Difference between revisions of "Stargate"

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Off World Colony (cost 30, no tech minimum) <br>
 
Off World Colony (cost 30, no tech minimum) <br>
 
Mining operation (cost 20, no tech minimum) <br>
 
Mining operation (cost 20, no tech minimum) <br>
 +
Palace (Cost 40, no tech minimum) <br>
 +
Bomb Shelter (cost 20, no tech minimum) <br>

Revision as of 12:25, 18 June 2010

The Map: http://i179.photobucket.com/albums/w304/shad4c/StargateMap.jpg

Background

Ra, Supreme System Lord and founder the Goa'uld Empire's golden age, has been slain – killed as his mothership exploded around him. His death has thrown the whole of the empire into turmoil as the rest of the system lords vie for a slice of Ra's considerable former holdings and military resources. Beneath them, emerging human civilisations and lesser Goa'uld lords redouble their efforts to expand their realms under cover of power vacuum. Meanwhile, in the places beyond the galactic disk, darker powers prowl and look on hungrily.

Power Creation

Choose a power type.

Empire Types

STILL IN FLUX

Stargate

A Stargate civilisation has recently come upon stargate technology and relies on them for any interaction beyond their homeworld. Such powers have relatively limited ability to affect the galaxy at large but are also extremely difficult to find or infiltrate initially. It is likely the stargate itself is a secret to the general populace and lies underground in a bunker somewhere.

Stargate civilisations start with Hidden, Iris, and Lucky. With no space experience they obviously can't take some traits like Superheavy Construction, Nebula Charts, Enhanced Vessels and so on. They have the most limited amount of resources and technology, starting at level 10 by default.

Early Starfaring

Early Starfaring nations can reach space and may have access to crude indigenous or reengineered hyperdrives though they are by no means obligated to use them. Their understanding of the stargate has also expanded beyond the purely empirical. Some powers emphasize stargate exploration while others put more emphasis on flying around in space.

You start with Hidden and Iris. They cannot take Superheavy Construction. They have limited resources and technology, starting at level 20 by default.

Established Starfaring

Established Starfaring powers are able to project power into regional space via hyperdrive and can fend off localised Goa'uld threat.

These powers cannot have an Iris without repercussions but may buy Hidden as a trait. They have a default technology rating of 30.

Minor Goa'uld

Minor Goa'uld domains are roughly equivalent to the Established Starfaring civilisation in capability – they have the usual Goa'uld disadvantages in technology and dysfunction but have greater numbers.

Minor Goa'uld holds cannot operate an Iris without repercussion and are not Hidden either. They have a default technology rating of 30.

System Lord

System Lords are a relatively small number of powerful Goa'uld rulers at the top of the pecking order, having amassed the most worlds, military forces, wealth, and power. Together, they form the High Council of the System Lords which proclaims what law exist in the empire, including the acceptance and expulsion of council members.

As the leaders of the Goa'uld Empire, system lords tend to have the best technology – they have a default technology rating of 30 to which they add Superior Tech (as well as the inability to take it again) and Superheavy Construction. They may start with multiple Key Locations – 2-4 is a good guideline.

Big Bad

Big Bads are a limited access power category of galactic superpowers – the current Goa'uld frontrunner Cybele, and Silence Vampire Aliens. As cental antagonists, Big Bads are built to drive the story forward and have capabilities dictated as such.

In the absence of further information, Cybele is assumed to have System Lord technology and traits while Silence Vampire Aliens have less numbers and a tech rating of around 50.

Races

Humans

Humans are physically inferior to Jaffa and tend to be on the receiving end of the stick, as they are not rulers of vast interstellar empires. Their main advantage is that they are not dysfunctional and that they are already by far the most numerous sentient race in the galaxy. The spread of the Goa'uld Empire has spread humanity over thousands of habitable stars

Goa'uld

Goa'uld lead empires consisting of humans and Jaffa, and are the dominant race in the galaxy. They come across as evil to most other civilisations and are constantly at each other's throats both politically and militarily. They are able to infiltrate or extract information using symbiotes under the right circumstances and come out on top in terms of both numbers and personal power. Due to the emphasis on divine appearances rather than effectiveness however, Goa'uld technology behaves on the field as if it were 5 levels lower and the vast majority of their populace lives in squalor well beneath that of even the humblest stargate-bound civilisation.

