The year is 2026...
This is a world similar to Earth in many ways.
In this post you will begin selecting your base country. This will serve as the capital of your Government and the population center as well. After each person has decided there base we will begin to select additional countries to be added to your empire. As soon as you have posted your selection feel free to begin establishing landmarks and terrain. The more detail you put into it the more action you get out of it. If you do not post any specific details about your terrain we will assume it hasn’t changed from what it currently is.
For your base country feel free to make up your own monuments and historical landmarks. You are free to customize it in any way you deem fit. Please keep things within reason and being time appropriate.
This is the modern age, similar to the modern setting but being a bit more advanced.
Government
This will be the bread and butter of your customization.
You can create any kind of government that you want. This will be the part that you can customize how you country looks, acts, and reacts. This is where you can go into detail about how the bureaucracy of your country works. Do you have multiple departments that oversee day to day operations? Or is there just one massive department that oversees all? Do you have a Constitution and Congress? Or are you the only ruler? Do you have a fair Judicial system? Or are you the judge, jury, and executioner? Is the country made up of nothing but your clones??
Here is a guide I’ve used to crate my settings in the past:http://www.wikihow.com/Flesh-out-a-Country-or-Region-in-Your-Fantasy-RPG-World
For future use in military purposes you also need to list some technologies that your country would be working on. Choose up to three technologies and we will offer you three technologies that you can pick one from right off the bat. You will eventually get the other two as we progress. You can change them at any time. Research can be into anything, a broad or focused subject.
You do not automatically have items such as stealth systems or drones. If you want Stealth Bomber or Subs, or even drones you will need to be researching it. If you want a higher level of items you can research it. Be imaginative about what you are researching, but don’t go overboard.
Ie. Improved missile defense systems, aka Star wars project. You have a better chance of destroying inbound missiles then a normal defense system would.
I will allow the possibility for you to obtain technologies up to the levels of the likes of Halo, Stargate, and Terminator. But be warned, any tech that you research in this area will be expensive and have certain restrictions that will be decided later.
Ie. ODST, we could theoretically make it happen today. They would be modified to fit this era and be extremely expensive. It would also take a while for you to put them in place to drop…
Military
Military will be based on a point system. Each person has 500 points in which to spend. I wouldn’t recommend spending all of it right away. You will need points to luanch special weapons and to activate technology. Despite what was said earlier you already have all necessary resources to initiate military engagement.
All militaries have three branches. As much as I respect them, the Marines will be considered apart of the Navy, and play a minor role. You have the ability to choose how your military has advanced. You can have one advanced branch, one average branch, and a sub-par branch. Depending on how you distribute your military is what kind of vehicles you have available.
Advanced Forces:
Army:
All Tanks available
All Artillery and Anti-Aircraft available
Special Forces available
Infantry
All Transport and Supply vehicles available*
Navy:
Submarines Available
All Carriers Available
All Sea Planes Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
All Fighters Available
All Bombers Available
All Rotor-Wing Craft Available
Drones Available
All Transport and Supply vehicles available*
Average:
Army:
All Tanks available
All Artillery and Anti-Aircraft available
Infantry
All Transport and Supply vehicles available*
Navy:
All Carriers Available
All Sea Planes Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
All Fighters Available
All Bombers Available
All Rotor-Wing Craft Available
All Transport and Supply vehicles available*
Sub-par:
Army:
Light Tanks available
Light Artillery and Anti-Aircraft Available
Infantry
Navy:
Carriers Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
Recon Fighters Available
All Rotor-Wing Craft Available
All Transport and Supply vehicles available*
*Transport and Supply vehicles are important. If you do not have a supply line thing may happen. These can be any kind of vehicles that are not equiped with weapons.
