Pacific War: Empires Clash

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
Welcome! Before I continue, here is the backstory of the game:

--

In the beginning, Hawaii was a nation of primitives. However, the peoples there advanced quickly, and by the year 500AD they had unified their islands after a few vicious wars. Their navy was incomparable, and over the next 200 years they spread across the nearby islands, braving the deep seas like the true seamen they were. The Kingdom of Hawaii was born when the island chain annexed as far south as New Guinea in 1678. However, contact with the British changed the nation from slow and steady expansion across the seas to something else. When the United Kingdom tried to subjugate Hawaii in 1771, the Kingdom was able to defeat the British fleet and claim all of Indonesia, including Malaysia. The British sourly abandoned Hawaii to her sovereignty, dealing with the American Revolution themselves.

Over the course of the next one and a half centuries, Hawaii became a dominant nation in the Pacific sphere, enjoying warm relations with the United States and even cordial and later friendly correspondence with the United Kingdom, France, and even Tsarist Russia at times. Her main rival was Japan, hence Hawaii's neutrality in the Great War when Japan joined the Allied side. Though Hawaii claimed the German Pacific Islands, they would not be seen on the same side as Japan and had no love for the Kaiser, so would not join the Central Powers despite much prodding.

In the next twenty years, Hawaii was a prosperous trading nation, massively industrializing and cultivating a strong Royal Navy to control their far-flung lands. A new breed of naval captains rose from among her people, intelligent, resourceful, and loyal to their banner. The class of 1932 produced a truly astounding group of them, showcasing Hawaii's ever-advancing naval tradition.

On the morning of December 25th, 1935, the Empire of Japan invaded Oahu, Hawaii, Kaui and Niihau islands from the north, supporting their landings with mass battleship fleets and carrier-based aircraft. Of the captains in Pearl Harbor, only a very few - a couple dozen at most, but no one is really sure even now - managed to fight their way past the Japanese blockade of the islands and flee to Indonesia. Even now, on January 1st of 1936, they still limp into port in Singapore, and yet more may be scattered at Balikpapan, at Surabaya, at Port Moresby.

Now, these captains must rally together to defend what's left of the Empire - and eventually perhaps take the war to Japan itself.

--

Alright, in case you hadn't guessed, YOU are the "class of '32" that is so special. Here's how we're gonna do this. You are all ranked Lieutenant Commanders in His Majesty's Royal Navy. For the first few days, people will sign up and I will take questions on plot, on gameplay, on anything related to the game itself. However, starting whenever I feel like it, Academy begins. Academy is the '32 naval academy class, and you will be run through drills, both via PM and in the thread. Sometimes it's only one or two people in the drills. Sometimes all of you. Sometimes you can comment and offer advice. Sometimes you can't.

When Drills conclude, you will all be ranked between 1 and 230. The rank you receive will determine your seniority in the surviving elements of the fleet - and which ship you receive as your command. Naturally, the higher the score, the more badass the ship and the higher your rank.

In the end, though, whether you scored maximum or a 50, you will have to throw yourself into the firing line, because the Japanese are still coming - and you have to stop them.

Chatroom: http://pacificwar.chatango.com/

Game Rules and Mechanics:

Sign-Up:
Spoiler :
When you sign up you are expected to provide your captain's bio - what was his/her life like? Where in the Empire(Hawaii and Indonesia, as well as some Pacific islands) were they born? Why did they join the Navy? What hopes do they have for their future after the Pacific War? Where is their surviving family?

You also must rate them on four attributes:
Charisma: Affects crew loyalty and morale.
Diplomacy: Affects their ability to get NPCs to sign off on repairs, refuels, etc. for their specific ship.
Technical Knowledge: Affects their rolls to repair battle damage, etc.
Tactical Knowledge: Affects their ability to stay a step ahead of enemy planners.

Each skill starts with 5 points. You have 20 to customize your character at the start and each level up will give you 5 more.


Drills:
Spoiler :
In Drills you will be pitted into scenarios such as fleet battles, solo patrols, etc. They will usually be in this thread, though sometimes they will take place in PMs. I may even make a chatroom if we wind up needing it. There aren't any really "set" rules for drills. Know thy ship's stats by heart and come up with your plans! Surprise me! You will be graded on your performance by the GM after each drill, but you will not be told how you scored. After Academy is complete you will receive your overall numerical and letter grades, which determine your ship and ranking.


Combat:
Spoiler :
Combat is handled simply. Your ship maneuvers through the battlespace and you try to optimize her combat efficiency and launch gun, torpedo, depth charge, machinegun and maybe even missile attacks. The GM rolls a D20(similar to Dungeons and Dragons) to decide whether you hit. The roll, affected by whatever modifiers exist, is then compared to the Armor of the enemy ship. If the number is equal or lower, your shot either misses or does not penetrate her armor. If it exceeds the enemy defense, you hit. A successive roll determines damage. A ship is crippled after a certain amount of damage, and sunk after yet more. Specific components, like turrets or engines, can also be taken out by lucky or aimed hits.


Leveling Up:
Spoiler :
You gain experience from both Drills and Combat, as determined by the GM. when you earn 1000 XP, you reach level two. Then you must earn 2000 to reach 3, then 3000 for 4, 4000 for 5, 5000 for 6, etc. etc. Every level up lets you adjust your captain's stats and may yield you new commands and/or Prestige bonuses.


