Civil War: 23rd Regiment of the Damned
The Civil War was raging across the South like a wildfire, brother killed brother and father killed son as the war tore the nation apart between the Union and the Confederate States who refused to change their way of life. The first signs of what was happening came from witnesses from throughout the nation, terrified and half-mad they spoke of walking corpses that devoured living flesh and they were simply brushed aside and locked away or put down for we assumed they were insane. Boy were we proven wrong, what happened in St. Louis proved the supposed madmen right as the dead rose from graves, walked out of the forests and hills, and fell upon the city where Captain Lyon lead his mean in a valiant last stand against these foul creatures.
Their stand gave many of the citizens time to flee, but Lyon and his company where slaughtered to a man holding the line against the seemingly endless horde. From there it only went downhill as more of these attacks began overrunning cities and towns all over the North and the South, before long both the Union and the Confederacy found themselves confined to far less land than they once had as they failed over and over to rebel these monsters. Pittsburgh, Philadelphia, Atlanta, Charleston, Cleveland, and the surrounding towns became bastions of humanity where the armies of the dead could not reach for the defenders were to many in such confined areas but even when over half of the land of the United States was lost to those monsters the South continued its war of independence. Even now as I'm telling you this Colonel Jacob is taking the 11th Infantry to meet Union forces who have came North looking for a fight, even in dark times humanity seems to rely on the greed in their hearts. Any who the reason I've brought you here is to give you command, you are going to be the leader of the 23rd Safeguard Regiment, the so called Damned who fight to keep our lands safe and I'm passing this command to you because I reckon I'ma go with Jacob and strike the South. This war is gotta end son so we can fight the true enemy, and I need you to keep our lands safe while we march to bring peace between the South and the North lets just hope we weren't to slow in acting ...
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This is an idea I had for a game about (Yes you guessed it!) a Civil War where in the midst of the dead came back to life to hunt the living, and the players will control a regiment in this alternate universe tasked with safeguarding what little land remains to the Union from the hordes of the dead. Of course I had in my mind for this to be a suggestion game because its easier to handle than dividing up the regiment between a bunch of different players. Anyway I didn't just come here to spout some prologue stuffs I came to get some input about the idea, and the ruleset for it so here we go.
First things first combat, I'm gonna keep it fairly simple just using d6s as the dice to be rolled to determine whether the attacks hit/their effectiveness in some cases.
When an attack is made roll accuracy and compare to the chart below.
Accuracy Chart:
1-3: Miss
4-5: Direct Hit (Deal the damage value of the weapon to the unit)
6: Critical Hit (Deal double the damage value of the weapon to the unit)
Of course once a hit is made there are several factors to take into account in the form of Health Points, Armor, and any special Traits that a unit may have that negates or changes how they're damage. Health Points is how much damage the unit can take whether it be getting shot by enemies, bitten and clawed by zombies, stomped by zombie horsemen, or skewered on a sword whenever a weapon deals damage it reduces this by the final amount after armor/trait adjustment. Armor is a static value that directly decreases the amount of damage taken so if a unit has an armor of 1 then any damage they take is the damage value-1 to get the amount of health taken away. Traits there are some traits that effect damage these are more often then blanket immunities such as an immunity to being hurt with small arms fire, or melee weapons. Whenever a unit runs out of Health Points it is destroyed and all those in it were killed.
Morale/Fear:
There will be some instances when units will be required to make a morale/fear test to stand their ground and do the mission they were assigned no matter the cost and when those occur roll a 1d6 and compare to the chart below. This roll is effected by the units experience as well as the amount of fear they are trying to resist, at higher experience levels its possible that it is completely impossible for a unit to rout or retreat due to their dedication to the task they were given.
Morale Chart:
1 - Rout: The unit flees for three turns.
2 - Retreat: The unit flees for one turn.
3 - Stunned: The unit cannot act this turn.
4 - Shaken: -1 to their next accuracy roll.
5-6 - Fine
Effecting Factors:
2 Allied Units were just destroyed in a single turn = -1 to the Morale Roll
5 Allied Units were just destroyed in a single turn = -2 to the Morale Roll
An Allied Unit routed or retreated this turn = -1 to Morale Roll
A Commander was killed this turn = -3 to the Morale Roll
Enemies outnumber the regiment by at least two times = -1 to the Morale Roll
Enemies outnumber the regiment by at least three time = -2 to the Morale Roll
The regiment outnumbers the enemies = +1 to the Morale Roll
A Commander is nearby = +1 to the Morale Roll
Reinforcements arrived to assist this turn = +1 to the Morale Roll
2 Enemy Units were destroyed this turn = +1 to the Morale Roll
5 Enemy Units were destroyed this turn = +2 to the Morale Roll
HP: 6
Armor: 0
Experience: Bloodied
Equipment:
1853 Enfields [Damage: 2(1 Melee), Reload: 1 Round]
Entrenching Gear [Allows construction if the unit has the proper traits]
Traits:
Combat Engineers [Can be used to dig trenches, build emplacements, set barbed wire, and other basic stuff]
BreakdownHP - This is the amount of Health Points the Unit has.
Armor - The amount of armor the unit has.
Experience - This is the Experience level of the unit, the experience levels are Green, Bloodied, Veteran, and Legendary
Equipment - This is the gear the unit uses and ranges from weapons to utility items to horses.
Traits - These are the traits the unit has that modify what it can do, and how valuable it is. Usually Traits are obtained through training.
And that's what I've got so far.