The final mini of the series to determine the story, characters, and mechanics of my next Star Wars Main:
Scenario
Story so far...
Star Wars: [Phalla]nce in the Force.
The Sith infiltrated every level of the complacent Jedi Order and launched their galactic attack. Crippled from the inside and paranoid of their own, the Jedi killed their own and put others in stasis while slowly losing control of the galaxy. With the help of the Mandalorians and Hutts, the Sith took over the galaxy. And despite the heroic sacrifice of many Jedi, two Sith remained triumphant in the temple. They killed all the Jedi in stasis and left the Order broken and in shambles.
Notable characters from that game that have/will make a re-appearance in the mini-series or upcoming main. Not guaranteed to make a comeback in this particular mini.
Master Hammer Wilga (
@SaberOverEasy) : Rose from knighthood to the Council and led the Order to nearly root out all the Sith. Became one with the Force.
Lords Amphibious and Bobby "The Brain" Heenan (
@kime and
@Nirya) : Were directly responsible for killing all the Jedi and Sith in stasis. Returned to the Sith Empire as powerful Sith Lords and were immediately placed on the Dark Council.
Master Ret'brah (
@Ketbra) : Escaped the Jedi Temple and has been fighting an increasingly successful guerrilla war against the Sith Empire ever since. He has an even greater resolve after the loss of
Master Marasha Xiloscient(
@Anialos) at the hand of the Sith and Alderaanians.
Star Wars [Mini] series: [Phalla] Hunters
With the Sith in control of the galaxy, they immediately started to root out the remaining Jedi. It became apparent that Alderaan was hiding numerous Jedi and the Sith Lords Amphibious and Heenan were sent to clean up what they did not finish at the Jedi Temple. The Lords deployed their apprentices and various bounty hunters to the planet's surface. They forced the population, under threat of annihilation, to root out and turn over the Jedi.
The Jedi had their own plans: test a new force technique and stall the Sith Forces until reinforcements could arrive. They successfully used the new technique on both of the Sith Lord's apprentices, one of which died to a Bounty Hunter. However, they were unable to stall the Sith, due to powerful bounty hunters and the population of Alderaan, and were forced to leave before they could be in place to ensure the incoming Rebel Fleet's victory. When the Rebel Fleet arrived, the shield generator was still active and they were forced to enter hyperspace after a brief skirmish.
Notable characters from that game that have/will make a re-appearance in the mini-series or upcoming main. Not guaranteed to make a comeback in this particular mini.
Commander Chester Foss (
@SaberOverEasy) : The most effective civilian at rooting out Jedi on Alderaan and as a "reward" he was put in charge of the Imperial Intelligence facility established after the Sith victory. His facility is forced to implant and train ALL citizens of any age and gender of his former town.
Obi "day9" Fett (
@I needed a name to post) : Was responsible for gaining the most bounties during the Alderaan conflict. Is now singularly employed by the Sith Empire and is the most feared bounty hunter in the galaxy.
Brannigan (
@theroadvirus) : Former apprentice to Lord Amphibious. Was stripped of the force by the Jedi. He quickly learned that while he has no force power anymore, he is also completely invisible to force users. Is rumored to have assassinated numerous Jedi and Sith since the Alderaan conflict.
Master Keer Morningstar (
@jdarksun) : Escaped Alderaan as the sole surviving Jedi Master. Was able to return to the resistance with valuable knowledge about the use of the force stripping technique.
Na.Al.P. and Hug'gles Meister (
@38thDoe and
@Baidol) : This smuggler and his new companion escaped the most deadly bounty hunters and the Sith Blockade. Due to their knowledge of the Alderaan conflict, the bounty on their heads continues to grow daily. Ever resourceful, these two find creative ways to avoid their death marks and continue to make a fortune running sith blockades.