Medals & Prestige:
Spoiler :
Prestige is the game's currency. Initially, your Academy scores determine your Prestige, but it isn't much however you scored. Later, defeating enemy forces, completing missions, and being awarded medals will raise your Prestige. Medals will only be awarded for gallant acts and great heroism, but are worth a boatload of Prestige. They are also sometimes worth XP, but you usually will have gained your XP reward DOING whatever it is you're getting a medal for.


Missions vs Patrols vs Actions:
Spoiler :
As the War progresses you will eventually receive specific missions from your superiors. These are operations that forward the War effort, more specifically and usually more dramatically then the Patrols that you can undertake on your own. Patrols are simply you sailing through an area prepared to deal with a bad guy if you see him. Actions are generic kind of things such as convoy protection and such. A list of available Actions, Patrols and Missions will go up every turn. Sometimes your ship may be roped specifically into missions/actions - this usually only happens if you're a famous, bigshot hero. No help for it in the end. Patrols yield only a little Prestige and XP, Actions more, and Missions more still.


In Port:
Spoiler :
Between missions you are assumed to be in your port, which changes as you advance through the War. In port you can refill your fuel tanks and ammunition lockers and get your ships repaired. Of course, this all costs prestige, as the port authorities want to know why they should spend their limited resources patching up your sorry rear:p.


The War:
Spoiler :
As the game moves on, the War does as well. The War represents the overall diplomatic situation in the game - there will be a global map and a theatre one provided every update. The Global Map will show the situation of the world at large circa 1936 and on as things progress, with a marker for your current base and operational area. The theatre map shows the said area, and gives you hints about the major enemy deployments in the region. Overall diplomacy has an effect on the war, and alliances will begin to come into play - things could change at a moment's notice for you. Stay mindful of the strategic progress of your enemies and allies.


Nukeknockout's Naval Primer:
Spoiler :
There are many types of ships out there, and it's easy to get the designations, subtypes, and recommended skills confused, or simply forget them altogether! This "Ship Primer" is designed to help with that.

Destroyer(DD) & Light Cruiser(CL)

these are small, fast ships, with few weapons and light armor. they tend to be armed with guns, torpedoes, Antiaircraft and antisubmarine weapons.

Spoiler :
1. TAC. DDs and CLs are typically small ships, with few hitpoints and fewer weapons. as such, they need a high TAC to evade enemy fire and make the most of their limited armaments. TAC is also essential for their secondary role of scouting/subhunting.

2. TEC. Destroyers and Light Cruisers have very lightly armored(and thus easy to break) systems. This, combined with their small amount of hitpoints, means they depend on TEC only slightly less than TAC to survive.

3. DIP. These small ships tend to burn expensive weapons like torpedoes, rockets, missiles and what-have-you by the truckload, and since they don't have a capital ship bonus to DIP for resupply, they need DIP to replenish these weapons.

4. CHA. The only thing CHA does for small ships is improve their AA. This isn't worth the points, frankly. you're better off dodging the bombs and relying on your allies to shoot the enemy down, as they rely on you to sink subs.


Heavy Cruiser(CA), Battlecruiser(BC) and Battleship(BB)

These ships, ranging in size from big to unbelievably huge, are armed with very big guns, lots of antiaircraft weapons, and many smaller weapons that are usually main armament on smaller ships. These ships are extremely well armored and difficult to destroy, but tend to be slow and unresponsive. They get an incredibly useful bonus to DIP for the purposes of resupplying, as some of Hawaii's last remaining capital ships.

Spoiler :
1. TEC. These ships are big. very big. when they enter the battlefield, it is not abnormal for every enemy unit to suddenly attack them all at once in an effort to sink these behemoths. as such, TEC is most important because it is statistically probable(read:unavoidable) that some of these hits will result in important system damage, as well as whittling away your hitpoints.

2. TAC. These ships are armed with lots of weapons, including guns big enough to sink others of their own type. to use these ships to their best advantage, you need a high TAC so you can destroy the ships that are busy throwing everything they have at you.

3. CHA. BBs, BCs and CAs usually carry between 1 and 3 scout planes armed with depth charges. highly useful when all your DD consorts have up and died because they couldn't take the heat. aside from that, there really isn't much reason to have CHA. it improves your AA, but you should be able to withstand most air attacks.

4. DIP. there is absolutely no reason at all to get DIP for a heavy gunboat, unless you want to convince your enemies to surrender at the mere sight of you. as far as resupply goes, these ships both have a DIP bonus for that, and don't use expensive weapons, so resupply isn't much of a problem.


Aircraft Carrier(CV) also known as Escort Carrier(CVE), Nuclear Aircraft Carrier(CVN), and Helicopter Carrier(LHA[I don't know what that means either])

These ships are unusual in that they are designed around not fighting directly, they sit at the edge of the battlefield, staying far away from the enemy, and let their planes do the dirty work. If your carrier engages the enemy directly, you better be out of planes. even Kamikaze strikes are a better option.

Spoiler :
1. CHA. Carriers need CHA like a girl needs shoes. enough is never enough. CHA improves Carrier planes, which is incredibly important as planes are a carrier's entire striking arm. high enough CHA can make them fanatically loyal to you, enough to even order them to fly to their deaths. CHA also improves a carrier's AA batteries, and since Carriers are lightly armored and spend most of their time dueling enemy carriers, this is good.

2. TAC. Carriers need TAC to direct their planes onto specific targets, avoid hits from the numerous long-range attacks they will be facing, and make the most of their limited armament in a dire emergency.