Points
Army:
Tanks:
Advance Squadron (5 tanks, M1A1* equipped with an additional main gun): 10 points
Average Squadron (5 tanks, M1A1* standard loadout): 7 points
Light Squadron (5 tanks, M1A1* Lighter main gun, quicker than standard) 5 points
Artillery/ AA:
Advance Squadron (5 Artillery and 2 AA units, longer range and bonus damage): 10 points
Average Squadron (5 Artillery and 2 AA units, standard load out): 7 points
Light Squadron (5 Artillery and 2 AA units, Lighter guns and shorter range): 5 points
Special Forces:
Specialized Squad (6 units, three specializations** and bonus to infiltration): 15 points
Infantry:
Specialized Squad (6 units, one specialization**): 5 points
Rifle team ( 10 units, basic units): 3 Points
Navy:
Submarines:
Hunter Killer (1 unit, Anti-ship capabilities and limited Missile capabilites): 20 points
Ballistic Missile (1 unit, Long range Missile strike capabilities): 25 points
Carrier:
Nuclear Powered (1 unit, large capacity and extended range, carry Sea Planes): 50 points
Light (1 units, small capacity with limited range): 25 points
Sea Planes (Can only be carried by Carrier):
Advanced Fighters Squadron (6 Fighters, F-22* and above): 10 points
Average Fighter Squadron (6 Fighters, F-16* to F-18*): 8 points
Light Fighter Squadron (6 Fighters, F-14*or Harrier): 5 points
Missile Destroyers and Frigates Available
Missile Destroyer (3 units, Medium range Missile strike capabilities): 20 points
ASW Destroyer (3 units, bonus to Anti-Submarine combat): 20 points
Escort Frigates (4 units, bonus to anti-ship combat): 20 points
Air Force:
Fighters:
Advanced Fighters Squadron (6 Fighters, F-22* and above): 15 points
Average Fighter Squadron (6 Fighters, F-16* to F-18*): 12 points
Light Fighter Squadron (6 Fighters, F-14*or Harrier): 10 points
Bombers:
B-52 (5 units, Large bomb bay and extended range): 17 points
B-1 (5 units, Medium Bomb bay with increased agility): 15 points
Rotor-Wing Craft :
Advance Helicopter (5 units, V-22*, increased speed and capacity): 15 points
Average Helicopter (5 units, UH-61 Blackhawk*, Medium capacity): 13 points
Light Helicopters (5 units, Little birds*, light capacity and increased agility): 10 points
Drone ( 2 units, cheap and extended range): 8 points
*Or equivalent
**Specializations include: Sniper, Heavy weapon, Anti-vehicle, Mine layers, other
If you choose to advance a particular vehicle or branch we will extend to your options of technology.
Ie. Research into Stealth grants stealth Bombers and Submarines.
Ie. Research into Railguns give you the options of MAC strike, Gauss Cannons in place of the main tank
weapon, or Ship-based Gauss strike
We will offer you one technology from the list that you are currently researching which may affect you passively or actively.
Combat
So after serious deliberation the rules will be simple:
We will play combat in rounds, so that it remains fair.
A round = one order (See rule 2)
During each round you will be given an action phase, a reaction phase, and end phase. During the action phase you can move your units, attempt to disguise your unit, have you unit establish an ambush, have them attack another unit etc. During the reaction phase you can react to another players actions. The end phase is where the GM's will determine the damage.
After the round is over you can rp according to the information the GM gives you.
All information will be sent to the appropriate GM. GM's will be assigned a theater as it arises. Any rounds involving a GM will be sent to another to maintain fairness. If at any time you feel that a GM has been unfair direct you inquires to me.
Example of play:
Player1(Action Phase): I set up a Artillery team to the top of a mesa at the Grand Canyon
Player2(Action Phase): I send in a rifle team to recon the Grand Canyon to determine if we can cross unseen through it.
(GM receives messages):
@Player1: Your teams spot a rifle team reconning the area within the canyon. Your guns are within range...
@ Player2: Your recon team finds no trace of enemy emplacements and you believe you can pass through the canyon unseen.
Player1(Reaction phase): I open fire with my artillery to pin them within the canyon. I want them to feel the terror of my superior weapons.
Player2(Reaction phase) I task my soldiers return to base
(GM)
@Player1 You are successful in pinning the rifleteam. However, no casualties are reported.
@Player2Your rifle team is pinned in the canyon! Artillery shells have cut your exits off!
End Round
Next round Player2 could call in an airstrike or send in some tanks to help. We will not give information that you wouldn't be able to know. Ie. Player2 doesn't exactly know where the Artillery is coming from.
Damage will be determined by GM'S. You can gain or lose additional bonuses depending on the situation. May the Dice gods favor you...
