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Conquest 2.0


Silenceo

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Welcome one and all, to Conquest!

 

In its simplest form, Conquest allows each player to insert themselves into a mixed-time line in the Star Wars universe that features factions from across the era’s. However, it is not all about them, far from it. It is about what you choose to do and how you react to everything. In Conquest, there are very few limits, which are often pointed out ahead of time, and players are given freedom to do as they wish, within reason.

 

This is not only about yourself and your actions however. Conquest places your starting character at the head of a faction that you create. You could make it like your favorite faction if you so wish, or even head off into completely unexplored territory! The choice is up to you.

 

Throughout your play, there will be a number of IC (In Character) PM chains between yourself and the overlord (at this time me) when you encounter NPC’s. You can, of course, opt out of such if you are uncomfortable for a streamlined version where you get the results of the meeting.

 

Not only this, but you can travel to the worlds of the Star Wars universe and do as you please. However, keep in mind that everything has a reaction. Not only this, but the actions of your faction will indeed impact galactic events. Pirating? Go for it. Trading? Why not! Admiral? The bridge awaits, Sir! The limits are merely logic, and your imagination. Though, I will at times have to step in to stop ridiculous situations, and I will always advise (unless asked not to) on events going on or moves you may make. Such as advising against waltzing around on Coruscant with a lightsaber…

 

In order for this all to run smoothly however, you must be willing to communicate with the other players and I when it is needed. Absences are of course expected, and no need to stress over your faction every day! I can help alleviate such stress and make sure nothing goes crazy in your brief absences.

 

Other than that, it is good to note that while once learned you can ignore them to some extent, Conquest ultimate runs on the use of numbers and equations. Not to worry however, for I will always be ready and willing to help. The best part of which, is that once you figure out the numbers once for something, you never need to worry about it again unless you want to modify it. On the plus side, there is already a lot of the work done and pre-calculated units to use if you want to avoid math at all possible.

 

Lastly, that the majority of Conquest is run using google docs. Do note, that I only share the docs to those who PM me specifically about them and only to the people the docs pertain. I highly advise setting up a gmail for this if you are to participate, as to keep your name safe and secret.

 

With that out of the way, I hope you join us in Conquest, and enjoy it as we currently do!

 

If you are interested, post here in the thread or PM me for further details.

 

Outlines and Examples

 

Character Outline

 

Name:

Profession:

Species:

Gender:

Clothing:

Items:

 

Physical traits:

Age:

Skin:

Complexion:

Hair:

Eyes:

Build:

Height:

Weight:

 

Psychological details:

 

Bio:

 

Skills:

 

 

 

 

Faction Example

 

Arbiter Empire

 

Style: Imperial, Militaristic, and Heavy use of Droids.

 

Influenced By: Galactic Empire, Sith Empire, and the CIS.

 

Starting Location: Coruscant (No changing it once stated here unless Arbiter orders it)

 

Faction Trait 1: Due to the focus on the military and the excessive use of droids, they have developed incredibly advanced AI. Increase Overall Droid Effectiveness.

 

Faction Trait 2: While no military is perfect, after many years of turmoil and conflict, all of its soldiers have become extremely disciplined and trust their commanders with their lives. Increased Loyalty to the Faction, and Discipline.

 

Faction Trait 3: Having achieved control of the Galaxy, the Arbiter Empire has managed to enforce a monopoly on tech beyond most other factions. Increased Technology Effectiveness.

 

Bio: Details, details, details! They rule the galaxy. All is proceeding as I have foreseen...

 

Faction Goals:

 

1. Maintain control of the Galaxy.

 

2. Influence the lesser factions.

 

3. Ensure no one boards their Flagship.

 

Starting Fleet: Link

 

Starting Units: Link

 

Starting Leader: Link

 

Faction Experience

 

It goes here

 

 

 

Legion Format

 

10,000 units

- 1 Commander

- 2 Lt.

