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  1. Solaris -- The Long Journey
  2.  
  3.  
  4. Phase Two: "True" Nation Building
  5.  
  6. Reforming your civilisations has become necessity. Almost a year of running from the Enemy has left your fleet haggard and worn, and in need of permanent rest. While the Enemy is not present in this sector, consolidate power and rebuild what was lost. Victory is within your grasp.
  7.  
  8. National Stats
  9.  
  10. Your nations will have global stats that apply to their entirety.
  11.  
  12. Reproduction Rate: For each point, you may allocate 100 population to a planet of your choice per turn.
  13. Military Capacity: For each point, you may support one ground force unit.
  14. Fleet Capacity: For each point, you may support one ship.
  15. Happiness: This stat starts at 10, and can fluctuate depending on events. Under 5 happiness incurs penalties to planetary based rolls.
  16.  
  17. Colonization: Rules, Stats, and Mechanics
  18.  
  19. To explore a planet you may do one of the following, rolling 1d100 for each.
  20. Pay 2 Raw Metal, and send an automated probe.
  21. Send a ground crew for free; Failures with ground crews can cost population.
  22. The exploration 1d100 determines the "offtype" of the planet
  23. 1 - 30 - Hazardous Planetary Features, can only be reduced, not removed.
  24. 31 - 75 - Minor Planetary Features, can either be beneficial, or hazardous (with hazardous being able to be removed through research).
  25. 76 - 100 - Hospitable Planetary Features, significantly beneficial features giving strong bonuses to stats/actions.
  26.  
  27. Colonies have five primary stats.
  28.  
  29. Population Capacity: Indicative of how many thousands of people the planet can currently support. (1d10)
  30. Agriculture Capacity: Indicative of how many units of food/water this planet generates per turn. (1d6)
  31. Mining Capacity: Indicative of how many units of Raw Metal this planet generates per turn. (1d6)
  32. Planetary Development Capacity: Indicative of how many planetary structures this planet can concurrently support. (1d4)
  33. Orbital Capacity: Indicative of how many orbital structures this planet can concurrently support. (1d4)
  34.  
  35. Note that the above stats can be increased with research, construction, and manufacturing.
  36.  
  37. Planets can also have either a boon or a obstacle, depending on the rolls during exploration. Boons give a bonus to a stat, defenses, research, et al.
  38. Obstacles are removable detractors that adversely affect life on the planet. Research can mitigate these, either reducing or removing the obstacle completely. However no boon is given once the obstacle is removed.
  39.  
  40. Creating a Colony:
  41. The first colony is free for all players, regardless of population.
  42. Colonies require at minimum 2,500 population to be founded. This population can either be hired from the Civilian Fleet, or provided from your own people.
  43. Note: If you do hire from the Civilian fleet, your population growth does still produce people of your race.
  44. Colonies require the following materials to setup by default:
  45. 15 Raw Metal
  46. 10 Exotic Metal
  47. 5 Fuel
  48. 7 Food
  49. 7 Water
  50.  
  51. Planets have the ability to produce civilian goods, military equipment, ships, to research new technologies, and train units for combat. However they require a "slot" to do the action.
  52.  
  53. Planetary Upkeep
  54. For every 2,500 Population, your planet consumes 1 Food, 1 Water.
  55. For every 2 Planetary Structures, your planet consumes 1 Fuel, 1 Raw Metal
  56. For every 2 Orbital Structures, your planet consumes 2 Fuel, 1 Raw Metal
  57. Upkeep is paid every turn, on a threshold basis.
  58. If you only have 1 of a structure type, you do not need to pay upkeep.
  59. If you cannot pay upkeep, roll 1d100. On 50 or less, you lose a structure/% of population.
  60. Colony Actions:
  61. For every 2,500 Population, your colony may perform a single non-Slot action, such as Construction, Exploration, or Recruiting.
  62. If you have less than 2,500 population, you may still perform actions, albeit at a penalty to roll.
  63. These actions are 1d100, >40 to Succeed, just like actions in Phase One.
  64. Planetary Development structures and Orbital structures are paid when the action is performed.
  65. On a failure, you lose 1/2 of the resources rounded down.
  66. Recruiting or Producing Military Units does not lose resources on a failure.
  67.  
  68. Planetary Development is a straightforward mechanic. You may construct different buildings to allow for different actions to be preformed on the planet. The following are the basic buildings a planet can support.
