Training Camp

Animated Training Camp
The training camp is located within the defenses of the Astro base. Here, new Astros are trained and prepared for battle, and seasoned Astros can train to pick up useful traits. Training pods are scattered around the complex, and many Astros are milling about.

Status: Everything is running smoothly


Army and NPC Soldier Training

Here you can train whole armies and specific soldiers. This system is much the same as that of producing vehicles and weapons.
Maximum army size: 300, Minimum Army Size: 50
IDArmy/Soldier NameLevelNumberTotal DPTotal HPAGLTotal CRSPDTotal CostStart Date & TimeEnd Date & TimeUsername
1











2











3











4











5











6











7











8











9











10











Only 10 training slots are possible at this time. You may not manually add any more rows to this chart. To change the number of rows, research in the Training field.
Not sure what to do here? Use the guide below for more help with building armies and training NPCs.


Stats Table and Training Guide

The information below will assist you in building armies and training NPCs, as well as leveling-up these units.

Stats Table for Armies
Use the guides and stat tables below to train armies and soldiers.
Base StatExperience Range
Level1 (Fresh)2 (Average)3 (Veteran)*4 (Crack)*5 (Elite)*
DP357911
HP915171923
AGL368910
CR58111417
SPD66666
Cost$10$20


Time**5 min.10 min.


*To get to a higher level, consult "NPC Level Up" chart below.
**Time is the amount of real-world time required to complete the training.


Army and Soldier Training Guides
To Train an Army:
  1. Select a starting skill level for your army. Currently you may only start with levels 1 and 2. Lower is cheaper, but higher means better stats.
  2. Decide on how many troops you want in your army. Keep in mind that the bigger the size, the more costly the training process and the longer it takes for the troops to be ready. The current maximum and minimum army sizes are given above the training table. Please try to keep army sizes as multiples of 10.
  3. Refer to the Stat Table for Armies below. Use the level you chose to find the appropriate statistics. This will give you "AGL" (Agility) and "SPD" (Speed). For the rest of the stats, multiply the unit stat by the number of troops in your army. This will give you "Total DP," "Total HP," "Total CR," "Total Cost," and the time necessary for you to put in the correct Start and End Date and Times (multiply 10 minutes by 600 troops for total time of 6000 minutes).
  4. Enter your username in the appropriate box.
  5. You should now give your army a name (ex. Battalion 6). Don't use the exact same name as any current army.
  6. After the training cost has been paid and the training time elapsed, the army can be moved to the Astro Barracks. The slot can then be cleared and used again.
Here are some other rules and tips:
  • You must make sure you have permission from your commanding officer to use this table.
  • You must pay for the troops before you can use them.
  • You may not use the troops before the end-date.
  • The higher level experience ranges can be reached by allowing the appropriate time to pass. Consult the "Level Up" chart.
  • You may, if you wish, use the "CR" stat to assign weapons produced in the Factory to soldiers in a unit, overriding their base DP. This can be done on the Barracks page.
To Train an NPC Soldier:
  1. Give the soldier a name.
  2. Enter "I" (roman numeral 1) in the "Level" column and enter "1" in the "Number" column (only one named soldier per training slot).
  3. Fill in the chart with the following stats (which are entry level Player stats):
    • Total DP: 5
    • Total HP: 25
    • AGL: 10
    • CR: 4
    • SPD: 6
  4. Named soldiers cost $50. Enter this in "Total Cost."
  5. Named soldiers take 1 day to train. Enter the appropriate Start and End Date and Times.
  6. Enter your username in the appropriate box.
  7. After the training cost has been paid and the training time elapsed, the soldier can be moved to the Astro Barracks. The slot can then be cleared and used again.
Here are some other rules and tips:
  • Named soldiers are NPCs which can be assigned to specific task forces.
  • Named soldiers use the same rank system as players (can be found below), and can hold traits from the traits table below, just like players.
  • While they are very similar to players, named soldiers may not hold faction leadership positions.
  • Named soldiers cannot be "owned." They are under the control of their superior officers.
NPC Army Level Up:
For an army to advance to next level, they must acquire the necessary experience (i.e. to advance from Rank 1 to Rank 2, the army must survive for 1 month. To advance then to rank 3, it must survive for 2 more months). Consult the GM if you have any questions.

