Valiens Nantaris
Head Admin
[member="Ajira Cardei"] [member="Triam Akovin"] [member="Olivia Dem'adas"] [member="Xalus"] [member="Asharad Graush"] [member="Rylan Thatcher"] [member="Joshua DragonsFlame"] [member="Ali Hadrix"] [member="Stardust Raxis"] [member="Gray Raxis"] [member="Symara Tarriq"] [member="Draco Vereen"]
Please select your armies. If you have already done so, please copy-paste it here.
As discussed in the signup thread, The Rains of Castameer is a strategic ground battle where armies fight for the glory and riches of the Omega War.
[member="Taeli Raaf"] will be commanding the Rogue Sith forces, though if needed I will assist.
I would like to invite all writers involved to select their forces. For convenience the rules from the signup thread are listed here:
Battlefield:
The map is being finalised, but this map is going to be a heavy assault on a prepared position. It will not be an easy assault by any means.
The terrain will offer open areas mixed with snowy forests, hills and areas of frozen lakes and broken ground. It is not terrain suitable for large, flamboyant charges at high speed.
The ground battle will be orchestrated with the central Rogue Sith base being approached from multiple directions by various factions and groups. You won’t know who exactly you’ll be entering the battle near though allied factions will join the battle together.
The scale of the map is 500m to a hex.
Rules:
There will be no rules for resolving damage – that is for the individual writers to work out. Rather, there will be rules for speed and for range which sets the baseline for interaction.
Range:
The range of a company is based upon the weapons they use. These must be canon or approved in the factory.
As the map scale is 500m per hex, the number of hexes a company can fire is equal to the range multiplied by two. The minimum range is one.
The following terrain is obstructed: forests, hills, rocks, buildings. Units may not fire through more than one obstructed hex. Artillery may fire over any terrain.
Movement:
Movement will be handled with less reference to tech submissions, mainly because of the closed terrain and the lack of an accurate thread timescale.
Therefore the following is the number of hexes a unit may move each turn:
[*]Tracked Vehicles:
[*]Repulsorlift Vehicles:
[*]Walkers:
[*]Very Fast (Over 150km/h) Repulsor Vehicles
[*]Gunships
Frozen lakes may not be crossed by anything other than infantry and repulsor vehicles. Only repulsor vehicles may cross open water.
Stacking Limits:
No more than 2 companies may inhabit the same hex. This may be a mix of vehicles, infantry etc. Units concentrated like this make easy targets.
Air Strikes:
Atmospheric and space based fighters, bombers etc launch strikes or attempt to interdict other air units.
Squadrons of attack craft are used to make strikes. After taking note of any interdiction or anti-air they may not be used for a turn whilst they reposition.
Gunships move and fire like regular units though they are not affected by terrain. This is offset by their vulnerability to anti-air fire.
Taking Losses and General Notes:
Though there is no rules system in place for administering damage, there are some notes to make here:
Dispute Resolution:
If you have a dispute with another writer, please PM them. If you cannot resolve the issue please PM myself and [member="Irajah Ven"]. We will make a judgement on the issue so things can keep moving.
Passive-aggressive behaviour, insults or power gaming will not be tolerated.
Speed of Thread:
So that the thread does not bog down, [member="Taeli Raaf"] will make a post a day. This post will contain a map update. If your opponent has not responded and you wish to continue, you may do so though you must wait for their reply before attacking them again.
Victory:
There are three main ways to gain points:
Please select your armies. If you have already done so, please copy-paste it here.
As discussed in the signup thread, The Rains of Castameer is a strategic ground battle where armies fight for the glory and riches of the Omega War.
[member="Taeli Raaf"] will be commanding the Rogue Sith forces, though if needed I will assist.
I would like to invite all writers involved to select their forces. For convenience the rules from the signup thread are listed here:
Base Cost Per Individual:
Infantry – 1 point
APCs/IFVs/AA – 5 points
Tanks/Artillery/Walkers – 10 points
Fighters/Bombers/Gunships – 15 points
Others/Oddities – Ask me
This is multiplied by:
Quality:
E Quality – 0.5
D Quality – 0.75
C Quality – 1
B Quality – 2
A Quality – 3
Production/Rarity:
Common/Mass Production – 1
Uncommon/Minor Production – 1.5
Rare/Limited – 2
Unique/Semi-Unique – 2.5
Some examples:
An A quality unique unit soldier costs 7.5 points each. A rare C quality tank costs 20 points. A unique D quality soldier costs 1.25 each.
Note:
You may select units of any equipment/vehicles approve by the factory. If they are not submitted to the Codex they count as C quality. The only way to get other qualities is to have them approved as units in the Codex.
For infantry equipment choose the production value which is the most rare for their weapons, armour or special equipment like jump packs etc.
Selection:
Units must be selected in company strength units. This is usually between 80 and 150 infantry and 8-15 vehicles. The maximum allowable is 250 infantry/25 vehicles. Motorised infantry must pay for themselves and their transport. Aircraft are selected in squadrons and make bombing runs over the battlefield.
Once selected, company units must stay together in a single hex. Large units may not be desirable as they present a larger target and allow less flexibility.
