Author Topic: GCW: Flashpoints  (Read 18085 times)

Offline SWSF Hale

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GCW: Flashpoints
« on: April 27, 2011, 12:59:57 PM »
This thread will be used to post all up-and-coming details for Flashpoints, wich are galactic-scale events, in that both factions will be involved (as well as potential 3rd party players).  Typically these events will revolve around a neutral or non-neutral world and will feature mission objectives to be completed for victory point gains or cash bonuses.  Stay tuned for details! And like other threads, please divert your commentary/questions to the OOC thread or the Developer's Corner, thanks!
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Offline SWSF Hale

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Re: GCW: Flashpoints
« Reply #1 on: April 27, 2011, 05:08:01 PM »

FLASHPOINT: "The Mandalorian Warpath"
LOCATION: Yavin IV
OPEN: 0000, May 1st
CLOSE: 2400, May 15th
BACKGROUND STORY: Throughout the ages, the Mandalorians have earned the reputation of being some of the fiercest warriors to ever blaze a trail on the battlefield.  During periods of great tumult, Mandalorians have formed specialized groups specifically for purposes of making war (such as the Crusaders or the Death Watch) and carrying out any number of objectives.  Now, one such group calling themselves the "Mandalorian Liberation Army" is hoping to unite a new generation of Mandalorians under the banner of socialism in the wake of the Galactic Empire's politicization of Mandalore, hoping to carry this banner across the galaxy on a new warpath. Their first target is: Yavin IV.

SEQUENCE OF EVENTS
1. At approximately 0000 April 1st, the MLA Fleet will depart from Mandalore and will arrive at Yavin IV between the hours of 1200 and 2400 on April 2nd. Once the MLA Fleet enters Yavin space (C-ring), an General Distress Signal will be sent (at x2 hyperspace) to everyone, and an Imperial Distress Signal will be sent (at x1 hyperspace) to Imperial players (since the Empire has an NPC presence on that world, as described below).
2. Once players receive the Distress Signal, they can assume knowledge of the attack and enter hyperspace for Yavin IV and commit any number of forces, or simply participate via storylining.

NPC ELEMENTS
1. The GALACTIC EMPIRE's "Yavin Base Forces" will consist of: (1) Golan and (3) IPV-1s in A-1, (1) IFD w/ IFB aux in G-1, and (1) TIE/x1 Squad on continuos CAP in the ATMOSPHERE.
2. The REBEL ALLIANCE's "Special Assault Service" will enter hyperspace from the RENDEZVOUS POINT (as soon as the distress signal is received), and will consist of: (3) YT-1300 Rebel Freighters, (3) GR-75 Rebel Transports, and (3) Y-Wing Squadrons.
3. The MANDALORIAN LIBERATION ARMY's space forces will consist of: (1) Venator-class Star Destroyer, and (4) NuetronStar Bulk Cruisers. The ground forces will consist of: (280) Mandalorian Mercenary Squads, (300) Paramilitary Trooper Squads, and (20) Basilisk War Droids (which equivalent to AT-STs for spec purposes).  The VNSD MANDALORE's onboard unit compliments include: (30) Firespray-class Patrol Ships, (3) TIE Fighter Squadrons, and (5) StarViper Squadrons!

*All NPC elements will be commanded by GCW Hale (and he will be fair, as afterall everybody is observing), and each NPC force will work towards their mission objectives.

MISSION OBJECTIVES
*The GALACTIC EMPIRE must prevent the MLA from conquering the planet by the end of the Flashpoint. For every (1) capital ship that a player sends to Yavin IV and keeps there through the duration of the Flashpoint, that player will receive a bonus (10) Victory Points if that capital ship is left standing.
*The REBEL ALLIANCE must take advantage of the chaos by destroying both GE and MLA units (as much as possible). Rebel players are encouraged to reach Yavin IV as soon as possible to attempt to destroy the Imperial Fleet Depot before the MLA or Rebel SAS do in order to reap the 100 Victory Point bonus (multiple players that assist in destroying it will have to split the bonus accordingly).
*The MANDALORIAN LIBERATION ARMY will stop at nothing to conquer the planet and will attack anyone or anything that gets in their way. Their ultimate goal is to destroy all Imperial ground forces and begin construction of a MLA Command Center (see New Tech!) before the end of the Flashpoint in order to secure control of Yavin IV.

