SKILORD
Insurgent
UberNES1 has been anticipated for weeks. It begins now. I make no promises but regularly there will be an update every 4 days because of the magnitude of this job.
Martians:
When the Humans landed mars was in the middle of a cold war and on the brink of reaching space. seeing that war would destroy them the Martians became traders:
Martians get Trade Convoys and Trade Ships for 10 Credits less!
UU: Asteroid Spice Miner: (+3 cpt each)
Cost: 10
Venutians:
Fighting for survival on a unmerciful planet the Venutians are ready to stab each other in the back, They might even drag humanity into their squabbles.
Venutians get Barracks and HoverTanks for 15 credits less
UU: Orbital Lasers (Can be fired at planet or towards ships)
Cost: 20
Centaurians:
When Humans landed peace and prosperity reigned on Alpha Centauri. Now the AArgoth and the Zappos distrust the Millitary might of the Kublae.
Centaurians get their Research Centers for 50 credits less.
UU: Comm Ship (+ 6 to fleets it travels with)
Cost: 20
Humans:
Forever locked in a space race the humans are constantly looking for new planets to put bases on.
Humans get Colonies for 30 Credits less.
UU: Scout Ship
Cost: 20
The UN will be able to
1. Send assistance to nations at war.
2. Condemn nations actions
3. Set up arms treaties to limit amy (or Nuke) size
4. Send inspectors to make sure nations follow arms treaties.
Any of these actions may be done by at least 2 UN participating nations through he United Nations.
It will cost to send advisors or assistanc but your nation will not go to wa if you send assistance.
Condemning naions actions will slow down those actions in a ay that depeds upon those actions
The Moderator (guess who?) will act as UN chairman (No need for political correcness here)
3/4 of the UN nations can vote to send the UN peacekeepers:
3 Battle Cruisers
75 Fighters
20 Bombers (Space)
20 Stasis Bombers
15 Gunships
100 HoverTanks
200 Infantry
If the UN sends Inspectors to your nation you may:
1. Refuse to allow the inspectors in your nation
2. PM me telling me to hide the excess weapons (chance of discovery)
3. Sell off weapons asap (You get 1/2 what you paid for them back but they might now be used by a terror group or pirates against a nation, including your own)
Discovery Pact: The 2 nations share their secret discoveries and have the ption of splitting the bill for science works.
Science works like this otherwise:
You state your research (or PM me secret ones)and i send you a receipt through PM (I send 1 to your allies too if you have discovery pacts) On the receipt is the estimated price for the research, you can either pay right up, pay per turn (you receive tech when payed off) or initiate a discovery pact then to try to split the cost (assuming you are alone at the time) research centers (A small wonder like building) shave 25% off the cost for you. There is no tech tree you make your own techs.
Trade will be handled through trade Convoys and Trade Ships that you build. there are no specific resources to trade but you gain 5 credits for each route (per turn)
Battle:
An upfront, simple system.
I roll a die for each ship involved and the totals are the totals for each side. I add or subtract combat bonuses (fighters for example get +2 against helicoptors) Whichever side is higher wins and 1/2 the loosing ships are eliminated. The other ships much each roll more than 3 to escape alive. If the other side beat them by more than 20 (A real whipping) they must roll more than 4 to escape.
Ships:
Cost: Unit:
20 Fighter: +2 v. helicopter and bombers
25 Bomber: +2 Bombard v. Cities
25 Helicopter: +2 bombard v. Armies
25 Transport Planes: -2 Combat (Can be killed by ground forces while unloading non paratroops)
20 Rocket: 5 per sattelite
40 ICBM: 5 Per sattelite (nuclear)
Ground:
25: HoverTank: +2 v. Infantry
15 Infantry: +2 v. Specialist (AA or AT)
10 Antitank: +3 v Tanks
10 Anti Air: Air Defense from ground
15 Engineer: Build Turrets/Forts
15 Paratrooper: Transport Planes don't land
20 Convoy: Open Trade Route on Planet
Space:
25 Fighter: +2 v Bombers +1 v. Gunships
30 Stasis Bomber: +2 Bombard Capitol (No Planet attacks)
30 Space Bomber: +2 Bombard Planet -2 Bombard Space
35 EMP gunship: Capture Ships -2 Regular Combat
35 Gunship: +2 v. Capitol or Station
40 Sattelite: Directs 5 rockets or ICBMs (defenseless)
60 BattleCruiser: +3 Combat carries 25 fighters (5 cpt
support cost)
35 Transport Ship: Carries Fleets or Armies to other planets
35 Trade Ship: opens Trade lanes
90 Station: +4 Combat (Cannot attack) carries 300 fighters (5 cpt support)
40 Travel Ship: +5 cpt no combat (Earth's cost 30)
10 Ore Ship: +2 cpt (Defenseless)
Any ship can blockade trade lanes
Sea:
30 Destroyer: +2 Attack
50 Carrier: Carries 5 planes -2 attack -1 defend
---25 Torpedo Bomber: Can only be stationed on Carriers +2 bomb ships
50 BattleShip: +3 Combat
30 Submarine: Invisible (rolls for detection)
20 Transport: Carries 5 troops (-2 Combat)
30 Transport Sub: 3 Troops, Invisible (-2 Combat)
Martians:
When the Humans landed mars was in the middle of a cold war and on the brink of reaching space. seeing that war would destroy them the Martians became traders:
Martians get Trade Convoys and Trade Ships for 10 Credits less!