LevelExperience
56 Months from Previous
44 Months from Previous
32 Months from Previous
21 Month from Previous
1Entry Level

When an army reaches the next level, their stats can be updated according to the Stats Table for Armies.
Named Soldier Ranks:
For a soldier to advance in rank (and to be eligible for certain traits in the "Personal Skills" table), they must acquire the necessary experience (i.e. to advance from Rank I to Rank II, they must be active for 1 month. To advance then to rank III, they must be active for 2 more months). Consult the GM if you have any questions.

RankExperience
VPrestige Only
IV6 Months from Previous
III4 Months from Previous
II2 Months from Previous
IEntry Level

This table is very similar to the player rank table, however prestige is not accounted for here. The player rank table can be found on the RPG Information page.
If you still have questions after reading this guide, ask your commanding officer or post a question to the GM.


Personal Skills Tree
Update Coming Real Soon


The chart below allows you to select skills for your RPG character. The skills have stats bonuses associated with them, as well as special considerations that may help you in certain situations in the game when the GM is involved. Currently there are four areas of skill: Physical, Intellectual, Social, and Combative skill. In each area, there are several specific skills which can be trained. It is important that you plan out what skills you want to have before assigning points, because some skills have special requirements, sometimes requiring skill in one area and sometimes not having skill in others. Each skill has its own row, and they can only be opened from left to right (i.e. you must be "Well Trained" and "Muscular" before you can unlock "Strong").

Each week, each player gets 3 training points to spend on skills (provided they have been active on the site). Until they are spent, they can be "stored" with the player's Census data. Some skills are more expensive than others. The price on each particular skill level is for that cell only (i.e. to get the "Muscular" skill, you must spend 3 points in total. 1 to get "Well Trained" and 2 to get "Muscular").

Bonuses Are Non-Cumulative, which means the bonuses of the level you are currently at are the only bonuses you get for that skill, not the bonuses of the previous levels (think of it as improving upon a previous skill, and the bonuses change, rather than adding to past skills). Additionally, for each area you may only have mastery (level 5, or cell farthest to the right) in one specific skill.

You can add these skills to your Census entry once you have paid for them. Apply the bonuses to your stats immediately.

Physical




Strength
Raw physical power. Also good for intimidation.
Well Trained
1 Point
+10% Strength Check
Muscular
2 Points
+30% Strength Check
+1 DPM for Hand-to-Hand Combat
Strong
3 Points
+50% Strength Check
+2 DPM for Hand-to-Hand Combat
Powerful
6 Points
+70% Strength Check
+3 DPM for Hand-to-Hand Combat
Weapon Weight Penalty Halved
Peak Strength
9 Points
+100% Strength Check
+4 DPM for Hand-to-Hand Combat
Weapon Weight Penalty Waived
Dexterity
Agility, speed, and athleticism.
Flexible
1 Point
+10% Dexterity Check
Agile
2 Points
+30% Dexterity Check
Outrun Players with Lower Skill
Swift
3 Points
+50% Dexterity Check
Outrun Players with Lower Skill
+20% Dodge Chance
Acrobatic
6 Points
+70% Dexterity Check
Outrun Players with Lower Skill
+50% Dodge Chance
Pure Acrobat
9 Points
+100% Dexterity Check
Outrun Players with Lower Skill
+100% Dodge Chance
Endurance
Ability to take physical abuse. Also good for boosting will power.
Determined
1 Point
+10% Endurance Check
Resistant
2 Points
+30% Endurance Check
+2 HP
Tough
3 Points
+50% Endurance Check
+4 HP
Survivor
6 Points
+70% Endurance Check
+6 HP
1 Last Chance Move
Total Survivor
9 Points
+100% Endurance Check
+8 HP
2 Last Chance Moves
Intellectual




