Posted: 2005-12-22 01:02pm
where are these point values for writing OOBs found?
where are the rules for OOBs, for that matter?
where are the rules for OOBs, for that matter?
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
Nitpick: These two ships have illegal specializations. Anything with a specialty against warships can't specialize against fighters.Dahak wrote: 15x "Erebus" Class Light Air Cruiser [15] [+2 F][+3 W]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship. The Mount Salara class was developed at the same time.
3x "Mount Salara" Class Space Airship [70][+30 W][+5 F]
SOL-sized superiority ship, formidable, yet a design that will currently not be followed up.
Grand power: 8,000 pointsHawkwings wrote:where are these point values for writing OOBs found?
where are the rules for OOBs, for that matter?
Spyder wrote:The following players will be Great Powers--
Pablo Sanchez
Spyder
Thirdfain
If you think it unfair that Spyder and I got to be Great Powers, there were some criteria used to pick them. First, none of these nations has a particularly compatible ideology, so no two great powers will be natural allies this time. Second, we have confidence in the ability of all three players to play well at the GP level (i.e., behaving as a leader-nation, playing actively and independently, a just plain writing well).
The following players are major powers--
Phongn
Dahak
consequences
MRDOD
Beowulf
If you don't appear on either list, then you have the opportunity to choose between being a minor power and a regional power, as you desire.
Ah, my bad... I had to work while writing it up, so errors may have occuredMatt Huang wrote:Nitpick: These two ships have illegal specializations. Anything with a specialty against warships can't specialize against fighters.Dahak wrote: 15x "Erebus" Class Light Air Cruiser [15] [+2 F][+3 W]
The Erebus represents the first approach to a "superiority" ship, but the concept did proof to be lacking, so this school of thought never advanced beyond this class. Still, it is a formidable light ship. The Mount Salara class was developed at the same time.
3x "Mount Salara" Class Space Airship [70][+30 W][+5 F]
SOL-sized superiority ship, formidable, yet a design that will currently not be followed up.
Avalonian League OOB:The Avalonian League
Very little is known about the history of the Ancestors before they came to us. Their hailed from a place called Altera, though it is not on any of the maps they left to us. To our world, Avalon, they came, creating a vast civilization that stretched across countless planets, linked by a network of portals that spanned the stars. They prospered, having mastered feats of science yet to be duplicated to this day. The knowledge they possessed was unsurpassed, their technology unrivaled by the crude devices of this age.
Then they were struck by a great plague, and with it came the decline of their civilization. For the first time in the long memory of the Ancestors, their great sciences failed them. As their numbers dwindeled, they searched frantically for a cure. Only at last did they discover that the plague was a weapon, crafted by their enemies of old from Altera. As their race breathed its last, they found a glimmer hope on their now-vacant capital of Avalon. Though their kind was doomed, the young people of that world, considered to be the second comming of their race, were more resilient. Before the Ancestors disappeared completely, they bequeathed two great gifts to the people of Avalon, the seeds of knowledge and the ability to use their technology.
In time, we, the people of Avalon, rebuilt the civilization of the Ancestors using the technology left to us. Colonies of old once again bloomed with life, and the gateways between stars shimmered with light. Through our explorations, we reclaimed a hundred worlds out of the countless thousands that the Ancestors had touched.
In time, we encountered many infant civilizations, just discovering the sciences that governed the universe. We watched as they grew into great nations and empires. Inevitably, they came into conflict, and the stars burned. Some, driven by the desparation of war, found us and tried by force to take our worlds, only to find themselves stopped by impenetrable shields. From inside the sanctuaries of our worlds, we watched with contempt as the rest of the galaxy collapsed.
Eventually though, our defenses crumbled under the swirling chaos outside our realms. The great shields that protected our colonies were the first to fail, their power finally fading after centuries of bombardment. When they gave, we retreated through the gateways of the Ancestors, but in time their power ebbed as well. Before our peoples could be stranded on worlds under siege, we retreated to Avalon, our sanctuary and stronghold. We took all our technology with us, leaving the elegant spires of our great cities to crumble into dust.
