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==Welcome to Fomalhaut==
==Misc Stuff==
Humanity came to Fomalhaut more than thirty thousand years ago, attracted by the vast amount of circumstellar material and readily available energy. Over the millenia ever-vaster projects consumed Fomalhaut's resources as human technology reached incredible peaks. Megastructures were built, planets were aggregated while others were dissasembled and civilization expanded. More than one vast upload philosophy or devastating conflict saw humanity reduced to tiny scattered enclaves, only to expand outward again.  And through it all, the vast machinery of construction grew ever more complex, ever more diverse, ever more enigmatic.
[[AGGM|A.G.G.M.]] <br>
[[Project PRISM]] <br>
[[The Samekh Project]]<br>


Today, in the year 825 SDE (Standard Dating Era), or 37,492 AD (or possibly 34,688 AD, or some time between 35,300 and 36,900 - records are unclear), the Fomalhaut system is a wild and lightly-populated place after the closure of the Great Complex eight centuries ago and the retreat of >99.9% of the population to virtual realms or long-term storageThe Web is all that remains, a network of in-system wormholes punched through space-time millenia ago and allowing travel between almost all major parts of the system.  This links together the hundreds of polities large and small that fill the system.
==Yelth 28==
[[File:Captain.png | thumb]]
:'''Significant''':  Your destiny is one in a million.  +1 to all stats.
:'''Silicon Being''':  This is a '''Mandatory Defining Event'''.  You are not flesh and blood at all, but plesh and nanofluid.  +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
:'''Plate Worlder''':  You grew up on and around the various megastructures that litter the Fomalhaut system.  You get +1 to all rolls when fighting around megastructures or the like (cities count).
:'''Creche-born''':  You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised.  +1 Rea, +1 Per, +2 Kno, +2 Cha
:'''Mall Rat''':  Typical teenager. +1 Per, +1 Kno, +1 Cha
:'''Advanced Learning''':  +1 Rea, +1 Kno, +1 Cha
:'''Civilian''':  +1 to all stats
:'''Ship Captain''':  This is a '''Defining Event'''[+3 command, +3 ship gunnery]  Gets an Assault Ship and +40 MPB for it
:'''Special''':  You're extra-special.  You take -1 to all stats but can take a second Defining Event, if your paths covered more than one.  This needs to be explicitly cleared by the GM first.


Humanity in 825 SDE has came a long way from its primate roots back in Old Earth, though at the same time the diversity of the survivors, refuseniks, hiders and throwbacks means that what is properly termed ''meta''humanity can range from people barely changed from those that originated on Earth to psions to strong transhumans to machines in the semblance of man.  
Statistics
:Bod: 5
:Rea:  5
:Per:  4 +3
::Ship gunnery +3
:Kno:  6 +1
:Psy:  5
:Cha:  5 +2
::Command  +3


More to come on politics


==Technical Briefing==
'''Spin Generators''' and '''Nanogauge Taps'''<br>
The technology that makes Avatars possible, the heart of Spin Generators are micro-singularities rotating at relativistic speeds.  These allow for the near-perfect conversion of matter into energy by bleeding off rotation to generate electricity as well as the conversion of energy into momentum and thus thrust.  They also allow for the stabilization of one or more nanogauge wormhole taps which can be used to send immense amounts of energy 'wirelessly' to a recipient.  While the downstream side of a nanogauge tap typically masses about 500 tons of mostly hyperdense machinery and exotic matter, their power density still gives them a stunning edge over far lighter combat frames using normal fusion power plants.


More to come


==Constructing a character==
Character construction is fairly simple; choose one archetype from each field (Character background, Piloting style, Machine design, Special) to get a general feel for the character.  Armed with this, you can build up a character bio.


===Character Background===
==Ragna Luchs==
*'''Fell Into The Cockpit''': By some improbable series of events you found yourself in the cockpit of an Avatar which immediately imprinted upon you. Luckily your innate piloting skills and the complex encryption of an Avatar's control system were sufficient that the powers that be didn't totally turf your ass out.
[[File:Ragna_luchs.jpg| thumb| A ''very'' unusual occurance]]
*'''Inheritance''': You are the heir to an Avatar, perhaps as the first son (or daughter) of the family, favored/final student of your master, so on.  It's probably been in your family (or whatever) for generations.  Don't screw it up!
'''[http://www.youtube.ca/watch?v=yhB-lAZqZvU| Leitmotif]'''<br>
*'''Prodigy''':  You're probably relatively young or otherwise new at piloting an Avatar and are ''really good at it''.
'''Player:''' Shrike<br>
*'''Supersoldier''':  You're the result of some experiment (be it military or private) to make the ultimate Avatar pilot.
'''Allegiance:''' ?<br>
*'''Ascended Mook''':  Years of pushing around regular combat frames has finally landed you a prestigious position piloting an Avatar.  While, like all Avatar pilots, you have a lot of leeway, you're still answerable to the brass.
'''Concept:''' ''Super''nova (lol)<br>
*'''Indiana Jones''': You managed to find an ancient, still-functioning Spin Generator (the expensive part) and built a giant robot to go with it (the cheap part), proceeding to make a living as an Avatar pilot for hire.
'''Eruption:''' TBD<br>
'''Nature''' <br>
'''Virtue:''' <br>
'''Vice:'''  <br>
'''Quantum:''' 5<BR>
:Quantum Pool:   
'''Willpower:''' 3<br>
'''Initiative:'''  <br>


===Piloting Style===
====Health====
*'''Ace'''You're a consummate pilot with a good amount of 'stick' (nobody's used joysticks for thirty thousand years!) time under your belt.  No real strengths beyond your professionalism, but no weaknesses either.
Soak
*'''Hot Blood''''''CHARGE!'''  Last one into the fight's a sucker!  Common among baselines and others who need to make up for being qualitatively inferior with stubbornness and guts.
:Bashing:  + from armor
*'''Technician'''Technique is everything.  You've got holes in your skillset, but what you're good at, you're ''really'' good at.
:Lethal:  + from armor
*'''Duelist''': You specialize in one-on-one engagements, skills honed by time in the Duel Resolution Courts.
:Aggravated:   
*'''Psion''': You are one of the minority with strong and militarily useful quantum brain activity.
Hit Points<br>
*'''Prince Ali''': You are the master of dirty tricks and surprising strategems.  You're not necessarily all that hot in a fair fight though, which is why you always try to make it an ''unfair'' fight.
• [ ]x Bruised: -0<br>
*'''Leader''':  You focus on the big picture and can intuit or discern the enemy's intentions, moving your forces to counter them.  Of course you're probably too busy to pay attention to mundane things like those enemy suits trying to stab you.
• [ ]x Hurt: -1<br>
• [ ]x Injured: -2<br>
• [ ]x Crippled: -4<br>
• [ ]x Incapacitated<br>
• [ ]Dead<br>