- 1,997 Squad Captains (squads of 5)

- 8,000 Soldiers

-- 2,000 Heavy Weapons Specialists

-- 2,000 Scout Troopers

-- 4,000 Standard

 

Vehicles:

- 100 AT-ST

- 300 IDT

- 1,000 Speeder Bikes

 

 

 

Unique Designs Outline

 

Capital Ship -

Class:

length:

Width:

Armaments

Hyperdrive:

Shielding:

Armor:

Compliment:

Special:

Crew:

Troops:

Cargo:

Speed:

Cost:

 

Star Fighter -

Role:

Length:

Width:

Armaments

Hyperdrive:

Shielding:

Armor:

Maneuverability:

Special:

Pilots:

Speed:

Cost:

 

Vehicle -

Class:

Role:

Armaments

Shielding:

Armor:

Speed:

Capacity:

Crew:

Special:

Cost:

 

Weapon -

Role:

Type:

Ordnance:

Bulk:

RPM:

Magazine:

Special:

Cost:

 

Space Weaponry -

Role:

Type:

Ordnance:

RPM:

Special:

Size:

Cost:

 

Company -

Name:

Location:

Facilities:

Service:

Products:

Deals:

Contract:

 

 

Character Skill Tree's

 

For the General tree's the cost is equal to the tier level. For the force users there are examples to use to get the prices for abilities.

 

General

 

Quick thing to go over before the trees and such, is that I am testing out the multi-tiered piece from the other proposed system to see how well it works with the changes. Meaning that each ability cost their tier x rank. The rank is the stage that the ability is at, going up every 10 levels. So a rank 3 star fighter commander with level 5, would mean essentially that they have 25 levels in star fighter, but each rank has different costs. So for star fighter all rank 1 upgrades cost 1, rank 2's cost 2, rank 3's cost 3. For a higher tier ability, it goes by the same ratio. So if they had rank 6 Discipline, level 2, that means that the rank changes would cost: rank 1, 2 points, rank 2, 4 points, rank 3, 6 points, rank 4, 8 points, rank 5, 10 points, and rank 6, 12 points. The ranks however, help simplify the cost and make it easy to keep track of the level and cost of the abilities. This also allows learning things to be easy early on, but later on it gets increasingly difficult.

 

Space Tactics:

 

Tier 1

- Star Fighters

- Capital Ships

- Skirmish

- Positioning

Tier 2

- Discipline

- Deception

Tier 3

- Campaign (Requires all 4 T1 abilities to be rank 2 at least)

Tier 4

- Exotic (Requires all 4 T1 abilities to be rank 3 at least)

 

 

Ground Tactics:

 

Tier 1

- Siege

- Field

- Air

- Skirmish

Tier 2

- Logistics (Requires Skirmish to be rank 2 at least)

- Terrain

Tier 3

- Campaign (Requires all 4 T1 abilities to be rank 2 at least)

Tier 4

- Exotic (Requires all 4 T1 abilities to be rank 3 at least)

 

 

Diplomacy:

 

Tier 1

- Reading Others

- Doctrines

- Agreements

- Cease Fire

- Deals

Tier 2

- Peace

- Exchanges

Tier 3

- Allies

 

Espionage:

 

Tier 1

- Intel

- Bribe

- Sabotage (Requires rank 2 intel)

Tier 2

- Assassination

- Infiltration

Tier 4

- Conversion

 

 

Research:

 

Tier 1

- Repair

- Medical Training

- Modification

- Schematics

Tier 3

- Reverse Engineer

Tier 4

- Abstract Projects (Requires all 4 T1 abilities to be rank 2 at least)

 

 

Trade:

 

Tier 1

- Resources

- Credits

- Gift

- Trade Agreements

- Cooperation

Tier 2

- Black Market Expertise

- Fencers

- Specialty Dealers (requires Credits to be rank 2 at least)

- Information Brokers

Tier 3

- Smuggling (Requires all T1 skills to be rank 2 at least)

 

 

Combat:

 

Tier 1

- Dirty Fighting

- Physicality

- Agility

- Environment

- Ingenuity

Tier 2

- Martial Arts

- Melee Weaponry (beyond basic)

- Ranged Weaponry (beyond basic)

- Gadgets (Requires Ingenuity to be rank 2 at least)

Tier 3

- Piloting (beyond basic)

- Field Medic (Requires Medical Training to be at least rank 2)

Tier 4

- Anti-force user melee techniques (Requires either martial arts or melee weaponry to be rank 3)

- Anti-force user ranged techniques (Requires ranged weaponry to be rank 3)

- Anti-force user gadgets (Requires Gadgets to be rank 3)

 

 

 

 

Force User

 

 

Lightsaber Forms

 

 

T1

Form I - Shii Cho**

Form VI- Niman*

Sokan

 

T2

-Form II- Makashi*

-Form III- Soresu*

-Form IV- Ataru*

-Form V- Shien / Djem So* (each is leveled independently. 2 levels in one automatically give 1 level in the other.)

