Conquerors of the Paellos Sector
OBJECT
CPS is a turn-based strategy game for 6-12 players. Each takes the role of a factional leader, building and commanding forces while conquering worlds. Victory is achieved when a player controls more than half the sector or when all remaining players acknowledge one player's supremacy.
PLAYER
Each player controls planets, ships, squadrons, and ground forces. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders are not used.
TURN
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any message from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1. Construct Units
2. Jump
3. Combat.
Each phase occurs simultaneously among players.
MAP
The map is map up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.
Unstable hyperlanes: when a fleet uses a red hyperlane a D6 is rolled. On a 1 or 2, 10% of the traveling force is destroyed or scarred.
Unstable hyperlanes: when a fleet uses a red hyperlane a D6 is rolled. On a 1 or 2, 10% of the traveling force is destroyed or scarred.
PLANETS
Planets produce a number of Credits (C) {aka "JABBABUCKS"} each turn.
Planets can hold up to 10 Ground Forces (GF).
Planets can hold up to 10 Ground Forces (GF).
PHASE ONE: CONSTRUCT UNITS
Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).
Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.
Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits.
Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.
Any unspent Credits at the end of the turn are lost.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).
Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.
Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits.
Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.
Any unspent Credits at the end of the turn are lost.
For example: Planet Redjik 30 credits. U to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.
Newly constructed units may jump / move in the same turn as they are constructed.
Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.
Please note: Credits cannot be saved for future turns. If not used in a turn credits are lost.
PHASE TWO: JUMP
The Jump to Lightspeed allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry their Squadron value in squadrons or ground forces. So, a corvette can carry 1 squadron or 1 GF. An AF2 can carry up to 3.
For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same system OR any planet in an adjacent system. Ships can also jump to a non-planet place in a system – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big.
It costs 1 credit for each ship to Jump – this covers the cost of fuel. Flotillas cost 2 credits to jump.
PHASE THREE: COMBAT
Once all ships have jumped, planets that have units from two or more sides may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.
For auto-resolve purposes, the GM will roll 2d6 and apply the following table:
1 or less: Attacker takes 0 casualties, defender takes 100%
2: Attacker takes 0 casualties, defender takes 75%
3: Attacker takes 10% casualties, defender takes 75%
4: Attacker takes 20% casualties, defender takes 50%
5: Attacker takes 20% casualties, defender takes 40%
6: Attacker takes 20% casualties, defender takes 30%
7: Both sides take 30% casualties
8: Attacker takes 30% casualties, defender takes 20%
9: Attacker takes 40% casualties, defender takes 20%
10: Attacker takes 50% casualties, defender takes 20%
11: Attacker takes 75% casualties, defender takes 10%
12: Attacker takes 75% casualties, defender takes 0%
13 or more: Attacker takes 100% casualties, defender takes 0%
3: Attacker takes 10% casualties, defender takes 75%
4: Attacker takes 20% casualties, defender takes 50%
5: Attacker takes 20% casualties, defender takes 40%
6: Attacker takes 20% casualties, defender takes 30%
7: Both sides take 30% casualties
8: Attacker takes 30% casualties, defender takes 20%
9: Attacker takes 40% casualties, defender takes 20%
10: Attacker takes 50% casualties, defender takes 20%
11: Attacker takes 75% casualties, defender takes 10%
12: Attacker takes 75% casualties, defender takes 0%
13 or more: Attacker takes 100% casualties, defender takes 0%
There will also be an adjustment for force disparity. Where equal force sizes (in points value of ships and squadrons) meet, there is no adjustment. But for every 10% difference, the superior side gains a +1 or -1 in their favour. For Example: if an attacking force of 400 points encounters a defending force of 300 points, the attacker gains a -1 to the die roll (57% to 43%). If the defender has 600 points and the attacker has 100, the defender gains a +7 to the roll (85% to 15%).
The casualty percentage is based on the size of the smaller fleet. For example, a fleet of 100 defeats a fleet of 200 points. If each fleet takes 30% casualties, both sides will lose 30 points.
Actual unit casualties will be randomly determined by the GM.
After a battle, the force with the lower points cost of ships and squadrons remaining must retreat. The combat is concluded, and the force MUST jump the next turn to another location. If it is unable to jump, it is considered destroyed. A retreating fleet may not take any GF off the planet it was defending before retreating. Only GF already loaded on the fleet may escape with the fleet.
INVASION
Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is resolved using standard RISK rules - up to 3d6 rolled for the attacker, 2d6 for the defender. Highest pairs of each side are compared, higher roll destroys the other side.
Where the pairs are tied, the defender wins.
Ground combat ends once one side is eliminated.
BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded. Blockaded planets may only construct Ground Forces and do not contribute credits towards Jumping.
Where the pairs are tied, the defender wins.
Ground combat ends once one side is eliminated.
BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded. Blockaded planets may only construct Ground Forces and do not contribute credits towards Jumping.
BOMBARDMENT
If a planet is blockaded planet may be bombarded. A d6 will be rolled for each 100 points of fleet above the planet. On a roll of 1, 2, or 3, a GF is destroyed. On a 4, 5, or 6, the planet’s credit production is reduced by 1.
You cannot Bombard and Invade in the same turn.
You cannot Bombard and Invade in the same turn.
REPAIRS
Any ship that takes more than half its hull points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in orbit of a planet. The cost to repair is equal to one quarter of the cost of the ship, rounded up.
For example, if a CR90B is “scarred” it would cost 10 credits to repair. If the planet it is located at has less than 10 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.
For example, if a CR90B is “scarred” it would cost 10 credits to repair. If the planet it is located at has less than 10 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.
When a ship is scarred it will be marked as such in your roster.
FLEET SIZE
Ships and Squadrons may not exceed 500 points in any one location - planet, deep space.
STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will suffer a modifier of 1 to their disadvantage in space combat. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.
MULTIPLE FLEETS IN ONE LOCATION
Only one player may ever have a fleet remain in a given location at a time. Even if multiple sides have no-shoot orders the smaller fleet is forced to retreat.
In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleets.
OTHER THINGS
Matters not covered by these rules will be decided by the GM typically by shouting and then rolling some dice.
END OF RULES
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