Damage bonus examples:
This will be the bread and butter of your customization.
You can create any kind of government that you want. This will be the part that you can customize how you country looks, acts, and reacts. This is where you can go into detail about how the bureaucracy of your country works. Do you have multiple departments that oversee day to day operations? Or is there just one massive department that oversees all? Do you have a Constitution and Congress? Or are you the only ruler? Do you have a fair Judicial system? Or are you the judge, jury, and executioner? Is the country made up of nothing but your clones??
Here is a guide I’ve used to crate my settings in the past:http://www.wikihow.com/Flesh-out-a-Country-or-Region-in-Your-Fantasy-RPG-World
For future use in military purposes you also need to list some technologies that your country would be working on. Choose up to three technologies and we will offer you three technologies that you can pick one from right off the bat. You will eventually get the other two as we progress. You can change them at any time. Research can be into anything, a broad or focused subject.
You do not automatically have items such as stealth systems or drones. If you want Stealth Bomber or Subs, or even drones you will need to be researching it. If you want a higher level of items you can research it. Be imaginative about what you are researching, but don’t go overboard.
Ie. Improved missile defense systems, aka Star wars project. You have a better chance of destroying inbound missiles then a normal defense system would.
I will allow the possibility for you to obtain technologies up to the levels of the likes of Halo, Stargate, and Terminator. But be warned, any tech that you research in this area will be expensive and have certain restrictions that will be decided later.
Ie. ODST, we could theoretically make it happen today. They would be modified to fit this era and be extremely expensive. It would also take a while for you to put them in place to drop…
Military
Military will be based on a point system. Each person has 500 points in which to spend. I wouldn’t recommend spending all of it right away. You will need points to luanch special weapons and to activate technology. Despite what was said earlier you already have all necessary resources to initiate military engagement.
All militaries have three branches. As much as I respect them, the Marines will be considered apart of the Navy, and play a minor role. You have the ability to choose how your military has advanced. You can have one advanced branch, one average branch, and a sub-par branch. Depending on how you distribute your military is what kind of vehicles you have available.
Advanced Forces:
Army:
All Tanks available
All Artillery and Anti-Aircraft available
Special Forces available
Infantry
All Transport and Supply vehicles available*
Navy:
Submarines Available
All Carriers Available
All Sea Planes Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
All Fighters Available
All Bombers Available
All Rotor-Wing Craft Available
Drones Available
All Transport and Supply vehicles available*
Average:
Army:
All Tanks available
All Artillery and Anti-Aircraft available
Infantry
All Transport and Supply vehicles available*
Navy:
All Carriers Available
All Sea Planes Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
All Fighters Available
All Bombers Available
All Rotor-Wing Craft Available
All Transport and Supply vehicles available*
Sub-par:
Army:
Light Tanks available
Light Artillery and Anti-Aircraft Available
Infantry
Navy:
Carriers Available
Missle Destroyers and Frigates Available
All Transport and Supply vehicles available*
Air Force:
Recon Fighters Available
All Rotor-Wing Craft Available
All Transport and Supply vehicles available*
*Transport and Supply vehicles are important. If you do not have a supply line thing may happen. These can be any kind of vehicles that are not equiped with weapons.
