Lighthearter
President of the United States
"Hello?"
"Is this Colonel Vance?"
"Retired."
"Not anymore, Colonel. You're being recalled to duty."
"I was wondering when you people would call. Is Plastro giving you a hard time?"
"The Tans have proven more resourceful than anticipated, Colonel. They've broken through essentially all our defenses north of the Arlen River, and the Fifth Fleet has been effectively destroyed."
"Yeah, I heard. So I guess you want me to go to the River?"
"Affirmative, sir. You'll command the Ninth Battalion, a joint Green-Blue task force with the objective of forcing the Tan away from the River and seizing the town of Sal Arden."
"You do know why I retired, don't you?"
"Well, all has been forgiven, Colonel."
"I didn't ask for your god damn forgiveness! You people got us into this mess in the first place and now you're sitting there with your pants melting and don't know what to do! That's what you get with a bunch of sycophant bureaucrats making all the decisions."
...
"Do you accept the command, Colonel?"
...
"When do I leave?"
______
Greetings, everyone, to my newest AC. SSD2 has gotten a little slow, and I need a break to finalize my work on Season 2, so in the meantime, here's a Spiritual Successor to American Uprising!
The objectives of the game are fairly simple: when in combat, defeat the enemy. If there's anything more complicated going on, you'll be informed.
Canon info: http://en.wikipedia.org/wiki/Army_Men (I've made some changes from the baseline, though)
Chatroom: http://globalpeacekeepers.chatango.com/
There are two types of currency in this game: CP and GP.
CP stands for Command Points and is used to purchase troops and fire support. It is a static total, and when you lose a unit, the CP is immediately refunded to you. However, barring special circumstances, you can only buy units when out of mission.
GP stands for Gear Points and is used to buy weapons and other equipment for your personal soldier. You earn a bit of GP for every mission.
To join:
You start as a Sergeant with 30GP. Use it wisely. One lucky player, however, will be chosen as your company's Commander, and will be elevated to 1st Lieutenant. The Commander can then choose his second in command, who will be made a 2nd Lieutenant. There is a 20GP bonus for being the Commander, and 10 for being the Second.
To get more CP, you must be promoted. Promotions get rarer and rarer the higher in the ranks you climb - you'll hit 1LT fairly quickly, but you'll have to be very effective to climb past Captain.
Remember that in this AC, I will not protect you from enemy fire because you are a PC. Fight smart or pay the consequences. if you die, you rejoin at one level below the average - thus, if most players are Captains you rejoin as a 1st Lieutenant, or if most players are Brigadiers, you join as a Colonel.
Factions:
The Green Republic(PLAYABLE)
The Blue Kingdom(ALLIED)
The Tan Empire(HOSTILE)
The White Kingdom(NEUTRAL)
The United Soviet Socialist Reds(COLD)
The Gray Technocracy(UNKNOWN)
Ranks:
Sergeant: CP10
2nd Lieutenant: CP30
1st Lieutenant: CP60
Captain: CP100
Major: CP150
Lieutenant Colonel: CP200
Colonel: CP300
Brigadier: CP500
Major General: CP700
Lieutenant General: CP1000
General: CP 1300
Marshal: CP 1600
Field Marshal: CP 2000
Units:
Soldier: 1CP(Armed with an assault rifle and grenades)
Rocket Soldier: 1CP(armed with a missile launcher)
Flamer: 2CP(Armed with a flamethrower)
Mortar Man: 2CP(Armed with a mortar)
Sniper: 2CP(Armed with a sniper rifle)
Grenadier: 2CP (Armed with a grenade launcher)
Machinegunner: 2CP (Armed with a heavy machinegun)
Minesweeper: 2CP(Armed with mines and a minesweeping device)
Jeep: 3CP(Armed with a heavy MG, can carry 2 + driver and gunner)
Halftrack: 4CP(Armed with a heavy MG, can carry 6 + driver and gunenr)
Humvee: 5CP(Armed with a top-mounted machinegun, can carry 4 + driver and gunner, enclosed vehicle)
Light AA: 5CP(Humvee with AA chaingun, can carry 2 + driver and gunner)
APC: 7CP(Armed with a grenade launcher and MG, can carry 8 + driver and gunner, enclosed and armored)
IFV: 10CP(Armed with a chaingun, anti-armor missiles and smoke grenades, can carry 5 + driver and gunner, enclosed and armored)
Scout Helicopter: 10CP(Armed with machinegun and light rockets, can carry 1 + pilot, airborne unit)
Light Transport Helicopter: 10CP(Armed with 2 door-mounted machineguns, can carry 6 infantry + pilot, airborne unit)
Battlecarrier: 15CP(Armed with a cannon, MG, smoke grenades and minesweeping, can carry 8 + driver and gunner, enclosed)
Medium AA: 15CP(Armed with a gatling cannon to take down helicopters, armored)
Light Tank: 20CP(Armed with a cannon, anti-armor missiles, 2 MGs and smoke grenades, armored)
Light Artillery: 20CP(Armed with a light artillery cannon)
Fire Support:
Temporary Assets:
Situations may arise in specific missions where support will be offered, but you lack the CPs to accept it. However, if something is specified by the GM as a Temporary Asset, it costs no CP and will not be added to your overall force total at the end of the mission.