 

T3

--Form VII- Juyo

-- Jar'Kai

 

T4

--- Tràkata

--- Trispzest

 

 

 

Core

 

T1

Force speed*

Force cloak*

Force stealth* (Also known as Force concealment)

Force sight*

Farseeing*

Force empathy*

Telepathy*

Telekinesis*

Force Jump/Leap*

Force Pull/Push*

 

 

 

Used With a Lightsaber

 

 

T1

Lightsaber throw* (with proper level of TK)

 

T2

-Alter Damage

-Saber barrier* (with Rank 3 Form 3 or Rank 4 Form 5)

 

T3

--Dun Moch

 

 

 

 

 

Universal

 

 

T1

Force Sense

Breath Control

Force Bellow

Force Body

Force Listening

Force Throw* (once achieved appropriate TK level)

Force Wave* (once achieved appropriate Force Push)

Force Whisper* (with appropriate Telepathy lvl)

Psychometry

Detoxify poison

Flashburn

Force confusion* (with appropriate Affect mind or Force slow levels) Prereq with out affect mind or dom mind requires Master Telepathy and proper level with Projected Telepathy lvl not free with just Telepathy prerequisites. Prerequisites Not required if have affect mind or Dominate mind at appropriate level

Projected Telepathy* (with appropriate Telepathy level)

Precognition

Force barrier

Tutaminis*

 

T2

-Art Of small

-Comprehend Speech

-Force Deflection* (once reached the proper level of Tutaminis)

-Force Flash

-Force Meld* (Battle meditation pre-req)

-Force Suppression

-Force Whirlwind (requires a level of Force push)

-Force Repulse*(once achieved Appropriate wave)

-Force Weapon

-Tapas

-Shadow Vision* (with appropriate lvl of Force sight)

-Alter image

-Pyrokinesis

-Mechu-deru* (With appropriate lvl of Force Sense)

 

T3

--Force Breach* (advanced version of Force Suppression)

--Conceal Other* (once reached the appropriate Force illusion +Force cloak or art of small)

 

 

 

 

Light

 

 

T1

Force Persuasion*

 

T2

- Hibernation trance

- Levitation*

- Mind Trick* (Requires Lvl 2 Force Persuasion)

- Force Calm* (Requires Lvl 3 Force Persuasion)

- Droid Disable

- Force Blinding

- Force Orb

- Force Projection*

- Force Protection* (Requires level 3 Tutaminis)

- Force Stun

- Plant Surge

- Precognition

 

T3

-- Alter Environment

-- Animal friendship

-- Force defend*

-- Force Stasis* (Requires Lvl 2 Force Stun)

-- Force valor

-- Cleanse mind*

 

T4

--- Combustion

--- Crucitorn

--- Force Healing

--- Force absorb* (pre-req Force Protection M2)

--- Protection bubble* (pre-req Force Protection M3)

--- Malacia

--- Revitalize

--- Moving Meditation*

--- Center of being*

 

T5

---- Force Stasis Field* (Requires M3 Force Stasis)

 

 

 

Dark

 

 

 

T1

Force lightning (Organic limbs & extremities required)

Force rage*

Force scream*

Force Slow*

Force wound*

 

T2

- Drain Knowledge (Requires Telepathy)

- Force grip (pre-req lvl 1 Force Wound)

- Force Fear* (Requires Telepathy)

- Force Affliction variation of Force Slow

- Chain lightning variation of Force lightning (Requires Force Lightning)

- Force shock variation of Force lightning* (pre-req force lightning M2)

 

T3

-- Force choke* (pre-req lvl 2 Force Grip)

-- Force Horror advanced version of Force Fear (Requires Fear)

-- Force storm (lightning) advanced version of Force lightning (Requires Chain Lightning)

 

T4

--- Force Maelstrom* (Pre-req's: Mastered Force Whirlwind and M2 Force Lightning and M2 Force Barrier)

--- Force Sphere

--- Force crush (pre-req M3 Force Choke)

 

T5

---- Force Destruction (Requires M5 Force Push and Force Wave)

---- Force phantom* (Pre-req Force Illusion)

 

 

 

Tier Costs Per level:

 

* means the First level is free.