3. TEC. Carriers need TEC to keep their most important system(planes) operational. there are a million things that can go wrong with this, from damaged elevators to control tower hits to inoperable planes.

4. DIP. Carriers need DIP because you have to supply your planes with ammunition, and buy replacement planes. that said, Carriers have a high enough DIP bonus to make this fairly easy to do.


Submarines(SS)

Subs are slow, stealthy ships designed to move and fire underwater that are armed with virtually nothing aside from torpedoes. Subs typically carry one or two AA machineguns, and one small deck gun, but using either is a sign that something is seriously wrong. you might actually be better off retreating than using your "feel-good" weapons.

Spoiler :
1. TAC. Subs are the snipers of the sea. they need to hit consistently with limited ammunition, avoid taking any hits, and sneak around a lot. TAC helps with all of this, making it the most important skill for subs.

2. DIP. Subs use as their primary, and only effective weapon, torpedoes. torpedoes are expensive. Subs don't get a DIP bonus. you do the math.

3. TEC. TEC is only useful for subs if you take a hit and lose your sonar or torpedo tubes. you can function just fine without any other system. even the engine, since you'll usually be going 2/3rds MAX.

4. CHA. lol what? CHA for a Sub? Subs neither have planes, nor have antiair complements, really. although, that would solve a lot of problems...

The GM's Ten Commandments To The Players:

I: Thou shalt not spam.
II: Thou shalt not range far afield and away from the game in thy conversations.(Thou shalt stay on-topic)
III: Thou shalt always show respect for thy fellow players.
IV: Thou shalt always respect and obey thy GM, for his word is absolute.
V: Thou shall prosecute the War to thine utmost capacity, for such is the purpose of our game.
VI: Thou shalt follow orders from thine superiors unless thou have DAMN good reasons to not.
VII: Thou shalt not invent technologies nor tactics without due consultation with thy GM.
VIII: Thou shalt not seek to name or otherwise customize thy own ship without due consultation with thine GM.
IX: Thou shalt accept the ship thy are given, and never attempt to create thy own.
X: Thou shall HAVE FUN, damn you!:D


Right. Only two other things:

1) - I am hunting for a deputy GM who can be on-call if I lose internet access or interest in the game who can keep it running. Apply when you make your character, but be prepared to actually serve as said deputy at any time.

Deputy GM: None

2) - I shall reserve one post now for a player listing - After it's up you may all post and join!

- Lighthearter
 
Rear Admiral Sir James Isaac Arion, His Majesty's Royal Navy.(Lighthearter - GM Character)

Academy Score: 219 of 230/S.

Level:
Not Applicable.

XP: Not Applicable.

Bio: Nephew to the King, third-in-command of the Royal Navy itself, Sir Arion is regarded as the most brilliant naval mind in the Pacific. He is looked up to as a father by the Hawaiian Pacific Fleet, and always has a plan in mind. With the execution of the King and most of his immediate family after the Japanese seizure of the Home Islands, Arion is determined to put an end to Tojo's Empire of the Rising Sun by any means necessary.

Stats:
CHA: 30
TAC: 30
TEC: 30
DIP: 30

Ship: HMS Honolulu, Niihau-Class battlecruiser.

Maximum Speed: 25 Knots.

Armor: 30.

Hit Points: 10000.

Armament:
8X 15-inch cannons, configured in four dual turrets, 2 bow, 2 aft.
16X 5-inch dual-purpose side battery guns, mounted in eight dual turrets, four on each side of the superstructure.
20X Oerlikon dual-barreled anti-aircraft flak cannons.
45X 12.7MM dual machineguns.
Depth Charges(20, weak)

Captain John Marchman, His Majesty's Royal Navy.(Duke Blackstone)


Academy Score: 215/S

Prestige: 6727

Level: 8

XP: 28000

Perks: Ace, Squadron Leader

Medal of Honor


Bio: Marchman emigrated from Texas after the Great War of 1911. A member of the Academy Class of '32, his family was killed by the surprise attack on Hawaii. He has no political connections to the Royalty or Admiralty, although he has a few friends in American politic. His goal is simply to extract vengeance on the Japanese Empire, although if he survives the war he wants to retire rich on his earnings and open a resort dedicated to the new practice of "hang gliding". John is known as a pilot, however his true love is sea command. Before the war broke out his aspiration was to command one of the new aircraft carriers, but with the damage done by the Japanese attack, this seems increasingly unlikely.

Stats: (3 points)
CHA: 24(+2 from Ace)(+2 from Squadron Leader)Total:28
TAC: 14
TEC: 12(+2 from Squadron Leader) Total:14
DIP: 10

Ship: (CVE)HMS Excalibur

Maximum Speed: 16 Knots.

Armor: 5.

Capacity: 15 Planes.

Hit Points: 200.

Mods: Extended Runway, Ships Wardrobe

Armament:
3X4.5-inch cannons(two bow, one stern)
10X 7.7MM machineguns
Star Shell Launcher

Air Wing:
2X Fairey Swordfish
4X Douglas B-18 Bolo
5X Supermarine Sea Spitfire

Munitions:
AA Shells
HE Shells
45X90lb Bomb
83X 500lb Bomb
93X 500lb AP Bomb
25X 2000lb AP Bomb
27X 2000lb Bomb
16X AP Torpedos
8X HE Torpedos
1X Company of Marines
1X Company of Commandos
1X Company of Paratroopers
1X Light Tank
10XASW Mine
20X Contact Mine

Captain Fas Barker, His Majesty's Royal Navy.(Ilduce349)

Academy Score: ?

