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Welcome to Galaxies of War.
If you are a strategic and inventive thinker than you will do well in this RPG, and if your no there is no better time to learn than now. You are going to play the part of a General, commanding his troops and keeping them disciplined so as to improve their performance on the field. But who are you fighting for? there are three different sides, all fighting for supremacy and for their set of morals and beliefs, Dragoon, Talsim and Kirith. All wish to be the supreme rulers of the galaxy but their can only be one. Will you be the one to tip the tide of the war in favour of your cause? Or will you fail utterly and be disgraced for all time. Your success or failure rests in your hands, good luck.
There are three different grades of weapons and artillery which are listed below, starting from the weakest and ending in the most powerful. the numbers inside of double parentheses are the damage that an artillery weapon deals with that type of round-
1) Steel- deals (10) ((30)) points of damage
2) Energy- deals (20) ((40)) points of damage
3) Plasma- deals (30) ((60)) points of damage, plasma weapons also deal an extra 3 points of damage to all steel.
There are a few different close ranged weapons that are available, each coming in all of the three materials. The damage listed for each weapon is a modifier to the weapon type damage, example- Steel sword would do 10 (for the weapon type) plus
1) Wrist Knife- deals 3 damage
2) Sword- deals 5 damage
2) Rod- deals 8 damage to all mounted units and 3 damage to infantry.
Vehicles can be only be used by cavalry troops but give high bonuses, all races can use all of the below mounts-
1)creature- movement +3, attack +3
2)speeder bike- movement +5, attack +6
3)hover craft- movement +8, attack +9
Armor-
padded- absorbs 1 point of damage
steel- absorbs 3 points of damage
energy- absorbes 5 points of damage
plasma- absorbes 8 points of damage, also absorbes and additional 2 points of damage when hit with steel.
Ranged weapons-
1) pistol- deals three damage with a range of 5
2) rifle- deals 5 damage with a range of 8
3) spear- deals 8 damage with a rang of 4
Artillery, all races can use any of the below artillery-
Light- deals 10 points of damage with a range of 8, also is mountable to hover craft (one per craft).
Medium- deals 15 damage with a range of 10
Heavy- deals 20 damage with a range of 15
In this Age of energy energy swords and plasma rounds you are expected to fight and win. Be careful in your choosing of a side, each side has a weakness to one other and you will want to pick a side that will play into your strong suit.
Dragoon-
Dragoons are primarily close combat and use heavy artillery to back themselves up. Often an army of Dragoons is small but every soldier in a dragoon army is trained to the limit of physical fitness and health. The Dragoon army also has the advantage of funding, owning many planets that produce needed materials and thus carry powerful and deadly weapons. Dragoons have a weakness to the Talsim. You start with a funding of 5,000. IF your new to this sort of thing this is the easiest race to play with. Equipment available-
Types-
Energy
Plasma +100 to the cost
Close range weapons-
Wrist blade- 100
Sword- 200
Rod- 100
Ranged weapons-
Spear- 300
Armor-
energy- 200
plasma- 300
Units-
Heavy infintry
Superior infintry
Heavy ranged
Heavy calvalry
Superior calvalry
Talsim-
The Talsim are a well balanced race and have adequate funding for most of their conquest plans. A lack of military experience is the only thing that keeps this race inferior to the Dragoons. This is the hardest race to play as since they have no real strong suit that you can play into. You will have the hardest time facing the Kirith. you start with a funding of 3,000.
Kirith-
Kirith have massive amounts of troops and the common strategy is to overwhelm your opponents rather than beet them with weaponry. The reason for this is because they lack funding to support their troops. Be warned though, you will be facing and incredible amount of these troops when you do run into them. You will have the hardest time facing the Dragoons. You start with a funding of 2,000.
((the above information is no where near complete, i ran out of time to type it all out but you are more than welcome to join still
))
If you are a strategic and inventive thinker than you will do well in this RPG, and if your no there is no better time to learn than now. You are going to play the part of a General, commanding his troops and keeping them disciplined so as to improve their performance on the field. But who are you fighting for? there are three different sides, all fighting for supremacy and for their set of morals and beliefs, Dragoon, Talsim and Kirith. All wish to be the supreme rulers of the galaxy but their can only be one. Will you be the one to tip the tide of the war in favour of your cause? Or will you fail utterly and be disgraced for all time. Your success or failure rests in your hands, good luck.
There are three different grades of weapons and artillery which are listed below, starting from the weakest and ending in the most powerful. the numbers inside of double parentheses are the damage that an artillery weapon deals with that type of round-
1) Steel- deals (10) ((30)) points of damage
2) Energy- deals (20) ((40)) points of damage
3) Plasma- deals (30) ((60)) points of damage, plasma weapons also deal an extra 3 points of damage to all steel.
There are a few different close ranged weapons that are available, each coming in all of the three materials. The damage listed for each weapon is a modifier to the weapon type damage, example- Steel sword would do 10 (for the weapon type) plus
1) Wrist Knife- deals 3 damage
2) Sword- deals 5 damage
2) Rod- deals 8 damage to all mounted units and 3 damage to infantry.
Vehicles can be only be used by cavalry troops but give high bonuses, all races can use all of the below mounts-
1)creature- movement +3, attack +3
2)speeder bike- movement +5, attack +6
3)hover craft- movement +8, attack +9
Armor-
padded- absorbs 1 point of damage
steel- absorbs 3 points of damage
energy- absorbes 5 points of damage
plasma- absorbes 8 points of damage, also absorbes and additional 2 points of damage when hit with steel.
Ranged weapons-
1) pistol- deals three damage with a range of 5
2) rifle- deals 5 damage with a range of 8
3) spear- deals 8 damage with a rang of 4
Artillery, all races can use any of the below artillery-
Light- deals 10 points of damage with a range of 8, also is mountable to hover craft (one per craft).
Medium- deals 15 damage with a range of 10
Heavy- deals 20 damage with a range of 15
In this Age of energy energy swords and plasma rounds you are expected to fight and win. Be careful in your choosing of a side, each side has a weakness to one other and you will want to pick a side that will play into your strong suit.
Dragoon-
Dragoons are primarily close combat and use heavy artillery to back themselves up. Often an army of Dragoons is small but every soldier in a dragoon army is trained to the limit of physical fitness and health. The Dragoon army also has the advantage of funding, owning many planets that produce needed materials and thus carry powerful and deadly weapons. Dragoons have a weakness to the Talsim. You start with a funding of 5,000. IF your new to this sort of thing this is the easiest race to play with. Equipment available-
Types-
Energy
Plasma +100 to the cost
Close range weapons-
Wrist blade- 100
Sword- 200
Rod- 100
Ranged weapons-
Spear- 300
Armor-
energy- 200
plasma- 300
Units-
Heavy infintry
Superior infintry
Heavy ranged
Heavy calvalry
Superior calvalry
Talsim-
The Talsim are a well balanced race and have adequate funding for most of their conquest plans. A lack of military experience is the only thing that keeps this race inferior to the Dragoons. This is the hardest race to play as since they have no real strong suit that you can play into. You will have the hardest time facing the Kirith. you start with a funding of 3,000.
Kirith-
Kirith have massive amounts of troops and the common strategy is to overwhelm your opponents rather than beet them with weaponry. The reason for this is because they lack funding to support their troops. Be warned though, you will be facing and incredible amount of these troops when you do run into them. You will have the hardest time facing the Dragoons. You start with a funding of 2,000.
((the above information is no where near complete, i ran out of time to type it all out but you are more than welcome to join still
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