----This document is an outline of the rules and guidelines of the Stars of Battle, a turn-based strategy role playing game. SoB was conceived as an answer to the now defunct MKT, a role playing "system" developed by CWALers in an attempt to play war amongst themselves with their own imaginary empires. Although the concept with the MKT was indeed intriguing, what it lacked was order and clear guidelines in "rules of engagement." Hopefully SoB will address these issues and maintain an interest in the role-playing world.
----The focus of SoB is in interstellar nations stretching across the vast cosmos and encompassing star systems for harvesting resources all the while maintaining giant fleets to patrol their empires and, of course, conquer others. Players take the seat as the rulers of these empires and guide it to whatever goals they wish to take it. Emphasis is placed on role playing, however, and exploration of the world this game takes place in is encouraged. To facilitate the role playing aspect, different players take on the roles of "heroes" or "mercenaries," who explore and interact within this world.
----Factions are the mainstay of the SoB universe. They define the world in which the story takes place. Usually they are a collection of planets, all of which contribute resources for the whole of the faction, with a shared military and government. The government type, along with its cultures and other distinct societal attributes of each faction are beyond the scope of the rules of this game, with the exception of the technological advancement of said faction (see TECHNOLOGY LEVELS).
----These points are the measurement of the wealth of a faction. Resource points are expendable by the ruler to either build up and maintain the faction's military, or to maintain their Social Order (see below). Resource points are accumulated every turn. The amount accumulated depends on how many harvestable planets a faction holds. However, certain factors (low Social Order, high Upkeep) may reduce the amount of Resources returned.
----These points (soP) gauge how well the faction's general populace are organized. They range between +10 (being a perfect society) to -10 (on the verge of civil collapse). The higher the point, the more effecient and happy the people are.
----This is the cost of maintaining a faction. In order to keep up the Social Order of the faction, the Upkeep payments must be kept up. Usually, the larger and more technologically advanced a faction is, the higher the upkeep is.
----No power hungry faction would be complete without a mighty military force to back it up. The maintaing of a military is done through the faction's Upkeep, but in order to add to the military force, resources must be invested into the construction of new ships to be added into the fleet. The primary unit of the military is the fleet, which comprises of various numbers of ships. They must be deployed into a sector in order to guard territories, or engage enemy fleets. The strength of a fleet is assessed by the number of ships assigned to it, along with the technology levels of the faction in control and the various special enhanced ships available to the fleet.
----The technological advancement of a faction is gauged in technology levels (see below for a table of levels). These technology levels are general assessments of the overall technological capabilities and societal status/progress.
----Technology Modifiers are specially designated attributes which must be researched or otherwise obtained. Certain Modifiers are available only when a faction has reached or surpassed a specific Tech Level.
BEGINNING A GAME
----Combat will be played out using fleets. A combat engagement will begin when one player intrudes in another player's controlled sector.
----To begin, the invading player must declare the area where he intends to send his forces. In response, the defending player must assign his fleet to intercept the invading fleet in order to begin the engagement. If he so wishes, the defending player may pull out his forces to avoid a conflict, but doing so will mean surrender of the territory to the invading fleet. If there are multiple fleets defending within the sector, only one may be assigned to defend the invader per engagement. The invader may attack as many times per turn as the number of unmoved fleets in the adjacent sector. Once a fleet has engaged in combat, it will no longer be able to perform any more actions for the turn, except to defend. However, the number of times a fleet may defend is unrestricted.
----During the engagement, both participants may perform two actions: Attack or Retreat. By Attacking, you will be ordering your ships into combat and damage will be resolved. If both fleets are ordered to attack they are assumed to attack simultaneously, and damage will be calculated for both fleets. During a Retreat, the retreating fleet will not be able to damage the opposing fleet, but should the opposing fleet Attack, the Retreating fleet may take damage. After the turn is over, the engagement will be considered over. If the invading fleet annihilates the defending fleet, or if the defending fleet retreats, the
-ship classes attack
-can target only ship classes
-defender can defend, counter, evade or retreat
-only 1 attack per turn
-defender has attack initiative unless attacker has cloak or fold technology