===Machine Design===
===Attributes/Abilities===
*'''Balanced''': Your machine is probably a military design, meant for all-environment all-situation engagements.  Rugged, dependable, but kinda unexciting.
====Physical (3)====
*'''Midseason Ugly''':  Your machine has some sort of theme and/or gimmick and probably looks rather distorted and weird.  It suits you though.
'''Strength:''' 2
*'''Command Armor''': Your machine is fairly weedy, but specifically designed to carry various mission packs and other doodads.  Very flexible but surprise situations can be problematic.
:'''Brawl:''' 1
*'''Mighty Fortress''':  While hanging an extra ten tons off a 500 ton nanogauge wormhole tap won't make much of a difference to machine performance, you go whole-hog and cram on enough armor, shields and weapons to meaningfully slow your machine down.
'''Dexterity:''' 2
*'''All Range Attacker''': The main weapons on your machine are remotely-controlled weapons.  While this has some strong advantages, it makes disarming you a very likely possibility.
:'''Athletics:''' 1
*'''Electronic Warrior''': Complex and powerful electronic gear fills your machine, giving it a potent electronic warfare ability.  However all those sensor domes and ECM pods and cloaking fields get in the way of weapons and defenses.
'''Stamina:''' 2
*'''Mass Production''':  Popular among militaries that prefer to split the output of Spin Generators among more units to give greater tactical options, this decreases the power of a single unit but lets you have additional wingmen.
*'''Super Robot''': A few of these monster machines, 40-50 meters tall wander space, powered by integral Spin Generators.  This frees them entirely from reliance on a mothership's nanogauge wormhole taps and lets the designer (often irascable and mysterious old men with large beards for reasons unknown) cram on huge weapons and defenses.  And ''you'' get to drive it.  (requires Spin Generator in ''Special'')


===Special===
====Social(5)====
*'''Clout''':  You are ''someone''. People know you and you can generally summon generalized help via story.
'''Charisma:''' 2
*'''Master''':  You are just such an awesome pilot that you can select a second Piloting Style and add its strength to your current oneIf you're this good you should probably either be teaching an apprentice or a bad guy.
:
*'''Silicon Being''':  You're a machine that happens to look and act like a human, or a human that's replaced so much of your body with machinery that the difference is academicEither way you can stand stresses would kill a normal transhuman and can easily control your Avatar via direct neural induction with uncanny fluidity.
'''Manipulation:''' 1
*'''Twin Tap''': Your machine is a step up from the competition, having ''two'' synchronized nanogauge wormhole tapsPower overwhelmingThe downside is that you've got both taps on your frigate tied up in one machine, so unless you've got a heavier Spin Generator you won't have a wingmanNote that escape systems remain standard, so loosing your machine will force you use a monotap machine until a second tap can be built.
:'''Streetwise:'''  1
*'''Spin Generator''':  Somewhere along the way you've acquired a subcompact Spin Generator with a relativistic spin mass of ''only'' 80-100,000 tons or so, perfect for fitting into a Super Robot(Enables Super Robot in ''Machine Design'')
'''Appearance:''' 2
*'''Glowing Lines''': Your machine is built with a large amount of omega dust components, letting you cram in particularly potent systems like vector launchers, fold storage, etc.  Unfortunately this makes it especially difficult to repair or, worse yet, replace due to the relative cost/rarity of Omega DustBetter stock up when you can.
:'''Intimidation:'''  0
*'''Heirloom''': Your machine's quantum-DRM'ed faber pattern was made in some antidiluvian time, even though the current machine might not be the original one builtDesigned with some serious overtechnology it's filled with black boxesWhile not necessarily as bleeding-edge as those Glowing Line monsters, it's also much easier to maintain and rebuild.
:'''Style:'''  0
*'''Easy To Modify''':  Your machine is particularly simple or just amazingly well designed from a maintenance and construction standpointWhile this tends to keep it from being a top-tier competitor, you can tear it down and totally change its outfit in no time flat and even fab a new copy very quicklyIn practice you can swap your machine between any of the ''Machine Design'' configurations with the exception of Command Armor, Mass Production (unless it's ''also'' Mass Production) and Super Robot.
 
*'''Assault Ship''':  Your frigate has enhanced offensive and defensive systems and can also support twice as many Avatars.
====Mental(7)====
'''Wits:''' 3
:'''Art (Poetry):'''  3
'''Intelligence:'''  3
:'''Academics (History):'''  3
:'''Academics (Psychology):'''  3
:'''Academics (Theology):'''  3
:'''Academics (Philosophy):'''  3
:'''Science (Biology):'''  3
:'''Science (Physics):'''  3
:'''Science (Chemistry):'''  3
:'''Linguistics:''' 1
'''Perception:''' 4 [1]
:'''Awareness:'''  2
 
===Backgrounds===
7 + 20
:Attunement:  3
:Node:  10
:Resources:  5
:Eufiber:  5
:Cipher:  4
:Mentor:  3
 
===Character===
====Taint====
Permanent Points: 0<br>
Temporary Points: 0<br>
 
====M-Atts/Enhancements====
Electromagnetic Vision
 
====Powers====
Disintigrate 5 (14D [6] agg)
:Area (50m radius)
:Supercharge
:Altered Attribute (Perception)
:Precision
 
====Body Modifications====
None
 
====Merits and Flaws====
:2nd Gen Nova
:Glass Jaw
:Feeble [Charisma]
:Feeble [Manipulation]
:Feeble [Appearance]
:Tough
:Blind
:Quantum Recovery 3
====Bonus Points====
15 + 24 (3 unspent)
:2nd Gen Nova (-1)
:Taint Resistant (-5)
:Quantum Recovery 3 (-3)
:Tough (-4)
:23 background points (-23)
 
====Nova Points====
45
:Quantum 5 (-20)
:Disintigrate 5 (-15)
::4 Extras (-8)
:M-Per 1 (-2)
 
 
==Otome's Row==
Leading theory:  Marauders
 
===Rules Proposal===
Basic resolution is via D10 dice pools vs variable difficulty.<br>
Each dice pool ('Ability') is an isolated value and combines both skill + natural talent. The list of Abilities is as follows:
:'''Shoot:'''  Self-explanatory
:'''Drive:''' Stick or automatic, two to eighteen wheels.  Brake pedal optional.
:'''Jack:''' The ability to steal cars, pick locks, open combinations, pick pockets and generally do larcenous things.
:'''Brawl:'''  The ability to punch and stab things effectively.  1/2 is also your soak pool.
:'''Freerun:''' All manner of athleticism, including dodging and finding cover.
:'''Charm:''' Scoring dates, fast-talking and convincing others to do what you want them to.
:'''Deal:''' The art of dealing in black-market goods, from drugs to rocket launchers - buying and selling.
:'''Tuneup:''' Getting your hands dirty with cars and guns and other machines.
:'''Search:''' Your ability to spot things and conduct investigations.  Also acts as your initiative pool.
:'''Willpower:'''  Your strength of will to keep going forward in tough situations.  Temp willpower can be used for a reroll.
:'''Unique Skill:'''  Characters may have one or more Unique Skills if so desired - these must be defined, and ''no other character may have them''.  They should be central to a character's concept.  Electronics, fashion, psychic powers . . .
 
