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Post by Darin on Nov 3, 2014 16:14:01 GMT -5
The Druelea Campaign The Druelea system is the veritable gateway to the Halara sub-sector. This vital location has come under threat by a fast approaching Ork WAAAAAGH! (estimated to arrive within a month), that could loose the Imperiums hold on the system, and therefore the whole sub-secter. The forces located in the Druelea system were originally preparing to launch a re-invasion of the Athega system located in sub-sector Halara. Athega had come under attack by the Tau, and through a long and bloody contest, the xeno's managed to capture most of the system. However, last word that the Imperium received was from a remnant of the systems defenders, who were holding out in a large fortress on the planet Nikara. But thoughts of a relief mission to Athega have been postponed indefinitely until the safety of Druelea has been secured, and the Ork WAAAGH! has been destroyed, pushed back, or sufficiently crippled. You, commanders, are now tasked with the defense of this system. The fate of Druelea and it's planets lie in your (hopefully) capable hands. The Druelea SystemThere are three planets of importance within the star system. They are listed nearest-farthest from Druelea's star. FateraFatera is a barren world, void of any natural life. It's atmosphere is almost non existent, require the construction of large bio domes to house the worlds population. The only reason there is a population, is to function as a work force for the planets many mines. While Fatera is void of any natural life, it isn't void of minerals. SuniaSunia is the main population center of Druelea. It is a largely agricultural world producing large amounts of food from it's vast open farm lands. However it is also home to several large cities, on of them being Sunia Prime, the worlds capitol. Sunia Prime also has a large space port and many factories. StaelivStaeliv is a death world, home to many natural predators both on it's land and in it's vast oceans. The world of rocky and has many large deserts. There are a handful of tiny outposts, but nothing of any significance.
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Post by Darin on Nov 3, 2014 16:14:14 GMT -5
Unit lists below. Astra Militarum aka The Imperial Guard: Infantry: Infantry Platoon RCS = 3/3 MCS = 2/1 Speed = 2 Moral = 3 HP = 10 Toughness = 3 Armor = 3 Supply Cost = 1
Veteran Platoon RCS = 4/4 MCS = 2/2 Speed = 2 Moral = 4 HP = 10 Toughness = 3 Armor = 3 Supply Cost = 1
Rough Rider Platoon RCS = 3/3 MCS = 4/1 Speed = 3 Moral = 3 HP = 10 Toughness = 3 Armor = 3 Supply Cost = 2
Tempestus Platoon RCS = 5/5 MCS = 3/3 Speed = 2 Moral = 5 HP = 10 Toughness = 3 Armor = 4 Supply Cost = 2
Ogryn Platoon RCS = 3/1 MCS = 5/1 Speed = 2 Moral = 6 HP = 15 Toughness = 5 Armor = 3 Supply Cost = 2
Bullgryn Platoon RCS = 3/3 MCS = 4/2 Speed = 2 Moral = 6 HP = 15 Toughness = 5 Armor = 4 Supply Cost = 3
Rattling Platoon RCS = 5/0 MCS = 1/0 Speed = 2 Moral = 3 HP = 5 Toughness = 2 Armor = 2 Supply Cost = 1
Conscripts RCS = 3/0 MCS = 1/0 Speed = 2 Moral = 2 HP = 10 Toughness = 3 Armor = 2 Supply Cost = 1
Penal Legion RCS =3/0 MCS = 3/0 Speed = 2 Moral = 2 HP = 10 Toughness = 3 Armor = 1 Supply Cost = 1
Vehicles: Leman Russ Squadron RCS = 8/8 MCS = 4/4 Speed = 3 Moral = 5 HP = 20 Toughness = 8 Armor = 8 Supply Cost = 4
Chimera Squadron (Transport) RCS = 4/4 MCS = 2/2 Speed = 3 Moral = 4 HP = 10 Toughness = 4 Armor = 3 Supply Cost = 2
Artillery Battery RCS = 10/10 MCS = 0/0 Speed = 1 Moral = 3 HP = 5 Toughness = 3 Armor = 3 Supply Cost = 2
Deathstrike Missile Battery RCS = 20/20 MCS = 0/0 Speed = 1 Moral = 3 HP = 5 Toughness = 3 Armor = 3 Supply Cost = 4
Sentinel Squadron RCS = 5/5 MCS = 4/4 Speed = 2 Moral = 5 HP = 10 Toughness = 4 Armor = 3 Supply Cost = 2
Valkyrie Squadron (Transport) RCS = 7/7 MCS = 0/0 Speed = 5 Moral = 5 HP = 10 Toughness = 4 Armor = 4 Supply Cost = 3
Baneblade Squadron RCS = 15/15 MCS = 10/10 Speed = 3 Moral = 8 HP = 40 Toughness = 15 Armor = 15 Supply Cost = 6
Adeptus Astartes aka Space Marines Infantry: Tactical Squad RCS = 7/6 MCS = 5/4 Speed = 2 Moral = 10 HP = 15 Toughness = 8 Armor = 8 Supply Cost = 1
Assault Squad RCS = 5/4 MCS = 7/6 Speed = 2 Moral = 10 HP = 15 Toughness = 8 Armor = 8 Supply Cost = 1
Scout Squad RCS = 5/4 MCS = 4/4 Speed = 2 Moral = 8 HP = 10 Toughness = 8 Armor = 4 Supply Cost = 1
Sternguard Veteran Squad RCS = 9/8 MCS = 5/4 Speed = 2 Moral = 10 HP = 15 Toughness = 8 Armor = 8 Supply Cost = 2