Prestige: 322

Level: 4

XP: 9500

Bio: Fas cared for nothing but military tactics. This resulted in him being top of the class in his Tactics class in Navy School. Despite his perfect record in school most admirals agreed that he was not ready to be a captain as he lacked the charisma to become a true captain. As a result he was given the rank of Lieutenant and sent off to Borneo. It was here that he would prove himself as a real commander. After the admiral on board his ship was killed during a Japanese surprise attack, he managed to take control of the situation and push back the Japanese attack. As a result he was promoted to Captain and given his own ship. Being the youngest Captain in the Hawaiian Navy, his crew respected him. However his sheer arrogance and no social skills made him loose the respect he once had.

Stats:
CHA: 6
TAC: 31
TEC: 6
DIP: 6

Ship: SS HMS Impervious

Maximum Speed: 18 Knots(surface), 11 Knots(submerged).

Armor: 5(+8 submerged).

Hit Points: 90.

Armament:
1X open-mounted 4.5-inch cannon
5X torpedo tubes(4 bow, 1 stern)
3X 7.7 MM machinegun.
Engine Upgrade(+5Knots)
Control Tower(+2TAC Modifier)

Munitions:
HE Shells
28XHE Torpedo

Captain Julius de Tonto, His Majesty's Royal Navy.(Nukeknockout)

Academy score: 215/S

Prestige: 9655


Level: 7

XP: 28000

Perks: Unbending(+2Knots when commanding CL/DD), Air Support

Medal of Honor


Bio: Once a merchant from Rome, Julius fled to Hawaii during the Great War to escape the conflict. he originally joined the Hawaiian navy as a reservist because it would look good on his resume, but has been conscripted into the navy proper like every other reservist that escaped Hawaii. With the failure of his business and the probable execution of his wife and sisters, he has vowed to fight until he has repaid Japan in full.

Stats:
CHA:12
TAC:16
TEC:10
DIP:20

Ship: (CA)HMS Nachi (Japanese Tone-Class Cruiser)

Maximum Speed: 35 Knots

Armor: 15

Hit Points: 650

Capacity: 6 planes(modified by Extended Runway)

Armament:
4X 8-inch dual turret-mounted cannons(4 bow, 0 aft)
4X dual turret-mounted 5-inch guns(2 port, 2 starboard)
5X 20MM AA guns
4X triple torpedo launcher
16X12.7MM machinguns
14X40MM AA guns
32X20MM AA guns
2XRocket Launcher
Star Shell Launcher
Ship's Wardrobe(+2 CHA modifier)
Extended Runway
4XHedehog
Marines

Munitions:
HE Shells(both)
AP Shells(8-inch guns)
AA shells(5-inch guns)
13XHE Torpedoes
26XAP Torpedoes
90X10CM Rockets
12X 90lb Bombs
Depth Charges(for aircraft)
61XContact Mine
10XASW Mine

Air Wing:
4XFairy Swordfish
2XP-40 Warhawks

Captain Jason Wayne, His Majesty's Royal Navy.(Arya126)

Academy Score: 205/S

Prestige: 6612

Medal of Heroism
Medal of Honor


Level: 7

XP: 25000

Perks: Unstoppable, Unsinkable

Bio: A member of the wealthy Wayne family, he decided to move away instead and chose to join the Hawaiian Royal Navy. Top of his tactics class and distant cousin of Batman, he has rose quickly through the ranks thus far. He even beat back an attack on his ship when he was patrolling near Iwo Jima, although he and his crew had to scuttle the cruiser after the fight due to advancing gap forces. A destroyer picked the survivors up a few hours later. He is ready to continue the fight.

Stats:
Tactical: 18
Technical: 15(+2 from Unstoppable, +2 from Unsinkable)
Charisma: 18
Diplomacy: 11

Ship: (CA)HMS Savior

Maximum Speed: 37 Knots

Armor: 21(+4 From Structural Reinforcement, +2 from Unsinkable)

Hit Points: 687(+137 from Structural Reinforcement)

Capacity: 2 Floatplanes

Armament:
2X8-inch triple turret-mounted cannons(1 bow, 1 aft)
2X8-inch double turret-mounted cannons(1 bow, 1 aft)
8X5-inch open-mounted cannons(4 port, 4 starboard)
2XTriple Torpedo Launcher(1 port, 1 starboard)
30X20MM AA Guns
20X40MM AA Guns
40X12.7MM Machineguns
3 Rocket Launcher
Illumination flare launcher
HedgeHog Depth Charge Cannon

Muntions:
AP Shells(Both)
Incendiary Shells(Main)
Gas shells(Secondary)
15X90lb Bomb
30X500lb AP bombs
8X2000lb AP bombs
175X10CM Rockets
19XAP torps
20Xmine torps
10Xcontact mines
10XASW mines
6XAP mines
Marines
Commandos
Light Tank
Structural Reinforcement(+25%HP[137], +4 Armor)
Engine Upgrade
Extended Runway

Air Wing:
2X SBD Dauntless

Captain Robert McNaire, His Majesty's Royal Navy(Celticfury)

Academy Score: 205/S

Prestige: 3506


Level: 6

XP: 19500

Medal for Meritorious Conduct

Perks: Unbending(+2Knots when commanding CL/DD)

Bio: A Singapore native, Robert is the son of a Malaysian barmaid and Scottish ex-naval officer (now a merchant). Due to being part of a long line of naval personnel, he has been schooled in naval tactics since he was able to read. He has a profound sense of loyalty to Hawaii, though for him, regional affiliations are of slightly greater value than national ones.

