What is this about:
You are King is a game of political intrigues, feudal warfare and so forth. This is a multi-player game, and there are no hard player limits, though land can become scare depending on how many players there are
MechanicsThese form the skeleton of the game. If you're trying to do something outside of these, it's either role-playing, or I have to make some new rules up on the spot. Either way, it is rather relaxed in what you can do. The basis of this system is a simple d6 (Or several) in RtD style, with each increment on the dice representing varying degrees of success, to the point where you overdo things on a hard 6
Combat:
-Orders can be issued during every phase, though some orders may be misheard, or misinterpreted. A d6 will be rolled for every order issued.
-Damage and destroying a unit:
To successfully hit and destroy a unit, two things are needed: A successful hit roll, and a successful wound roll that is not saved.
IF both of these are achieved, then the target unit is hit. If the target passes it's armour save, it ignores the wound.
All units are considered to have ten wounds, regardless of species, type or any other factors; this is just to track how much damage can take, primarily from missile fire, before it is removed from play.
-Deployment:
Units initially position themselves to face the enemy, generally attempting to keep their own flanks covered.
Most troops will try to deploy as cohesively as they can. Any orders issued to impact the deployment of of the issuer's side will be taken effect here.
If the enemy was scouted before the battle, this takes no roll. However, in any other circumstances this requires a roll.
Some armies will have an advantage in this phase depending on the terrain, however, ALL units need to have the related bonus in order to provide the full bonus to the commander, if not, then the commander only gains a partial bonus from these units
-Skirmish and Missile phase (AKA Manoeuvre phase):
This phase is where the initial battle is fought, yet nothing major happens here (unless the majority of an army is composed of ranged units).
Most rolls consist of a unit's to-hit from unit's ballistic skill, which if successful, leads to a to-wound roll based on the weapon's strength against the target's toughness.
-Melee Phase:
Where the bulk of lethal combat takes place. Armies decide the fate of nations upon a furious, chaotic melee that rend and sunder thousands of lives.
The rolls in this phase consist of a to-hit roll based on the WS of the two opposing forces, and wounding roll based on the strength of the attacker against the toughness of the defender
-Pursuit phase:
This phase, while optional (If the victorious army chooses not to follow the retreating enemy), allows a victorious army to strike at the fleeing army one more time, making one attack per attacking unit that participates in the pursuit.
Only light units (Such as light infantry and cavalry) may attack in a pursuit, the heavy units just cannot keep up.
Army Logistics, statistics and equipment:
-Unit Types:
Most units encountered and used in warfare will be levies; drafted peasants and nobles thrust into the fires of war. These units consist of the bulk of any army.
Most levy units cannot be upgraded without upgrading the entire levy, a very expensive prospect. Levymen will provide their own equipment for warfare though, making them far cheaper than a standing army.
Of course, being taken from the bulk of the civilian population means that heavy losses to a levy can cripple the economy of a demesne. Noble levies are better equipped than peasant ones, though tend to suffer from poor discipline and tend to be available in far smaller numbers.
Most levies will typically be mixed race units as well, nullifying the bonus that require a unit to be composed of only a single species
The other unit encountered are a lord or captain's professional retinue/troop. These professional troops will loyally stand by their commander, and are generally expensive to equip and maintain, making all but the wealthiest lords wary about increasing their house guard substantially.
-Unit Statistics:
These statistics govern how a unit functions:
Weapon skill (WS): How skilfully a unit fights in melee, and functions as it's ability to hit and avoid being hit in melee combat
Ballistic skill (BS): How well a unit can accurately shoot. This functions as it's ability to hit with a ranged weapon
Strength (S): How strong a unit is, this governs how easily this unit can maim another unit with melee and thrown weapons
Toughness (T): How tough this unit is, this is a measure of how difficult it is to damage or wound the creatures in this unit
Attacks (A): How many attacks this unit makes per round
Leadership (Ld): This is an indicator of a units morale: How well it's led, supplied and eager to face the enemy. This is mostly used to determined if a unit has been shattered in a melee combat
Armour save (Sv): The quality and protectiveness of the armour a unit has, the number indicated what number is needed to save a wound (Or higher).
Armour piercing (AP): Not a unit statistic, but a weapon one. Every point of AP a weapon has raises the number needed by an opponent's by one, thus an AP weapon would turn an armour save of +3 into +6
-Equipment:
--Melee weapons:
Hand weapons: Axes, maces, shortspears; the basic weapons used buy most beings to try and kill one another. These weapons are free, they come with the unit as standard.