As the flames that had consumed the galaxy burned out into embers, a great fleet of ships that sought to rebuild the fallen empire of their race stumbled upon us. To their dismay, they found the world from which they intended to launch a new wave of conquest was already ours. By might they tried to sieze our world, throwing the entirety of their hopes and dreams against ours. In the space above Avalon, a great battle for the survival of two races was fought. Using the defenses left to us by the Ancestors, we annihilated the aggressors, but at a great price. The last of our power had been expended, one of the gifts of the Ancestors had been lost to us forever.
Since that time, we have rebuilt our civilization. We have crafted technology of our own from the gifts of knowledge left to us by the Ancestors. Once more, we set out into the stars, to reclaim worlds and rebuild the legacy of the Ancestors.
Government:
The Avalonian League follows the federal model of government; individual member worlds have a local government that oversees the needs of the population, while a central government body is charged with the defense and expansion of the League.
The capital of the League is Avalon. The League government follows a representative democratic model, with delegations from member worlds forming a Senate, lead by two publicly elected officials who hold executive power. The Senate is broken down into several councils which govern various aspects of the League. The most notable councils are the Justice Council, the Defense Council, and the Commerce Council, all of which oversee major branches of the Avalonian League government.
Individual member worlds all follow a variation of the democratic model. The size of each world’s senatorial delegation is determined by population and strategic importance, though every world is granted a minimum of two senators.
Economy:
Government-regulated free-market. Industry is highly automated and energy is plentiful, allowing the government to easily provide basic needs to all Avalonians. Consumer goods and luxury items tend to follow the free-market model, but certain industries, such as defense, are operated entirely by the government.
Technology:
Reactionless STL drive technology, hyperdrive, direct mass-to-energy conversion (power generation), energy shielding, zero-point modules (high-density capacitor), time dialation / stasis technology (effects limited to enclosed volumes), touch-telepathic control interfaces. Many forms of Avalonian technology are solid-state devices, making reverse-engineering extremely difficult at best.
Ideology:
Nationalist. The Avalonian League is strongly focused on their common heritage, and reclaiming their lost colonies. Though not xenophobic, they are a highly insular society and view other nations with contempt, zealously guarding their knowledge and technology. For that reason, Avalonians will dismiss the possibility of trade or long-term alliances with other powers.
Military:
The central government oversees the Avalonian Star Navy and Avalonian Guard, but member worlds possess a localized professional militia that serves as a planetary defense force. Avalonian weapons follow one of two forms, finesse or force. Energy-weapons are typically representative of the “finesse” approach, and come from infantry small-arms to super-capital vessel batteries.
Self-guided high-velocity missiles are typical of the “force” approach. They are equipped with powerful forcefield-reinforced chassis, propelled by an internal reactionless drive, and can tunneling through solid armor before detonating their mass-conversion warheads. Warships will typically carry extensive stores of these missiles (the warheads are inert until the mass-conversion mechanism is activated) as well as automated factories which replenish depleted stockpiles from local materials.
Shields are the primary defense mechanism used by Avalonians, extending to even basic infantry. Forcefield-reinforced armor is used as a second layer of defense, are considered a separate layer from the hull.
Vehicles, like most forms of Avalonian technology, are operated via telepathic interface which simplifies operations greatly. If necessary, even the largest of warships can be operated by a single individual (although at significantly reduced effectiveness), but are most effective with teams of crewmembers overseeing and maintaining the function of various systems.
Infantry consists of troops armed with high-endurance energy weapons, protected by light but incredibly resilient forcefield-reinforced full-body armor and personal shields. They are supported by integrated armor and troop transports.
Physiology:
Advanced Human.
Avalonians all appear as physically fit humans. A series of unique marker genes, telekinesis, and touch-telepathy are common to all Avalonians, and are requirements for use of Avalonian (and Ancestor) technology. Rare instances of ranged telepathy and other anomalous abilities have been documented, but are by no means common. Avalonians have much greater regenerative capabilities than standard humans, and are thus much harder to disable. Life-spans are abnormally long at several centuries, during most of which the Avalonian is physiologically identical to a 20-40 year old human in exceptional physical condition.
