Red Alert: The Combat Game First of all, Google Earth would be of great help to you. If not Earth, then just use Google Maps. The year is 1946 and the world has emerged from a global conflagration scarred and left with two powers. Despite one war being over, a new one, an entirely new one, has begun. Players will be swept up in the great struggle which takes place both on battlefields and in embassies. Will you help stamp out the scourge of Communism or will the Worker's Revolution truly come to past? ------- This game is played in a chatroom - it will be made for the full game. It is a real-time-tactical forum game. You are all in the persona of officers in your respective army - either the Allies (NATO and Western-Aligned States) or the Warsaw Pact (Russia....etc) - commanding small groups of men into action while simultaneously fighting as hard as you can yourself. The entire fate of your faction may well rest on your shoulders. Add your character's name, your faction(of the two presented) and then your starting equipment from the lists below. Maybe give us a few details about you character - where is he/she from? Why did he/she enter the Special Services for either of these nations? What does he/she look like? Then list your stats from the following: Physical: Strength and fitness. Affects your resilience and proficiency in hand-to-hand combat. Also affects your speed and your ability to handle weapons. Remember, more weapons and equipment you take a certain mission=more cost. Mental: Concentration and intelligence. Affects your ability to command (as in, be a Commander) of tanks and other vehicles. Gives you bonuses to trying to figure out enemy plans plus under mental assignments Charisma: Speech skills and leadership. You are able to persuade, talk, etc. better than most with a high Charisma skill. Useful for spies. Fire support is more accurate as well. You start with 5 points in each stat and you have 12 points to customize. Do not count on getting many more points or getting them on a regular basis. There are two types of currency in this game - Gear Points(GP=$) and Command Points(CP). Gear Points are used to change your character class and Command Points control how many units are under your character's command. GP are earned in combat and CP is a stable total that regenerates after you detach old units. It goes up with promotions. Note: CP is a stable total. You "attach" units or fire support assets to your character, but when they're detached the CP cost is refunded to you. Increase CP by getting promotions. Everyone starts as an Officer Cadet and therefore have no CP at the beginning. Everyone starts with a combat knife (swift move) and a pistol. Everyone starts with 200 GPs. Battle Orders This game takes place in a chatroom. One for the Soviet players and another for the Allied Players. Here's how things are going to work. 1. Combat will be a combination of Fallout 3's VATS system and LH's system. Whenever a player is about to attack something, COMBAT ROUND starts. 2. Whichever faction has the element of surprise strikes first. If neither has that element, than defenders go first. 3. I will say XXXX turn. At which point, XXXX posts his/her orders. Orders should follow this format. ORDER: (Standard/Move/Swift) then (NPC Orders) -Standard Orders are firing your weapon for the most part. You can exchange a standard move for another move or swift. -A Move...moves. -Swift is throwing grenades, picking up weapon, melee, etc. -NPC Orders are the orders you give your troops/support. Allied Classes Available Rifle Infantry (Starter): You have a steel helmet and a choice of M-16 or M1 Carbine...and that's pretty much it. You can fire an M-16 three times before needing to reload. You can fire your M1-Carbine six times before needing to reload. Takes a swift action to reload. Rocket Soldiers ($300): You drop your M-16 and M1 Carbine for a more comfortable missile launcher. The missile launcher can fire a Red Eye or Dragon TOW. Red Eyes are meant against aircraft and subs (rare to use against subs though) and Dragons are meant against enemy armor. You can only have one missile in the tube at a time of course and it takes a standard move to reload. Engineer ($500): You're armed with a Thompson, which puts you a step above most of your fellow NPC engineers. You build base defenses. Building a base defense requires a standard move. Your Thompson can fire three times before needing to reload. Warsaw Pact Classes Available Rifle Infantry (Starter): Like the Allied starting infantry, only with an AK-47. You can fire three times before needing to reload and a swift action is required to reload. Grenadier ($160): Grenadiers can move around the field faster than Rifle Infantry and have more-than-enough grenades on their person at a time. Throwing a grenade is a swift action. The throwing range is pretty limited but the grenade can rip through infantry. Engineer ($500): You're armed with a PPSh-41, which puts you a step above most of your fellow NPC engineers. You build base defenses. Building a base defense requires a standard move. Your PPSh-41 can fire three times before needing to reload. ----------------- Allied Defenses Available Sandbags: Sandbags can stop bullets, provided the bullet was fired from a great distance by a submachine gun. For the most, they're useless except for the fact that an Engineer could build several sandbag defenses with a single standard action. In other words, you can build enough sandbags to cross 4-lanes of traffic per turn (12 yards). Warsaw Pact Defenses Available Barbed Wire: Barbed Wire can't even stop bullets. They can easily slow an infantry charge, though only for so long. A single standard action can create 24 yards of barbed wire. -------------- Allied Support Power/Units Available Gunboats (Support Power, Allies): 10 CPs each. Can fire 12" shell at a target with frightening accuracy. Rifle/Infantry: 1 CP. Basic soldiers armed with small arms for their respective factions. Rocket Soldiers (UN): 2 CPs. Rocket Soldiers are armed with missiles that fire Redeyes (anti-air) or Dragon TOWs (anti-armor). Redeyes are fast moving missiles that are effective versus Subs (though the chance of being that near to a coast is low) and aircraft. Dragon TOWs are inaccurate, slower, but more powerful. Engineers: 4 CPs. These troops are armed with only pistols but also a wrench. They're used to build defensive structures. They can build any structure their commander knows how to build. Soviet Support Power/Units Available Yaks (Support Power, WP): 10 CPs each. Sends three Yaks to shoot up a target. Devastating against thin-skinned vehicles and infantry. Rifle/Infantry (UN/WP): 1 CP. Basic soldiers armed with small arms for their respective factions. Engineers (UN/WP): 4 CPs. These troops are armed with only pistols but also a wrench. They're used to build defensive structures. They can build any structure their commander knows how to build. Grenadiers (WP 2 CPs. These troops carry a crapton of grenades around.