Statistics:
Charisma: 10
Diplomacy: 13
Technical Knowledge: 13
Tactical Knowledge: 19

Ship: (DD)HMS Claymore

Maximum Speed: 38 Knots(+2 from Unbending)

Armor: 6

Hit Points: 175

Armament:
5X5-inch turret-mounted cannons(2 bow, 2 aft, one center-aft)
9X20MM AA guns
20X7.7MM machineguns
2XQuad Torpedo Launchers
Illumination Flare Launcher
Hedgehog System
Depth Charges(weak)

Muntions:
HE Shells
AP Shells
8XHE Torpedo
4XAP Torpedo
4X Minelaying Torpedo
16X Contact Mine
15XASW Mine

Lieutenant Commander Frederick Gerani, His Majesty's Royal Navy(Dem Taqat)

Academy Score: N/A

Prestige: 2449


XP: 6000

Medal for Meritorious Conduct

Level: 4

Perks: None

Stats: (3 points)
CHA:10
DIP:7
TEC:14
TAC:15

Bio: Frederick Gerani was born in Germany in 1913. His father was a German Engineer, who died in the 1918 Ludendorff Offensive, and his mother was widowed never to recover. After struggling to survive during his early years, Frederick’s Mother committed Suicide during the Depression. Frederick was helped to Emigrate by family friends in Britain, and ended up in Hawaii in 1930. After struggling to find work for 2 years, he joined the navy in 1932, and was whisked into the officer training class by a drill sergeant who saw ‘potential’ in him. His happy go lucky altitude perfectly suited the ‘psycho squadron’ he joined, and his inexhaustible good spirit gained him the Nickname ‘Dem Taqat’ from a fellow recruit, who was killed in the attack on pearl. Nobody understands it, but they keep the nickname as a form of respect to their dead comrades. Dem was captured in the confusion, but managed to escape using an ingenious (not to mention suicidal) plan involving a piece of string, a bowl of gruel, a conveniently placed stick, and an unbelievable amount of optimism and on-the-fly patches. He’s still not sure how it worked himself. The German declaration of war has strengthened his long held conviction his homeland has become stagnant and corrupt, and he has given up hope of ever rejoining his countrymen. This allows him to ferociously blast away at the enemies he faces, content in the knowledge he has no other choice, and certain he can make everything work in the end.

Ship: (DD)HMS Benham

Maximum Speed: 41 Knots

Armor: 3

Hit Points: 170

Armament:
4X5-inch turret-mounted cannons(2 bow, 2 aft)
2Xquadruple torpedo launcher
Depth Charges(weak)
Rocket launcher
25x 20mm AA cannons

Munitions:
HE Shells
AA Shells
HE Torp x15
7cm Rocket x135
10cm Rocket x60

POST! THE EMPIRE NEEDS YOU!

- Lighthearter
 
Rule Changes -

You no longer have to keep track of shells fired. You are treated as having limitless ammo there - but you can only store a certain amount of shell types.

You also now customize your ship's secondary armaments.

Aircraft carrying is now counted in four categories -

VTOL(Helicopters)
Floatplanes(What cruisers are carrying)
Planes(What Duke can carry)
Level Bombers(Heavy bomber aircraft, they take up 2 unless they are LARGE LBs - which take up 4)
___

Inventory -

- Shells -

HE(High Explosive) - Basic. Deals bonus damage to lightly armored targets.

AP(Armor-Piercing) - Basic. Deals bonus damage to heavily armored targets.

AA(Anti-Aircraft) - Basic. May only target airborne threats.

Incendiary(100P) - Advanced. Deals bonus damage to ground targets and sets target on fire.

Gas(200P) - VERY deadly to ground troops and crewmen, but you must buy special equipment to protect your crew from it.

- Torpedoes - (Unless otherwise stated, bought one at a time)

HE Torpedo(20P) - Basic. Deals 200 damage.

AP Torpedo(50P for 3) - Basic. Deal 150 damage, but bonus damage against more heavily armored targets.

Mine Torpedo(50P for 5) - Deals 0 damage. Deploys mine(sold separately)

- Mines -

Contact Mine(50P for 10) - 100 damage. Meant to be deployed in large fields.

ASW Mine(50P for 5) - 150 damage only against subs.

AP Mine(50P for 3) - 100 damage. Bonus damage against heavily armored targets.

- Rockets -

7cm(10P for 20) - Basic. Deals 15 damage, fired in 5s. Requires Rocket Launcher mod.

10cm(15P for 20) - Basic. Deals 25 damage, fired in 5s. Requires Rocket Launcher mod.

- Mods - Mods are bonuses that you attach to your SHIP, and not your CHARACTER, unlike Perks. To add a Mod to your ship, spend 500P. The second costs 1000P. The third 2000P. The fourth 4000P. Ad infinitum. Mods give superpowers!

Structural Reinforcement - Superglue and duct tape. Combined. Oh yeah. I did just say that. BOOYAH!
+25% HP, +4 Armor.

Engine Upgrades - You finally got a cleaning crew in that mess. Seems to work better now.
+5 knots of speed.