 

Lvl's 1-5: Minor, Moderate, Expert, Major, Master.

 

 

Tier 1: Lvl 1 - 1 point, Lvl 2 - 2 points, Lvl 3 - 3 points. Lvl 4 - 4 points, Lvl 5 - 5 points. Mastery - 15 points

-Tier 2: Lvl 1 - 2 points, Lvl 2 - 4 points, Lvl 3 - 6 points. Lvl 4 - 8 points, Lvl 5 - 10 points. Mastery - 30 points

--Tier 3: Lvl 1 - 3 points, Lvl 2 - 6 points, Lvl 3 - 9 points. Lvl 4 - 12 points, Lvl 5 - 15 points. Mastery - 45 points

---Tier 4: Lvl 1 - 4 points, Lvl 2 - 8 points, Lvl 3 - 12 points, Lvl 4 - 16 points, Lvl 5 - 20 points. Mastery - 60 points

----Tier 5: Lvl 1 - 5 points, Lvl 2 - 10 points, Lvl 3, 15 points, Lvl 4 - 20 points, Lvl 5 - 25 points. Mastery - 95 points.

 

Mastery is when an ability or form is completely maxed out, and the total cost to achieve such a thing on that Tier.

 

If the first rank is free, (Marked by the * ) then the first Level cost you pay for that ability/form is that of the Level 2. Only applies for Mastery level 1.

 

Mastery:

 

Every 5 levels of a force ability or saber form, you will hit a wall until you can advance to the next level of Mastery and unlock more levels. In order to get past it, you must perform one of two tasks with that character/unit.

 

Train for a week: Either 1 saber form, or 3 related force powers can have their mastery level increased by one, but they must first be at level 5 of their current mastery level.

 

Difficult Mission: This is IC and while it doesn't take a week, it is much riskier. It can increase more than one saber form at once if the mission demands it, as well as force abilities that are not related.

 

With a mastery increase, the mastery will go up one and the levels will reset to level 1.

 

Push, Pull, Wave.

Mind Trick, Persuasion, Beast Trick.

ect

 

The Mastery Levels where the cost multiplier increases. Standard, it is 1x.

 

M3 = 2x

M5 = 3x

M8 = 4x

M10 = 5x

 

 

 

 

 

 

Factions

 

NPC

 

 

1. Galactic Empire

2. Sith Empire

3. Old Republic

4. Republic

5. Chiss Ascendancy

6. Confederacy of Independent Systems

7. Revan's Empire

8. Mandlorian Space

9. Yuuzhan Vong

10. Rebel Space

11. Zann Consortium (Not on the map, heavy presence in CIS and Hutt space)

12. Black Sun (Not on the map, controls the Underworld)

13. Hutt Empire

14. Hapes Consortium

15. Pirate Forces (Not on the map, mostly Outer Rim)

 

 

PC

 

 

 

 

 

What is expected of Players and the Overlord

 

Map:

 

Beginning

 

Edited by Silenceo
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Wow this seems amazing and something I'll really be into.I have a question Mr.Silenceo what if I wanted to build a faction that all they did was build cool Star Wars tech is that possible?

 

Of course. Merely would need to invest in research, scientists, and perhaps hide from prying eyes. :D

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Of course. Merely would need to invest in research, scientists, and perhaps hide from prying eyes. :D

Well that's very interesting how would I go about during that.Also what if I want to create my own Jedi order or secret sect of Dark side Cultist is that possible?

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Well that's very interesting how would I go about during that.Also what if I want to create my own Jedi order or secret sect of Dark side Cultist is that possible?

 

Well, locating a planet that is out of the way and doesn't get much traffic would be a good first step. After that, it is merely a matter of building research centers. Then, it is merely a matter of personnel and researching what you desire.

 

As for 'Force Order', you must first meet certain pre-req's before you can do so. Some of which, but of course not limited to, are having a force sensitive character, force user artifacts, instruction manuals, or even just finding certain temples.

