We write the year 61 after the fall (ATF) of the emperor and the great kingdom of Fey, many small countries and states have formed all arround the several continents of Aerias, before there were only some small parts of this world who didn't belong to one great State which ruled above them all, but now things are different. Wars between the different factions are regular and mostly fought above the territory held by another, several tries to create an institution of peace to solve these conflicts in diplomativ fights rather than on battlefields between gunpowder and blood have been unsuccesful, in these times, being the commander of a force of men is one of the greates chances to gain honour, prestige and money. You all belong to the Republic of Niria, once a barony under the kingdom the people arose after the fall and created one of the first republics, young officers or seasoned enlisted trusted with the control of a small group of men fighting on the battlefield, will you lead your men and armies to victory, or die on the battlefield? Will you rather make your fortune in politics or on the fields of blood? We will see.Alright, there goes the backstory. I still want to expand it, which will be done later, but not right now, bare with me if some things go wrong as this is my first forum game on here, let's get to the most important part though: The fuck is this?
Well, I'd explain it as a mix between a combat based game fought on hexfields and at the same time a roleplaying game which takes place in the diplomacy and fight over power in a democracy. It is my first forum game here, and english is not my first language, so bear with me. Combat rules may be unfinished as I forget things, this game also is a test for those, so except changes to happen while we play, however I will always notify players of them if that happens. If you have any questions regarding any of the rules, throw me a PM and I'll answer it, if you think it might be important for other players aswell be sure to ask in the thread.
General setting of the game plays arround 1800, so the same technlogy that was available in the real world back then is also appliable here.
Background of Niria
The Republic of Niria is a democratic country ruled by a President, currently President F. Baker, it was originally a barony located in the centre of the Kingdom of Fey and was one of the first states to declare itself independant after the death of the last emperor which had no sons or daughters to continue the rule over the kingdom. The President is directly elected by the parliament, which consists of several people of military and civilian influence, usually containing more civilian than military diplomats.
General Rules
Characters are young officers fresh out of officer school or seasoned enlisted appointed to the rank of one because of their experience appointed to be the commanding officer of a newly created regiment of militia as the borders of Nirias are under attack by the Kingdom of Uhrash, ruled by self-declared King Iridias, their task is to train them in order to be able for use of combat. If they perform well more troops, aswell as small amounts of territories may be given to them to supply their troops, so in general the game will get more complex as it progresses being more focused on the combat aspect first, later possibly evolving into politics aswell. Later on players may gain control over more experienced types of regiments, and their militia regiment may also be equipped with other weapons and tools depending on their training.
Each turn that is not spent in combat is 1 month of actions, so be sure to pack quite some things in your turns and not just write: "Train my men in ranged shooting"
Combat Rules
Combat is fought over a field of hexes made by me, different tiles mean different things.
-Green = Plain field
No advantages or disadvantages, normal movement range.
-Dark green = Forest
Normal movement range, disadvantage when shooting at units inside of a forest, units firing out of forests can only use 1/2 of their muskets as trees block view and formation needs to be broken, this does not apply to light infantry.
-Light Brown = Low hill
Units shooting at each other with a low hill between both gain reduced accuracy, units standing on hills get increased accuracy to units lower than themself, normal movement range, however, there are no accuracy penalties for units shooting at units on low hills that stand behind one themself as the units stand above them.
-Dark Brown = Large hill
Units can not shoot over any kind of large hill, horses can't climb large hills if they do not move onto it through a low hill, Infantry units may acces large hills through low hills or use their whole movement turn to climb them from any other tile.
Improved accuracy for units standing on large hills. There are no accuracy penalties for units shooting at units on high hills that stand on a low hill behind a large hill themself, if both units stand behind large hills on low hills same rules apply as if they were on low hills.
-Black = Mountain
Can only be accesed through a large hill, or a low hill by climbing which takes up the whole movement turn.
-Yellow = Desert
Morale decreases quicker once water runs out in the desert, accuracy is decreased for anyone shooting in or out of a desert.
-Light blue = Shallow water
Anyone shooting at units in shallow water gains an accuracy bonus. Movement is reduced to half of normal movement points when passing through shallow water.
-Dark blue = Deep water
Anyone shooting at units in deep water gains an accuracy bonus, infantry can not shoot while being in deep water and/or has a chance of not being able to fire with full ability after passing through one as their muskets no longer work, cavalry can not pass through deep water mounted. Moving through 1 tile of water takes up a whole movement turn.
There is no max range for any units armed with ranged weaponry, however accuracy decreases for each tile between your own unit and the enemy, each turn a player has 1 major and 2 minor actions to use for each unit. These can be executed in any way
Major actions:
Running
Reloading
Charging (Enemy unit must be in movement range)
Minor actions:
Shooting (Units must have reloaded)
Engaging in melee (Enemy munit must be 1 tile away)
Walking/Turning into a different direction
Special actions (For example light infantry may hide behind low hills, if any special effects apply this is noted in the unit section)
The player can, after any movement turn, decide what direction his unit shall look at, however in order to make a full 180 degree turn he needs to use a minor action. It is not allowed to use more than one melee attack action in one turn for infantry, cavalry however may use 2 melee actions but must attack 2 different units with it. Once a unit is engaged in Melee it has to break from it by running, walking away from a melee fight is not possible. Fleeing from a melee fight will inflict high damage on infantry units, this is not the case for cavalry. Once engaged in melee no ranged weapons may be fired from the units engaged in it and friendly units firing into the melee fight risk to friendly fire. Cavalry may also attempt to use their major turn to charge through the enemy infantry inflicting damage on the way, but risks recieving a heavy blow themselves with that.