Equipment:
More equipment, units and fire support will become available as the game advances.
-L
"Is this Colonel Vance?"
"Retired."
"Not anymore, Colonel. You're being recalled to duty."
"I was wondering when you people would call. Is Plastro giving you a hard time?"
"The Tans have proven more resourceful than anticipated, Colonel. They've broken through essentially all our defenses north of the Arlen River, and the Fifth Fleet has been effectively destroyed."
"Yeah, I heard. So I guess you want me to go to the River?"
"Affirmative, sir. You'll command the Ninth Battalion, a joint Green-Blue task force with the objective of forcing the Tan away from the River and seizing the town of Sal Arden."
"You do know why I retired, don't you?"
"Well, all has been forgiven, Colonel."
"I didn't ask for your god damn forgiveness! You people got us into this mess in the first place and now you're sitting there with your pants melting and don't know what to do! That's what you get with a bunch of sycophant bureaucrats making all the decisions."
...
"Do you accept the command, Colonel?"
...
"When do I leave?"
______
Greetings, everyone, to my newest AC. SSD2 has gotten a little slow, and I need a break to finalize my work on Season 2, so in the meantime, here's a Spiritual Successor to American Uprising!
The objectives of the game are fairly simple: when in combat, defeat the enemy. If there's anything more complicated going on, you'll be informed.
Canon info: http://en.wikipedia.org/wiki/Army_Men (I've made some changes from the baseline, though)
Chatroom: http://globalpeacekeepers.chatango.com/
There are two types of currency in this game: CP and GP.
CP stands for Command Points and is used to purchase troops and fire support. It is a static total, and when you lose a unit, the CP is immediately refunded to you. However, barring special circumstances, you can only buy units when out of mission.
GP stands for Gear Points and is used to buy weapons and other equipment for your personal soldier. You earn a bit of GP for every mission.
To join:
You start as a Sergeant with 30GP. Use it wisely. One lucky player, however, will be chosen as your company's Commander, and will be elevated to 1st Lieutenant. The Commander can then choose his second in command, who will be made a 2nd Lieutenant. There is a 20GP bonus for being the Commander, and 10 for being the Second.
To get more CP, you must be promoted. Promotions get rarer and rarer the higher in the ranks you climb - you'll hit 1LT fairly quickly, but you'll have to be very effective to climb past Captain.
Remember that in this AC, I will not protect you from enemy fire because you are a PC. Fight smart or pay the consequences. if you die, you rejoin at one level below the average - thus, if most players are Captains you rejoin as a 1st Lieutenant, or if most players are Brigadiers, you join as a Colonel.
Factions:
The Green Republic(PLAYABLE)
The Blue Kingdom(ALLIED)
The Tan Empire(HOSTILE)
The White Kingdom(NEUTRAL)
The United Soviet Socialist Reds(COLD)
The Gray Technocracy(UNKNOWN)
Ranks:
Sergeant: CP10
2nd Lieutenant: CP30
1st Lieutenant: CP60
Captain: CP100
Major: CP150
Lieutenant Colonel: CP200
Colonel: CP300
Brigadier: CP500
Major General: CP700
Lieutenant General: CP1000
General: CP 1300
Marshal: CP 1600
Field Marshal: CP 2000
Units:
Spoiler :
Soldier: 1CP(Armed with an assault rifle and grenades)
Rocket Soldier: 1CP(armed with a missile launcher)
Flamer: 2CP(Armed with a flamethrower)
Mortar Man: 2CP(Armed with a mortar)
Sniper: 2CP(Armed with a sniper rifle)
Grenadier: 2CP (Armed with a grenade launcher)
Machinegunner: 2CP (Armed with a heavy machinegun)
Minesweeper: 2CP(Armed with mines and a minesweeping device)
Jeep: 3CP(Armed with a heavy MG, can carry 2 + driver and gunner)
Halftrack: 4CP(Armed with a heavy MG, can carry 6 + driver and gunenr)
Humvee: 5CP(Armed with a top-mounted machinegun, can carry 4 + driver and gunner, enclosed vehicle)
Light AA: 5CP(Humvee with AA chaingun, can carry 2 + driver and gunner)
APC: 7CP(Armed with a grenade launcher and MG, can carry 8 + driver and gunner, enclosed and armored)
IFV: 10CP(Armed with a chaingun, anti-armor missiles and smoke grenades, can carry 5 + driver and gunner, enclosed and armored)
Scout Helicopter: 10CP(Armed with machinegun and light rockets, can carry 1 + pilot, airborne unit)
Light Transport Helicopter: 10CP(Armed with 2 door-mounted machineguns, can carry 6 infantry + pilot, airborne unit)
Battlecarrier: 15CP(Armed with a cannon, MG, smoke grenades and minesweeping, can carry 8 + driver and gunner, enclosed)
Medium AA: 15CP(Armed with a gatling cannon to take down helicopters, armored)
Light Tank: 20CP(Armed with a cannon, anti-armor missiles, 2 MGs and smoke grenades, armored)
Light Artillery: 20CP(Armed with a light artillery cannon)
Fire Support:
Spoiler :
Note: You can only use one Fire Support a turn, and there is a 2-turn cooldown on all Fire Support. Fire Support takes 1 turn to arrive.