  69.  
  70. Population Support Centre: Increases population growth on this planet by 25% (3 Raw Metal, 4 Food)
  71. Light Shipyard (Fighters, Bombers, Frigates only) (5 Raw Metal, 5 Exotic Metal)
  72. Mineral Processing Plant: Increases raw metal production by 25% (4 Raw Metal)
  73. Research Facility: Unlocks a research slot for this planet. (3 Exotic Metal)
  74. Civilian Industrial Plant: Unlocks a civil manufacturing slot (4 Raw Metal, 3 Exotic Metal)
  75. Military Industrial Plant: Unlocks a military manufacturing slot (4 Raw metal, 3 Exotic Metal)
  76. Deep Space Surveillance Centre: Grants the ability to preform remote surveying from the planet. (4 Exotic Metal)
  77. Planetary Defence Station: Grants +3 DEF to planetary defence forces. (4 Fuel, 4 Raw Metal)
  78. Local Market Centre: Unlocks a trade route slot (2 Fuel, 3 Raw Metal)
  79. Ground Force Base: Unlocks recruiting Soldiers. (4 Food, 3 Raw Metal)
  80. Officers Training Academy: Unlocks recruiting Officers (5 Food, 4 Raw Metal)
  81. Logistical Depot & Management Centre: Grants +5 to Military Capacity. (4 Fuel, 5 Raw Metal)
  82.  
  83. Orbital Construction is similar to Planetary Development, as a limited number of structures are able to be maintained. The following are the basic buildings a planet can support
  84.  
  85. Orbital Habitat: Increases Population Capacity by +3 (6 Food, 3 Water, 4 Raw Metal)
  86. Orbital Star-base: Grants +3 ATK to planetary defence forces. (5 Fuel, 5 Raw Metal)
  87. Orbital Trade Hub: Unlocks a trade route slot (4 Fuel, 3 Raw Metal)
  88. Asteroid Refinery Station: Grants +2 Exotic Metal per turn. (4 Raw Metal, 3 Exotic Metal)
  89. Oort Observatory: Grants the ability to scan for ships from the planet. (5 Exotic Metal)
  90. Lagrange-Orbit Heavy Shipyard: Unlocks the ability to manufacture ships, classes Cruiser and higher. (5 Fuel, 7 Raw Metal, 8 Exotic Metal)
  91. Zero-Gravity Manufacturing Plant: Unlocks a ship module manufacturing slot. (5 Raw Metal, 4 Exotic Metal)
  92. Antimatter Bottling Plant: Grants +2 Fuel per turn. (6 Exotic Metal)
  93. Fleet Drydock: Grants +5 to Fleet Capacity (5 Fuel, 5 Raw Metal, 5 Exotic Metal)
  94.  
  95. There are _ basic planet types, each giving a bonus and/or detractor to a stat. (note: minimum on any stat is 1)
  96. Oceanic, +1 Agriculture, -1 Population Capacity
  97. Desert, -2 Agriculture, +1 Orbital Development
  98. Terran, +1 Agriculture, +1 Mining
  99. Gas Giant, -3 Population Capacity, -3 Agriculture, +4 to Fuel Production
  100. Lava/Tectonically Active, -3 Population Capacity, -3 Agriculture, +5 Mining
  101. Barren, -2 Agriculture, -1 Planetary Development, -1 Population Capacity
  102. Tundra, -1 Agriculture, +1 Population Capacity, +1 Planetary Development
  103. Artic, -2 Agriculture, +2 Planetary Development
  104. Ground Forces, Troop Combat, and Planetary Defence Forces
  105.  
  106. Ground Force combat will operate similarly to ship combat, with the addition of several new weapons, and the "Kit" mechanic.
  107. Ground Forces have Three stats
  108. ATK: Operates similarly to ATK stat on ships; only applied when the kit used is Effective against the target.
  109. DEF: Operates similarly to DEF stat on ships;
  110. MNV: Maneuvering, or the general speed of a unit. Also affects reflex responses on some units.
  111. Unit Points are mechanically similar to SP, with the exception that two UP is equivalent to one SP.
  112. Infantry by default have 4 UP.
  113. Armor by default have 6 UP
  114. When ground units are attacking ships/fighters/bombers, The defender automatically gains 2x their soak when calculating damage.
