Civil War: 23rd Regiment of the Damned
Son let me tell you a tale, the tale of the 2nd Safeguard Regiment, the Valiant Damned. A regiment made up of two thousand brave men, and women they were, it was the first night of the new year 1867 near the great bastion Philadelphia where the 2nd had taken up their places on the fortifications south of this great city. Their cannons sat in a row behind the double row of trenches covered in dirt, and mud just like the soldiers who manned the trenches below as the air filled with smoke and the sound of rifle and cannon fire. During the night before the undead hordes had come streaming forth from the south in numbers far superior to the small force, the 42nd was three days hard marching from Philadelphia, and the citizens of the bastion were hurriedly in the midst of evacuation but they would not be able to flee before the horde caught up.
Seeing this Colonel Vanburen order the 2nd to take up arms, and stand their ground against a foe that would surely overrun them for it was simply a matter of time before they began to reach the trenches. With fury in their hearts the soldiers of the 2nd fought hard, the air was filled with what seemed to be an endless torrent of cannon shells and musket balls as they fought like few had ever before, every man and woman there proved themselves a hero of this country that day. However there efforts weren't enough, eventually the ammo began to run low, and the gunfire dwindled but still Vanburen yelled, cursed, and spat at anyone and everyone who could here him urging them to hold their ground.
Fire, and fire again he said, fire until your shots runs out. When your shots runs out affix bayonets he said, take up post against the trench walls and stab, and cut until your blade or musket breaks. When they break claw, scratch, bite, punch, and kick them he said, fight them until you lay dying on the ground. And when you lay dying on the ground close your eyes, rest for your vigil has ended and the angels shall come to free you from being one of the Damned, let it all slip away knowing that you are the greatest hero the world has ever seen he said. And with that he fired his pistol's last shot, he drew his sword and he drew his saber, and as the gunfire began to quiet and the undead streamed into the trenches he raised that bloody sword high in the air.
'We are the 2nd Safeguard Regiment, the Valiant Damned! We lived as heroes, and will die as heroes. Affix bayonets, draw your knives, ready your fists, to you brave bastards I give my last command. Stand and die the Valiant Damned, be the heroes everyone of you truly are.'
With a flick of his sword he dove from his perch above the trenches, and those not already amidst the undead followed suit laying about them with a vengeance that will likely never be seen again. For many a soldier that was their last day, they died with courage in their hearts, and weapon in hand to defy our ultimate enemy. By the time the day drew to an end one hundred and twenty three of the Valiant Damned remained alive, not a one was the hero commander Colonel Vanburen, but everyone was a guardian angel who had saved the lives of many a person in the bastion of Philadelphia. They were the greatest soldiers the Damned will ever see in my opinion.
How do I know this you ask? Well that's quite simple son, I'm one of the last surviving members of the Valiant Damned, I tell you this tale because its something every man, woman, and child in the North must know. The 2nd may not exist anymore, but we do and we'll be damn sure to spread our tale before heading back out to follow our commander's last order, after we've spread our tale and we've given people hope for a better day through it we're going to finish our job. You might say we're crazy, but to many a man sacrificed themselves that day for us to ignore that final order that our brothers and sisters followed, we'll die sure enough but we'll do so screaming, and kicking to drag down every single one of those fuckers we can along with us. We're the Valiant Damned son, we'll show those ungodly monsters just what they've got themselves into, this is our land not theirs' and only death will answer their crimes.
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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, Range: 5 Tiles]
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.
Note: All units have a base range of eight tiles unless modified by their traits.
Terrain
Terrain is very important as it determines just where a unit can fire, what they can see, how far they can see, and what natural defenses they get from simply being where they are. The terrain of the are will influence the deployment of your troops, possible weaknesses that will develop in your defenses, and the overall effectiveness of your troops such as being forced to place infantry units facing a ridge which they can't see over in order to protect a railroad to keep your supplies going could give zombie groups the advantage they need to survive the initial fire and get in close to tear into the poor bastards.
Example Terrain
Plains: The most abundant form of terrain this infers no penalties, and has no restrictions on what you can build there beyond what you have the resources for and the maximum of 1 primary structure, and 2 secondary structures outlined in the building system below. Over plains a units view distance works as normal and is only impeded in the cases outlined below.
Forest: Forests confer a -1 to the attack roll of those attacking units in a forest tile, any unit without special traits can only see two tiles into a forest (or if in the forest two tiles in any direction into the forest). Only 1 secondary structure is allowed in this tile unless its cleared which takes two turns in which case the tile turns into a plains tile.
Building
The so called Damned regiments, the Safeguard Regiments of the North, rely heavily on stationary structures and buildings to defend the remains of the North due to the need for a static defense. Not an inch of land is given without severe bloodshed on the part of the Safeguard Regiments. Within the system of the game building is vital for the continued survival of your men as it confers valuable bonuses and safety that may well save more than one soldiers life if you do it correctly. To build something you need a unit that has the ability to build something, and then the vital supplies resource which is a generic term to cover pretty much everything your men will use as building materials.
Every tile (unless somehow modified by their terrain) can have at most one primary, and two secondary structures, as to what those are primary structures are major constructions that take up a lot of space such as trenches or defensive emplacements. Secondary structures on the other hand tend to be smaller structures but cost more than primary structures such as barbed wire, a medic's tent, or a lookout tower. Structures have three stats associated them for the most part, supplies which is the amount of supplies it costs to build, duration which is the amount of time it takes to build, and capacity which is the number of units you can fit in the same structure. To build something you must have a unit capable of building it, the supplies to build it, and have the builders dedicate the number of turns required by the duration to complete it for your use.
Example Structures
Trench: Trenches are the staple of every Safeguard regiments defense network as they provide more defensible positions, and slow the undead hordes who have to clumsily climb through them should the regiment ever give ground to them. Units in trenches are considered as having 1 armor when being fired at, in melee range enemies take a -1 to their attack roll due to the difficulties of assaulting a trench with troops ready for you within. This is a primary structure.
Supplies: 5
Duration: 2 Turns
Capacity: 1 Unit
Defensive Emplacement: Defensive Emplacements are areas fortified with a surrounding trench, possibly stakes on the outer edges, and then a sandbagged area behind the trench usually built to house valuable weapons or personnel such as cannons, gatling guns, or officers. Units in these emplacements get 2 armor, and the same penalty to attackers as trenches give also if the unit stationed in the emplacement is a gatling gun or cannon they get a +1 to their ranged attack rolls. This is a primary structure.
Supplies: 30
Duration: 3 Turns
Capacity: 2 Infantry Units, or an Infantry Unit and a Artillery Unit
Started messing with this ruleset again, expanded on a few things and then decided to share that and right another story intro bit to the post so it wasn't only slightly more information than last time. Also yes I know barbed wire doesn't technically exist at the time this is based, fudging that ever so slightly