Credit to Gideon from NN for making this and sharing it! DISCLAIMER: This is a game using props, imagination, and time to provide a small part of RP for the people who enjoy creating stories/battle scenes. I really hope that you give this game roleplay mechanic as a way to chill out with other players, practice on leading NOT only just troopers but squadrons/fleet movement as well. I hope officers also encourage this game as a test for non-commissioned officers and officers. To encourage the players to roleplay strategies, tactics and to use it on the battle grid. General Information: You will roll a 6-sided dice 4 times. The outcome for the tactic/movement is entirely based around the rolling system. -You can use any website to roll dices, however these would be the official chances: Perfect Outcome: Getting all 4 die to land on 6 is a perfect move. This pretty much means whatever you were doing: evading, attacking, defending, etc. will go without any issues. No casualties, and your squadron/cruise gets away without taking a single hit. Worst Outcome: Getting all 4 dice to land on 1 is the worst possible outcome. To simplify things: the evasion, attacking, defending, etc. failed and suffer high casualties [usually just losing the piece]. When it is your turn to make a move, this is how all movement is suppose to work. You must choose 1 of the three: - Two passive moves: Moving/advancing, deploying squadron(s), and retreating/evading. Using two passives would be considered a turn. - One passive & one aggressive move: As listed above, you are allowed to make one passive move before performing an aggressive move. - Two aggressive moves: Strike at the enemy, or hold your defense. Attacking any units, defending an attack, intercepting any units, special attack moves, and etc. are considered aggressive moves. As stated in the disclaimer: This holo-game is supposed to allow officers/NCO's to have a chance to lead cruisers/squadrons into battle in space. Trooper ranks are allowed to help with the game though. There are positions that must be filled [Minimum of 5 players in order to have a full game]. The roles are Strategist, Communications, Gamemaster (The gamemaster can be the strategist). These roles are necessary for one full game as each person would have a specified role. In order to deploy a squadron, you MUST have someone on communications between the strategist room, and the squadron. Chairs are color coated to assist in organization. The rule of thumb here is: The more players have on communications, the more squadrons you can deploy. EFFICIENCY: Efficiency is considered the base bonus points for any legends that will have an advantage by default. For example: "Jedi Boarding Squadrons always have +2 points for ALL moves" Attack points (AP): The total amount of damage a unit can perform. There will be no damage resistance boosters other than shield. Shield is additional protection before a ship is under distress. Shields: Shields are pretty much like ray shields/standard shields that protect the ship from any physical negative attributes. They're helpful until they run out. [+]Positive Attributes: Positive traits of any movement/tactic. [-]Negative Attributes: Negative traits of any movement/tactic. The Rolling System: The rolling system that MUST be used in order to play this game is to use a 6-sided dice, and to roll it 4 times. This is a game of chance, and goes entirely by your imagination. The outcome of the die determines what happens in the space battle. Think of it as the RTS game "Star wars: Empire at war" but in Garry's mod, and with other people. The outcome chance is based on Dungeon and Dragons, where the die affects the outcome. It is up to the strategist/gamemaster of this to determine what happens. You can use any website, but the one I use is this: https://www.random.org/dice/?num=4 Roll Points (RPS): Roll Points is the total amount of points from rolling the die. Follow the guide below to see how well your move goes. Perfect Outcome: Getting all 4 die to land on 6 is a perfect move. This pretty much means whatever you were doing: evading, attacking, defending, etc. will go without any issues. No casualties, and your squadron/cruise gets away without taking a single hit. Attributes: +No casualties +Movement was successful [Range between 19-23]Good Outcome: These are the rolls you want to go for. They can guarantee the 2nd best outcome in any roleplay scenario. Attributes: +No casualties +Movement was successful -DEPENDENT ON SCENARIO: The negative outcome would be dependent on whatever the scenario is. It would only be minor issues such as: shields were drained a bit, etc. [Range between 13-18]Average Outcome: Chances are you will most likely roll these the most. These outcomes are dependent on trading something for a successful attack. To have a positive attribute ([+]Movement was successful), you must have a negative attribute ([-]1-2 Casualties for squadrons). Attributes: [+]Attribute [-]Attribute [Range between 5-12]Risky Outcome: If you roll within this range, be prepared for some bad news. In the example of a fighter squadron, you would lose half of your fighters by this roll. BUT you are given a chance to roll again, if it lands in the same [2-12] range again your attack will suffer ALL casualties. If the roll ends in the [13-24] range, the attack ends up being successful, but your casualties still remain. Attributes: [-]Suffer moderate casualties [=](OPTIONAL)Redemption move: A chance to continue your move. Be warned that the outcome can be good or bad. [+]Movement was successful by redemption roll. Worst Outcome: Getting all 4 dice to land on 1 is the worst possible outcome. To simplify things: the evasion, attacking, defending, etc. failed and suffer high casualties [usually just losing the piece]. Attributes: [-]The unit/piece that was rolling is completely destroyed (During an attack/defense). [-]A cruiser unit will be crippled (No movement). Attack/Defend System: To ensure victory against our enemies; we must be prepared to attack the enemy before they attack us. The outcome of how the attack/defense goes is based on these 4 perks. Marked from highest priority to lowest: The rolling system (determines greatly if the attack/defend fails or succeeds. Attack Points (AP - The amount of damage can do to a single/multiple piece(s). Attribute Traits: Positive: Attack was successful. Evasion was successful. Movement was successful. Defense was successful. No casualties. Not a single hit to our unit. Ammo replenished/units replenished. Gained a unit. etc. Negative: Attack failed. Evasion failed. Movement failed. Defense failed. Casualties. Direct strike: Enemy attack takes out shield entirely. Lose a unit/piece. Out of ammunition. Retreat. etc. While this game is still being established, I ask for any advice/tips/info that I can add to the board as a generalized guide for players to use. The LEGENDS page is going to be the list of all pieces and their lore. It is to determine the units that can be used.