Fire Control Tower - A nice shiny tower to make the fire control boys feel appreciated goes a long way, apparently.
+2 TAC modifier.

Ship's Wardrobe - Those fancy suits HQ bought for us paid off. Seems that the air crews and friendly troops like seeing you lookin' fancy instead of with hair sticking from your armpits and a can of lard on your head.
+2 CHA modifier.

Machine Shop - The engineers are happy that you finally sprang for those new tools they've always wanted. They're so CUTE together!
+2 TEC modifier.

Phrase Books - Because everyone needs to know how to say "Your grandmother smells like a dose of F you!" in Swahili.
+2 DIP modifier.

Extended Runway - Improves your ship's aircraft capacity type by one step. IE - VTOL to Floatplane, Floatplane to Plane or Plane to Level Bomber.

Storage Rooms - Gives you an extra slot for ammo types and another special weapon reload. What, were you expecting a joke? THIS AIN'T A STANDUP PERFORMANCE!
Exactly what it says on the tin.

The Night Guy - Hire the mysterious supercompetent night janitor from James K. Polk Middle school. Now we just need to fire the rest of the crew . . . .
Heal 1d20 per round if you don't take damage that round.

- Perks - Perks are talents that you attach to your CHARACTER, and not your SHIP, unlike Mods. They have . . . interesting effects. You can buy one every time you level up after level 5 but they cost 2000 XP. XP, not Prestige.

Night Person - +1 TAC modifier at night.
- Man of the Night - +1 TAC modifier at night. Stacks with Night Person.
- - Dark Knight - +1 TAC modifier at night.Stacks with Night Person and Man of the Night.

Day Person - +1 TAC modifier by day.
- Mr. Sunshine - +1 TAC modifier by day. Stacks with Day Person.
- - Solar Powered - +1 TAC modifier by day. Stacks with Day Person and Mr. Sunshine.

Unbending - +2 knots of speed when commanding DD or CL.
- Indefatigable - +2 knots of speed, +2 TAC when commanding DD or CL. Stacks with Unbending.
- - Unconquerable - +2 knots of speed, +2 TAC, +2 TEC when commanding DD or CL. Stacks with Unbending and Indefatigable.

Undersea Stalker - +2 TAC when commanding a submarine.
- Silent Hunter - +2 TAC, +1 shell type when commanding a submarine. Stack with Undersea Stalker.
- - Sea Wolf - +2 TAC, +2 TEC when commanding a submarine. Stacks with Undersea Stalker and Silent Hunter.

Very Reasonable - +2 DIP for cost-reduction purposes.
- Listen Closely - +2 DIP when negotiating with allies. Stacks with Very Reasonable.
- - The Negotiator - +2 DIP when negotiating with enemies. Stacks with Very Reasonable and Listen Closely.

-Unstoppable-+2 TEC when commanding CA, BC, or BB.
--Unsinkable-+2 TEC, +2 armor when commanding CA, BC or BB. Stacks with Unstoppable.
---Unrivaled-+2 TEC, +2 armor, +2 TAC, bonus armor from any source only counts if it would reduce damage when commanding CA, BC, or BB. Stacks with Unstoppable and Unsinkable.

-Ace-+2 CHA when commanding Aircraft Carriers.
--Squadron Leader-+2 CHA, +2 TEC when commanding Aircraft Carriers. stacks with Ace.
---Air General-+2 CHA, +2 TEC, +2 capacity when commanding Aircraft Carriers. stacks with Ace and Squadron Leader.

-Air Support-a friendly level bomber flies in and performs a run for you. effectiveness is determined by your CHA, you get to pick its loadout. usable once per mission.
--Air Strike-3 friendly dive bombers fly in and perform a run for you. effectiveness is determined by your CHA, you get to pick their loadout. usable once per mission. can be used in conjunction with Air Support.
---Air Attack-3 friendly torpedo bombers fly in and perform a run for you. effectiveness is determined by your CHA, you get to pick their loadout. usable once per mission. can be used in conjunction with Air Strike and Air Support.

-Artillery Strike-A friendly cruiser bombards an area for you. effectiveness is determined by your CHA. usable once per mission
--Artillery Barrage-2 friendly cruisers bombard an area for you. effectiveness is determined by your CHA. usable once per mission. does not replace Artillery Strike
---Artillery Annihilation(name is WIP)-A friendly Battlecruiser bombards an area for you. effectiveness is determined by your CHA. usable once per mission, does not replace Artillery Barrage and Artillery Strike.
- Planes -

OS2U Kingfisher - Floatplane(50P)
Speed: Slow
2X7.7MM machinegun, one nose, one rear AND
Depth charges(3, weak) OR
3X 90lb bombs(sold separately)

P-40 Warhawk - Plane(75P)
Speed: Medium
6X12.7MM machinegun, forward-mounted

SBD Dauntless(75P) - Plane
Speed: Slow
4X7.7MM machinegun(2 forward, 2 in rear turret) AND
1X 2000lb bomb(sold separately, may be AP) OR
3X 500lb bombs(sold separately, may be AP) OR
3X Depth charges(weak)

Fairey Swordfish(60P) - Plane
Speed: Slow
2X 7.7MM machinegun(1 forward, 1 in rear)
1X Torpedo(any, sold separately) OR
3X 500lb bombs(sold separately) OR
4X Mine(any, sold separately)