Avalonian League OOB:
Avalonian Star Navy: 1800 pts
Corvette [1][N/A][Fighter]
Small ships armed with energy cannons and small missiles. Their stealth capabilities make them invaluable for both scouting ahead of fleet groups and patrolling existing territories. While not true strike craft, corvettes perform favorably with fighter groups of equivalent material cost. They are typically operated by a crew of 2, although life support can sustain up to ten additional passengers without significantly shortening operating range.
600x (allocated to ships as listed below)
Destroyer [10][N/A][Cruiser] (Accompanied by 5 Corvettes)
Destroyers and their variants are considered to be the backbone of the Avalonian Navy. These multi-purpose craft are armed with a balanced loadout of energy cannons and missile banks which allow them to operate effectively against any target. Though not quite as maneuverable as frigates, Destroyers can still match much smaller vessels in sheer speed. The minimum effective crew compliment is 100.
20x
Heavy Destroyer [20][+10 vs Warships][Cruiser] (Accompanied by 10 Corvettes)
Heavy Destroyers are a Destroyer variant optimized for combat against warships, to the detriment of combat capability against small strike craft and planetary defense installations. They are specially equipped with an abundance of heavy energy cannons better suited to penetrating the shields and armor of warships. The minimum effective crew compliment is 200.
4x
Cruiser [20][+10 vs Strike Craft][Cruiser] (Accompanied by 10 Corvettes)
Cruisers are also a Destroyer variant, but play on their ability to effectively target, track, and rapidly neutralize large numbers of small targets. Their primary energy cannons are specially configured for expanding bursts which neutralize large groups of strike craft at long range, but also possess overlapping fields of point-defense batteries which can pick apart swarms of strike craft at close range. The minimum effective crew compliment is 200.
6x
Heavy Cruiser [40][+20 vs Warships][Capital] (Accompanied by 20 Corvettes)
Avalonians consider Heavy Cruisers to be the smallest proper capital ship class. They have moderate speed and maneuverability, but are protected by powerful defensive shields and extensive forcefield-reinforced armor plating. They carry a heavy armament of energy cannon batteries, but are known more for their near-inexhaustible missile banks, capable of ripping through most other warships with ease. The minimum effective crew compliment is 250.
5x
Battleship [100][+50 vs Warships][Capital] (Accompanied by 50 Corvettes)
If Destroyers are the backbone of the Avalonian Navy, Battleships are its heart. These massive warships were forged exclusively for war, protected by multiple layers of shields and dozens of meters of forcefield-reinforced armor. Their primary batteries blast craters visible from space deep into planetary surfaces, while their missile banks unleash an unceasing torrent of death thick enough to blot out the light from a sun. In a macabre declaration of their singular purpose, the hulls of these warships are colored exclusively in patterns of black and bone. The minimum effective crew compliment is 1,000.
3x
Dreadnought [150][+75 vs Warships][Capital] (Accompanied by 75 Corvettes)
In the Avalonian League’s civilian population, rumors tell of vessels even more powerful than the Battleships of the Navy. Supposedly hailing from the world of Altera, it is said that these vessels are imbued with the essence of death, that no living thing can walk their decks, and that entire worlds have perished from just the sight of such a ship. In reality, the Dreadnought is simply a larger and more heavily armed version of a Battleship, with proportionately more firepower, shields, and armor. Like Battleships, the hull of a Dreadnought is colored only in patterns of black and bone. The minimum effective crew compliment is 1,500.
2x
Avalonian Defense Corps: 1700 pts
Settlement [5][Defense]
Small settlements set up for any number of purposes.
2x (Aurora)
1x (Chaya)
1x (Dagan)
1x (Dosi)
Outpost-type Defense Grid [50][Defense]
A localized network of bunkers equipped with self-guided high-velocity missiles and protected by shields designed to repel minor intrusions over the local region. Typically found on newly established colonies.
1x (Taonas)
Compound-type Defense Grid [100][Defense]
A network of shielded defense stations equipped with self-guided high-velocity missiles and energy cannon emplacements which provide protection to a significant portion of a planet. Typically found on developing colonies.
Station-type Defense Grid [200][Defense]
A large network of shields and planetary defense emplacements around population centers and shielded defense stations which span most of a planets surface. Typically found on developed worlds.