Star Wars [Mini]series: [Phalla]cron of Darth Hekatombe
This Phalla took place a galactic standard year after the events on Alderaan and in the Tomb of
Darth Hekatombe (
@Assuran). He was the Dark Lord of the Sith, Keeper of the Rule of Two, prior to the Sith Invasion. He died in the Jedi Temple, trying to weaken both the Jedi and Sith, when his apprentice rose against him. The Jedi have traced the origin of their new force stripping technique to this Dark Lord. They found the tomb and began investigating its contents when the Sith discovered their location and launched an attack. After a few days, a ship was seen exiting the atmosphere. Scans indicated two life forms. After a few days more, the Jedi emerged from the tomb victorious and were recorded using lighting and force choke techniques on the Sith soldiers garrisoned outside the tomb. They have been dubbed Hammer's Fallen by the Jedi. The rest of the galaxy is slowly starting to call them heroes as they travel from world to world striking fear into the Sith in ways the Jedi never can.
Notable characters from that game that have/will make a re-appearance in the mini-series or upcoming main. Not guaranteed to make a comeback in this particular mini.
Dark Lord Grumpus (
@Langly) : Went from a lowly Sith Saber to Dark Lord of the Sith by solving the riddle of the holocron. He was granted the power of Dark Lord Hekatombe (
@Assuran). Both Jedi and Sith wonder who is really in control. And both Jedi and Sith fear what he could become.
Darth Radical (
@I needed a name to post) : Helped Dark Lord Grumpus obtain the holocron and was taken on as an apprentice as a result. It is only a matter of time until he challenges his master.
Hammer's Fallen are guided by the
Force Ghost of Hammer Wilga (@Ketbra) and is made up of
Master Tolar Ralot (@Baidol) Master Essk Drakskae (@SeGaTai), and
Master Elliot Pengu (@trueneverborn). They are disowned by the Jedi and feared by the Sith. Many planets are beginning to seek their aid before the Jedi.
Star Wars: Are you Mando[Phalla]? Mini
Taking place at the same time as [Phalla]cron, this story followed the Sith attempt at taking over the Mandalorian planets. The Sith failed and fell, but the carnage forever changed the Mandalorian Empire. Their new leader was one of anger and has been exacting revenge on the Sith ever since. The single Jedi that emerged has emerged as a powerful battle hardened leader and has quickly risen into the newly established Jedi Council.
Notable characters from that game that have/will make a re-appearance in the mini-series or upcoming main. Not guaranteed to make a comeback in this particular mini.
Killgore Murderbarian, Mandalore the Destroyer (
@Fiaryn) : Rules the Mandalores with a frenzy and fury like never before seen in the galaxy. His screams are heard in every battle and are becoming legendary in their ability to send enemies fleeing. Mandalorians in general have started emulating him and even Sith are beginning to fear the sight of a screaming horde of Mandalorian fighters.
Master Tommy Two-Face (
@SeGaTai) : With half of his face horribly deformed from a run in with the previous Mandalore, Master Two-Face is known for his leadership. When the Jedi are in control, he is a calm, powerful general. When the Jedi have been in on the brink of defeat, however, the Lion emerges and he has been seen winning battle nearly single handedly on the front lines. He is a founding member of the newly established Jedi Council.
This phalla takes place not long after the most recent minis. Realizing their enemies are growing more numerous and strong with every day, the Emperor reveals his new technology: the TIE line of starfighters and the lumbering Star Destroyer. Elite pilots and the most promising Admirals are sent into deep space to test the technology in a simulated wargame. All lasers and battle damage is simulated. Or so they thought. Rebel sleeper agents have been activated and are set to disrupt this war game in a way the Sith Empire never thought.
Choices you make in this mini will determine a major part of the story for my next Star Wars main. Characters that survive will become important characters in the next main and will persist as long as they are alive. You will be given a chance to name your character.Game Overview
Genre: Faction v Faction v Mafia with a
heavy dose of interactivity and choice for all. The game was created so that everyone would have something to do and could play a very important part in their side's eventual victory or defeat. At its heart it is still a
Phalla game, Penny Arcade Forum's version of the party game Mafia. If this is your first game, it will be informative to visit the linked topic for some background information.
While the important things of a phalla are there (informed minority, vote, uninformed majority), the meat of the game is heavily inspired by the X-Wing PC games and the X-Wing Miniature game.