  115. Kits and Loadouts:
  116. Kits are weapons which allow a unit to apply their Attack stat against a type of unit.
  117. The three major unit types are Infantry and Armor. Air units inherit from space combat.
  118. Kits come in two varieties, Combat & Utility.
  119. Units can equip a Combat and Utility Kit simultaneously.
  120. Infantry begins with three combat kits available to them, and are able to select one per unit.
  121. Standard Kit: Heavy Kinetics, High Explosive Air-Burst rounds, and Grenades. Effective against Infantry, (1d6 Damage)
  122. Missile Kit: Tactical Shoulder-Mounted Missiles, Laser Designators, and Mines. Effective against Armor (1d8 Damage)
  123. Laser Kit: Crew-Operated Anti-Ship Laser, Portable Radar Pack, Tactical Comms Uplink (1d8 Damage)
  124.  
  125. Infantry begins with four utility kits available to them, and are able to select one per unit.
  126. Field Medic Kit: Can restore 2 UP to another unit, or 1 UP to itself. (1d100, 40 or greater)
  127. Logistics Kit: Can assign a +2 ATK bonus to any friendly unit. Continuous. (Automatic Success)
  128. JTAC Kit: Can assign a +15 Bonus to roll to any fighter/bomber wing Continuous. (Automatic Success)
  129.  
  130. Armor begins with three combat kits. Unlike infantry kits, these affect more than damage and effective unit type
  131. Light Kit: Chainguns, Pulse Lasers, Belt-fed Grenade Launchers. Effective against Infantry. (+2 MNV, 1d6 Damage)
  132. Heavy Kit: HEAT Rounds, Smart-Sabot Rounds, Railgun Primary Turret. Effective against Armor (+3 DEF, 1d10 Damage)
  133. Flak Kit: Chemical-Railgun Flak rounds, Anti-Ship Laser Turret, STA Missiles. Effective against Fighters/Bombers (+4 ATK, 1d10)
  134. Officer units are produced from an Academy.
  135. Officers are attached to units and provide bonuses to stats/rolls
  136. Officer bonuses are determined at creation by 1d100.
  137. Officers cost 1 Food, 1 Water, 1 Exotic Metal to train.
  138. Unit ATK/DEF/MNV Default values and production costs are as follows:
  139. Infantry 2/2/4, 4 Food, 2 Water to train.
  140. Armor 3/5/2, 2 Raw Metal, 1 Fuel to train.
  141. Heavy Infantry 3/4/1 4 Raw Metal, 2 Fuel to train.
  142. Heavy Armor 4/6/1 6 Raw Metal, 2 Exotic Metal, 2 Fuel to train.
  143. Ship Modules and Fitting Changes:
  144. Ships produced after the beginning of Phase Two will have the following changes implemented:
  145. Frigates and Cruisers may only mount one weapon type. BCs and BSes may mount two.
  146. Utility Modules will become available for these hulls as well, which follow the same fitting convention as weapons
  147. The Basic utility modules are as follows:
  148. Backup Shield Emitters: Once per combat, you may activate this module. Your shields gain +30% for five turns.
  149. Ground Targeting Array: Ships equipped with this may provide firesupport in ground combat or bombard ground targets. Base success rate is 65 or higher.
  150. LADAR Flood Array: Floods LADAR sensors with false returns. -30 to rolls for target ship. Continuous. Base success rate is 50 or higher.
  151. Target Painter Array: Designates target ship with a specific frequency laser. Friendly forces firing on this target gain +10 to roll. Continuous.
  152. All ships will gain the COM stat:
  153. COM determines the number of bonuses that can be applied to a single roll.
  154. Only applies to to-hit rolls; damage bonuses are unaffected by this stat.
  155. Default is 2. (For those who played during the combat beta test, your COM stat rolls over from that.)
  156. Fighters/Bombers now use PRP when defending against missiles.
  157. Fighters/Bombers gain +50% shields.
  158.  
  159. Formations are also available for research, and grant specific bonuses when you begin combat in said formation.
  160. Formations can be shifted mid-combat, however a interim turn will be required where you recieve no bonus from either the old or new formation.
  161. Formations can only be applied to fleets or battlegroups of 3 ships or more, unless otherwise stated by the formation.
  162. Some formations will require specific types of ships to execute, such as a fighter screen, protecting a "glass cannon", etc.
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