1x (Lantia)
1x (Clarush)
Citadel-type Defense Grid [500][Defense]
A powerful planetary-shield grid that operates in conjunction to a planet-spanning network of weapons emplacements housed in bunkers and stations. These protect the major worlds of the Avalonian League.
1x (Avalon)
Planetary Defense Corps Division [25][Defense]
A self-contained element of the local Planetary Defense Corps, complete with integrated armor support and local transport capability. As their name implies, they are wholly devoted to the defense of the worlds they are garrisoned on.
15x (Avalon)
6x (Lantia)
6x (Clarush)
2x (Taonas)
Avalonian Guard: 500 pts
Guard Division [25]
A self-contained element of the Avalonian Guard, complete with integrated armor support and transport capability on both the planetary and interstellar level.
10x
Strike Cruiser [25][+10 vs Defense][Assault / Troop Transport]
Strike Cruisers are warships optimized for assaults on defensive emplacements. They carry an arsenal of energy-cannons specifically tailored to defeat static defenses and provide orbital support. They are used almost exclusively by the Avalonian Guard. Strike Cruisers have a minimum effective crew compliment of 250.
10x
Misc
Monitoring Satellite [0]
Placed in remote areas of Avalonian space or around prospective colony worlds, these satellites continuously monitor the region for unwanted intrusions. (No offensive / defensive capability, negligible production / maintenance costs)
Ships
Fighters:
Gunstar fighter-bomber
A general-purpose attack craft. The Gunstar mounts powerful and accurate blasters as well as racks of antifighter missiles. The Gunstar seats two, a pilot and a gunner.
300 points worth ride on escort carriers
450 on Battlestars
240 on DeathStars
180 in reserves
Sunbeam tactical bomber
The Sunbeam mounts as its main armament a spar torpedo, a one-shot heavy blaster capable of damaging large ships. Bombers aren't used in the fleet as heavily as Gunstars because they are a liability in a fighter battle. They are usually only brought out when air superiority is already assured.
none on escort carriers
150 points on battlestars
80 on Death Stars
Escorts
Table class Escort Carrier [3] +1 vs fighters (usual air group 6pt fighter, no bomber) Not really a Carrier in the rules sense
Aside from the obvious role of escorting merchantmen, escort carriers are often used as scouts. The tracking systems that they have to have to do their job properly synergize well with point-defense, explaining the anti-fighter specialization.
Fully loaded the carrier costs 9 points. x50 = 450
Mace class Assault Frigate [4] +2 versus warships
The counterpoint of escort carriers, assault frigates are meant to beat up on picket ships.
x50 = 200
Goldenrod class Corvette [2]
A normal general-purpose picket. While the Nova class is good at beating up on pickets, it just can't fill the role of one.
x150 = 300
300 ships, 950 points
Cruisers
Battlestar class fast carrier [6] [carrier]
The Battlestar class of carrier has capacity for hundreds of fighters, but normally travels at a fraction of that for safety reasons. Usual complement 30pts fighters 10 pts bombers
x15 = 690
Star Blade class battlecruiser [10] +5 vs warships
The Star Blade is mean little anti-ship scrapper. Alone or in small groups it can shred most other cruisers and easily evade capital ships. Fighters are a bit of a problem, but that's what carriers are for.
x30 = 300
45 ships, 990 points
Capital ships
Star Destroyer class Battleship [50] +25w
x10 = 500 pts
The line of battle is only brought out to fight against opposing lines of battle. As a result it is heavily specialised for that role.
Star Destroyer is really a number of slightly different classes with the same name and basic design. The latest generation is the Star Destroyer model 9. Ships from the previous few implementations of the design are kept in the fleet and modernised until they worn out or destroyed.
Older model Star Destroyer [40] +10w
Less advanced and less specialised to the wall of battle than the modern refined Star Destroyer class.
x10=40 pts
20 ships, 900 points
Fixed Defenses:
Death Star battle station [Defense] 80pts (160 points counting fighters)
Large fighter bases in planetary orbit. There was originally only one such station in orbit around Eden Tower. One more was later added in the opposite side of its orbit. The same arrangement is in place at Arms Tower, for a total of four stations. In addition to hosting large fighter groups, each Death Star is a fully armed and operational battle station. They are dotted with numerous laser batteries and huge antiship weapons called superlasers.
x4 = 640 points
Death Star fighter group consists of 60 points fighters, 20 points bombers
Eden Tower Planetary Defenses [Defense][20]
The planetary shielding and batteries based on Eden Tower itself.