Douglas B-18 Bolo - Level Bomber(100P)
Speed: Slow
3X7.7MM Machinegun(nose gunner, top gunner, rear gunner)
Paratroopers and Commandos OR
Light Tank OR
2X 2000lb Bomb OR
8X 500lb Bombs(may be AP) OR
8XMine(Any)

- Aircraft Armament -

90lb bomb(50P for 15)

500lb bomb(50P for 5)

500lb AP bomb(50P for 3)

2000lb bomb(50P)

2000lb AP bomb(75P)

- Misc -

Marine Detachment(200P)
+10 to boarding/land battles
Paratrooper Company(400P)
+10 to boarding/land battles, may paradrop onto land and enemy ships. Deployed from level bombers.
- Commando Detachment(400P)
- + 5 to boarding/land battles. Stacks with Paratroopers/Marines. May paradrop with paratroopers.
- -Light Tank(500P)
- -+ 10 to land battles. Stacks with Paratroopers/Marines and Commandos. Cannot participate in naval/boarding actions. May paradrop onto land with paratroopers and commandos.

Illumination Flare Launcher(100P)
Launches Illumination Flares(sold together, infinite supply, always work)

Star Shell Launcher(50P)
Launches Star Shells(Sold together, infinite supply). May malfunction.

Rocket Launcher(100P)
Allows ship to carry and launch rockets.

7.7MM machinegun(50P for 5)

12.7MM machinegun(50P for 4)

20MM AA cannon(25P)

40MM AA cannon(50P)

Hedgehog Depth Charge Cannon(45P)

- Ships -

(DD)HMS Hunter(250P)

Maximum Speed: 28 Knots.

Armor: 6.

Hit Points: 175.

Armament:
4x turret-mounted 4.5-inch dual-purpose cannons - one aft, one bow, one port center and one starboard center.
2X Triple torpedo launchers. One reload for each launcher.
Depth Charges(weak)

-L
 
I'm sorry... I don't quite understand the game. Maybe, could you make the rules more simple?
 
I'm in. Stats will come later.
 
I'm sorry... I don't quite understand the game. Maybe, could you make the rules more simple?

Hmmm. Let me see if I can clarify -

Port is basically home base. The Castle. The Command Center. Whatever term you prefer. you just resupply there and receive missions.

Prestige is essentially currency. You're awarded it after battles and from medals, which you get from doing heroically stupid things.

Drills and Combat are basically handled by me knowing the numbers involved, you having a card(PM) representing your ship with all it's stats listed, and you just doing whatever enters your head. No, really - this is like D&D or any other roleplaying game. Make your own plans in battle - I'm not going to tell you what you can/can't do. I'll keep track of all the numbers.

Character is basically your persona. Your avatar. You just assign him/her points in the four stats and keep developing them.

Missions, Actions, Patrols are the three types of missions you can launch on. Patrolling is to just sail off and hope for bad guys to wander in and give you XP. Actions are generic things like protecting convoys, covering a cruiser headed for Surabaya, that stuff. Missions are specific and important things - like, say, invading Iwo Jima or engaging the enemy fleet in battle to save Singapore from invasion.

The War is the strategic progress of the conflict. In fact -
pacwarmap.png


Blue is Hawaiian territory, Green is allied(China in this case) and red is enemy (Japan and Siam). More countries may yet get involved in the conflict. The light blue dot is your current base, Singapore. The circle is your Area of Operations. This is mostly lore-based, as it doesn't really come into play in the fights. Sometimes your base changes as the fight progresses.

Anything I missed?

- Lighthearter
 
Okay! :) I'll try this.

Captain civplayah

Bio: Civplayah has always been on China's side- ever since they were Communist. Civplayah is determined to fight for China and free them from Japan's tyranny.

Stats:
CHA: 30
TAC: 30
TEC: 30
DIP: 30
 
Captain John Marchman, His Majesty's Royal Navy.(Duke Blackstone)

Academy Score: ?

Level: 1

Bio: Marchman emigrated from Texas after the Great War of 1911. A member of the Academy Class of '32, his family was killed by the surprise attack on Hawaii. He has no political connections to the Royalty or Admiralty, although he has a few friends in American politic. His goal is simply to extract vengeance on the Japanese Empire, although if he survives the war he wants to retire rich on his earnings and open a resort dedicated to the new practice of "hang gliding". John is known as a pitot, however his true love is sea command. Before the war broke out his aspiration was to command one of the new aircraft carriers, but with the damage done by the Japanese attack, this seems increasingly unlikely.

Stats:
CHA: 9
TAC: 11
TEC: 11
DIP: 9

Ship: None at Present.

@ Lighthearter I could emergency GM if you need me. Im just now starting my first game, so im afraid i wont be much help
 
Captain Nadeem Kahiotisotu

Academy Score: ?

Level: 1

Bio: Born into a samurai family he was thought the way of the warrior the so called Bushido.He started out in 1930 when he was 20 years old as a pilot in the Japanese air force.He was quickly promoted and gained a fleet and the title Captain.His goals are to get the ultimate promotion to serve and die for Japan and to create a vast fleet of Kamikaze.
万歳突撃


Stats:
CHA: 9
TAC: 11
TEC: 11
DIP: 9

Ship: None at Present.
 
Wait, I thought we were supposed to be Hiawii? (And therefore, I don't understand how the Dutch East Indies became part of Hiawii, considering the fact that it was pretty much the single most important colony to the Dutch. By this, I mean they were willing to trad almost every single other colony they had to Britian just so they could keep this one.) So, how come one person is Communist China (How do they even have a navy?), and the other Japanese?
 
