Unlike character creation, fleet creation is a cooperative process in which each player has equal say about the salient features pertaining to the fleet. Fleet creation involves making important decisions, rolling dice, and applying the results. Most importantly, you and your fellow players will work together to attach stories to mechanical developments in the fleet creation process. You will use the broad descriptions and details generated from these decisions and transform them into a living, breathing fleet with a history, future, and interesting feel to engender the same sorts of investment that players have for their particular characters.<br/><br/>Defense: Defense describes size and strength of ships that serve to protect your holdings<br/>Subordinate: Subordinate describes the other ships that comprise your fleet, and the assets the bring about<br/>Support: Support represents the amount of faith in the leadership above them and confidence in their chance of survival<br/>Law: Law represents the level of order<br/>Population: Population represents exactly what you think it does.  I'm not going to hand feed<em>every</em>category to you. ~grins~<br/>Wealth: Wealth represents general resources available as well as certain amenities<br/>Power: Power represents the number and quality of fighters, escorts and other ships designed to protect the fleet from danger<br/><br/>For each category, roll 6d6.  Some categories (Defense, Subordinate, Wealth, and Power) then have holdings that are purchased with the scores in that category.  It will be up to all players in this thread what to buy, but the person who rolled for that category also gets to act as the tiebreaker should there not be a consensus.<br/><br/>Defense: Kythia (20)  +0  20<br/>Subordinate: Caela (33) -10  +4  27<br/>Wealth: arkhos (23)  +0  23<br/>Power: OrangeMarmalade (20)  +10 -10  20<br/>Support: HeavenAbove  (23) +0 23<br/>Law: HeavenAbove   (28) +5 33<br/>Population: HeavenAbove  (25) -5 20<br/><br/>(Updated)<br/><br/>Bonus: 1,2,2,6,1<br/><br/><strong>Defense: </strong>Determines how many ships you have and their level of quality<br/><br/>Military<br/>50 Points: One of the largest and best-designed battlestars ever built, and arguably the most impressive.<br/>40 Points: Among the larger battlestars, either an older model that was the biggest and best of its time, or a newer model that simply wasn't as ambitiously designed.<br/>30 Points: A fairly run of the mill battlestar, or maybe an impressive gunstar<br/>20 Points: An unimpressive gunstar or larger protector-class model<br/>10 Points: Little more than an escort ship<br/><br/><strong>Subordinate:</strong>Your total rating can be spent on the ships below.<br/><br/>Passenger Liner (Civilian)(10X): Increase Population by 2 for every ten points spent.<br/><br/>Luxury Liner (Civilian) (15): May trade wealth for support 1:1 when converting resources, does not count as monthly action.<br/><br/>Tylium Refinery (Either) (20): Add 1 to Fortune Rolls<br/><br/>Prison Ship (Either) (10): Increase Law by 2<br/><br/>Agricultural Ship (Either) (10): Add 2 to Support<br/><br/>Freighter (Either) (10): Increase Wealth by 1 for every ten points spent.<br/><br/>Sewage Treatment (Either) (10): Add 2 to Support<br/><br/>Medical Transport (Either) (15): Wounded characters recover in half the time (if brought there).  +1 Population<br/><br/>Mining Ship (Civilian) (10): Add 2 to Wealth when a mine is available<br/><br/>Repair Ship (Either) (20): Improves chances of single unit's survival after battle<br/><br/>Research Ships (Either) (10): Increases chances of finding any given search target.  May have two active searches at any given time.<br/><br/><strong>Wealth:</strong>The most versatile of holdings, welath can be used to upgrade units or invest in holdings<br/><br/>Artisan (15): Choose one benefit when you invest in this (may be chosen more than once with different bonuses)<br/>Engineer-Cover benefits from fortifications increase the Defense by +1.<br/>Steward-+1 to the results of your House Fortunes rolls.<br/><br/>Marketplace (20): The civilians on your ship aren't all layabouts.  Some have started their own businesses, increasing fleet resources.  