UU: Asteroid Spice Miner: (+3 cpt each)
Cost: 10
Venutians:
Fighting for survival on a unmerciful planet the Venutians are ready to stab each other in the back, They might even drag humanity into their squabbles.
Venutians get Barracks and HoverTanks for 15 credits less
UU: Orbital Lasers (Can be fired at planet or towards ships)
Cost: 20
Centaurians:
When Humans landed peace and prosperity reigned on Alpha Centauri. Now the AArgoth and the Zappos distrust the Millitary might of the Kublae.
Centaurians get their Research Centers for 50 credits less.
UU: Comm Ship (+ 6 to fleets it travels with)
Cost: 20
Humans:
Forever locked in a space race the humans are constantly looking for new planets to put bases on.
Humans get Colonies for 30 Credits less.
UU: Scout Ship
Cost: 20
The UN will be able to
1. Send assistance to nations at war.
2. Condemn nations actions
3. Set up arms treaties to limit amy (or Nuke) size
4. Send inspectors to make sure nations follow arms treaties.
Any of these actions may be done by at least 2 UN participating nations through he United Nations.
It will cost to send advisors or assistanc but your nation will not go to wa if you send assistance.
Condemning naions actions will slow down those actions in a ay that depeds upon those actions
The Moderator (guess who?) will act as UN chairman (No need for political correcness here)
3/4 of the UN nations can vote to send the UN peacekeepers:
3 Battle Cruisers
75 Fighters
20 Bombers (Space)
20 Stasis Bombers
15 Gunships
100 HoverTanks
200 Infantry
If the UN sends Inspectors to your nation you may:
1. Refuse to allow the inspectors in your nation
2. PM me telling me to hide the excess weapons (chance of discovery)
3. Sell off weapons asap (You get 1/2 what you paid for them back but they might now be used by a terror group or pirates against a nation, including your own)
Discovery Pact: The 2 nations share their secret discoveries and have the ption of splitting the bill for science works.
Science works like this otherwise:
You state your research (or PM me secret ones)and i send you a receipt through PM (I send 1 to your allies too if you have discovery pacts) On the receipt is the estimated price for the research, you can either pay right up, pay per turn (you receive tech when payed off) or initiate a discovery pact then to try to split the cost (assuming you are alone at the time) research centers (A small wonder like building) shave 25% off the cost for you. There is no tech tree you make your own techs.
Trade will be handled through trade Convoys and Trade Ships that you build. there are no specific resources to trade but you gain 5 credits for each route (per turn)
Battle:
An upfront, simple system.
I roll a die for each ship involved and the totals are the totals for each side. I add or subtract combat bonuses (fighters for example get +2 against helicoptors) Whichever side is higher wins and 1/2 the loosing ships are eliminated. The other ships much each roll more than 3 to escape alive. If the other side beat them by more than 20 (A real whipping) they must roll more than 4 to escape.
Ships:
Cost: Unit:
20 Fighter: +2 v. helicopter and bombers
25 Bomber: +2 Bombard v. Cities
25 Helicopter: +2 bombard v. Armies
25 Transport Planes: -2 Combat (Can be killed by ground forces while unloading non paratroops)
20 Rocket: 5 per sattelite
40 ICBM: 5 Per sattelite (nuclear)
Ground:
25: HoverTank: +2 v. Infantry
15 Infantry: +2 v. Specialist (AA or AT)
10 Antitank: +3 v Tanks
10 Anti Air: Air Defense from ground
15 Engineer: Build Turrets/Forts
15 Paratrooper: Transport Planes don't land
20 Convoy: Open Trade Route on Planet
Space:
25 Fighter: +2 v Bombers +1 v. Gunships
30 Stasis Bomber: +2 Bombard Capitol (No Planet attacks)
30 Space Bomber: +2 Bombard Planet -2 Bombard Space
35 EMP gunship: Capture Ships -2 Regular Combat
35 Gunship: +2 v. Capitol or Station
40 Sattelite: Directs 5 rockets or ICBMs (defenseless)
60 BattleCruiser: +3 Combat carries 25 fighters (5 cpt
support cost)
35 Transport Ship: Carries Fleets or Armies to other planets
35 Trade Ship: opens Trade lanes
90 Station: +4 Combat (Cannot attack) carries 300 fighters (5 cpt support)
40 Travel Ship: +5 cpt no combat (Earth's cost 30)
10 Ore Ship: +2 cpt (Defenseless)
Any ship can blockade trade lanes
Sea:
30 Destroyer: +2 Attack
50 Carrier: Carries 5 planes -2 attack -1 defend
---25 Torpedo Bomber: Can only be stationed on Carriers +2 bomb ships
50 BattleShip: +3 Combat
30 Submarine: Invisible (rolls for detection)
20 Transport: Carries 5 troops (-2 Combat)
30 Transport Sub: 3 Troops, Invisible (-2 Combat)