PARTICIPATION & INCENTIVE BONUSES
1. All players who show up will receive 100 KCs at the end of the Flashpoint.
2. If the MLA fails to complete their mission objective, then any player who showed up (and stayed until the end) will receive 30 Victory Points. If the MLA wins, then players who showed up (and stayed until the end) will only receive 10 Victory Points.
3. Any capital ship destroyed during this Flashpoint is worth DOUBLE Victory Points (CP x2).
4. Bonus 1 KC given for each Mandalorian Merc Squad or Basilisk War Droid that is destroyed, for a total of 300 KCs up for grabs!!
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Offline SWSF Hale

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Re: GCW: Flashpoints
« Reply #2 on: June 04, 2011, 11:11:01 PM »
FLASHPOINT: "The Battle of Tatooine"
LOCATION: Tatooine
OPEN: Friday, June 10th
BACKGROUND STORY: Ever since the Tantive IV was captured above Tatooine, the ensuing Imperial presence on the surface below eventually escalated into a full-out occupation. Though while the Empire did not directly claim ownership of Tatooine, per an arrangement made with the Hutt Syndicate, this nonetheless did not prevent them from building up a sizable military presence to spread Imperial influence to even the lawless likes of Mos Eisley.
 Many aliens fearing the Empire eventually organized themselves into a strong resistance, and garnered support from the Rebel Alliance to combat the Empire through acts of terrorism and raids. This eventually led to the underground construction of a full-out Rebel Operations Base, and a prominent leader of the Tatooine Resistance Movement - a Defel named Terkellien - rose up to lead the fledging rebellion to further glories and successes.
 The Empire on the other hand, knowing full well the potential for letting a Rebel base go unchecked, has finally located Terkellien but does not have enough troops on the planet (since they are spread out everywhere) to concentrate them enough to engage him. By sending in Vader's task forces, the Empire hopes to destroy Terkellien once and for all and secure Imperial control of Tatooine.
 Unfortunately for Rebels, the Hutt Syndicate has a vested interest in Tatooine and seeks to preserve the balance of power so that Jabba can maintain his operations, which means he will be calling in a special mercenary space fleet to fight the Rebel Alliance's space forces, which consists of a trio of MC80 Star Cruisers seeking to prevent any warship from interfering with Terkellian's battle on the surface. The Hutt Syndicate has also employed a contingent of mercenary troops available for the Empire.

PREVIOUS CONDITIONS
A Military Distress Signal (x1 hyperspeed) will be sent galaxy-wide at 0000, June 10th. Once the call is received, players can deploy units. NPC units will begin fighting immediately. Both factions will have scans of the system (which means hyperspace exits can be done up to the B-ring).

NPC ELEMENTS
1. The GALACTIC EMPIRE's "Tatooine Occuptation Garrison" consists of: (500) Stormtrooper Squads, (20) AT-STs, and (5) AT-ATs in each Ground grid space (G-1), and (1) Imperial Command Center in G-1 (w/ 1 TIE/Avg Squad).
2. TERKELLIEN'S LEGION (Rebel Alliance) consists of: (1) RASOB, (500) Rebel Commando Squads, (500) Rebel Marine Squads, (50) AT-PTs, and (5) T-47s in G-1. Terkellien also has a "getaway" Marauder-class Corvette secretly hidden in G-1 to make an escape if the battle goes sour.
3. The HUTT SYNDICATE is supplementing the Imperial Ground forces in G-1 with (500) Paramilitary Squads, as well as (3) Providence-class Battlecruisers and (3) Hammerhead-class Frigates (in A-1, all loaded out with T-Wing Starfighters and YT-2400s).
4. The REBEL ALLIANCE is deploying (3) MC80 Star Cruiser to Tatooine (all loaded with 4 X-Wing and 4 Y-Wing Squads) in order to engage the Hutt Syndicate and protect Terkellien's Legion. Additional troops onboard the Mon Cal Cruisers could be used to engage future Imperial troops or intensify the ground battle.