Vanguard Veteran Squad RCS = 5/4 MCS = 9/8 Speed = 2 Moral = 10 HP = 15 Toughness = 8 Armor = 8 Supply Cost = 2
Terminator Squad RCS = 10/10 MCS = 10/10 Speed = 2 Moral = 10 HP = 20 Toughness = 8 Armor = 8 Supply Cost = 4
Assault Terminator Squad RCS = 0/0 MCS = 15/15 Speed = 2 Moral = 10 HP = 20 Toughness = 8 Armor = 8 Supply Cost = 4
Bike Squad RCS = 6/6 MCS = 6/6 Speed = 3 Moral = 10 HP = 15 Toughness = 8 Armor = 10 Supply Cost = 2
Vehicles: Predator Squadron RCS = 7/7 MCS = 4/4 Speed = 3 Moral = 10 HP = 15 Toughness = 6 Armor = 7 Supply Cost = 3
Artillery Battery RCS = 8/8 MCS = 0/0 Speed = 1 Moral = 10 HP = 5 Toughness = 4 Armor = 4 Supply Cost = 2
Dreadnought Squadron RCS = 7/7 MCS = 7/7 Speed = 2 Moral = 10 HP = 15 Toughness = 6 Armor = 6 Supply Cost = 3
Land Speeder Squadron RCS = 6/6 MCS = 0/0 Speed = 4 Moral = 10 HP = 10 Toughness = 4 Armor = 4 Supply Cost = 2
Land Raider (Transport) RCS = 8/8 MCS = 5/5 Speed = 3 Moral = 10 HP = 30 Toughness = 10 Armor = 10 Supply Cost = 6
Stormtalon RCS = 7/7 MCS = 0/0 Speed = 5 Moral = 10 HP = 15 Toughness = 6 Armor = 6 Supply Cost = 3
Stormraven Gunship (Transport) RCS = 8/8 MCS = 0/0 Speed = 5 Moral = 10 HP = 20 Toughness = 7 Armor = 7 Supply Cost = 4
Thunderhawk Gunship Prime (Transport) RCS = 10/10 MCS = 0/0 Speed = 5 Moral = 10 HP = 30 Toughness = 9 Armor = 9 Supply Cost = 8
Thunderhawk Gunship Secundus (Vehicle Transport) RCS = 5/5 MCS = 0/0 Speed = 5 Moral = 10 HP = 30 Toughness = 9 Armor = 9 Supply Cost = 7
Mechanics The basics of the mechanics are this:
Each turn players send in their orders. All orders are done simultaneously, including the enemies.
Orders will generally focus on troop movements. Troops are organized into one of three categories.
Garrison Forces: Garrisoned troops are the first to take causalities from Skirmishing. Units deployed in this way will occupy certain defensive positions, like trench networks, cities, etc.
Armies: An army is a large grouping of units. Armies occupy a fairly large area on the map. They also poses a threat "range". An armies threat range is the area in which it can fight/take action immediately without time to prepare. If an enemy army attempts to move through one of your armies threat range, you will be notified and given the opportunity to make an immediate attack. Even if an attack is not launched, or an enemy army doesn't pass through your threat range, but rather stays within it, they are considered to be skirmishing with your army.
Task Force: Task forces are relatively small groupings of units generally created with a singular purpose in mind. Task Forces are typically more mobile then an army, and do not poses a threat range. In addition, a Task Force can, by moving slowly, attempt to bypass an enemy armies threat range undetected. This can be very risky, and it's never a certainty if the task force will get through undetected, but the smaller and more mobile the task force, the greater the chance of success.
Just like there are three types of categories for unit deployment, there are also three sizes of fights.
Pitched Battle: A pitched battle is when two or more armies fight each other directly. These are huge engagements that can last for a couple of turns.
Skirmish: Skirmishing is more or less "passive" fighting. If two sides have a "line" of defense that are fairly close to each other, then the garrison forces of each will be in a perpetual skirmish. Likewise if an army is within threat range of an enemy position, skirmishing will occur.
Engagements: An engagement is similar to a pitched battle, but takes place when the two sides in question are smaller then an army (typically two or more task forces).
Combat is calculated by adding up the total applicable combat strength of each army, and distributing it equally and randomly across all the enemies units. Armor and toughness of each unit is subtracted from the damage applied to them, and the remaining damage is then applied to the units HP, lowering it. Once a units HP reaches 0, the unit is destroyed.
There are three forms of a battlefield may take. The type of battlefield determines how many, and what kind, of combat rounds there are when a fight takes place there.
Open Field: In an open field fight, there are two rounds of ranged combat, followed by a single round of melee combat.
Urban: In an urban battlefield, there is only a single round of ranged combat, then two rounds of melee combat.
