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| 1. The Map |
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The map is made up of a number of squares arranged in a hex-based pattern. Each square on the map will contain one terrain type taken from the list below:
- Road - Adds 1 point to the movement of any unit moving
along it.
- Grass - All units use their standard movement when
moving on grass.
- Forest - All units moving through forests will have
1 point removed from their movement. Restricts a unit's vision.
- Water - Only light units can move across water, having
1 point removed from their movement.
- Mountains - No unit can move across mountains. Restricts
a unit's vision
- Buildings - Buildings behave as grass for movement
purposes, but some buildings have other properties as well, discussed
later.
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| 2. Units |
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Units can only be in one square at a time, every unit has a number of properties:
- Force Points - The points value of the force, for use with any games started using Laser Squad Nemesis. This also decides the size of a force according to the table below: (Units cannot contain more than 30FPs)
| Light Unit | Less than 20FPs |
| Heavy Unit | 20FPs or more |
- Movement Points - The movement for all units are the same, with a default of 2. This is altered by terrain.
- Vision Range - All units have a vision range of 4, this is effected by terrain
- Commander - Each unit has a commander allocated to it, a commander could have many units, but a unit can only have one Commander.
Units can be reallocated to other players by their Commanders, or be split into smaller units and then reallocated. If a player
leaves the campaign his units are placed under the control of the faction General to be redistributed amongst the other players.
If the leaving player is the General, he must designate a new General, or the campaign administrator must allocate one. If no General
is appointed the faction is destroyed.
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| 3. Players |
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There must be at least 5 players in order to run a campaign, one administrator and 4 Generals.
- Administrator
The Administrator has to maintain the campaign and ensure that everything is running
smoothly. They must deal with any problems and if necessary alert the website administrator to alter the website to fix a bug or
other problem.
- The Generals
The Generals are in charge of each of the starting factions, each faction is one of the
four races from Laser Squad Nemesis (Marines, Machina, Greys and Spawn). The Generals can then allocate units to other players
that have enrolled in their faction and split up larger units. Generals must command and control the players within their factions,
constructing a decent strategy and ensuring that players stick to it. Once a unit has been allocated to another player, the General
has no actual control over the unit, except through communication to the player controlling it.
If a General's unit is killed during the campaign the General is not dead, he continues to be in control of the faction. He can
purchase himself a new unit later on to replace the one he lost.
- Other Players
Other players can join the campaign at any time, asking to join any faction. Once the
player has been accepted by the faction General they are allocated a unit and then join in with the campaign.
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| 4. Factions |
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To begin with there will be 4 factions, made up of the 4 original races from Laser Squad Nemesis. During the game new factions can
be made and factions removed. Factions can eventually be made up of all the different races.
- Creating a new faction
Any player that is not already the General of a faction and has a unit allocated
to him may break away and form a new faction. The player that left automatically becomes the General of the new faction and then has
all the responsibilities of a General. This faction can then recruit new players to join and can accept defectors from existing
factions.
When a new faction is created the player leaving takes a percentage of the faction's bank with him to create their new faction.
For example if a faction has 4 members and one leaves, he takes 25% of the faction's bank.
This can be continued until there are a maximum of 10 factions are playing.
- Destroying a Faction
A faction is destroyed when it has no buildings to produce new units, or has had
all of its units destroyed and has no resources left to produce a new unit. Also if the only player on a faction leaves all of his
units will be destroyed and his buildings returned to a neutral status.
- Recruiting to Factions
Factions can recruit from all other factions. The only way a faction can recruit
is by the player offering to join their faction. This means that the Faction leader must contact players outside of the game in order
to persuade them to leave, or the player must want to leave already and see the opportunity. Players leaving a faction to join a new
faction also take a percentage of the faction's bank, similar to if they were forming their own faction.
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| 5. Banks |
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Every faction has a Bank, where their Credits are stored. Credits are collected from resources, which are explained later. Credits
are spent on units, either reinforcing or creating new units. Any credits not spent are stored in the Bank.
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| 6. Trade |
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Credits can also be traded between factions. This may be for any purpose that the two factions decide, it could be a bounty to kill
an enemy, purchasing a resource, trading a player, anything. But once a deal is made it must be enforced by the Administrator, any
deals not being followed by both factions can lead to fines or loss of units or players from either faction.
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| 7. Alliances |
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Alliances can be formed between two factions, this allows both sides to see the other sides forces and lifts the fog of war from
the battlefield between the two sides. An alliance holds until one side decides to cancel it. There is then a 3 turn timer, beginning
the turn AFTER the alliance is broken. Once the timer has expired the alliance has officially ended. Allied troops will not fight each
other if they come within range.