BONUS PLAYER COMMAND UNITS
1. IMPERIAL COMMANDERS get (1) Imperial Escort Carrier which will rendezvous with their fleet once it arrives in system (loaded with 3 TIE Interceptor & 3 TIE Bomber Squads). At the end of the Flashpoint, these Escort Carriers will return to Coruscant.
2. REBEL COMMANDERS can pick (1) MC80 to command for the duration of the Flashpoint in addition to their fleet. At the end of the Flashpoint, all surviving MC80 Cruisers will report to the Rendezvous Point to help satisfy the Primary Mission requirement.

MISSION OBJECTIVES
1. The GALACTIC EMPIRE will win if it can destroy the Rebel Alliance Sector Operations Base in G-1 and/or kill/capture Terkellien.
2. The REBEL ALLIANCE will win if it can destroy the Imperial Command Center in G-1, and after it is destoyed, Terkellien MUST make it off Tatooine in his getaway ship and get to the Rendezvous Point.

PARTICIPATION & INCENTIVE BONUSES
Both sides have an opportunity to fufill Primary Mission requirements via this Flashpoint AND gain substantial Victory Points, so there will be no other specific Flashpoint bonuses except for:
1. Players will get 100 KCs for each ship they committ to this Flashpoint that participates in combat.
« Last Edit: June 04, 2011, 11:12:40 PM by GCW Hale »
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Offline SWSF Hale

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Re: GCW: Flashpoints
« Reply #3 on: January 17, 2013, 02:53:31 PM »
RETURN OF THE EMPIRE

Flashpoint Narrative: With the Rebel Alliance's morale shattered by the departure of their eccentric and charismatic leader Ramano, Rebel forces across the southwest outer rim are now rallying behind a new and emergent leader who has stepped into Ramano's shoes to answer the call to arms in the fight against the Remnants of the Empire! His name is General Garm Bel Iblis, and he is currently gathering strength at Endor in preparations for a new major offensive! In approximately 60 Days, three massive strikes will be launched against Coruscant, Bastion, and Kessel... unless Imperial forces across the galaxy can come together and put an end to the Rebel Alliance once and for all!



Flashpoint Participation Bonus:
1. Any player that commits any forces to this Flashpoint will receive 50 KCs for each 1 Command Point deployed. All other combat payout bonuses such as those found in the Conquest Mission will be void. This is a completely different scenario.
2. Players will be allowed to bring up to 40 Command Points to the Flashpoint! (For a maximum FP Cash Payout of 2000 KCs).

Conditions for Imperial Victory: All Rebel Alliance units at the Endor system must be destroyed, in addition to the Rebel Alliance Fleet that will respond to any Imperial attack. Garm Bel Iblis, for purposes of the game, will be a full-upgraded Military Officer, with all the combat bonuses active.

Consequences/Results of Imperial Victory:
1. All currently held Rebel Alliance systems (Bakura, Bespin, and Thyferra) will revert to neutral status and their Space PDFs will be vacant for a period of 7 Days before reequipping themselves with a stock PDF.

2. At the end of the Flashpoint, any or all Imperial factions may elect to perform "Base Delta Zero" operations against Endor in order to terraform it into a molten wasteland of slag and mud --OR-- Release a deadly airborne virus into the atmosphere that will kill all mammal life, leaving the planet completely Barren --OR-- Convert Endor into a penal colony by rounding up all sentient species on the surface and dividing them into labor camps. Any of these actions will carry over into GCWIII.

If Garm Bel Iblis survives or the Imperial forces are routed... then the Rebel Alliance countdown timer will be immediately cut in half.

Other Special Features to this Flashpoint... EMERGENCY POWER & DAMAGE CONTROL: For Flagships and Flagships only, these ships may use their Systems Energy to restore shield points or repair Armor or Hull at any time during the Flashpoint. Garm Bel Iblis' Flagship and the Rebel Alliance Fleet Flagship will be able to use this special ability as well.
« Last Edit: January 22, 2013, 11:39:52 AM by GCW Hale »
LUCIDIUS HALE
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