Siege: In a siege, there are two rounds of ranged combat, then two rounds of melee combat, with the potential for an infinite number of melee combat rounds afterwards, depending on the orders given by the commanders involved.
Troop movements: A group of units can only move as fast as the slowest unit in the group. 1 speed rating equals one measurement of movement (It's kind of hard to explain what a measurement is, since it's on the actual world map itself).
Aerial Units: Aerial units function slightly differently then ground troops. They require a "base of operation" or BO. A BO has a threat range similar to an army, but the threat range is MUCH larger. Likewise any aerial units moving into/through a BO's threat range, may be directly attacked by other aerial units garrisoned there, or they will simply be "skirmished" by anti air batteries etc. Aerial units who's BO's threat range covers an active battlefield (of any kind or type), may be launched to provide air support. Air support comes in three forms:
Air Strikes - Is simply an aerial participating in a battle, adding their combat strength to their sides total.
Air Drops - Aerial units that posses a transport capacity, may drop reinforcements directly into an active battlefield. Note, the units deployed this way must have been attached to the transports before hand, or of been garrisoned in the aerial units BO.
Air Lifts - Aerial units that posses a transport capacity may attempt to air lift damaged units out of a battle. It will not always be successful, but when it is, it will allow a damaged unit to be returned to the aerial units BO and have a chance to recover.
Locations: There are a number of locations that will be marked on a worlds map.
Cities - Cities are massive population centers that often require protection. They provide a means of reinforcing certain damaged units, and also provide a large amount of supplies to the war effort. They may be fortified.
Supply Depots - Supply depots are essential to the war effort. They provide the required supplies for units to remain active in the field.
Defensive Lines - Often made up of vast trench networks, a defensive line is an excellent means of reliably protecting a large area of territory. They must be manned by Garrisoned Forces.
Fortress - A fortress is a massive military compound that is very heavily fortified. They provide supplies, reinforcements (to certain units), as well as a stronghold that can only be taken by a siege.
Base of Operation - A base of operation is more or less a military airfield/landing pads/etc that are a place for aerial units to be garrisoned. Some may generate supplies.
Factories - Factories are the main means of generating supplies. They also may be fortified.
Special - A miscellaneous category for specific locations that have unique functions/rules.
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Post by Darin on Nov 4, 2014 14:12:44 GMT -5
Unit Stats: Ranged Combat Strength - Effectiveness in ranged combat. There are two numbers displayed like 0/0, first one is against infantry, second one is against vehicles. Melee Combat Strength - Effectiveness in close combat. There are two numbers displayed like 0/0, first one is against infantry, second one is against vehicles. Speed - How quickly a unit moves. Moral - How likely/unlikely a unit is to break and run/desert. Hit Points - How much damage the unit can take before it is destroyed. Health - How healthy a unit is. Having low health will effect combat performance as well as moral. Toughness - How well the unit is at negating damage done to it. Toughness is the units INHERENT damage resistance. Armor - How well the unit is at negating damage done to it. Armor can possibly be negated through various means.
Some slight additions added.
Also, we'll be starting player sign up's next week. Once I know how many players sign up I'll be able to figure out the scale of the campaign, and therefore be able to post the information more fully.
In the mean time expect an update later today.
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Post by Darin on Nov 11, 2014 1:34:54 GMT -5
Mechanics added to the second post. They are under the spoiler that's at the bottom of the post. I'm pretty sure that's is all the mechanics, if anyone has questions please ask!
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Post by Darin on Nov 11, 2014 1:37:18 GMT -5
PLAYER SIGN UPS ARE OPEN!!!!
First come first serve.
Space Marine Commander Slots Available = 1 Machine Cult Commander Slots Available = 3 Imperial Navy Commander Slots Available = 3 Imperial Guard Commander Slots Available = Infinite
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Post by Varangian on Nov 11, 2014 2:06:50 GMT -5
SPEIS MERINZ 4 MUH
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Post by Darin on Nov 11, 2014 2:10:17 GMT -5
Added!
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Post by Some Random DoF Guy on Nov 11, 2014 5:50:33 GMT -5
If there's still one slot for space marines open, i'll take it
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Post by Darin on Nov 11, 2014 9:12:02 GMT -5
You already had one reserved. That's why there were 2 listed originally instead of 3. So it's 2/3 taken, 1 remaining.
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Post by Some Random DoF Guy on Nov 11, 2014 9:53:50 GMT -5
Oooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooh! This is what calling dibs is good for
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Post by Varangian on Nov 11, 2014 10:00:22 GMT -5
SPEIZ MERIN DYNAMICDUO GENERALZ DUMBCAN & VAGINAIAN
CHOO CHOO RAPE TRAIN IS HERE
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Post by Some Random DoF Guy on Nov 11, 2014 10:13:05 GMT -5
SPEHSS MEHRENE!
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Post by Darin on Nov 14, 2014 9:41:48 GMT -5
This should be launching in about a week.
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Post by jeep91 on Nov 14, 2014 9:57:43 GMT -5
I'll take anything.
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Post by Darin on Nov 20, 2014 14:38:04 GMT -5
With only three people interested, I'll be shutting this down for now.
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