In this game, the majority of players are members of the Sith Navy who have been chosen to test the new line of TIE fighters and the prototype Capital Ships codenamed "Star Destroyers". The rebellion has activated their most deep operatives for this mission and have given them full leeway to disrupt the wargame and use any means necessary to capture this powerful new technology.
Special Mechanics and Game Design
This is an ObiPhalla. Beware and be excited. Some basics about what I generally do and do not do in my games:
1) I do not like straight seering. I prefer for the village to have to work together to root out the mafia. If at all possible, networks should not be necessary if everyone pays attention and works together in the thread.
2) I hate mechanics that reward or do not punish an inactive mafia. Most of my games require the mafia to be active and work to muddy the waters and/or stay hidden. Mistakes or poor choices in the side games can and very often do reveal them.
3) There will be a fairly heavy "side-game" that rewards powers or, as is the case with this game and the last, determines the winner of the game as a whole. This side game should also be used by the village to
help root out the mafia and for the mafia to cause problems in that information process. These side games never have enough information to find the entire mafia on their own.
The purpose of this game specifically is to test soft-networking restrictions, hex-based movement and actions, faction gameplay, and asymmetric and tiered wincons. Yes, I realize that is a ton to be testing in one mini. But I rarely have time to do these and need to test these mechanics for my upcoming main.
With all that being said, here are the things unique to this game:
I HIGHLY RECOMMEND YOU READ INSIDE THIS SPOILER BEFORE/AFTER SIGNING UP FOR THIS GAME it is kinda crazy, but oh so awesome
CommunicationNo one is allowed to communicate outside of the thread without permission. PERIOD. No PMs. No Proboards. No nothing. This includes the mafia. Again,
No one is allowed to communicate outside of the thread without permission.
There will be two threads. One for each faction. Players (including mafia) ARE NOT ALLOWED to look in the opposing faction's thread. Votes are added from both threads to eliminate one person.
The Battle
The Warzone
Pilot Creation
PM me the assignment of your skills. You have 5 points to assign to the following skills.
Initiative – Increase initiative
Awareness –Increases Defense Value
Sharpshooter – Increases Attack Value
Choices to be Made Each Day
Every day/turn you:
1) MAY change your formation
2) MUST choose an attack action
3) MUST move at least one hex
Formations
Formations are chosen before attacks happen and effect the efficiency of your squadron. Formations do not have an effect in furballs:
Balanced: No change to stats. 10% chance to avoid furballs.
Attack: Attack value increased by 25%. Defend value decreased by 25%.
Evasive: Defend value increased by 25%. Attack value decreased by 25%.
Speed: Engine value increased by 50%. Increases chances to go first within your current initiative value.
Launch: Gain ½ movement points this round. Initiative = 7.
Low Profile: Cannot attack this round. 100% chance to avoid furballs.
Attacking, Damage, and DeathFiring Arcs and Facing:
The following illustrates your firing arc, range is inifinite
Facing
The blue arrows indicate attacking from the side, the yellow arrow indicates attacking from behind.
Each squadron can choose to attack in the following ways.
Strafing shot: Fire at a squadron in your firing arc. Attack value = Laser/x, where x is equal to the number of hexes your target is away from you. This amount is doubled if firing at a squad from their side and quadrupled if firing at a squad from behind. Firing into a furball is considered a side shot and will make an attack at [(attack value * 2) / number of squads within the furball] to all squads within the furball.
Start a Furball: If your target is within two squares of you and in your firing arc, you force them into a furball. Both squads’ movements are cancelled this turn are forced to attack each other at full strength this attack phase and the next.
Join a Furball: Send your squad into a furball that is within two squares and in your firing arc. Your squad will attack a random enemy squad that is currently in the furball.
Engage in Furball: Forced action if in a furball at the end of the previous turn. You attack a random squad in the same furball this turn.
Iniative: Attacking is done in descending order according to initiative. RNG will break initiative ties.
Attack value is calculated by adding up the total Laser power of the Squadron. Defense value is determined by adding up the total Engine power of the Squadron. Damage is determined by the attacking squad rolling a D2 for every point of Attack Value (with a 1 counting as a hit) and rolling a D3 for every point of Defense value in the defending squadron (with a 1 counting as a miss). Every miss cancels a hit, the remaining hits deal damage randomly across the squadron.