====Traits====
Traits can be bought that provide various effects; most will have some prerequisites.  Many will also distort reality in strange, cinematic waysExamples (not a complete list). 
:'''Two-Hands:'''  You can dual-wield pistols.  Required Shoot 5.
:'''Yuri:''' All women you meet are gay or at least bisexual; you have no social penalties for Charming or Dealing with them.
:'''Slut:''' You like the boys and the boys like you-2 difficulty bonus when Charming men and -1 difficulty bonus Dealing with them.
:'''Nitro!:''' All the cars you drive will have nitrous fuel injections - even those Peterliner big rigs.  Requires Drive 5.
:'''Flash:'''  You can move between spots on your rollerblades so fast it's like you didn't even pass through the intervening distance.  Maybe you didn't.
:'''Pilot:''' You can use your Drive pool to fly anything that moves in the sky.
:'''Dojiko:'''  You are clumsy but cute doing so.  -1 difficulty bonus to Charm, but +1 difficulty penalty to Deal (Don't spill it!) and Freerun.  Shocking enough this is actually a disadvantage and gives you points back.
:'''Military Brat:'''  You're an expert at scrounging up military hardware, and get a -2 difficulty bonus to Deal it, as well as a -1 difficulty bonus to use Tuneup on military vehicles.  Requires at least Deal 3.
:'''Brute:'''  Your hugeness is amazing, making your soak equal to your full Brawl pool.  Furthermore, all actions that rely on physical strength are at -2 difficulty.  Unfortunately your Freerun difficulties are all at +1 difficulty.  It might be difficult to find proper armor as well.
:'''Healing Factor:'''  You appear to have the mutant healing factor of [http://en.wikipedia.org/wiki/X-23| X-23] and heal all manner of physical damage in moments.
:'''Hammerspace:''' You have an inventory like a typical 90s FPS protagonist, able to carry essentially one of each type of gun and plentiful ammo for them.
:'''Ninja Leap:'''  You can jump like a ninja. On a Freerun roll you can leap successes x 3 meters (essentially one story).  As well you get a -2 difficulty bonus on dodge actions.  Requires Freerun 5.
:'''Ninja Vanish:''' You are a master of stealth and get a -2 difficulty on actions related to stealth.  On a successful Freerun action (no bonus) you can even vanish in thin air while people are shooting at you, probably with a cloud of smoke.  Requires Freerun 5.
:'''Kendo:'''  You walk the path of the samurai.  Not only do you get -2 difficulty to Brawl actions when using a sword to cut people, you may also roll 1/2 Brawl at -2 difficulty as your dodge, as you ''cut bullets out of the air''.
:'''Pyro:'''  You can make things light on fire and explode, even if they would otherwise not (dumpsters, lightpoles, cement, mascots, etc)
 
====Tagging====
Tagging is a way of 'preparing' a scene for further actionsNeeds discussion.
 
===Character===
'''Aria 'Sparks' Yukeisen'''<br>
Aira is one of the older members of the Wisteria Circle Otome.  Having an uncanny knack for electronics she was actually enrolled in a local community college at Kana-onee-san's insistance.  With the death of her mentor she's dropped out and returned to a life outside the law.  Likely has Flash.  Name is pronounced 'Area' (like the geometry) as opposed to 'Ahria' (like the music)
 
===[[Lingering Petals]]===
 
 
 
==Galatic Heroes==
Galatic Heroes
 
The Exodus Wars destroyed the First Federation and almost threw the entirety of human space into barbarism everlasting.  It was only the actions of the woman who eventually became known as the Eternal Empress that kept mankind from falling into the abyss.  Myths of her origins and names abound, many radically contradictory, but the most authoritative histories state that she was called to destiny to save humanity. Others, suppressed in the Empire say she had help from a First Federation machine mind - some even go so far to say she was and remained a figurehead.
 
Your characters are not everymen, simply existing in their own paths.  They come from the lowest walks of life to the highest, but they all share the same fate.  The are the ones in a billion, those who history is wrapped around.  They are the Galactic Heroes.
 
 
The Eternal Empire
 
The oldest and most populous of the Great Empires, the Eternal Empire is aptly named.  Having stood for over a thousand years, it has proven to be a bastion of stability in a tumultuous galaxy.  At the top of its dizzyingly baroque social pyramid is the Eternal Empress herself and her Hundred Daughters, the spiritual bedrock upon all that is legitimate in the Empire is based.  Having retreated to stasis for religious reasons when the Great War began, they have left the Lord King Regent with the Empress's Mandate and it is said that once the holy war is won, the immortal princesses will awaken again.
 
The Empire is best described in terms of its social stratification.  This has been established for centuries, giving every citizen of the Empire a position and a responsibility.  At the very peak are the Royalty, those who enjoy the ultimate powers, privileges and fruits of the Empire; the Empress, her immediate family and those who have been elevated by marriage or unprecedented service.  The Lord King Regent is one such; originally a system governor he was 'promoted' half a millenia ago.  Below the Royalty are the Scholars and Nobles, the bureaucrats and leaders of the Empire and in a perpetual tug-of-war over direction.  Below this come the Merchants who control so much of the Empire's economy.  Finally are the Workers, the innumerable productive members of the Empire.  Unfortunately, this static class and caste system does much to hold the Empire back and maintain the power of those at the top to the detriment of those below.
 
The Imperial Forces draw their recruits primarily from the Merchant and Working classes; it is an exceptional soldier indeed who makes it to officer rank without being in the Noble class, though one who does so is guaranteed to join the higher class.  The ships of the Empire are often highly ornamented to mark their affiliation, honors and commanding officer, and it is a rare admiral that does not have a highly customized and much more powerful warship as his personal command.
 
Character Concepts
:Royal Scion fresh from academy on his/her's first tour
:Lower class soldier destined to rise to high rank in defiance of all social conventions
 
 
The Federated Worlds
 
Founded out of the swirling chaos of the post-Exodus Wars era to emulated the bygone democracies of the First Fderation, the Federated Worlds were a rump state of little consequence for centuries, perpetually in the shadow of the Eternal Empire.  This slowly changed as the Eternal Empire's civilization influence spread far beyond its borders and five hundred years ago they entered the Golden Century, a period of rennaissance, growth and stabilization.  By the end of this regretfully (or thankfully) short period they had strode onto the galactic stage as true counterbalance to the Eternal empire.
 
A representative democracy, the Federated World owes much to the democracies of the early spaceflight era, though vastly enlarged to support the demands of hundreds of member-worlds.  Featuring a free market, free social policies and free class mobility, the Federated Worlds is the opposite of the Eternal Empire in many ways.  Unfortunately, the Federated Worlds are not immune to the iron law of bureaucracy.  Furthermore, monied politics has taken over what was once an open government.  The hyper-rich and immortal corporations plunder the natural and human resources of the Federated Worlds, evading ancient regulations and untouchable by anything the common citizens could hope to bring against them.
 