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| 8. Fog of War |
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The Fog of War represents the area beyond the vision range of the factions units, or the units of its allies. Each side cannot see
the units of any other faction, unless they are in the vision range of a unit on their side, or the units of a faction that they are
allied with. Resources do not have a vision range to contribute, but will be identifiable as Enemy, Friendly or Neutral if they are
not controlled by any faction.
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| 9. Resources |
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Resources are squares on the map that provide something to the faction that control them. Resources are classed as building terrain
squares for the purposes of movement and combat. Resources are captured by moving a unit onto the resource square and not being in
combat at the end of the turn. Resources can be one of the following types:
- Spaceport
This resource allows factions to call reinforcements from orbit and produce new units onto the
map. The Spaceport can only produce one unit per turn, but this unit can be of any size. Units cannot be produced if there is a unit
present on the Spaceport square, if it is an enemy or a friend. Units can still be produced if they will automatically be dropped
into combat. Some Spaceports provide an income to a faction by producing credits, the starting Spaceports for each faction will provide
credits. Any units on or surrounding the Spaceport can be reinforced.
- Warehouse
This resource produces credits. Credits are used to maintain existing units and purchase new
ones from the Spaceport. Warehouses produce X Credits per turn.
- Outpost
Outposts allow a unit either on or surrounding it to be reinforced during the turn as long as
they are not in combat. Outposts do not produce Credits
- Credit Stashes
Credit Stashes are one off stashes of Credits that are found on the map. When a unit
captures the square the stash is in, the Credits are transferred to their faction's bank and the stash disappears. Stashes can also
be dropped onto the map at any time by the Administrator of the campaign.
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| 10. Turn Phases |
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Every turn is split into a number of phases. Turns are initiated by the Campaign Administrator, whenever they decide that the next
turn should proceed, this could be a time limit they have come up with or at random intervals when all units have moved.
- Gathering Credits
Credits are gathered from the factions' warehouses at the beginning of the turn. This
includes any facilities that were captured in the preceding turn.
- Movement
The first phase is movement. Movement is conducted on a first come first served basis, with each
order being executed as it is submitted, and the map being updated constantly. Units' movement points are effected by the terrain they
are on and crossing over.
Units cannot pass through a square containing an enemy unit, they can move around an enemy unit if it is engaged in combat with
another unit. Units may pass through a square containing a friendly unit, provided the unit does not stop in the same square as the
friendly unit.
- Splitting Units
Units can be split during the movement phase, it requires a whole turn to split a unit.
A unit can only be broken into 2 smaller units at one time, these smaller units can then be split next turn if required. When a
unit is split the Commander must select a square to create the new unit in, this square must be an unoccupied square adjacent to
the original unit. A unit in combat may not split. A newly split unit may not enter combat in the turn it is created, so it must
not be created next to an enemy unit. The minimum size for a split unit is 10FP.
- Joining Units
Joining units is similar to splitting units. It takes one turn to join two units
together. The two units must be in adjacent squares. The total FPs of the combined units must not exceed 30FP and the units must
belong to the same Commander. The target unit of the merging will be the location of the merged unit. For example, Unit A is
ordered to join with Unit B, in order to form Unit C. The new Unit C will be placed on the location of Unit B. A unit in combat
may not be involved in a join.
- Combat
Combat is initiated between two units if they enter a square next to each other and they are from
different factions, who are not allied to each other. The moving player is the challenger in the following game and the map chosen is
dependant on the terrain that the defending unit is on. For example if a unit is on a forest square then the map will be taken from a
list of maps with a lot of trees on it.
It is impossible for two units to share a square at any time. This means that there will be no multiple combats, a
unit can only be involved in one combat at a time. When a combat has been completed then if there are any further enemy units around
the winning unit then another combat will be initiated between these two units. With the unit that has just fought as the challenging
unit.
If a situation arises where a unit moves next to 2 enemy units the unit will enter combat with the unit that has the highest FP value.
If once this combat is over the second unit is still next to it, then a new combat will begin with the second unit.
- Spending Credits
Resources are spent during the turn. Credits are spent on Units in the following way:
- Maintaining Units
At the end of the turn factions must spend 1 credit per 5 FP in their side. For every
FP that is not maintained then a unit will lose 1FP from their Force Points. This will be taken from the oldest unit first and
progressing on to the youngest unit. After the maintaining of all existing units has been completed, the remaining credits can
be spent the following ways.
- Reinforcing Units
Any unit that is adjacent to a Spaceport can be reinforced with FPs purchased by
credits in the same way that a unit is purchased. This action can only be performed by a General, no other player may reinforce
a unit. A unit in combat may not be reinforced, and a unit that has moved may not be reinforced. Being reinforced counts as the
units move.
- Purchasing New Units
Only Generals can purchase new units and they must be placed on an empty
Spaceport. Only one unit can be purchased per Space Port that is available. Units are purchased at a price of 1 credits
for 1 FP.
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