All damage is simulated (temporary) unless otherwise stated. Therefore players whose squadrons are eliminated due to simulated (temporary) damage may be revived during this game. Alignment will only be revealed upon Permanent Death (Vote and <redacted>). Do not talk to anyone about the game unless permanently eliminated from the game.
MovementInitiative: Movement is resolved in ascending order based on initiative.
All squads not in a furball gain movement points equal to their engine value and can expend them during the movement phase in the following ways:
Turning: Squads can expend a movement point to turn their facing up to 2 turns either clockwise or counterclockwise.
Fly Straight: Squads can expend a movement point to fly one hex in the direction they are facing.
Escape Furball: Choose a direction and move a number of hexes equal to ½ engine value. If no other allies were in the furball you are leaving, every enemy squad gets a free attack against your squadron. If all squadrons in the furball choose this option, then no free attacks are made.
Friendly squadrons can not occupy the same hex except if they are in the same furball. If a squadron attempts to enter a friendly occupied hex, they end their movement early. If an two opposing squadrons end on the same hex, they automatically enter a furball.
Voting
There will be regular votes to eliminate a player. Vote for the player who you find most likely to be a rebel operative in
bold red. You may retract a vote by posting "
!retract vote for <player name>" or similar phrase in
bold limegreen or change your vote by making another one in
bold red.
Do not, under any circumstance, edit a post that has a vote. If an edit is necessary, make a new post instead. The player who receives the most votes will be permanently removed from the game through some space killy means. Should there be a tie in the vote, then all players involved in the tie will be eliminated, as well as the player that instigated the tie, whether that be due to a vote being placed or a vote being removed. If the vote winner is eliminated before the vote is resolved, there will be no "trickle down".
Voting will close each day at 10PM MST (Midnight EST | 7AM UTC) SHARP; any votes before the hour (x:59) will count, any votes on the hour and later (x:00) will not.
Orders
Every player should have orders to submit and they must be submitted before vote close. Any orders received after XX:59 will not be accepted. All orders must be submitted as a response to your Role PM.
Signing Up
Sign up with the phrase "
I !sign up" or similar phrase in
bold limegreen or other bright, easily visible color to ensure that your intent to play is acknowledged. I also need your
Pilot Callsign and
Squadron NameSignups will be open until we reach the maximum amount of players (29). I literally can not have any more players than 29. I also can not have any less. The game will start as soon as we fill up and I can ensure my spreadsheet is ready to handle the insanity that will be this game. I reserve the right to change my mind on this.
There will be a Day 0 to allow for Flight Briefings for each faction.
Inactivity
It is expected that players make at least two posts (one of which must be a vote) and submit private actions. A warning will be sent on the first day that this requirement is not met, and a replacement will be made on the second consecutive day of inactivity or third day overall. If there are no replacements available, then the player will be eliminated from the game.
Clarifications
Any questions about the general game rules may be made by highlighting the question in
bold darkorange text. Answers will be posted in the thread and collected in the below section. Player-specific inquiries that are not addressed in the general rules may be asked via PM to the host. Questions asked in the thread and their answers will be reposted in this section.
Previous Clarifications:
For Strafing Shot and Engage in Furball your shots will only count and hit enemy squads, right?
If you fire a strafing shot into a furball, you will hit all squads within the furball. When in a furball, you will only hit enemy squads.
Are we allowed to ask clarifications outside of the thread?
Yes
Question:
In the D3 portion of the Defense value, what does a 2 count as?
Nothing. Only way to get a miss from a defense roll is to get a 1
Does investing a point in a skill provide some sort of power?
Does it cause a straight increase of stats?
Does it cause a stat increase with increasing or diminishing returns?
No
Yes
Yes, it is dependent on your current base Laser or Engine level. Which will decrease as ships become disabled or destroyed.