Unsurprisingly, the Federated Worlds has a massive military-industrial complex.  This delivers some stunningly effective weapons to their units and the Federation is regularly ahead of its opponents in technologyUnfortunately, it is just as likely that a sector fleet will be operating on a shoestring budget thanks to funds redirected to meaningless military operations and cost-spiralled prototypes, forced to use warships a century old and weapons a generation out of date while a local PMC recieves lucrative cost-plus contracts.
 
Character Concepts
:Hand-picked test pilot or 'battlefield CEO'
:Shady PMC admiral
:Ardent reformer
 
 
Democratic Free People's Republic
 
The youngest and smallest of the Great Powers, the Democratic Free People's Republic (universally shorthanded to DFPR) did not exist until two centuries ago.  Vast tracts of colonized space remained wild and barbarous until finally overthrown by a combined force of workers and soldiers.  Envigorated by their success they swiftly expanded across the local sectors, civilizing them and bringing them Society.  Unfortunately this soon attracted the attention of both the Eternal Empire and the Federated Worlds, both of whom sought to stem the rise of a potential competitor and differing governing philosophy.  It was only by stint of great sacrifice and unending will to resist that the young DFPR survived, stinging both of the great powers. The DFPR's short history has been mostly one of hardship, besieged at various times by one or both of the other Great Powers.  Inevitably, whenever the DFPR manages to moderate itself one crisis or another will arise, re-radicalizing them and placing them back on a war footing.
 
Originally relentlessly egalitarian though slightly moderated over time, the DFPR is nonetheless committed to eliminating the massive social and economic imbalances that it claims (fairly correctly) exist in the government systems of both the Eternal Empire and the Federated WorldsUsing highly sophisticated computer algorithms to plan its economy and to ensure resources are being efficiently used, the DFPR has managed an impressive amount of industrial expansion in the past centuryUnfortunately, the luxuries of life are rare.
 
Contrary to Federated World propaganda, the DFPR has never used human wave tactics and is surprisingly well-equipped with a great deal of efficient, mass produced equipment.  Typically quick to embrace any advantage that could help it in its perpetual struggle against the Federated World's technological superiority and lacking the seemingly bottomless wells of resources the Empire possess, the DFPR eagerly uses manpower- and maintenance-reducing innovations in order to maintain its large military.
 
==Iteration III==
All dates ending in X are approximate
 
*204x - Discovery of the Jovian Polar Structure
*205x (late) - Manned travel to Jovian subsystem, unmanned exploration of the Jovian Polar Structure (JPS) by the Zeus Program
*206x - Xeno-craft from the JPS recovered.  Human travel to the JPS feasible.
*206x (late) - JPS moved into Jovian orbit.
*207x - First interstellar ship launched using extant hardware from the JPS.  Copies are soon made.
*207x (late) - First Urenbeck Gate opened between Sol and Alpha Centauri AB
*208x-210x - Solar Gate Network constructed centered on the Jovian Nexus; multiple research colonies founded in nearby star systems.
*2080s to 2120s - Golden years of human augmentation
*211x - Great Gate opened between the Jovian Nexus and the distant Hypergrid.  Wonderland Mission launched.  First contact with the 'Greys'.  First footsteps on a human-compatible, non-artificial biosphere (Terranova).
*211x-213x - Discovery of the Jewels, 'Greybuster squads' stood up, UN-mandated colonization begins.
*213x-217x - Iron Age of human augmentation.
*213x-2230x - 'Earth Grid' colonizing continues under national auspices, crude terraforming efforts becoming far more effective as technology and artifacts are recovered from the Hypergrid.  Prestige for everyone!
*214x - First contact with the TTK; First Contact War (little more than a skirmish), human forces totally defeated.  Secondary colonies start to spring up.
*214x-218x - Tertiary colonization down back routes such as the Erebus Drift and the Rainbow Bridge.
*215x-220x - Diamond Age of human augmentation.
*218x - Second Contact War, round 2 against the TTK.  Humans still get their foolish faces beat in.
*221x - Third Contact War.  Humans beat up the Lizards and set up a UN Mandate.
*221x-224x - Brushfires wars in tertiary colonies.
*224x (late) - Great Gate malfunctions.  Crap.
*225x - Homebound Mission launches carrying duplicate spares to repair the Great Gate.
*227x - Hemisphere War on Elysium.
*228x - The Snake and the Mantis.
*231x - Homebound Mission finally reach Earthspace.
 
 
 
 
==The Salvo Method == 
:Turn -> Phase -> Stage   
:Turns are the largest time unit in the salvo method. They are the time scale in which ships move, aircraft are reloaded and make strategic moves, etc.  As a general rule, ships move one range bracket per turn.  Repairs and Damcon are done in turns.   
:Phases are the time units in which weapons fire happens and aircraft make tactical movesAs a general rule, aircraft and missiles move one range bracket per phase and weapons fire (or cycle) once.   
:Stages are the smallest time unit and are the steps taken to resolve actions.   
   
:There are at least three phases per turn; given speed differences there could be upwards of 20 but as air units are broadly non-loitering it can be assumed that a turn includes 'empty' phases.  A default turn has 6 phases, which is 6 gunnery actions; 3 of these occur during missile/air phase and 3 occur during the surface gunnery phase   
:There is no gunnery stage in the Short Bracket, that is performed in the Surface Bracket   
:It is possible to stagger launches so they happen in different bracket stages but that is not an encouraged option due to the tracking issues.   
   
   
===How it works:=== 
:Turn Phase Stage 
*Single Turn   
:*Opening Phase 
::*Damage Control Roll what needs to be rolled for damage control.
::*Search Roll Roll to detect enemy force(s).  Several (2?  3?) stages of quality of detection.  Bonus if you can get a launch off undetected.
::*Move ships Ships move one range bracket
::*Position Ships Maneuver rolloff for new positioning modifier
:*Extreme bracket 
::*Acquisition Roll  Roll to acquire enemy target.  An acquisition roll failure means that defenses may not be used and the Intercept Roll is automatically void.
::*Intercept Roll Roll weapons capable of extreme-range intercept
::*Move Air units Reduce range by 1 bracket
::*Gunnery Roll ship gunnery vs other ships
:*Long bracket 
::*Acquisition Roll 
::*Intercept Roll Roll weapons capable of long-range intercept or better
::*Move Air units Reduce range by 1 bracket
::*Gunnery Roll ship gunnery vs other ships
:*Mid bracket 
::*Acquisition Roll 
::*Intercept Roll Roll weapons capable of mid-range intercept or better
::*Move Air units Reduce range by 1 bracket
::*Gunnery Roll ship gunnery vs other ships
:*Short bracket 
::*Acquisition Roll 
::*Intercept Roll Roll weapons capable of short-range intercept or better
::*Selection Roll Roll to determine what weapons are going for what targets
::*CIWS Roll Roll CIWS to defend against inbound missiles before they hit
::*Missile Attack Roll Roll weapon to-hit
:*Surface Bracket 
::*Umbral Persecution Surface/Air units may chase Detected subs and attack Acquired subs.
::*Umbral Attack #1 If sub(s) are in favorable positions, they may roll to attack now.  Subs out of position (failed position roll) may not attack.
::*Position Ships Maneuver rolloff for new positioning modifier
::*Gunnery #1 Roll ship gunnery vs other ships
::*Gunnery #2 Roll ship gunnery vs other ships
::*Gunnery #3 Roll ship gunnery vs other ships
::*Umbral Attack #2 If sub(s) are in favorable positions, they may roll to attack now.  Subs out of position (failed position roll) may not attack.
*New Turn   
   
