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
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
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.
*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:
Here are some other rules and tips:
| To Train an NPC Soldier:
Here are some other rules and tips:
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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. | 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. |
If you still have questions after reading this guide, ask your commanding officer or post a question to the GM.
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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