Misc Information
Order of Operations: Vote -> Tactical/Formations -> Attack -> Movement -> Results -> Comm Channel Management
Sample villager PM:
...you are
role name and are leading the
Squadron Name Squadron consisting of
Ship Types
Individual Ship Statline (Lasers/Engines/Shields/Hull): ??/??/??/??
Formations allowed: ?????, ?????, ?????
[Ability 1] : Ability description.
[Ability 2] : Ability description.
...
Current Ship Status Report (current shield/hull | maximum shield/hull):
Callsign: ??/?? | ??/??
Squadron Name 2: ??/?? | ??/??
Squadron Name 3: ??/?? | ??/??
...
Objectives:
Primary – Disable the opposing Star Destroyer and all rebel sleeper agents in your faction
Secondary – <Revealed in Role PM>
Tertiary – <Revealed in Role PM>
Bonus – ???
The game ends when any player meets their primary objective.
Posts
2 - Assuran (Iceman, Screaming Wampas)
3 - Capfalcon (Vyce, Blue Rogues)
4 - Premium (Darklighter, Rouge Squadron)
5 - INANTP (Bedlam, Snowboard Kids) WASHED OUT
6 - Baidol ( xXx420Chewbaccarama420xXx, Spice4lyfe)
7 - Smasher (Target, Dirty Dianogas)
8 - Ketrba (Janson, Silly)
9 - TRV (DeathScythe, Gundam)
10-Anialos (P'rat, Bullseye)
11- T_A (Monobear, Hope's Peak)
12- Matev (Shredder, Foot)
13- Invictus (Arba'Arba-Hei, Blontharks)
14- Gandalf (Buttercup, Forinese)
15- Egos (Reaper, Star) EJECTED
16- BradicusMaximus (Arto-Bleepbloop, Chuba Chomp)
17- Kaplar (Maverick, X(wings) Gonna Give It To Ya)
18- Bliss101 (Bliswonowon, Hot)
19- jdarksun (McGreenPig, Bacon)
20- GrimmyTOA (Darkshooter, Firehawk Xtreme)
21- Heffing (Wolf, Hound)
22- Langly (Tello, Green)
23- Malkor (Lamshwoop, Skulls)
24- SaberOverEasy (Kain, Dragoon)
25- SeGaTai (Pillbox, Double Deuce)
26- Sir Fabulous (Fabniss, Gay Companions)
27- Typhus733 (Dave, Discovery One)
28- MegaFrost (McLawgh, Frost Bite)
29- SLyM (Greyearl, Winged Hussars)
Reserves:
1- Infidel (Beel, Evil Eight) - CALLED IN TO OP GROUP MALICE
2- Bedlam (INANTP, Queer Eyes)
3- CesareB (Seadevil, Glowing Anglerfish) - CALLED IN TO OP GROUP MALICE
4- 38thDoe (Starscream, Backstabber)
_____________________________
RESULTS
Night 1-
SeGaTai (Pillbox, Double Deuce) MALICE TIE Interceptor - Oxygen System Failure, Test Casualty
BradicusMaximus (Arto-Bleepbloop, Chuba Chomp) MALICE TIE Fighter Wing Leader- Deadly Laser Fire
Night 2-
jdarksun (McGreenPig, Bacon) RAGE TIE Fighter - Engine Explosion, Test Casualty
Temporarily Killed:
Heffling - RAGE TIE Advanced
Kilnaga - RAGE TIE Interceptor
Malkor - MALICE TIE Bomber
Night 3-
Ketbra (Janson, Silly) RAGE TIE Bomber- Payload Explosion, Test Casualty
Capfalcon (Vyce) MALICE Lieutenant- Comm Device electrocution, Test Casualty
Sir Fabulous (Lord Fabniss) TIE Phantom - Shadow Torpedoes
Temporarily Killed:
TRV - RAGE Officer
Typhus733 - RAGE Officer
Megafrost - RAGE Officer
Anialos - MALICE Officer
Premium - MALICE Officer
Baidol - RAGE TIE Fighter
Redeployed:
Malkor
Kilnaga
Heffling
Night 4-
Gandalf (Buttercup, fLorinese) MALICE TIE Advanced- Engine overload, Test Casualty
Assuran (Iceman, Screaming Wampas) RAGE TIE Fighter Wing Leader - Atmosphere leak, Test Casualty
SaberOverEasy (Kain, Dragoon) MALICE TIE Fighter - Wing Failure, spun into endless space (tied vote)
Premium (Darklighter) MALICE Admiral- Destroyed by proton torpedoes
Anialos (P'rat) MALICE TIE Captain- Sacrificed for failure
Typhus733 (Dave) RAGE Lieutenant - Sacrificed for failure