===General Thoughts === 
:Persecution is a good way to keep subs away from firing positions.  You do not need solid targeting to force them to (temporarily) abort   
:Subs get a movement penalty once they are detected; the task force can move aggressively away from them and a sub will either need to run full power (and thus have higher Profile) or abort.   
   
   
   
   
   
   
===Rules Notes === 
*Enemy targets are in one of three status: 
:*Unknown:The target is not known to the friendly forces 
:*Detected:The target is known and is being tracked, but only generally.  It may be fired upon by smart weapon (ie, ones with terminal acquisition) but may not be fired upon by gunnery.   
:*Acquired:The target can be freely engaged with all weapons. 
:* 
*Sensor rolls   
:*Passive (Listening):Roll against the target's Profile, applying Sensors (Passive) as a bonus. 
:*Passive (Emission):Roll against the target's Signature, applying Sensors (Passive) as a bonus. 
:*Active:Roll against the target's Profile, applying Sensors (Active) as a bonus.  May Acquire targets. 
:* 
*EMCON statuses   
:*Silent:Do not emit, use passive sensing only 
:*Reactive: Do not emit, use passive sensing only unless weapons/aircraft are detected at which point go active. 
:*Active:Actively emit. 
:Targets that are emitting are much easier to detect but may make both an active and a passive sensor roll.  Additionally they get their ECM bonus as a defense against weapon attacks.   
   
*Unit Stats   
:*Profile The base target number for detecting the unit if it not emitting. 
:*Signature The base target number for detecting the unit if it actively emitting. 
:*Sensors (Passive):The unit's bonus to detection using passive measures only. 
:*Sensors (Active):The unit's bonus to detection using active sensors. 
   
   
   
===Attack options:=== 
*Raid All-out attack.  This is performed by a squadron; defending against one uses one full cluster of missiles. 
*Sweep This is a small action, using no more than a squadron.  Defensively a ship does not expend a cluster of missiles to fight a Sweep 
*Salvo This is a ship firing a full cluster of offensive missiles.  Like a Raid, defending against it requires one full cluster of SAMs 
*Strike A strike is the ship equivalent of a Sweep, firing a small number of missiles (or even just one). This does not expend a cluster of missiles, nor does a ship expend a cluster to defend 
*Bombardment Using direct fire (gun) systems until one side is crippled or retreats.  Cannot be hard killed. 
   
   
====Glossary ==== 
:Missile Cluster One 'magazine' of missiles, comparable to the armament of a squadron of aircraft.  In practical terms, typically 30-40 SAMs or a somewhat smaller number of offensive weapons. 
:SAM Defensive missile, can be used against planes or missiles 
:ASM Anti-ship missile 
:LAM Land attack missile 
:CIWS Point defense systems; guns, very small missiles, etc.  Functionally unlimited ammunition. 
:Gun A gun system, which may be more than one actual gun or turret.  Functionally unlimited ammunition. 
:Big Gun A very large gun system, battleship caliber.  Incapable of defensive fire.  Functionally unlimited ammunition 
:Hard Kill Shooting things down with SAMs or guns.   
:Soft Kill Making things miss via electronics warfare, decoys, etc. 
:ACM Air Combat Maneuvers - 'dogfighting'  
:ASW Anti-sub warfare.  Technically dropping umbral charges and the like so it should be AUW, but who's counting. 
:Strike Package An offensive action, from a single missile (see 'strike' attack) to a large raid of planes and missiles. 
   
====Unit types (Air) ==== 
:Dogfighter Lightweight air-superiority craft; Mustangs, Spitfires, X-Wings, Starfuries, MiG-21s, F-5s, etc 
:Striker Light attack craft; Stukas, Devastators, Y-Wings, Predator drones, Super Tucanos. 
:Medium Bomber Small semi-strategic aircraft.  Can be tough, but clumsy compared to a fighter-type.  Cheap (ie, numerous) anti-surface.  B-17s 
:Super Dog Heavyweight, high-powered air-superiority craft with a strong dogfight emphasis that can also perform strike missions.  Macross Valkyries 
:Heavy Bomber Large strategic air, often bristling with (defensive) guns. Extremely long range.  Tu-95, B-52s. 
:Multirole Fighter 4th/5th gen-style 'modern' fighter, full of expensive electronics.  Not as good as a super dog at ACM, but has long range missiles and well-rounded ewar. 
:Fast Bomber High speed strategic air, loaded with a combination of speed and stealth.  B-1s, Backfires. 
:Vertol Space-helicopters.  Mostly built for utility, but can be easily converted to their most common support role of ASW.
 
==Misc Other Stuff==
 
[[Clash at Night]]
 
[[Just testing the wiki]]
 
[[V'Neef Kexet]]
 
[[Big Sexy Beast]]
 
[[Reboot]]

Latest revision as of 12:09, 6 October 2019

Misc Stuff

A.G.G.M.
Project PRISM
The Samekh Project

Yelth 28

Significant: Your destiny is one in a million. +1 to all stats.
Silicon Being: This is a Mandatory Defining Event. You are not flesh and blood at all, but plesh and nanofluid. +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Creche-born: You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised. +1 Rea, +1 Per, +2 Kno, +2 Cha
Mall Rat: Typical teenager. +1 Per, +1 Kno, +1 Cha
Advanced Learning: +1 Rea, +1 Kno, +1 Cha
Civilian: +1 to all stats
Ship Captain: This is a Defining Event. [+3 command, +3 ship gunnery] Gets an Assault Ship and +40 MPB for it
Special: You're extra-special. You take -1 to all stats but can take a second Defining Event, if your paths covered more than one. This needs to be explicitly cleared by the GM first.