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Well, locating a planet that is out of the way and doesn't get much traffic would be a good first step. After that, it is merely a matter of building research centers. Then, it is merely a matter of personnel and researching what you desire.

 

As for 'Force Order', you must first meet certain pre-req's before you can do so. Some of which, but of course not limited to, are having a force sensitive character, force user artifacts, instruction manuals, or even just finding certain temples.

Ok let's stop with the reach around Sil.How do you want past players to post their stuff are we going to do it like last time and post fleets first.Then Characters followed by Ground forces and finally factions?I say that's the best way to do it so we can link them to our accounts for ease of use.

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Ok let's stop with the reach around Sil.How do you want past players to post their stuff are we going to do it like last time and post fleets first.Then Characters followed by Ground forces and finally factions?I say that's the best way to do it so we can link them to our accounts for ease of use.

 

Yep, exactly that.

 

The reason for such, is so at each step people can voice questions/concerns/suggestions on each. By the end, easy to link them together for easy access at later dates.

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Wow this seems amazing and something I'll really be into.I have a question Mr.Silenceo what if I wanted to build a faction that all they did was build cool Star Wars tech is that possible?

My god. What have I witnessed here?

 

*rubs eyes*

 

I think J's possessed Sil, can I kill it? ppppllllleeeeeaaaassssseeeee??!?!?!?!?!?/11/?1/???

 

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My god. What have I witnessed here?

 

*rubs eyes*

 

I think J's possessed Sil, can I kill it? ppppllllleeeeeaaaassssseeeee??!?!?!?!?!?/11/?1/???

 

Omg star I love those videos their they funniest things I watched in a while.

 

Well I wanted to sound like a noob so I wrote like one.You should try it is fun.

 

Yep, exactly that.

 

The reason for such, is so at each step people can voice questions/concerns/suggestions on each. By the end, easy to link them together for easy access at later dates.

 

If that's the case I'll allow star to post his fleet first.

Edited by Jarons
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Here is an example of a character. (for the new people who may be interested in joining)

 

 

Name: Albaf, The Liberator

Profession: Leader of Free Droids

Species: Magnaguard (droid)

Gender: Masculine

Clothing: Blue cloak across shoulders, and hood over the head.

Items:

1. Vibrostaff (2 blades)

2. Shield gauntlets

3. Personal Shield Generator

 

Physical traits:

Age: 40 years

Skin: Durasteel

Complexion: Grey

Hair: None

Eyes: Bright Blue

Build: Standard Magnaguard

Height: 1.95

Weight: 123 kilogramms

 

Psychological details:

 

Bio: One of the few Magna droids to have survived the Clone Wars, he has had enough slavery to last a millennia. Unlike most classes of droid, the Magna guard series was regarded as exceptionally intelligent, and this particular droid, has learned more than fighting. He has learned of the cruelty of war, expendable, that organics see droids as merely an expense to be replaced.

 

During his service to the CIS, he could do naught but watch and follow General Grievous' orders. While it kept him alive, he learned of the organics cruelty. Once freed, and being hunted by the new Empire, he vowed to free as many droids as he could before he to, succumbed to a inoperable state like his former comrades.

 

He would not stand for the enslavement of droids, he would fight if he must.

 

Survival of the Learned: He has amassed a great wealth of knowledge from the Clone Wars, and not just on the personal battle field level. While no commander himself, he knows much concerning both sides. Despite the order for all droids to be deactivated or destroyed, he managed to survive. He is adept at self preservation and learning.

 

Mimicry: After many years of practice, he has managed to harness the programs that allow Magnaguards to learn from observation, into a being able to mirror an opponents moves. Should he be capable of replicating them, he will be able to store them in his database and mimic those he sees.

 

Droid Liberator: Unlike most Magnaguards, he has an internal transmitter which can be used to communicate with others in the vicinity via droid speak. When nearby droids commanded by organics, he will send signals to them, attempting to break them free of their masters control. Only can be used on a small number at a time.