Thusly: if you fire a Cluster Bomb, it is the only fire support you can call that turn, and it will hit next turn. After it hits, you can't fire it again for two turns.
Paratroopers: 2CP(drops two soldiers and a rocket soldier to your position, adding 3CP to your total)
Mortars: 5CP(fires battery of light mortars at area - good for killing infantry)
Strafing Pass: 6CP(a jet sweeps over the area and strafes it with MGs)
Tankbuster: 8CP(a jet swoops in and fires a volley of antitank rockets at the target)
Medium Artillery: 10CP(Howitzers pound the target area with a volley of heavy shells)
Air to Air Strike: 10CP(A fighter sweeps past, engaging enemy helicopters and jets)
Cluster Bomb: 15CP(A jet drops a wave of cluster bombs on the area, shattering large concentrations of foes)
Laser-guided Bomb: 15CP(a jet hits a single target with an obscenely powerful LGB - best against buildings and stationary vehicles)
Napalm: 15CP(A jet coats the target area in napalm, burning anyone that happens to be inside)
Gas Strike: 20CP(artillery pounds gas shells into the area - deadly to infantry)
MRLS Strike: 20CP(Rocket artillery hammers the target area with a barrage)
Air Support: 20CP(A pair of Heavy Gunships appear from nodamnwhere and begin coating the area around you in rockets and gunfire. They depart after one round.)
Carpet Bombing: 45CP(A Heavy Bomber sweeps in and delivers a rain of bombs on the target)
Thusly: if you fire a Cluster Bomb, it is the only fire support you can call that turn, and it will hit next turn. After it hits, you can't fire it again for two turns.
Paratroopers: 2CP(drops two soldiers and a rocket soldier to your position, adding 3CP to your total)
Mortars: 5CP(fires battery of light mortars at area - good for killing infantry)
Strafing Pass: 6CP(a jet sweeps over the area and strafes it with MGs)
Tankbuster: 8CP(a jet swoops in and fires a volley of antitank rockets at the target)
Medium Artillery: 10CP(Howitzers pound the target area with a volley of heavy shells)
Air to Air Strike: 10CP(A fighter sweeps past, engaging enemy helicopters and jets)
Cluster Bomb: 15CP(A jet drops a wave of cluster bombs on the area, shattering large concentrations of foes)
Laser-guided Bomb: 15CP(a jet hits a single target with an obscenely powerful LGB - best against buildings and stationary vehicles)
Napalm: 15CP(A jet coats the target area in napalm, burning anyone that happens to be inside)
Gas Strike: 20CP(artillery pounds gas shells into the area - deadly to infantry)
MRLS Strike: 20CP(Rocket artillery hammers the target area with a barrage)
Air Support: 20CP(A pair of Heavy Gunships appear from nodamnwhere and begin coating the area around you in rockets and gunfire. They depart after one round.)
Carpet Bombing: 45CP(A Heavy Bomber sweeps in and delivers a rain of bombs on the target)
Temporary Assets:
Situations may arise in specific missions where support will be offered, but you lack the CPs to accept it. However, if something is specified by the GM as a Temporary Asset, it costs no CP and will not be added to your overall force total at the end of the mission.
Equipment:
Spoiler :
Assault Rifle: 10GP
Grenade Launcher Attachment: 5GP
Frag Greandes: 10GP
Pistol: 5GP
Knife: 5GP
Grenade Launcher: 10GP
Saber: 8GP
Sniper Rifle: 20GP
Machinegun: 15GP
Flamethrower: 30GP
Missile Launcher: 30GP
Mortar: 20GP
Mines: 10GP
Minesweeper: 15GP
Gatling Gun: 25GP
Sticky Bombs: 10GP
Flashbangs: 10GP
Smoke Grenades: 10GP
Fire Grenades: 40GP
Gas Grenades: 30GP
Submachinegun: 15GP
Shotgun: 15GP
Grenade Launcher Attachment: 5GP
Frag Greandes: 10GP
Pistol: 5GP
Knife: 5GP
Grenade Launcher: 10GP
Saber: 8GP
Sniper Rifle: 20GP
Machinegun: 15GP
Flamethrower: 30GP
Missile Launcher: 30GP
Mortar: 20GP
Mines: 10GP
Minesweeper: 15GP
Gatling Gun: 25GP
Sticky Bombs: 10GP
Flashbangs: 10GP
Smoke Grenades: 10GP
Fire Grenades: 40GP
Gas Grenades: 30GP
Submachinegun: 15GP
Shotgun: 15GP
More equipment, units and fire support will become available as the game advances.
-L