Statistics

Bod: 5
Rea: 5
Per: 4 +3
Ship gunnery +3
Kno: 6 +1
Psy: 5
Cha: 5 +2
Command +3



Ragna Luchs

Error creating thumbnail: File missing
A very unusual occurance

Leitmotif
Player: Shrike
Allegiance: ?
Concept: Supernova (lol)
Eruption: TBD
Nature
Virtue:
Vice:
Quantum: 5

Quantum Pool:

Willpower: 3
Initiative:

Health

Soak

Bashing: + from armor
Lethal: + from armor
Aggravated:

Hit Points
• [ ]x Bruised: -0
• [ ]x Hurt: -1
• [ ]x Injured: -2
• [ ]x Crippled: -4
• [ ]x Incapacitated
• [ ]Dead

Attributes/Abilities

Physical (3)

Strength: 2

Brawl: 1

Dexterity: 2

Athletics: 1

Stamina: 2

Social(5)

Charisma: 2

Manipulation: 1

Streetwise: 1

Appearance: 2

Intimidation: 0
Style: 0

Mental(7)

Wits: 3

Art (Poetry): 3

Intelligence: 3

Academics (History): 3
Academics (Psychology): 3
Academics (Theology): 3
Academics (Philosophy): 3
Science (Biology): 3
Science (Physics): 3
Science (Chemistry): 3
Linguistics: 1

Perception: 4 [1]

Awareness: 2

Backgrounds

7 + 20

Attunement: 3
Node: 10
Resources: 5
Eufiber: 5
Cipher: 4
Mentor: 3

Character

Taint

Permanent Points: 0
Temporary Points: 0

M-Atts/Enhancements

Electromagnetic Vision

Powers

Disintigrate 5 (14D [6] agg)

Area (50m radius)
Supercharge
Altered Attribute (Perception)
Precision

Body Modifications

None

Merits and Flaws

2nd Gen Nova
Glass Jaw
Feeble [Charisma]
Feeble [Manipulation]
Feeble [Appearance]
Tough
Blind
Quantum Recovery 3

Bonus Points

15 + 24 (3 unspent)

2nd Gen Nova (-1)
Taint Resistant (-5)
Quantum Recovery 3 (-3)
Tough (-4)
23 background points (-23)

Nova Points

45

Quantum 5 (-20)
Disintigrate 5 (-15)
4 Extras (-8)
M-Per 1 (-2)


Otome's Row

Leading theory: Marauders

Rules Proposal

Basic resolution is via D10 dice pools vs variable difficulty.
Each dice pool ('Ability') is an isolated value and combines both skill + natural talent. The list of Abilities is as follows:

Shoot: Self-explanatory
Drive: Stick or automatic, two to eighteen wheels. Brake pedal optional.
Jack: The ability to steal cars, pick locks, open combinations, pick pockets and generally do larcenous things.
Brawl: The ability to punch and stab things effectively. 1/2 is also your soak pool.
Freerun: All manner of athleticism, including dodging and finding cover.
Charm: Scoring dates, fast-talking and convincing others to do what you want them to.
Deal: The art of dealing in black-market goods, from drugs to rocket launchers - buying and selling.
Tuneup: Getting your hands dirty with cars and guns and other machines.
Search: Your ability to spot things and conduct investigations. Also acts as your initiative pool.
Willpower: Your strength of will to keep going forward in tough situations. Temp willpower can be used for a reroll.
Unique Skill: Characters may have one or more Unique Skills if so desired - these must be defined, and no other character may have them. They should be central to a character's concept. Electronics, fashion, psychic powers . . .

Traits

Traits can be bought that provide various effects; most will have some prerequisites. Many will also distort reality in strange, cinematic ways. Examples (not a complete list).

Two-Hands: You can dual-wield pistols. Required Shoot 5.
Yuri: All women you meet are gay or at least bisexual; you have no social penalties for Charming or Dealing with them.
Slut: You like the boys and the boys like you. -2 difficulty bonus when Charming men and -1 difficulty bonus Dealing with them.
Nitro!: All the cars you drive will have nitrous fuel injections - even those Peterliner big rigs. Requires Drive 5.
Flash: You can move between spots on your rollerblades so fast it's like you didn't even pass through the intervening distance. Maybe you didn't.
Pilot: You can use your Drive pool to fly anything that moves in the sky.
Dojiko: You are clumsy but cute doing so. -1 difficulty bonus to Charm, but +1 difficulty penalty to Deal (Don't spill it!) and Freerun. Shocking enough this is actually a disadvantage and gives you points back.
Military Brat: You're an expert at scrounging up military hardware, and get a -2 difficulty bonus to Deal it, as well as a -1 difficulty bonus to use Tuneup on military vehicles. Requires at least Deal 3.
Brute: Your hugeness is amazing, making your soak equal to your full Brawl pool. Furthermore, all actions that rely on physical strength are at -2 difficulty. Unfortunately your Freerun difficulties are all at +1 difficulty. It might be difficult to find proper armor as well.
Healing Factor: You appear to have the mutant healing factor of X-23 and heal all manner of physical damage in moments.
Hammerspace: You have an inventory like a typical 90s FPS protagonist, able to carry essentially one of each type of gun and plentiful ammo for them.
Ninja Leap: You can jump like a ninja. On a Freerun roll you can leap successes x 3 meters (essentially one story). As well you get a -2 difficulty bonus on dodge actions. Requires Freerun 5.
Ninja Vanish: You are a master of stealth and get a -2 difficulty on actions related to stealth. On a successful Freerun action (no bonus) you can even vanish in thin air while people are shooting at you, probably with a cloud of smoke. Requires Freerun 5.
Kendo: You walk the path of the samurai. Not only do you get -2 difficulty to Brawl actions when using a sword to cut people, you may also roll 1/2 Brawl at -2 difficulty as your dodge, as you cut bullets out of the air.
Pyro: You can make things light on fire and explode, even if they would otherwise not (dumpsters, lightpoles, cement, mascots, etc)

Tagging

Tagging is a way of 'preparing' a scene for further actions. Needs discussion.

Character

Aria 'Sparks' Yukeisen
Aira is one of the older members of the Wisteria Circle Otome. Having an uncanny knack for electronics she was actually enrolled in a local community college at Kana-onee-san's insistance. With the death of her mentor she's dropped out and returned to a life outside the law. Likely has Flash. Name is pronounced 'Area' (like the geometry) as opposed to 'Ahria' (like the music)

Lingering Petals

Galatic Heroes

Galatic Heroes

The Exodus Wars destroyed the First Federation and almost threw the entirety of human space into barbarism everlasting. It was only the actions of the woman who eventually became known as the Eternal Empress that kept mankind from falling into the abyss. Myths of her origins and names abound, many radically contradictory, but the most authoritative histories state that she was called to destiny to save humanity. Others, suppressed in the Empire say she had help from a First Federation machine mind - some even go so far to say she was and remained a figurehead.

Your characters are not everymen, simply existing in their own paths. They come from the lowest walks of life to the highest, but they all share the same fate. The are the ones in a billion, those who history is wrapped around. They are the Galactic Heroes.


The Eternal Empire

The oldest and most populous of the Great Empires, the Eternal Empire is aptly named. Having stood for over a thousand years, it has proven to be a bastion of stability in a tumultuous galaxy. At the top of its dizzyingly baroque social pyramid is the Eternal Empress herself and her Hundred Daughters, the spiritual bedrock upon all that is legitimate in the Empire is based. Having retreated to stasis for religious reasons when the Great War began, they have left the Lord King Regent with the Empress's Mandate and it is said that once the holy war is won, the immortal princesses will awaken again.