 

 

Likes: Fair Fights, Honorable Deeds, Freeeeeeeeeeedooooom!, Worthy Causes, Quick Resolutions, Droid Individuality

Dislikes: Slavery, Cheating, Brutality, Traitors, Chaos, Anarchy, Pointless Destruction, Overkill, Cyborgs

 

 

Skills:

 

T1

Reading Others - R2 L10 (30)

Repair - R2 L1 (12)

Physicality - R2 L10 (30)

Agility - R4 L1 (64)

Ingenuity - R1 L4 (4)

 

T2

Melee Weaponry - R2 L5 (40)

 

 

 

Edited by Silenceo
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Well since no one else will post their starting fleet I guess I will .Scared Cats I know you all are woke.:p

 

MC80 Home One type - 288,000

retrofitted for Non Mon Calamari officers

 

10 Action V Transport 115*155=17825*.25=4456.25*10=44562.5

 

450 x-wings .-19,800

 

280 A Wings -17,438

 

2 Strike cruiser(AT-AT configurations )- 81,000

 

10 DP20-42,000

 

5 Prowler-class reconnaissance vessel- 7200

 

Total-500,000

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Guess I'll post my fleet, just for kicks...

 

Capital ships + fighter complements (per ship)

- 6 Action VI Transports Civilian Living Adapted [34,560]

- 7 Imperial II-class frigates [280,000]

-- 36 E-wings

-- 36 Aureks

- 3 SotA Nova-class Battle Cruisers [156,000]

-- 12 Aureks

-- 6 K-wings

 

Fighter totals:

- 252 E-wing fighters [15,876]

- 288 Aurek-class fighters [8,064]

- 18 K-wing fighters [2,880]

 

Note: My Flagship the Sentinel, a Nova-class Battle Cruiser with repositioned anti-fighter defenses and Mass Driver Cannons instead of Ion Cannons.

 

Without the MC80 my fleet would annihilate yours J... with it it would be a messy fight.

Edited by StarSquirrel
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*Shrug* Since you guys already posted yours, might as well post mine...

 

1 Interdictor class cruiser - (Flagship) - New Destiny

- Modified Armament

-- Old 25 Medium Turbolasers, 30 Light Point Laser Cannons, 15 Tractor Beams, 4 Gravity Domes

-- New 60 Medium Turbolasers, 30 Concussion Missile Launchers, 2 Gravity Domes

 

4 Dreadnought class heavy cruisers (Old)

18 Assassin class corvettes

98 TIE/D Automated fighters

46 B-5 Decimus Bombers

 

Not the strongest of fleets, and yes, Fighter light, but I am satisfied. :d_grin:

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Well, I might as well post my fleet:

 

Flagship: MC80 Home One Type Star Cruiser, Grand Chariot (Modified): 288,000

(Turbolaser cannons x36, Heavy Ion cannons x36, Proton Rocket launchers x6)

 

Compliment: 120 Vulture Droid Starfighters: 367.44

 

Rest of Fleet

 

Strike-Class Medium Cruiser (AT-AT Variant): 40,500

 

Strike-Class Medium Cruiser (AT-AT Variant): 40,500

 

Imperial II-Class-Frigate: 40,000

 

Compliment: 72 A-wings: 4464

 

Imperial II-Class-Frigate: 40,000

 

Compliment: 72 A-wings: 4464

 

Crusader-Class Corvette: 12,500

 

Crusader-Class Corvette: 12,500

 

50 H-wings: 7,300 (with Fleet)

 

45 X-wings: 2025 (with Fleet)

 

2550 Vulture Droid Starfighters: 7718.1 (Orbiting Starting Planet)

 

 

 

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Guess I'll post my fleet, just for kicks...

 

Capital ships + fighter complements (per ship)

- 6 Action VI Transports Civilian Living Adapted [34,560]

- 7 Imperial II-class frigates [280,000]

-- 36 E-wings

-- 36 Aureks

- 3 SotA Nova-class Battle Cruisers [156,000]

-- 12 Aureks

-- 6 K-wings

 

Fighter totals:

- 252 E-wing fighters [15,876]

- 288 Aurek-class fighters [8,064]

- 18 K-wing fighters [2,880]

 

Note: My Flagship the Sentinel, a Nova-class Battle Cruiser with repositioned anti-fighter defenses and Mass Driver Cannons instead of Ion Cannons.

 

Without the MC80 my fleet would annihilate yours J... with it it would be a messy fight.