Points
Army:
Tanks:
Advance Squadron (5 tanks, M1A1* equipped with an additional main gun): 10 points
Average Squadron (5 tanks, M1A1* standard loadout): 7 points
Light Squadron (5 tanks, M1A1* Lighter main gun, quicker than standard) 5 points
Artillery/ AA:
Advance Squadron (5 Artillery and 2 AA units, longer range and bonus damage): 10 points
Average Squadron (5 Artillery and 2 AA units, standard load out): 7 points
Light Squadron (5 Artillery and 2 AA units, Lighter guns and shorter range): 5 points
Special Forces:
Specialized Squad (6 units, three specializations** and bonus to infiltration): 15 points
Infantry:
Specialized Squad (6 units, one specialization**): 5 points
Rifle team ( 10 units, basic units): 3 Points
Navy:
Submarines:
Hunter Killer (1 unit, Anti-ship capabilities and limited Missile capabilites): 20 points
Ballistic Missile (1 unit, Long range Missile strike capabilities): 25 points
Carrier:
Nuclear Powered (1 unit, large capacity and extended range, carry Sea Planes): 50 points
Light (1 units, small capacity with limited range): 25 points
Sea Planes (Can only be carried by Carrier):
Advanced Fighters Squadron (6 Fighters, F-22* and above): 10 points
Average Fighter Squadron (6 Fighters, F-16* to F-18*): 8 points
Light Fighter Squadron (6 Fighters, F-14*or Harrier): 5 points
Missile Destroyers and Frigates Available
Missile Destroyer (3 units, Medium range Missile strike capabilities): 20 points
ASW Destroyer (3 units, bonus to Anti-Submarine combat): 20 points
Escort Frigates (4 units, bonus to anti-ship combat): 20 points
Air Force:
Fighters:
Advanced Fighters Squadron (6 Fighters, F-22* and above): 15 points
Average Fighter Squadron (6 Fighters, F-16* to F-18*): 12 points
Light Fighter Squadron (6 Fighters, F-14*or Harrier): 10 points
Bombers:
B-52 (5 units, Large bomb bay and extended range): 17 points
B-1 (5 units, Medium Bomb bay with increased agility): 15 points
Rotor-Wing Craft :
Advance Helicopter (5 units, V-22*, increased speed and capacity): 15 points
Average Helicopter (5 units, UH-61 Blackhawk*, Medium capacity): 13 points
Light Helicopters (5 units, Little birds*, light capacity and increased agility): 10 points
Drone ( 2 units, cheap and extended range): 8 points
*Or equivalent
**Specializations include: Sniper, Heavy weapon, Anti-vehicle, Mine layers, other
If you choose to advance a particular vehicle or branch we will extend to your options of technology.
Ie. Research into Stealth grants stealth Bombers and Submarines.
Ie. Research into Railguns give you the options of MAC strike, Gauss Cannons in place of the main tank
weapon, or Ship-based Gauss strike
We will offer you one technology from the list that you are currently researching which may affect you passively or actively.
Combat
So after serious deliberation the rules will be simple:
- You do not get to control how much damage is done
- You can give orders up to three units per theater. Each player's countries represents on theater. Ie. The US and Russian countries represent one theater.
- You can consolidate multiple units types into "one" unit. Ie. You can combine all of your tanks and infantry into one unit and all of your AA and Aircraft into another. There will be no capacity limit on how many units you consolidate.
- GM's word is law
We will play combat in rounds, so that it remains fair.
A round = one order (See rule 2)
During each round you will be given an action phase, a reaction phase, and end phase. During the action phase you can move your units, attempt to disguise your unit, have you unit establish an ambush, have them attack another unit etc. During the reaction phase you can react to another players actions. The end phase is where the GM's will determine the damage.
After the round is over you can rp according to the information the GM gives you.
All information will be sent to the appropriate GM. GM's will be assigned a theater as it arises. Any rounds involving a GM will be sent to another to maintain fairness. If at any time you feel that a GM has been unfair direct you inquires to me.
Example of play:
Player1(Action Phase): I set up a Artillery team to the top of a mesa at the Grand Canyon
Player2(Action Phase): I send in a rifle team to recon the Grand Canyon to determine if we can cross unseen through it.
(GM receives messages):
@Player1: Your teams spot a rifle team reconning the area within the canyon. Your guns are within range...
@ Player2: Your recon team finds no trace of enemy emplacements and you believe you can pass through the canyon unseen.
Player1(Reaction phase): I open fire with my artillery to pin them within the canyon. I want them to feel the terror of my superior weapons.
Player2(Reaction phase) I task my soldiers return to base
(GM)
@Player1 You are successful in pinning the rifleteam. However, no casualties are reported.
@Player2Your rifle team is pinned in the canyon! Artillery shells have cut your exits off!
End Round
Next round Player2 could call in an airstrike or send in some tanks to help. We will not give information that you wouldn't be able to know. Ie. Player2 doesn't exactly know where the Artillery is coming from.
Damage will be determined by GM'S. You can gain or lose additional bonuses depending on the situation. May the Dice gods favor you...
Damage bonus examples:
- Superior Numbers
- Higher terrain
- Advanced weaponry
- Defenses
For this roleplay it would help if I had 2 additional GMs. If anyone would like to serve as GM let me know.