Shooting at units who have used their major action to run in the last enemy turn applies a accuracy penalty to the unit shooting at it, everyone attacking the flanks of a enemy unit in melee gains a high melee bonus, this does not apply for ranged attacks. Cavalry may dismount at any point and will from then be handled as if it was a regular infantry unit. (Does not apply for light dragoons etc. which will then be handled as light infantry)
The speed stat of units describes how much tiles they may move in 1 turn. (Speed/3 = Movement range while sprinting, Movement range/2 = Walking range). For cavalry you simply add 2 to sprinting.
Example 1: A line infantry unit has a speed of 10, this means it can move 3 tiles while running, and one while walking. (never round up, always down) [10/3 = 3.333, 3/2 = 1.5]
Example 2: A cavalry unit has a speed of 12, which means it can move 6 tiles while running and 2 while walking. [12/3 = 4, 4+2 = 6, 4/2 = 2].
A unit can never run and walk in the same turn (this is not the case for light infantry) and can never reload after moving. Mounted cavalry units with ranged weaponry may reload even while moving.
For combat rolls I use a basic D20 system for accuracy, and a more complicated damage system that I won't state here. Below you find 2 examples, one for melee and one for a ranged attack and their explanations.
Example 1: Line Infantry A shoots at B, A stands on a low hill and B is on open plain which gives a +2 bonus on accuracy to A, A has a ranged stat of 9, with a bonus of +2, however, it also has a distance of 6 tiles to B. [9+2 = 11, 6/2 = 3, 11-3 = 8, 8*2] Unit A would need to roll 8 or less to score a full hit on B, and at least 16 to score a partial hit on B, A rolls 15 which means that only a small part of units make a hit on B.
After applying all modificators to a unit when attacking (Range, Terrain, Stats, Has the enemy moved before?) I gain the number that is needed for A to score a full hit on B (Meaning more than 1/3 of his Line Infantry scores a hit in the volley), I then double that value to gain the number that is needed to score a partial hit. (Less than 1/3 of his Line Infantry, the higher the roll the less hits.) Values also decrease as the unit looses men, this starts as 1/3 of the units in a regiment are dead. (1/3 of the regiment gone means ranged value is reduced by 1.3, you will see this in the example below.)
Example 2: Heavy Cavalry A charges into Line Infantry B, both are on an open plain. The melee value of A is at 13, they also recieve a +2 by charging, however they already lost a third of their troops (13/1.3 = 10, 10+2) which adds up to a value of 12 needed to make a devastating melee attack on B. A rolls a 14 which prevents the devastating melee attack, but still inflicting quite some damage, the melee value of B is 9, they have not moved last turn and posess bayonets which inceases to value to 13, that is the roll B needs to accomplish in order to inflict high damage to the charging cavalry aswell as they did not manage a full attack which prevents a counter attack as the enemy infantry unit simply got overrun by the horses.
Again, after taking all different influences into account we get the value that describes the roll needed to make a devastating melee attack on B, if that does not happen the cavalry will still inflict damage based on how high their roll is, but may loose more men as they charge into the infantry, especially when those have not moved for that turn and posess bayonets.
Morale is calculated in a quite complex system aswell, not interesting for players, too as I perform these calculcations but I'll give a short outline here: The more men a units looses/The more volleys are shot at it or the more allies close to them die the lower the morale value gets, each turn a check is done on this number to determine if the unit looses morale, once morale reaches 0 the unit flees the battlefield. Commanders close to the unit, alive flag bearers and/or musicians, secured flanks or succesful volleys may raise morale of units again, however it can never exeed 1 1/2 of the base value.
The endurance stat describes what the unit can do before it starts to get tired, most of actions performed reduce stamina, the more endurance an unit has the less effect the loss of stamina has on it. Example: Line Infantry A has an endurance value of 9 and has ran across the battlefield quite a bit, they have also been engaged in melee by a militia unit which they struck down and have since the start of the battle not stood still for even 1 turn. (Stamina = 3 (Running) + 3 (Running) + 5 (2 turns of melee) = 11 = Unit starts to get penalties on any actions they perform.) Units may regenerate stamina for each turn they stand still, additional regeneration is granted when the unit has not been engaged in any combat for the past turn and stood still since then.
Character Creation
Character:
Name:
Age: (20-40)
Gender: M/F
Rank: Second Lieutenant
Appeareance: (Short description of how your character looks like.)
Background: (Backstory of your character, all traits must have something to do with this.)
Traits: (Select 2 skills/advantages your character has because of his background, for example being the son of a high noble might give you connections to other nobles in high positions which could help you out, or being a seasoned veteran which started as a regular soldier himself might inspire his troops to fight harder)
Stats: [Allocate 40 points on the 5 values, no minimum requirement for each]
-Tactics:
-Diplomacy:
-Influence:
-Charisma:
-Willpower:
-Experience: [Only gained through battles]
Regiment:
Name: (Inster number here)st/nd/th Militia Regiment
Type: Militia
Origin: (Area/City where they have been raised and where that is located at in the Republic of Niria)
Size: Regiment (60/80)
Skills: (You are allowed to assign 40 points on these 5 values, however there must be a minimum of 5 allocated to each stat.)
-Melee:
-Ranged:
-Endurance:
-Morale:
-Speed:
Equipment:
-Standard Rifles [No Bayonets|12/12] (12/12 = Ammo)
-Militia uniforms
-Daggers
-Shovels
Speciel men: [Do not count towards Size]
-2 Non-Commisioned Officers
-1 Flag Bearer
Map:
Squares = Capitals
Blue = Sea