Infidel (Beel Evil Eight) MALICE TIE Bomber Wing Leader - Exploded and Stranded[/color
Kaplar (Maverick, X(wings) Gonna Give It To Ya) MALICE TIE Fighter - Stranded
Baidol ( xXx420Chewbaccarama420xXx, Spice4lyfe) RAGE TIE Fighter - Stranded
TheRoadVirus (Deathscythe) RAGE Admiral - Hacked Torpedoes
Megafrost (McLaugh) RAGE Captain - Hacked Torpedoes
Night 5-
Permanently Killed:
Malkor (Lamshwoop, Skull) MALICE TIE Bomber- Sealing leak, Test Casualty
Heffling (Wolf, Hound) RAGE TIE Advanced - Engine overload, Test Casualty
Bliss101 (Bliswonowon, Hot) RAGE TIE Interceptor - Missile Jam, Test Casualty
Matev (Shredder, Foot) MALICE TIE Interceptor Wing Leader - Electrocuted by comms, Test Casualty (Tied the vote)
_________________________
NARRATIONS:
Day 0: Preflight Briefing
Day 1: Lasers Free
Day 2: Chaos
Day 3: Looming
Day 4: Attrition
Day 5: Close
End: Free-for-all
From the country of fLorin.
Rebel operatives can die slowly, cut into a thousand pieces.
Your pocket beeps the familiar sound of a message being sent to your communicator.
[PRE-FLIGHT BRIEFING NOW]
[BE IN READY ROOM OTD]
You shove the communicator back into your pocket and make your way to the ready room. When you arrive you see the following on the screen:
Your Admiral speaks, "We estimate the enemy will be in the red zone about the time our squadrons reach the GREEN ZONE. You all know your objectives, the purpose of this meeting is to ensure all squadrons are in the appropriate coordinates when the engagement really begins.
____________________________
You have this day to determine where your ships will start in the GREEN RECTANGLE SHAPED ZONE. You Admiral will make the final decision so no PM to the host from individual squadrons are needed. Also, use this time to discuss potential strategies before everything hits the fan.
____________________________
Additionally, I suggest you put any role info in spoilers for the first couple of days until everyone gets used to opening the correct thread.
Edit: wrong thread. I blame Obi's link.
@Capfalcon
@Egos
@Gandalf the Crazed
@I Needed A Name To Post
@Infidel
@Invictus
@Kaplar
@Premium
@SaberOverEasy
@SeGaTai
@Smasher
@BradicusMaximus
@Malkor
@Matev
Today is purely meant as a setup and discussion day. You all need to determine where your squadrons will be located on the map and some basic strategies before the game really starts and the chaos of war begins.
So no vote.
Towards that goal, I think we should let everyone know what sorts of squadrons we're commanding, and roughly what our capabilities are, in order to better coordinate.
That could be the point however. Trying to decide whether I want to vanguard this thing....
CORRECT LINKS INCOMING
Iamsuchanidiot
Spoken like a true sleeper
But in all seriousness thats probably the most sound idea
To be safe, put important info in spoilers if you are concerned.
Once you hit a new page it shouldn't be a problem.
I still had their thread bookmarked and just realized that it wasn't for me anymore.
3DS: 1289-8447-4695
Ha! No sleeper he, yes. Ketbra faces us openly across the battlefield.
Enemy does have good idea, though.
3DS: 1289-8447-4695
Maybe R20?
I could use a wingman or two, though.
No communication outside of the thread.
Ha! No. There are no 'pm' here. The great Obi in Space hunted them all down, before duty called all.
What are you? If the answer is tiefighter, I'll be yu huckleberry