Intelligence
Mental capacity. Also good for creativity.
Clever
1 Point
+10% Intelligence Check
Bright
2 Points
+30% Intelligence Check
Research Value of 1
Smart
3 Points
+50% Intelligence Check
Research Value of 2
Brilliant
6 Points
+70% Intelligence Check
Research Value of 4
Genius
9 Points
+100% Intelligence Check
Research Value of 8
Cunning
Ability to trick someone. Also good for bluffing and sneaking.
Crafty
1 Point
+10% Cunning Check
Cunning
2 Points
+30% Cunning Check
Devious
3 Points
+50% Cunning Check
Schemer
6 Points
+70% Cunning Check
1 Stall Move
Master Schemer
9 Points
+100% Cunning Check
2 Stall Moves
Perception
Awareness of surroundings.
Aware
1 Point
+10% Perception Check
Alert
2 Points
+30% Perception Check
Sharp
3 Points
+50% Perception Check
Eagle Eyed
6 Points
+70% Perception Check
1 Moderator Rumor Request
Sixth Sense
9 Points
+100% Perception Check
2 Moderator Rumor Requests
Social




Charm
Power of persuasion.
Pleasant
1 Point
+10% Charm Check
Persuasive
2 Points
+30% Charm Check
+10% NPC Advantage
Charming
3 Points
+50% Charm Check
+20% NPC Advantage
Captivating
6 Points
+70% Charm Check
+50% NPC Advantage
Mesmerizing
9 Points
+100% Charm Check
+100% NPC Advantage
Wisdom
Good judgement and understanding from experience.
Sensible
1 Point
+10% Wisdom Check
Understanding
2 Points
+30% Wisdom Check
Wise
3 Points
+50% Wisdom Check
Sage
6 Points
+70% Wisdom Check
1 Alternate Outcome Move
Enlightened
9 Points
+100% Wisdom Check
2 Alternate Outcome Moves
Leadership
Ability to lead others.
Leader
1 Point
+10% Leadership Check
Rational Leader
2 Points
+30% Leadership Check
Good Leader
3 Points
+50% Leadership Check
+20% Group XP per Victory
Inspired Leader
6 Points
+70% Leadership Check
+50% Group XP per Victory
Mutiny Chances Halved
Exalted Leader
9 Points
+100% Leadership Check
+100% Group XP per Victory
Mutiny Chances Waived
Combative




Marksmanship
Use of distance weapons, primarily guns.
Good Shot
1 Point
+10% Marksmanship Check
Accurate
2 Points
+30% Marksmanship Check
Sharpshooter
3 Points
+50% Marksmanship Check
+20% Critical Hit Chance (Distance)
Crack Shot
6 Points
+70% Marksmanship Check
+50% Critical Hit Chance (Distance)
RP Stat Effect Halved (Distance)
Dead Shot
9 Points
+100% Marksmanship Check
+100% Critical Hit Chance (Distance)
RP Stat Effect Waived (Distance)
Hand-to-Hand
Use of melee weapons, including improvised weapons.
Fighter
1 Point
+10% Hand-to-Hand Check
Ferocious
2 Points
+30% Hand-to-Hand Check
Feared
3 Points
+50% Hand-to-Hand Check
+20% Critical Hit Chance (Melee)
Warrior
6 Points
+70% Hand-to-Hand Check
+50% Critical Hit Chance (Melee)
RP Stat Effect Halved (Melee)
Gladiator
9 Points
+100% Hand-to-Hand Check
+100% Critical Hit Chance (Melee)
RP Stat Effect Waived (Melee)
Piloting
Ability to operate vehicles, particularly in flight. Also good for general vehicle operation.
Journeyman Pilot
1 Point
+10% Piloting Check
Pilot
2 Points
+30% Piloting Check
Operator
3 Points
+50% Piloting Check
+20% Critical Hit Chance (Vehicle)
Hotshot
6 Points
+70% Piloting Check
+50% Critical Hit Chance (Vehicle)
RP Stat Effect Halved (Vehicle)
Ace
9 Points
+100% Piloting Check
+100% Critical Hit Chance (Vehicle)
RP Stat Effect Waived (Vehicle)

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