The Empire is best described in terms of its social stratification. This has been established for centuries, giving every citizen of the Empire a position and a responsibility. At the very peak are the Royalty, those who enjoy the ultimate powers, privileges and fruits of the Empire; the Empress, her immediate family and those who have been elevated by marriage or unprecedented service. The Lord King Regent is one such; originally a system governor he was 'promoted' half a millenia ago. Below the Royalty are the Scholars and Nobles, the bureaucrats and leaders of the Empire and in a perpetual tug-of-war over direction. Below this come the Merchants who control so much of the Empire's economy. Finally are the Workers, the innumerable productive members of the Empire. Unfortunately, this static class and caste system does much to hold the Empire back and maintain the power of those at the top to the detriment of those below.

The Imperial Forces draw their recruits primarily from the Merchant and Working classes; it is an exceptional soldier indeed who makes it to officer rank without being in the Noble class, though one who does so is guaranteed to join the higher class. The ships of the Empire are often highly ornamented to mark their affiliation, honors and commanding officer, and it is a rare admiral that does not have a highly customized and much more powerful warship as his personal command.

Character Concepts

Royal Scion fresh from academy on his/her's first tour
Lower class soldier destined to rise to high rank in defiance of all social conventions


The Federated Worlds

Founded out of the swirling chaos of the post-Exodus Wars era to emulated the bygone democracies of the First Fderation, the Federated Worlds were a rump state of little consequence for centuries, perpetually in the shadow of the Eternal Empire. This slowly changed as the Eternal Empire's civilization influence spread far beyond its borders and five hundred years ago they entered the Golden Century, a period of rennaissance, growth and stabilization. By the end of this regretfully (or thankfully) short period they had strode onto the galactic stage as true counterbalance to the Eternal empire.

A representative democracy, the Federated World owes much to the democracies of the early spaceflight era, though vastly enlarged to support the demands of hundreds of member-worlds. Featuring a free market, free social policies and free class mobility, the Federated Worlds is the opposite of the Eternal Empire in many ways. Unfortunately, the Federated Worlds are not immune to the iron law of bureaucracy. Furthermore, monied politics has taken over what was once an open government. The hyper-rich and immortal corporations plunder the natural and human resources of the Federated Worlds, evading ancient regulations and untouchable by anything the common citizens could hope to bring against them.

Unsurprisingly, the Federated Worlds has a massive military-industrial complex. This delivers some stunningly effective weapons to their units and the Federation is regularly ahead of its opponents in technology. Unfortunately, it is just as likely that a sector fleet will be operating on a shoestring budget thanks to funds redirected to meaningless military operations and cost-spiralled prototypes, forced to use warships a century old and weapons a generation out of date while a local PMC recieves lucrative cost-plus contracts.

Character Concepts

Hand-picked test pilot or 'battlefield CEO'
Shady PMC admiral
Ardent reformer


Democratic Free People's Republic

The youngest and smallest of the Great Powers, the Democratic Free People's Republic (universally shorthanded to DFPR) did not exist until two centuries ago. Vast tracts of colonized space remained wild and barbarous until finally overthrown by a combined force of workers and soldiers. Envigorated by their success they swiftly expanded across the local sectors, civilizing them and bringing them Society. Unfortunately this soon attracted the attention of both the Eternal Empire and the Federated Worlds, both of whom sought to stem the rise of a potential competitor and differing governing philosophy. It was only by stint of great sacrifice and unending will to resist that the young DFPR survived, stinging both of the great powers. The DFPR's short history has been mostly one of hardship, besieged at various times by one or both of the other Great Powers. Inevitably, whenever the DFPR manages to moderate itself one crisis or another will arise, re-radicalizing them and placing them back on a war footing.

Originally relentlessly egalitarian though slightly moderated over time, the DFPR is nonetheless committed to eliminating the massive social and economic imbalances that it claims (fairly correctly) exist in the government systems of both the Eternal Empire and the Federated Worlds. Using highly sophisticated computer algorithms to plan its economy and to ensure resources are being efficiently used, the DFPR has managed an impressive amount of industrial expansion in the past century. Unfortunately, the luxuries of life are rare.

Contrary to Federated World propaganda, the DFPR has never used human wave tactics and is surprisingly well-equipped with a great deal of efficient, mass produced equipment. Typically quick to embrace any advantage that could help it in its perpetual struggle against the Federated World's technological superiority and lacking the seemingly bottomless wells of resources the Empire possess, the DFPR eagerly uses manpower- and maintenance-reducing innovations in order to maintain its large military.

Iteration III

All dates ending in X are approximate

  • 204x - Discovery of the Jovian Polar Structure
  • 205x (late) - Manned travel to Jovian subsystem, unmanned exploration of the Jovian Polar Structure (JPS) by the Zeus Program
  • 206x - Xeno-craft from the JPS recovered. Human travel to the JPS feasible.
  • 206x (late) - JPS moved into Jovian orbit.
  • 207x - First interstellar ship launched using extant hardware from the JPS. Copies are soon made.
  • 207x (late) - First Urenbeck Gate opened between Sol and Alpha Centauri AB
  • 208x-210x - Solar Gate Network constructed centered on the Jovian Nexus; multiple research colonies founded in nearby star systems.
  • 2080s to 2120s - Golden years of human augmentation
  • 211x - Great Gate opened between the Jovian Nexus and the distant Hypergrid. Wonderland Mission launched. First contact with the 'Greys'. First footsteps on a human-compatible, non-artificial biosphere (Terranova).
  • 211x-213x - Discovery of the Jewels, 'Greybuster squads' stood up, UN-mandated colonization begins.
  • 213x-217x - Iron Age of human augmentation.
  • 213x-2230x - 'Earth Grid' colonizing continues under national auspices, crude terraforming efforts becoming far more effective as technology and artifacts are recovered from the Hypergrid. Prestige for everyone!
  • 214x - First contact with the TTK; First Contact War (little more than a skirmish), human forces totally defeated. Secondary colonies start to spring up.
  • 214x-218x - Tertiary colonization down back routes such as the Erebus Drift and the Rainbow Bridge.
  • 215x-220x - Diamond Age of human augmentation.
  • 218x - Second Contact War, round 2 against the TTK. Humans still get their foolish faces beat in.
  • 221x - Third Contact War. Humans beat up the Lizards and set up a UN Mandate.
  • 221x-224x - Brushfires wars in tertiary colonies.
  • 224x (late) - Great Gate malfunctions. Crap.
  • 225x - Homebound Mission launches carrying duplicate spares to repair the Great Gate.
  • 227x - Hemisphere War on Elysium.
  • 228x - The Snake and the Mantis.
  • 231x - Homebound Mission finally reach Earthspace.