Jaffa

Free Jaffa enclaves are rare but do exist – generally in secret. Jaffa can infiltrate the ranks of Goa'uld and form large populations of physically powerful people with a strong warrior tradition. As an artificial culture with limited sources of technology however, they start off with the Goa'uld disadvantage in that regard, though they can overcome it gradually. Moreover, they are dependent on a source of symbiotes, necessitating raids, smuggling, or some other trickery.

Other Aliens

Now and again you get some other sort of alien. Various traits, but try to avoid this if you can.

Traits

Everyone starts with three traits. The ones that a given race or empire type comes with are not counted against this. Additional traits can be bought by taking negative traits. They cannot be stacked unless otherwise noted. Feel free to try taking custom traits but they must be balanced, fairly narrow in scope, and clearly defined or it will likely be rejected.

The Good

Hidden – Your stargate address is unknown, as is the location of your homeworld. Of course, being below the Goa'uld radar is probably how your civilisation achieved its present advancement in the first place. Inevitably, as you cast your dice on the galactic stage, you will lose this trait and existential threat will become and remain a fact of life.

Iris – This includes an actual Iris in the SGC model as well as any other measure you can imagine that provides an absolute defense for your stargate, making your world invulnerable unless a fleet of warships can be projected into your system. Historically, the simplest expedient for successful slave rebellions has been to bury it -

Lucky – It's almost as if you were the protagonists of a TV series. Bonuses to survival, artifact strikes, daring operations, and rolling a natural twenties on the precipice of doom. Fate is fickle however, and there are degrees of survival to which a civilisation can fall.

Protected – Your civilisation is listed under the Protected Planets Treaty, which is enforced both by the Asgard and (more spottily) by Goa'uld System Lords who generally have no interest in risking wider entanglement. Any planet with Hidden may swap it for Protected. The treaty only applies so long as the planet's civilisation does not develop so far as to become a threat to the Goa'uld. The odds of direct Asgard intervention is based on a d20 rolloff added to the civilisation's technology level and compared to the attacking Goa'uld's tech level. Of course, some other kind of intervention may still occur.

Superheavy Construction – You have a free flagship and the ability to replace it if you happen to lose it, which may well happen if you're a System Lord or a Big Bad.


Heavy Defence: Your Fixed Defences are more powerful then the norm across the Galaxy Unit for Unit.

Stargate Assault Experts: You are experts at attacking Stargates and have the equipment to back it up. Gain access to Stargate Assault Vehicle(Air)
Efficient Industry – Add 20 IP to your monthly produced IP.
Elite Training : You have some of the best ground troops going. Gain access to Elite Guard and Spec Forces.
Supported: You are provided support by a powerful patron of some kind, and can expect additional help if times get tough.

Ancient/Asgard/Goa’uld Warship: Gain 1 Ancient/Asgard/Goa’uld Heavy Warship (Dreadnought/Capital Mothership Class) 

Asgard Protected Planets Treaty (Non-Goa'uld)– Gain Limited Asgard protection from Goa’uld up to tech lev 30.
Ancient Ruins/Goa’uld Ruins – Chance of finding abandoned vessels/vehicles
Exceptional Ruler – Your ruler is a very powerful figure and can be played as such, bonus to Mod rulings if your leader wants to do something special
Determined (Non-Goa’uld only) – Your people are courageous in the face of adversity and will not panic in the face of danger, ever.
Battle Hardened – You troops are just that good. Bonus to badass rating.
Tough/Fast/Over gunned Vessels – You ships are simply tougher/faster or mount more firepower then the norm.
Ashraks (Goa’uld) – You have a number of these expert assassins at your command. May Assassinate NPC leaders without any problem however may only be used 2 times a year
Ancient/Asgard Defences (Non-Goa’uld)- Your planet has an Ancient defence mechanism that can be used once to repel an attack destroying the attacking fleet.
Fanatic Population (Goa’uld: Requires United As One) – If your homeworld is invaded temporarily double your Infantry numbers as the populous rises up to protect their God.
Nebula chart – A nearby Nebula has been charted by you and provides an excellent hiding and ambush location. Your ships may lose any enemy pursuit/hide successfully within your space. Or Anywhere.
United as One – Your people are behind you and little will shake their faith.

The Bad

Light Defence: Your Fixed Defences are less powerful then the norm across the Galaxy Unit for Unit. 