Each month, whenever your House Fortune would increase your Wealth resource, the Marketplace increases it further by +1.<br/><br/>Chapel (10): +2 to Support Resource.<br/><br/>Extra Gardens (15): The infrastructure is a little more sound thanks to some passenger areas filled with gardens.  -2 Population, +4 Support<br/><br/>Security Force (15): A security force (green garrison) is on hand on the main ship.  Shuttles may be used to transport them as needed.<br/><br/><strong>Power:</strong>Power is invested in units.  Cost is based on the level of training and modifier for unit type<br/><br/>Training Level Base Cost        Discipline      XP<br/>Green           1               9               20<br/>Trained         3               6               60<br/>Veteran         5               3               100<br/>Elite           7               0               140<br/><br/>Rangers (Military):  These units are tougher than fighters and pack a bigger punch.  Unfortunately they also cost a lot of money and are a lot bigger.  (Note: Rangers require a ship size of 20, +10 for each additional unit)<br/><br/>Civil Patrol (Civilian): Crude guns mounted on civilian craft.  They are cheap to field, but hinder the civilian population and are difficult to control.  If alone on the field they will immediately retreat<br/><br/>Raptors (Military): These units excel at disrupting enemy units, mainly through jamming, or can be used as command and control assets.<br/><br/>Vipers, Basic (Military): The backbone of any air wing.  They are fast, evasive, and proven, though not the easiest to handle.<br/><br/>Vipers, Advanced (Military): More durable and only the best pilots in the colonies get to fly them.  They are slightly slower and less evasive than their predecessors, but their endurance makes up for it, and their<br/><br/>avionics and cockpit design tend to result in quicker kills.<br/><br/>Sentries (Either): These modified troop transports feature advanced detection systems, FTL and minor detection countermeasures.<br/><br/>Scorpions (Civilian): These civilian-produced fighters were modeled after the Mark II, though are lighter and less protected against enemy fire.  They are mainly used to deter pirates on interplanetary runs.  They are a bit more expensive to maintain, and can't quite compete with the Mark IIs they were modeled after, but very reliable.<br/><br/>Wardens (Civilian): Like the Scorpions, Wardens were designed for combat during the last war.  Unlike Scorpions, Wardens were actually military assets during the last war.  Some are still in use by some less prosperous colonial governments, though most have been replaced by Rangers and now only exist in the private sector for high-priority escort.  Unlike other military units, Wardens actually attach to the outside of civilian vessels, making them usable by even small transports.<br/><br/>Garrison (Either): While they may be known as militia on the civilian side, these consist of armed, but less trained individuals tasked with defending the ship should it be boarded.<br/><br/>Marines (Military): These ground troops are used when it is time to board an enemy ship.  When not in use in this capacity, they are often used to augment Garrison units.<br/><br/>Guerrillas (Military): A hybrid role of sentry and viper, these smaller, stealthier ships are designed to get past defenses and do some damage<br/><br/>Name           Cost   Disc Mod  Increasable abilities<br/>Mark V          +5      –6      Agility, Reflexes, Marksmanship<br/><br/><br/>Marines         +4      -3      Athletics, Endurance, Fighting<br/><br/>Raptors         +2      +3      Endurance, Knowledge, Warfare<br/><br/>Garrison        +1      –3/+3   Awareness, Endurance, Fighting<br/><br/>Guerillas       +2      +3      Reflexes, Marksmanship, Stealth<br/><br/>Mark II         +3      +0      Agility, Athletics, Marksmanship<br/><br/>Civil Patrol    +0†     +6      Reflexes, Awareness, Survival<br/><br/>Rangers         +7      –6      Agility, Endurance, Marksmansip<br/><br/>Scorpions       +4      +0      Agility, Athletics, Marksmanship<br/><br/>Sentries        +2      +3      Knowledge, Stealth, Awareness<br/><br/>Wardens         +7      -3      Awareness, Marksmanship, Endurance