Arms Tower defenses [Defense] [20]
Same, except at Arms Tower.
(those names refer to two different major worlds)
200 pts
The Army
180 points
Fighter Reserve. These fighters are based at random points around the country. They mostly provide security around minor colonies.
Entirely Gunstars
Fixed defenses, secondary world, [5]
x20 = 100
Damn, I was hoping I could get Major. Oh well, I did arrive late so it should be unsurprising that this happened. Yes, I know that my description says I was a Minor Power during the Silver Age and Steel Age. However, during that time I doubt any of today's Grands would make Regional. Guess the Mekidar got hammered harder than I thought.The following players will be Great Powers--
Pablo Sanchez
Spyder
Thirdfain
The following players are major powers--
Phongn
Dahak
consequences
MRDOD
Beowulf
If you don't appear on either list, then you have the opportunity to choose between being a minor power and a regional power, as you desire.
You had somewhat more than a week during which you could have posted your national description, so I haven't much sympathy for you.Adrian Laguna wrote:Damn, I was hoping I could get Major. Oh well, I did arrive late so it should be unsurprising that this happened. Yes, I know that my description says I was a Minor Power during the Silver Age and Steel Age. However, during that time I doubt any of today's Grands would make Regional. Guess the Mekidar got hammered harder than I thought.
No, that is how it has always been done and it has only been a problem once, in which case it was rapidly rectified. You can't expect anybody to maintain a serious interest in moderating this kind of RP game if they aren't allowed to participate.I was wondering, why are some of the moderators playing in the game, isn't that a conflict of interest?
I wasn't expecting any "I did arrive late so it should be unsurprising that this happened." During the Age of Steel the Mekidar got hammered harder than I originally thought, end of story.Pablo Sanchez wrote:You had somewhat more than a week during which you could have posted your national description, so I haven't much sympathy for you.
Okay then, I'm glad to know that it won't be a problem.No, that is how it has always been done and it has only been a problem once, in which case it was rapidly rectified. You can't expect anybody to maintain a serious interest in moderating this kind of RP game if they aren't allowed to participate.
Adrian Laguna wrote:Is there some place that explains the rules? I'm going to give the previous STGOD threads a look so I can get a better grasp for how things work. However, if there are any subtle things in the rules I'm very likely to miss them unless they are spelled-out the way they would be in a rule-set.
Grand power: 8,000 points
Major power: 6,000 points
Regional power: 4,000 points
Minor power: 2,000 points.
Rules for OOB are here
I daresay Milky Way size?Glimmervoid wrote:Are we setting this in the Milky Way or some other galaxy that happens to have humans (like Star Wars)? Or do we not know/decide by what people do in game?
Also any idea of galaxy size if it is not the Milky Way, it could be important for working out travel times for ambassadors in posts and the like.
I dunno about the other empires, but if the Avalonian League discovered a brand new object of obvious alien origin sitting around on one of their planets, they're very likely to pick that object up and throw it the hell out of Avalonian Space, or at the very least move it out into a quarantine facility inside an asteroid floating in deep space.Dahak wrote:I daresay Milky Way size?Glimmervoid wrote:Are we setting this in the Milky Way or some other galaxy that happens to have humans (like Star Wars)? Or do we not know/decide by what people do in game?
Also any idea of galaxy size if it is not the Milky Way, it could be important for working out travel times for ambassadors in posts and the like.
As for ambassadors, didn't we go with the gate approach to do without this utter useless ambassador-in-ship postings...?
Well my people settled a new world at the start of the Age of Steel so they would have no Stargate, I would have to try to get one if most other users start using them.Dahak wrote:I daresay Milky Way size?Glimmervoid wrote:Are we setting this in the Milky Way or some other galaxy that happens to have humans (like Star Wars)? Or do we not know/decide by what people do in game?
Also any idea of galaxy size if it is not the Milky Way, it could be important for working out travel times for ambassadors in posts and the like.
As for ambassadors, didn't we go with the gate approach to do without this utter useless ambassador-in-ship postings...?