No Heavy Construction (-2TP): You can’t build Motherships or Heavy Motherships.
Disfavoured(Non-Goa’uld only) : Ancient beings, Asgard and the like tend to dislike you and won't back you or pull you out of trouble.
Stargate Assault Morons: You are horrible at attacking Stargates and have no equipment to back you up. Lose access to Stargate Assault Vehicle(Ground)
Red Tape Industry : Deduct 20 IP to your monthly produced IP.
Responsible: You are responsible to someone else rather than being independent, and if you fail to much there will be penalties.
Poor Training : You have some of the worst ground troops going. Lose access to Stargate Assault Troops.
Poor Tech Labs – Advancement to new tech plateau’s is harder.
Rogue Ancient/Asgard/Goa’uld Warship : 1 Ancient/Asgard/Goa’uld Heavy Warship is prowling you territory and it’s holding a grudge (Dreadnought/Capital Mothership Class)
Goa’uld Playground(Non-Goa'uld)– Become a regular target of Goa’uld raids, you can’t establish trade routes.
No Ruins – Chance of finding abandoned vessels/vehicles on your planet is zero.
Terrible Ruler – Your ruler is a very ineffectual figure and can be played as such, minus to Mod rulings if your leader wants to do something special
UnLucky – Your just plain unlucky. Minus to chances of finding valuable things on planets/escaping captures.
Cowardly (Non-Goa’uld) – Your people are simply cowards that cringe in the face of adversity and will panic in the face of danger.
Paper Pushers– You troops are just that bad. Minus to badass rating.
Backstabber (Goa'uld)- You have a particularly smart and dangerous underling that wants your throne and knows how to get it.
Weak/Slow/Under gunned Vessels – You ships are simply weaker/slower or mount less firepower then the norm.
Tok’ra (Goa’uld) – You have a number of these expert infiltrators hiding in your realm. They may disrupt your plans at the worst moments and steal your ships.
Dangerous Experiment (Non-Goa’uld)- Your planet has the results of an old Goa’uld Genetic experiment roaming around. They will attack your people occasionally and can not be destroyed.
Heretic Population (Goa’uld) – If your homeworld is invaded temporarily double you enemies Infantry numbers as the populous rises up to throw down their God.
Bad Navigator –Nearby Space has always baffled your people and provides an excellent example of what not to do in a starship when trying to get around. Your ships find it hard to lose any enemy pursuit/hide successfully within your space. Or anywhere.
Factitious – Your people are ready to crucify you for the slightest mistake. Step lightly.


Resource Points
Each player starts with a number of resource points depending on what kind of faction they are.
Big Bads = 300 SP
Established Nation = 120 SP
Independant Nation = 100 SP
Starfaring Nation = 80 SP
Stargate Bound = 60 SP
Secret Stargate Bound = 50 SP


Starting Military
Starting budget is 20x your Industrial Production that you purchased with your SP via Industrial production.

Income
Each month you get your number of resource points in new builds. You may also build new industry once every twelve months at a cost of 1 new IP per 10 resource points spent on building new industry.

Industrial Production can be stockpiled for use later.

Key Locations

Additional Bases/Planets
Successful capturing or construction of a planet/Offworld base adds 10 Industry to your total once a Mod confirms that you have been successful. Again this claiming is done via Story Posts not numbers and figures.

Trade
1 ship route = 20 Industrial Production per month
1 stargate route = 10 Industrial production per month

Routes can be stargate or ship based, however ship routes carry more and can be raided, causing the Player to lose the routes income. Stargate routes can’t be raided by take up stargate time, meaning less use for other things and they also bring less income. This must be mentioned IC from time to time.

General Tech Guide- Names are a guide to power level not a fixed goal.
Lev 100- Ancient
Lev 90- Asgard
Lev 80


< Max Present tech limit.

Lev 70- Tollan
Lev 60
Lev 50
Lev 40- Major Goa’uld
Lev 30- Minor Goa’uld
Lev 20- Starfaring
Lev 10- Earth
Lev 0-1 Primitive

Stealing/Salvaging Tech
You can gain in technology level in game, but this is driven by story, not by points, there may be a resource cost involved but it is mostly a matter of story line.



Construction

Structure

Constructing any "building" as far as the game is concerned,

Ships require a Shipyard to construct them.
Ground-based Yards takes 6 game months to build and costs 20 IP. These Yards don’t require anything extra but can only build Gunships and Escorts.

