. Also grants triple bonus to mutant and mutant style units unit resources. (More units of that field times 3.)
44: Planetary Super Battery: A planetary that literally has a super battery function. Adds 3/5 energy shield levels and energy weapons. Also, those guarding said planet get dice bonus. Grants unit “Ring Corps.”
45: The Big Gun Division: Massive guns for planets, used in fleet battles near said worlds, planet, gets to fire at enemy fleet. If invaded an additional strategy involving surgical use of the big gun as a mini non-nuclear strike.
46: Massive Arsenal: Based on Weapon technologies invested on round 1, get x6 (So total of 7) Weapons for each weapon type. Mix and match from premade weapons in the field presented.
47: The Hidden Legions: With this pick your resources/budget is times 2. (As in have twice as many units to access as before.)
48: A Culture of War: Every man, woman, and child support the war. You're not getting morale lost from losses anytime soon.
49: Holy War: Triggers all units based on religion to be operational.
50: Training courses: Hero units start off at level 3, not 1.
51: Spatial Tunneling Grid: Any unused or surviving units can join in another battle as “reserves” or deep strike in a turn.
52: Dream Twister: Makes psionic units/heroes now have additional 2 psi schools to list. +2 modifier in rolls dealing with them.
53: Steel Will Neural Defense System: All army cannot be mind controlled by psionics, get + defense against powers, and no fear rolls ever again. Your soldiers do not fear anything anymore.
54: Advanced Magic Classes: Makes magic themed units cheaper/easier to produce/more numbers.
55: Protection by Providence: Once a turn, once in a battle, for three turns a imperial army on field get an ablative layer energy field. (Faith/Fate/Pis field/ Miracle/Energy Field tech/etc.)
That's it, when votes are in, will set things up and roll for what your facing.
Edit: If you pick the religious governments will grant access to the religions. WHich in turn have the "Cleric" option. (This setting is science fantasy, not hard sci fi. Hey it can be manly, just look at warhammer 40k)
1: The Neo Trinity: Consists of Pan Creator, All Father, and Star Child. Basically a religion that prays to three beings. All Father (Faith.) Pan Creator (Love) Star Child (Hope) With this faith your church casters have one of three to choose from. Units form it: All but those listed in everything else.
2: Anima: Prayer to the Warp redubbed Anima and the neutral spirits in it. If accepted as a religion less worries of public opinion on summoned creatures. Animancer. Rune Priest. Also Rune Maker and Digital Oracle.
3: Life Web: Risky as your at war but here all life is sacred. The religion that allows Preservers into being. Only way to have Weavers though. Also Witch Doctors and Shamans. This church also gets rid of bans on bio technology. Cultist of Change fall here too. Along with Evolutionary, and Speaker of Change.
4: The God Emperor Cult: Basic religion that offers no real benefit aside followers being zealots at killing enemies of the state. As these guys worship the living God Emperor (Or descendant of God Emperor) and serve fully. Here no new units, just all religion units at maximum morale/zealot phase. They get to pick a “chosen enemy” bonus too.
5: Path of the Traveler: Prayer to a traveling ball that grants miracles. Allows some units and Some alterative spells. Light Bringers, Sentinels, Oath Keeper, Juggernaut and Guardians are here.
6: Church of the Phoenix: Praise to a big celestial bird of fire, a symbol of hope for sentient life.
Azure Legion, Phoenix Cleric, Phoenix Lord, and Sisters of the Flame units here.
7: Society of the Eternal Machine: These guys pray to a technology/science-based God. They also see the flesh as weak and wish to replace it with cyborg parts. ‘mecha” themed class guys and cults of the machine go here, also Machinists and engineers.
8: Sect of the World Dragon: Folks of this religion pray to the World Dragon, being that makes world and forces them to change to mold life accordingly.
Dragon themed units gained here. Also Wyrm, Hydra, and Iron Scales.
Note on Bans: Applies for High Inquisitor, God Emperor/Empress, and Arch Priest/Priestess.
Those said governments in turn must deal with it and decide how to re organizechurch priorities.
Also the "Father/Mother" Secular thing will go bad if any magic is taken including religion, just do not like the idea of the supernatural. (Psionics is a loose science term hence immuniy there.)