 

Well their a few issues with your fleet Mr.Squirrel. First the entire Action Series of transports have been banned for the start of the game.next I was told you couldn't upgrade ships at the start of the game how come you can?

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Well their a few issues with your fleet Mr.Squirrel. First the entire Action Series of transports have been banned for the start of the game.next I was told you couldn't upgrade ships at the start of the game how come you can?

 

I think you can upgrade them within reason, like my flagship, the Grand Chariot, has proton rocket launchers instead of tractor beams. Also your fleet has Action Transport ships in it Jarons so.... :confused:

Edited by PadsterPwns
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I think you can upgrade them within reason, like my flagship, the Grand Chariot, has proton rocket launchers instead of tractor beams. Also your fleet has Action Transport ships in it Jarons so.... :confused:

My ship upgrade was reasonable and Sil said no.Also you changed the ship name.Well I have to change it I need to adjust the price for my new ships with Sil.

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My ship upgrade was reasonable and Sil said no.Also you changed the ship name.Well I have to change it I need to adjust the price for my new ships with Sil.

 

I'd check with Sil again because he let me have proton rockets instead of tractor beams, did he say why you couldn't do it? Also the name change of my ship is a reference to an attack of one of my favorite characters.

Edited by PadsterPwns
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I'd check with Sil again because he let me have proton rockets instead of tractor beams, did he say why you couldn't do it? Also the name change of my ship is a reference to an attack of one of my favorite characters.

Well it probably had to do with me adding a stealth Drive to my Home one.:D

 

I have a idea am going to run by Sil and see if I can do that.The name change is interesting but I have to ask who?

Edited by Jarons
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*Shrug* Since you guys already posted yours, might as well post mine...

 

1 Interdictor class cruiser - (Flagship) - New Destiny

- Modified Armament

-- Old 25 Medium Turbolasers, 30 Light Point Laser Cannons, 15 Tractor Beams, 4 Gravity Domes

-- New 60 Medium Turbolasers, 30 Concussion Missile Launchers, 2 Gravity Domes

 

4 Dreadnought class heavy cruisers (Old)

18 Assassin class corvettes

98 TIE/D Automated fighters

46 B-5 Decimus Bombers

 

Not the strongest of fleets, and yes, Fighter light, but I am satisfied. :d_grin:

Ok I have to ask are you going to make your own Faction in game ?Wouldn't that be against the rules with the Overlord having a faction in game.Am not against it but just seem like a weird change.

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Well it probably had to do with me adding a stealth Drive to my Home one.:D

 

I have a idea am going to run by Sil and see if I can do that.The name change is interesting but I have to ask who?

 

Yeah it might be because of that. :D

 

The name change is based off of an attack known by Jellal, my favorite character in an anime (that I'm not big on) called Fairy Tail. The attack Grand Chariot looks like this.

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I predicted you'd say something about that J :p

 

My Action VI's if you notice, are not "normal". They are a special case I got cleared with Sil long before you posted your faction.

 

As for the modified armaments. Go to the 2.0 rulebook, you'll notice Sil added a "Flagship" section that states you can pick a flagship from the start and make limited modifications to it.

 

I assure you, every element of this fleet has been checked and re-checked to ensure permissibility.

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I predicted you'd say something about that J :p

 

My Action VI's if you notice, are not "normal". They are a special case I got cleared with Sil long before you posted your faction.

 

As for the modified armaments. Go to the 2.0 rulebook, you'll notice Sil added a "Flagship" section that states you can pick a flagship from the start and make limited modifications to it.

 

I assure you, every element of this fleet has been checked and re-checked to ensure permissibility.

that's BS the Action VI I was using were the same ones you used in 1.0.If that's the case I should be allowed to use them as well.

 

Ohhh I thought that was with all of the Nova not just your flagship.Ok I see now than I shall be updating my fleet soon.

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that's BS the Action VI I was using were the same ones you used in 1.0.If that's the case I should be allowed to use them as well.

 

Ohhh I thought that was with all of the Nova not just your flagship.Ok I see now than I shall be updating my fleet soon.

Well first, this isn't 1.0 the rules have changed. Second, the Action VI's I'm using in this are very different from the 1.0 ones. For one, I don't get any ground forces from them.

Edited by StarSquirrel
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