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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

NSWRPF Archive Starfleet HQ- A Star Trek RPG

Discussion in 'Non-Star Wars Role Playing Archive' started by LordNyax113, Jul 21, 2008.

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  1. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    Hello and welcome. This an RPG I played a long time ago on a Star Trek forum; I loved it, but it is no longer active aand I no longer post there. So I decided to start it up again. To make it clear, I helped draft the rules for the RPG and have permission to post it elsewhere.

    The RPG is like a strategy sim. Each player plays as a Star Trek civilization trying to conquer and divide the Alpha and Beta Quadrant, especially in the vicinity of the Federation. Any civ is open, and original civs or civs of other franchises are allowed (for example, the Rebel Alliace), but there are specific rules for different types of civs. You post your ship movements, developments in your civ, fleet construction, etc. Players can form alliances, sign pacts, make war, and even wipe out players.

    Here are the rules:

    -Absolutely no godmodding. Godmodding is making a move that is unrealistic or impossible to counter such as invading a planet instantly, or an invasion with no casualties, or a planet killer (see below), and so on.

    -All members have an equal vote when it comes to decision making (such as deciding if a move is unfair, etc.)

    -No socks. You have been warned. The reason is unfair vote influence, rigged "alliances", etc.

    -If you start as a Trek civ, then unless you say otherwise we will regard your tech, people, government, et al as the same as theirs.

    -Fleet sizes will be limited to 5,000 ships. You are also allowed to have an unlimited amount of civilian transports that are not armed whatsoever (for planet evacs, etc.) for your planets. You also may have 5,000 "smaller ships," such as escorts and MDPs. I will judge if a ship/vessel meets the criteria.

    -Once you've joined and have a civ, you must choose and name a capital.

    -The only techs banned are thalaron, weapons that can destroy planets/their population in few shots or within a matter of minutes (this now includes weapons that can cause the destruction of a planet via a chain of reactions, such as the destruction of a star), and phase cloaks.

    -Alternate universe civs are allowed, but heavily restricted. You are essentially a colony, seperated from you main civ and unable to recieve reinforcements

    -"Original" civs are allowed (or other sci-fi franchise civs), but the ships, in general, can not exceed other in-universe civ's ships in terms of power. If you have 1 or 2 powerful ships, as long as they aren't godmod, then that is fine.

    -Each new player and thier civ starts out with 1,000 ships, a capital, sizable territory (for those actual ST civs your space will be the actual size), and two shipyards. ?For colonies, you will start out with 6 star systems. Please be sure to post your ship classes and their weapons + crew complement, etc.

    -You are now allowed to have A prefabricated fleet of ships in case you are invaded, and need a backup fleet if your main fleet is obliterated. This includes 1000 Capital ships, an 1000 Escorts. YOU MUST POST CONSTRUCTING THIS FLEET! It may only be used for that reason as well.

    -All Civilian transports are not allowed to have ANY military association.

    - Any member who goes 2 Standard weeks without posting in this thread will have their civ automatically put on freeze. After 2 More weeks, they are put on the away list.

    -Once or if wiped out, you may not start a new civ for a total of seven days. You may NOT reuse the same civ, unless you wait an extra week.

    -2 days in real life equal six months in the RPG.

    Credit also goes to the users Solitaire and Sodo from the forum I played on for helping draft the rules.

    I'll be taking the Federation to start out. :)

    Current Civs:
    Federation- LordNyax113

    *The Federation is formed, and construction begins on 100 more ships. Earth is named the Federation capital.*

    I'll post my ship classes later.
     
  2. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *The Federation intelligence department picks up signals indicating new military and civilian movements*

    I'm happy to annouce that Apadamek and Lord_Lahmien have signed on as the Cardassians and Klingon Empire, respectiveley.

     
  3. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
    CIV: Klingon Empire

    The mighty Klingon Empire's thrust for conquest prompts the building of a grand armada in the name of Kahless the Unforgettable.
     
  4. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *50 ships are completed*

    *A diplomatic convoy is sent to Klingon space*
     
  5. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
    CIV: Klingon Empire

    *50 ships are constructed*

    Reports come in that an unknown ship has entered Imperial Space, making it's way toward the captial world. Two newly constructed ships are sent to intercept.
     
  6. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *Captain Bates hails*

    Klingon vessel, we are here on a diplomatic mission. You may escort us if you choose.
     
  7. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
    *Captain Kulge Mor'tah*

    A scarred klingon captain appears before the Federation captain, "Leave this territory or suffer the consequences."
     
  8. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *Captain Bates is ordered to withdraw by his superiors*

     
  9. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
    *Another 100 ships have been completed*

    The Klingon Empire deploys a task force to the border of Federation Space after the reports of the earlier scouts.
     
  10. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *The Federation carefully monitors the Klingon scouts*

    *100 Akira Class ships are complete*
     
  11. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
    Klingdon Empire

    Active Fleet:
    100 D5 Class vessels
    50 D7 Class vessels

    Under Construction:
    50 K't'inga Class vessels
    50 Bird of Prey

    *5 D5 class vessels break from the Klingon formation and set corpse for the nearest Federation world at warp 5*
     
  12. LordNyax113

    LordNyax113 Jedi Youngling star 3

    Registered:
    Oct 11, 2007
    *These movements are tracked*

    *15 Akira Class interceptors are deployed to the Klingon's force's intended destination*

    Current Starfleet Complement:

    -25 Sovereign Class Warships

    -75 Prometheus Class Battleships

    -200 Intrepid Class Interceptors

    -350 Akira Class interceptors

    -100 Defiant Class Escorts

    -300 Excelsior Class Escorts

    OOC: Lahmien, you do start out automaticalyy with 1,000 ships, plus you've built more. :) Also remember you can build a fleet of small ships; your Birds of Prey fit the build.

    Hmmm...wonder where our Cardassian player is....
     
  13. Lord_Lahmien

    Lord_Lahmien Jedi Youngling star 1

    Registered:
    Jun 19, 2008
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