Captain Fas (Ilduce349)

Academy Score: ?

Level: 1

Bio: Fas cared for nothing but military tactics. This resulted in him being top of the class in his Tactics class in Navy School. Despite his perfect record in school most admirals agreed that he was not ready to be a captain as he lacked the charisma to become a true captain. As a result he was given the rank of Lieutenant and sent off to Borneo. It was here that he would prove himself as a real commander. After the admiral on board his ship was killed during a Japanese surprise attack, he managed to take control of the situation and push back the Japanese attack. As a result he was promoted to Captain and given his own ship. Being the youngest Captain in the Hawiin Navy, his crew respected him. However his sheer arrogance and no social skills made him loose the respect he once had.

Stats:
CHA: 5
TAC: 25
TEC: 5
DIP: 5
 
Captain Nadeem Kahiotisotu

Academy Score: ?

Level: 1

Bio: Born into a samurai family he was thought the way of the warrior the so called Bushido.He started out in 1930 when he was 20 years old as a pilot in the Japanese air force.He was quickly promoted and gained a fleet and the title Captain.His goals are to get the ultimate promotion to serve and die for Japan and to create a vast fleet of Kamikaze.
万歳突撃


Stats:
CHA: 9
TAC: 11
TEC: 11
DIP: 9

Ship: None at Present.

You have to be Hawaiian (or from an allied nation) and loyal to the nation. Sorry. You could be a Japanese samurai who fled Japan, realizing it's evils . . . .

Wait, I thought we were supposed to be Hiawii? (And therefore, I don't understand how the Dutch East Indies became part of Hiawii, considering the fact that it was pretty much the single most important colony to the Dutch. By this, I mean they were willing to trad almost every single other colony they had to Britian just so they could keep this one.) So, how come one person is Communist China (How do they even have a navy?), and the other Japanese?

1) Indies - Holland never colonized them in this timeline. That was all Hawaii, and it was able to capitalize on the American War of Independence and seize the western half of the East Indies - which was British.

2) - China I allow because it is allied to Hawaii and thus he could be a Chinese captain who came to assist Hawaii in the good fight against their mutual enemies. Japan - I don't allow. Unless, like I said, he's a defector/ronin.

- Lighthearter
 
1) Indies - Holland never colonized them in this timeline. That was all Hawaii, and it was able to capitalize on the American War of Independence and seize the western half of the East Indies - which was British.

This must be a real deep OTL, considering Dutch Colonies existed as early as 1602, while the Kingdom was proclaimed in 1795... Please explain why the Dutch decided not to colonize the lands.

2) - China I allow because it is allied to Hawaii and thus he could be a Chinese captain who came to assist Hawaii in the good fight against their mutual enemies. Japan - I don't allow. Unless, like I said, he's a defector/ronin.

So, hypothetically, I could be an Australian commander if/when they join the war? I might hold off joining until then. :lol:
 
"In the beginning, Hawaii was a nation of primitives. However, the peoples there advanced quickly, and by the year 500AD they had unified their islands after a few vicious wars. Their navy was incomparable, and over the next 200 years they spread across the nearby islands, braving the deep seas like the true seamen they were. The Kingdom of Hawaii was born when the island chain annexed as far south as New Guinea in 1678."

Clearly the pressure of a powerful navy in those waters deterred the Dutch, who claimed the Bahamas and parts of Africa instead. ;)
 
"In the beginning, Hawaii was a nation of primitives. However, the peoples there advanced quickly, and by the year 500AD they had unified their islands after a few vicious wars. Their navy was incomparable, and over the next 200 years they spread across the nearby islands, braving the deep seas like the true seamen they were. The Kingdom of Hawaii was born when the island chain annexed as far south as New Guinea in 1678."

Clearly the pressure of a powerful navy in those waters deterred the Dutch, who claimed the Bahamas and parts of Africa instead. ;)

Because Europeans Have SO Much To Fear.

Seriously, only few native empires survived the waves of Imperalism. They are Siam, China, Japan, Korea, and Eithopia. There, I can count them all in one hand. Even if the Hiawaiians become some neo-polynesians, I want to know why they're so special that they largley remained the same.
 
Hmm. That actually might influence gameplay. Better tactics? I have some ideas but Light needs to answer this one. What made european navies so dominant besides their tech advantage? Edit: Oh, the disease that they brought with them. Hmmm. If the Hawaiians spread that far, they could possibly have made contact with the Euro's much earlier, so they could be more immune to smallpox exc...
 
Omega how about you just go along with TTL? As the first post says, the hawaians were way more advanced than other natives. If u really want an explanation badly, just think that the Dutch decided to join the british in India instead.
 
Because Europeans Have SO Much To Fear.

Seriously, only few native empires survived the waves of Imperalism. They are Siam, China, Japan, Korea, and Eithopia. There, I can count them all in one hand. Even if the Hiawaiians become some neo-polynesians, I want to know why they're so special that they largley remained the same.

..........

H-A-W-A-I-I. Hawaii.

Now that that's cleared up, you don't know the POD. The Dutch might never have gone a'colonizing. Maybe Hawaii invented gunpowder first. Maybe the Dutch had a war in Europe to attend to.

Maybe Europeans Aren't So Special.

- Lighthearter
 
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