Major Factions will have 2,500 points per writer to spend.
Minor Factions and Corporations have 500 points per writer to spend.
Infantry – 1 point
APCs/IFVs/AA – 5 points
Tanks/Artillery/Walkers – 10 points
Fighters/Bombers/Gunships – 15 points
Others/Oddities – Ask me
This is multiplied by:
Quality:
E Quality – 0.5
D Quality – 0.75
C Quality – 1
B Quality – 2
A Quality – 3
Production/Rarity:
Common/Mass Production – 1
Uncommon/Minor Production – 1.5
Rare/Limited – 2
Unique/Semi-Unique – 2.5
Some examples:
An A quality unique unit soldier costs 7.5 points each. A rare C quality tank costs 20 points. A unique D quality soldier costs 1.25 each.
Note:
You may select units of any equipment/vehicles approve by the factory. If they are not submitted to the Codex they count as C quality. The only way to get other qualities is to have them approved as units in the Codex.
For infantry equipment choose the production value which is the most rare for their weapons, armour or special equipment like jump packs etc.
Selection:
Units must be selected in company strength units. This is usually between 80 and 150 infantry and 8-15 vehicles. The maximum allowable is 250 infantry/25 vehicles. Motorised infantry must pay for themselves and their transport. Aircraft are selected in squadrons and make bombing runs over the battlefield.
Once selected, company units must stay together in a single hex. Large units may not be desirable as they present a larger target and allow less flexibility.
Major Factions will have 2,500 points per writer to spend.
Minor Factions and Corporations have 500 points per writer to spend.
Battlefield:
The map is being finalised, but this map is going to be a heavy assault on a prepared position. It will not be an easy assault by any means.
The terrain will offer open areas mixed with snowy forests, hills and areas of frozen lakes and broken ground. It is not terrain suitable for large, flamboyant charges at high speed.
The ground battle will be orchestrated with the central Rogue Sith base being approached from multiple directions by various factions and groups. You won’t know who exactly you’ll be entering the battle near though allied factions will join the battle together.
The scale of the map is 500m to a hex.
Rules:
There will be no rules for resolving damage – that is for the individual writers to work out. Rather, there will be rules for speed and for range which sets the baseline for interaction.
Range:
The range of a company is based upon the weapons they use. These must be canon or approved in the factory.
As the map scale is 500m per hex, the number of hexes a company can fire is equal to the range multiplied by two. The minimum range is one.
The following terrain is obstructed: forests, hills, rocks, buildings. Units may not fire through more than one obstructed hex. Artillery may fire over any terrain.
Movement:
Movement will be handled with less reference to tech submissions, mainly because of the closed terrain and the lack of an accurate thread timescale.
Therefore the following is the number of hexes a unit may move each turn:
- Infantry:
Normal: 3 hexes - Obstructed: 2 hexes
[*]Tracked Vehicles:
- Normal: 6 hexes
- Obstructed: 1 hexes
[*]Repulsorlift Vehicles:
- Normal: 8 hexes
- Obstructed: 1 hexes
[*]Walkers:
- Normal: 4 hexes
- Obstructed: 2 hexes
[*]Very Fast (Over 150km/h) Repulsor Vehicles
- Normal: 10 hexes
- Obstructed: 1
[*]Gunships
- Normal: 10 hexes
- Obstructed: 10 hexes
Frozen lakes may not be crossed by anything other than infantry and repulsor vehicles. Only repulsor vehicles may cross open water.
Stacking Limits:
No more than 2 companies may inhabit the same hex. This may be a mix of vehicles, infantry etc. Units concentrated like this make easy targets.
Air Strikes:
Atmospheric and space based fighters, bombers etc launch strikes or attempt to interdict other air units.
Squadrons of attack craft are used to make strikes. After taking note of any interdiction or anti-air they may not be used for a turn whilst they reposition.
Gunships move and fire like regular units though they are not affected by terrain. This is offset by their vulnerability to anti-air fire.
Taking Losses and General Notes:
Though there is no rules system in place for administering damage, there are some notes to make here:
- Taking casualties is sometimes hard to write, but it shows respect to your opponent and makes them more likely to fairly respond in turn.
- Fairness rather than outright victory is the most important characteristic for judges looking over the thread. Taking your fair share will endear you more than refusing to take any.
- Clearly label the hex locations of all units and where they move to.
- Alliances are not fixed! Watch your ‘allies’ just in case they turn on you.
Dispute Resolution:
If you have a dispute with another writer, please PM them. If you cannot resolve the issue please PM myself and [member="Irajah Ven"]. We will make a judgement on the issue so things can keep moving.
Passive-aggressive behaviour, insults or power gaming will not be tolerated.
Speed of Thread:
So that the thread does not bog down, [member="Taeli Raaf"] will make a post a day. This post will contain a map update. If your opponent has not responded and you wish to continue, you may do so though you must wait for their reply before attacking them again.
Victory:
There are three main ways to gain points:
- Destroy Rogue Sith or other writer’s troops. This may be inexact so keep a tally of your kills and losses.
- Capture objectives around the map, usually related to the Rogue Sith positions. Objectives are only counted if a unit occupies the hex.