Galactic Civil War 12 Players: 6 Moffs, 6 Rebel leaders. Spoiler: Intro to BoP (Balance of Power Hi guys and gals, welcome to BoP. BoP stands for Balance of Power. The goal of the game is...whatever you want. Destroy the empire, carve off another moffs territory, search for the katana fleet, make a law that prohibits the use of bowler mustaches. Its only limited by your imagination. My only rule is no peace between the rebels and moffs. Now go forth, cause each other huge amounts of grief. Spoiler: Mechanics Population - Used for making units. Each planet holds 2000 population. You can get more population by raiding other planets, researching cloning, conquering other planets etc. Credits - used for buying units. Each planet as a baseline 8000 credit income each turn. That number can be increased by signing trade deals with each other and taxng it, building minds, black market trading. Use your imagination. Spoiler: My combat system Each unit adds to the to your VSC, that's stands for Victory Success Chance. Each units precise number of VSC is hidden from you. Only me and Shira know the exact amounts. I will roll a dice (that counts to three) to simulate the randomness of combat. Giving me a battle plan will add to your VSC. The more detailed and well thought out the combat plan the VSC you receive. Spoiler: The combat units Victory Frigate · Needs 50 Crew · Needs 2000 Credits Acclamator II · Needs 125 Crew · Needs 5000 Credits Star Destroyer · Needs 500 crew · Needs 17000 credits Super Star Destroyer · Needs 2500 crew · Needs for 70000 credits X-wing carrier · Needs 30 crew · Needs 4000 credits Nebulon-B Frigate · Needs 170 crew · Needs 7000 credits Assault Frigate - Adds +4 VSC · Needs 170 crew · Need 7000 credits Mon Calamari Battlecruiser · Needs 440 crew · Need 18000 credits Imperial Stormtrooper Squadron · Needs 20 men · Needs 50 credits Imperial Commando Squadron · Needs 10 men · Needs 200 credits AT-ST Pair · Needs 4 men · Needs 700 credits AT-AT · Needs 20 men · Needs 1000 credits Rebel Soldier Squadron · Needs 20 men · Needs 200 credits Rebel Commando Squadron · Needs 10 men · Needs 200 credits Rebel Scouts · Needs 4 men · Needs 600 credits B-21 Air Speeder · Needs 2 men · Needs 800 credits Spoiler: Jedi/Sith Mechanics Each turn you can scan (For 1000 credits) Your population for force sensitives. I will flip a coin to see if you get any. If yes I will roll a dice to see how many you get. If a Moff succeeds at my coin toss he automatically only gets one. This will be the Master sith that trains other sith. This is to balance they're larger starting fleets. The rebels however start with one of Luke's Jedi that can train force sensitives. The advantages of Jedi/Sith are increased VSC (like a lot) and the ability to remain completely undetected on enemy planets. Only another Jedi/Sith can be used for finding the one(s) infiltrating yot planet. Note that only Knights/Sabers or higher can do infiltration missions. Jedi Padawan/Sith Tyro Jedi Knight/Sith Saber Jedi Master/Sith Lord Code: Your Name: Your Sectors Name: Your Fleets Name: Your Species: Your three planets names: You want to be a Rebel Leader/Moff: (Not essential) What your character looks like: (Not Essential)Your character story Spoiler: Player list so far Master Selkath - Boras Felroah DLine - Sam Mither Littledawg - Moff Aidus Graff Ramza Edit: Locked due to inactivity. GM may PM a moderator for unlock.