Orbital Yards take 8 game months to build and cost 40 IP. These Yards require the player to have 2 Ground-based yards per Orbital Yard but can build ships of any size.

Fighters and Bombers along with Ground units don’t require a specialised building to create.


Units

Defenses

Planetary Superweapon
Although generally much more effective when found rather than built, you can build one of these if you like. This category includes things like grand cannons or shields – it should be carefully noted to the GM what it consists of. Can be hidden or cheapened to cover only a single cone of approach, in which case it will be ineffective in stopping a landing.

Planetary Defense Network
A network of satellites and/or surface weapons pointed spacewards that can be expected to deter casual raids and at least hold up a moderately determined attack. Can be successively stacked with somewhat diminishing returns for heavier and more credible defenses. After the second layer or so, some significant battlestations can be expected to be in orbit.

Detection
A tripwire system to inform you of things dropping into orbit over your Goa'uld's favourite harem world or whatever. Can be successively stacked with diminishing returns.

Stargate Defences
Only buildable for stargates that are not already protected by an Iris. These are specialised defensive emplacements and arrangements that guard a stargate. Can be successively stacked with quickly diminishing returns.

Ships

Flagship

Mothership
Heavy Cruiser

Cruiser

Gunship Fighter


Ground
Infantry - Cost 2 IP- Build 4 month
Armour - Cost 6 IP- Build 4 month
Artillery – Cost 4 IP- Build 4 month (Specify anti-ground or anti air)
Close Support Aircraft - Cost 8 IP - Build 4 month
Air Superiority Fighters - cost 8 IP - Build 4 months
Stargate Assault Vehicle (Air) - Cost 10 IP - Build 4 month. (Stargate Assault Expert only)
Stargate Assault Vehicle (Ground) - Cost 10 IP - Build 4 month

Units below are taken from Infantry corps when you build 1 remove 1 Infantry from your OOB.
Stargate Assault Troops - Cost 10 IP- Build 4 month

Goa’uld/Jaffa Only
Elite Guard - Cost 15 IP- Build 5 month (Elite Training only)

Non-Goa’uld Only
Special Forces - Cost 15 IP - Build 5 month (Elite Training only)

Special Projects

Explore Strange New World (Cost 10, no tech minimum)
Explore Alien Ruin (Cost 20, no tech minimum)
Major Infiltrate Enemy Base (Cost 20, no tech minimum)
Minor Infiltration of Enemy base (Cost 5, no tech minimum)
Wage Major Campaign (Cost 50, no tech minimum)
Raid (Cost 0, no tech minimum)
Send expedition to previously explored world (cost 0, no tech minimum)
Build New off World Base (cost 20, no tech minimum)
Raise allied Auxiliaries (Cost 30, no tech minimum: requires contact with allied group)
Engage in diplomacy (Cost 0, no tech minimum)
Engage in major and complex diplomacy (brokering peace, forming a Jaffa/Tokra alliance) (Cost 30, no tech minimum)
Build Prototype Flagship (Cost 30, tech minimum 40 or outside assistance)
Build Prototype Capital ship (Cost 20, tech minimum 30 or outside assistance)
Build Prototype Cruiser (Cost 20, tech minimum 20 or outside assistance)
Build Prototype Tactical space craft (cost 20, tech minimum 20 our outside assistance)
Develop exotic WMD (Cost 40, Tech minimum 10, requires naqueta source)
Sign Trade Agreement (cost 5, no tech minimum, requires someone to trade with)

Sites

Research facility (Cost 25, no tech minimum)
Off World Base (Cost 20, no tech minimum)
Off World Backup Site (alpha/beta site) (Cost 40, no tech minimum)
Off world Listening Post (cost 10, no tech minimum)
Shipyard (cost 25, minimum tech 20 or outside assistance)
Ground Vehicle Factory (cost 25, no tech minimum)
Religious Structure (cost 10, no tech minimum)
Fortress (cost 40, no tech minimum)
Training facility (cost 20, no tech minimum)
Special Training facility (for training false flag operatives or for special operations) (cost 40, no tech minimum)
Off World Colony (cost 30, no tech minimum)
Mining operation (cost 20, no tech minimum)
Palace (Cost 40, no tech minimum)
Bomb Shelter (cost 20, no tech minimum)