Faction Attributes:
Following (Fol) - Abstract number of units and amount of resources available for actions.
Speed (Spd) - Initiative Order
Might (Mgt) - Multiplier die for military efforts
Recon (Rec) - Multiplier die for covert tasks
Resourcefulness (Res) - Multiplier die for research and innovation
Reputation (Rep) - Multiplier for diplomatic endeavors
Faction Actions:
Contested rolls are written as attacker vs defender.
Fol represents the resources assigned to a particular task.
Actions marked with a * need not be completed in a single attempt. If an attempt to recruit yields a number less than 1 (a decimal), you may keep this number and add it to a later attempt to recruit. Research bonuses may be added together and used at once, so that decimals may likewise be added.
Move - Transport units up to 4 hexes (24 miles) per day. For each day of travel without stopping at a base, troops incur a cumulative -1 penalty to combat rolls.
Attack - Fol x Mgt vs. Fol x Might (+Fort)
Spy - Fol x Rec vs Fol x Rec (+Fort) where the defender's Fol is the number of units in a base.
Spying takes travel times+1d4 days.
A failure by 5 or less indicates that the spies have been spotted, and fled without finding information.
Failure by more than 5 indicates that 1d4 quarters of the Fol has been lost, and defender can make a roll (Fol x Rec vs Fol x Rec; where your following is what remains after loss) to interrogate the spy and gain information as a normal spying attempt, without risk of loss.
Research* - Assign a number of Fol and an area of research (Mgt, Rec, Res, Rep, Spd)
Assigned Fol is occupied for Res/Fol x1d10 days.
When complete, research grants a Res x Fol/10 bonus that can be applied to a roll in the chosen area at any time.
Once a research bonus is used, all factions who are aware of its use roll Res and subtract from 10. This is the number of days for which the bonus may be used against them. Factions who learn of an unused research bonus through spying may make this roll as soon as they learn of the bonus.
Recruit* - Gain Fol x Rep/20 points of Rep
Build Base - Assign Fol for 1d10 days to build a base. The number of Fol you assigned is the Base's Fortification (Fort). You may fortify an existing base in this same way in 1d6 days.
Lie in Wait - Factions that take no action in a day go first in the next day. Multiple factions winning initiative this way go in order according to their initiative.
Secret Actions - Roll Rec and add as many points as you want. Subtract the number of points added to the Rec roll from your roll for the action you are trying to do secretly. The adjusted Rec roll will be subtracted from any Spy rolls to try to learn of your actions.
War
Thanks go to Noisms for bonuses and the general idea.
Bonuses to combat rolls.
+1 to troops stationed on higher ground
+1 if the battleground has been fortified (stakes, ditches, etc.)
+2 if the battleground has been strongly fortified (walls, towers, etc have been constructed)
+2 if surprising or ambushing
+1 for each battle won without disbanding, rearranging, reassigning this army (e.g.: the name of the Tenth Legion carries weight as long as it is the Tenth Legion, and not a different group of the same name)
The winner of a military conflict loses 1/4 the assigned Fol.
The loser of a military conflict loses 3/4 the assigned Fol.
The same goes for the Fort score of any bases involved.
Bases
A faction's Fol is distributed among its bases.
It is not necessary to have more than one base in a city.
Building a base is rather noticeable, and other factions with bases in the city are likely to know if a new base is being built.
If you do not have a base in an area where you are trying to act, you must move Fol to that location, taking travel time. The same goes if you do not have enough Fol to complete a given action.
An empty base (one where all Fol has been assigned to actions and moved elsewhere), if known to another faction, may be claimed while its occupants are away.
If all a faction's bases are destroyed, that faction loses half of its Fol (calculated after any losses from combat or any such attempts.
Faction Leaders
Some factions already have leaders, others have councils or generals who are unknown. I will post the known leaders here, and tell the rest of you in secret who leads your factions.
Leaders will each have an area of specialty. A leader is assumed most often to be overseeing the workings of the faction as a whole. Thus, a leader assigned to a specific task grants a +1 bonus to rolls with that task, at the cost of -1 to all the faction's other actions during the time of the chosen task. A leader assigned to assist in a task which is his/her area of expertise grants a +3 bonus to rolls, and the same penalty to other actions.
You must always know where your faction's leader is located. This location is often secret, but may be discovered by spies.
If a faction's leader is killed, the faction incurs a penalty of -5 to all rolls for 1d6 days until a new leader can be found, whereupon the penalty decreases by 1 point each day until it is 0.
Known Leaders:
Empire - Emperor Locke Nosc Rohan
Explorers' Corps - Captain Michael Cunningham
Weisekirk - Archbishop Marissa Leon
Halfhill Regime - Lord Ferdinand
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