The Salvo Method

Turn -> Phase -> Stage
Turns are the largest time unit in the salvo method. They are the time scale in which ships move, aircraft are reloaded and make strategic moves, etc. As a general rule, ships move one range bracket per turn. Repairs and Damcon are done in turns.
Phases are the time units in which weapons fire happens and aircraft make tactical moves. As a general rule, aircraft and missiles move one range bracket per phase and weapons fire (or cycle) once.
Stages are the smallest time unit and are the steps taken to resolve actions.
There are at least three phases per turn; given speed differences there could be upwards of 20 but as air units are broadly non-loitering it can be assumed that a turn includes 'empty' phases. A default turn has 6 phases, which is 6 gunnery actions; 3 of these occur during missile/air phase and 3 occur during the surface gunnery phase
There is no gunnery stage in the Short Bracket, that is performed in the Surface Bracket
It is possible to stagger launches so they happen in different bracket stages but that is not an encouraged option due to the tracking issues.


How it works:

Turn Phase Stage
  • Single Turn
  • Opening Phase
  • Damage Control Roll what needs to be rolled for damage control.
  • Search Roll Roll to detect enemy force(s). Several (2? 3?) stages of quality of detection. Bonus if you can get a launch off undetected.
  • Move ships Ships move one range bracket
  • Position Ships Maneuver rolloff for new positioning modifier
  • Extreme bracket
  • Acquisition Roll Roll to acquire enemy target. An acquisition roll failure means that defenses may not be used and the Intercept Roll is automatically void.
  • Intercept Roll Roll weapons capable of extreme-range intercept
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Long bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of long-range intercept or better
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Mid bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of mid-range intercept or better
  • Move Air units Reduce range by 1 bracket
  • Gunnery Roll ship gunnery vs other ships
  • Short bracket
  • Acquisition Roll
  • Intercept Roll Roll weapons capable of short-range intercept or better
  • Selection Roll Roll to determine what weapons are going for what targets
  • CIWS Roll Roll CIWS to defend against inbound missiles before they hit
  • Missile Attack Roll Roll weapon to-hit
  • Surface Bracket
  • Umbral Persecution Surface/Air units may chase Detected subs and attack Acquired subs.
  • Umbral Attack #1 If sub(s) are in favorable positions, they may roll to attack now. Subs out of position (failed position roll) may not attack.
  • Position Ships Maneuver rolloff for new positioning modifier
  • Gunnery #1 Roll ship gunnery vs other ships
  • Gunnery #2 Roll ship gunnery vs other ships
  • Gunnery #3 Roll ship gunnery vs other ships
  • Umbral Attack #2 If sub(s) are in favorable positions, they may roll to attack now. Subs out of position (failed position roll) may not attack.
  • New Turn

General Thoughts

Persecution is a good way to keep subs away from firing positions. You do not need solid targeting to force them to (temporarily) abort
Subs get a movement penalty once they are detected; the task force can move aggressively away from them and a sub will either need to run full power (and thus have higher Profile) or abort.




Rules Notes

  • Enemy targets are in one of three status:
  • Unknown:The target is not known to the friendly forces
  • Detected:The target is known and is being tracked, but only generally. It may be fired upon by smart weapon (ie, ones with terminal acquisition) but may not be fired upon by gunnery.
  • Acquired:The target can be freely engaged with all weapons.
  • Sensor rolls
  • Passive (Listening):Roll against the target's Profile, applying Sensors (Passive) as a bonus.
  • Passive (Emission):Roll against the target's Signature, applying Sensors (Passive) as a bonus.
  • Active:Roll against the target's Profile, applying Sensors (Active) as a bonus. May Acquire targets.
  • EMCON statuses
  • Silent:Do not emit, use passive sensing only
  • Reactive: Do not emit, use passive sensing only unless weapons/aircraft are detected at which point go active.
  • Active:Actively emit.
Targets that are emitting are much easier to detect but may make both an active and a passive sensor roll. Additionally they get their ECM bonus as a defense against weapon attacks.
  • Unit Stats
  • Profile The base target number for detecting the unit if it not emitting.
  • Signature The base target number for detecting the unit if it actively emitting.
  • Sensors (Passive):The unit's bonus to detection using passive measures only.
  • Sensors (Active):The unit's bonus to detection using active sensors.


Attack options:

  • Raid All-out attack. This is performed by a squadron; defending against one uses one full cluster of missiles.
  • Sweep This is a small action, using no more than a squadron. Defensively a ship does not expend a cluster of missiles to fight a Sweep
  • Salvo This is a ship firing a full cluster of offensive missiles. Like a Raid, defending against it requires one full cluster of SAMs
  • Strike A strike is the ship equivalent of a Sweep, firing a small number of missiles (or even just one). This does not expend a cluster of missiles, nor does a ship expend a cluster to defend
  • Bombardment Using direct fire (gun) systems until one side is crippled or retreats. Cannot be hard killed.


Glossary

Missile Cluster One 'magazine' of missiles, comparable to the armament of a squadron of aircraft. In practical terms, typically 30-40 SAMs or a somewhat smaller number of offensive weapons.
SAM Defensive missile, can be used against planes or missiles
ASM Anti-ship missile
LAM Land attack missile
CIWS Point defense systems; guns, very small missiles, etc. Functionally unlimited ammunition.
Gun A gun system, which may be more than one actual gun or turret. Functionally unlimited ammunition.
Big Gun A very large gun system, battleship caliber. Incapable of defensive fire. Functionally unlimited ammunition
Hard Kill Shooting things down with SAMs or guns.
Soft Kill Making things miss via electronics warfare, decoys, etc.
ACM Air Combat Maneuvers - 'dogfighting'
ASW Anti-sub warfare. Technically dropping umbral charges and the like so it should be AUW, but who's counting.
Strike Package An offensive action, from a single missile (see 'strike' attack) to a large raid of planes and missiles.

Unit types (Air)

Dogfighter Lightweight air-superiority craft; Mustangs, Spitfires, X-Wings, Starfuries, MiG-21s, F-5s, etc
Striker Light attack craft; Stukas, Devastators, Y-Wings, Predator drones, Super Tucanos.
Medium Bomber Small semi-strategic aircraft. Can be tough, but clumsy compared to a fighter-type. Cheap (ie, numerous) anti-surface. B-17s
Super Dog Heavyweight, high-powered air-superiority craft with a strong dogfight emphasis that can also perform strike missions. Macross Valkyries
Heavy Bomber Large strategic air, often bristling with (defensive) guns. Extremely long range. Tu-95, B-52s.
Multirole Fighter 4th/5th gen-style 'modern' fighter, full of expensive electronics. Not as good as a super dog at ACM, but has long range missiles and well-rounded ewar.
Fast Bomber High speed strategic air, loaded with a combination of speed and stealth. B-1s, Backfires.
Vertol Space-helicopters. Mostly built for utility, but can be easily converted to their most common support role of ASW.

Misc Other Stuff

Clash at Night

Just testing the wiki

V'Neef Kexet

Big Sexy Beast

Reboot