Reach weapons: A spear, and generally weapons of the same length and purpose fall into this category. Against charging cavalry, spearmen units gain +1 S and +1 AP. Costs 1 X
Long reach weapons: Often pikes, though a few other weapons may fall into this category. Units armed with pikes gain +2 S and +2 AP against charging cavalry. Pikes require two hands to use, and as such cannot take shields. Costs 3 X
Polearms: Halberds, glaives and the like tend are the sort of weapons in this category. Units armed with polearms gain a +1 S against most units, and gaining the benefits of spears against charging cavalry (+1 S and +1 AP). Costs 3 X
Great weapons: Most two-handed weapons, such as greatswords, greataxes and warhammers, fit into this category. Units armed with great weapons gain +1 S and +1 AP, though the requirement of the weapons preclude the use of a shield. 3 X
Lances: A large spear able to fit into one hand, the lance is only used from horseback, where it's weight is counteracted by the mount. Horseback units with lances gain +2 S and +2 AP on the charge. Costs 2 X
--Ranged Weapons
Short bows: Small hunting bows typically used by peasants. These weapons strike at S3 AP0. Costs nothing to bring with a retinue, though they cannot take a melee weapon upgrade if they do so. Can attack for two skirmish phases
Long Bows: Proper military bows, these weapons are deadly in the hands of a skilled bowmen, and their range grants them the ability to strike their foes from a longer distance. This weapon strikes at S4 AP0. This weapon costs 2 X, and requires high-quality wood. This weapon can attack in all skirmish phases
Crossbows: Deadly new weapons, the crossbow can punch through both flesh and armour with ease, capable of taking out the most brutish warriors with ease. This weapon strikes at S4 AP1. This weapon costs 4 X
Throwing weapons: Small, light weapons made to throw at the enemy. Generally used before the battlelines clash, these can easily soften up a heavy foe. This weapon strikes at the users S, and has an AP value of 0. This weapons costs 2 X
Javelins: Light spears made for hurling. A well-trained unit can easily fell a larger beast with these weapons (And luck). This weapon strikes at User S+1 Ap0. This weapon costs 3 X
--Armour
Shields: A shield protects the bearer, allowing them to keep themselves safe from most attacks, if somewhat sparsely. Gives a +1 bonus to Sv (If none, A save of 6+). Costs 1 X
Basic armour: This category holds padded cloth, and other, primitive protective gear. Provides a 6+ Save, costs nothing
Light armour: Leather, chitin and hide falls into this category. Often the only type of armour worn by light units and levies. Provides a 5+ save, costs 1 X
Medium armour: Chain and scale mail fit into this class of armour, providing a decent amount of protection while still being relatively affordable. Provides a +4 Save. Costs 3 X
Heavy armour: Full plate and the sort lies in this category, named for the amount of protection the armour gives, not the weight (of the armour, the money needed to equip a unit would be very hefty). Costs 6 X, provides a +3 save
-Training:
Environmental training: Any unit this training receives a +2 bonus to positioning and logistics in the chosen terrain along with a +1 combat resolution bonus to combat taking place in the chosen terrain, making them more adept in preparing ambushes and marching through the chosen terrain type. Costs 2 X
Combat Training: Units with this training gain an increase of +1 A, +1 WS, +1 BS and +1 Ld. This upgrade may be taken thrice, doubling the cost of the previous upgrade. Costs 2 X for level one, 4 X for level two and 8 X for level three. Previous levels MUST be bought in order to get to the next level of training.
Military Drill: Units with this training receive a +1 bonus on orders, being able to interpret them better.
Riding: Units with this training are able (and receive) from the back of an appropriate mount, gaining +1 A and +1 T in most cases (Some mounts may be better at different roles than others). Costs 2 X for the training, and an extra 6 X or more (Depending on mount variety) for the mounts, along with an access to a supply of the chosen mounts.
Heavy Training: Unit gains a +1 S and +1 T bonus, but forfeits the ability to participate in pursuits. This upgrade costs 1 X
-Logistics:
Having an army is fine, but in order to best use it, knowledge of the art of logistics is required. Most strategic level movement requires a logistic roll, to see how fast an army moves and how steady it's supply line is.
Another thing to note is the upkeep of retinues and raised levies. Most levies cost 0.5 X per year, applicable even if they are raised for only a season, though higher quality levies require a larger sum.
Retinues have a base cost of 1 X per year, being far more maintenance heavy than a part-time militia. On-top of that, for every extra 2 X put into the unit, either by equipment or training, maintenance increases by a further 0.75 X. Retinues cost 1 X to raise initially (Though needs further upgrades to become effective)
-Basic Statistics:
Here is the base statistics and equipment of a newly-recruited retinue/Raised levy (Before any modifiers):
WS 2, BS 2, S 3, T 3, A 2, Ld 6
-Parcels:
A "parcel" of land is the basic measure of how much tax one receives from a demesne.
The amount of land and people in a parcel is nebulous and ill-defined, depending on how productive/valuable the parcel is.
Each parcel supplies enough manpower for half a unit, and 1 X.
-Cities and Castles:
Cities and castles make up the vital centres of life within the kingdom, and are recorded accordingly. Cities produce an income roughly equal to the amount of parcels within a demesne, up to it's current population (This income is in addition to the income the parcels produce).
This is then modified by the demesne trade multiplier. This cannot go below 0, or above 3 times the base income.
Castles work as separate strongholds, though most cities will have one either within it, or barely outside the city limits.
Towns can form around the outside of a castle's wall though, typically they are too small to count as a full-fledged city. A castle's trade rating works differently, since the castle itself is usually not a stop-over but does toll the merchants travelling through it's controlled lands.
A castle gains income from trade from the closest friendly city (AKA a city controlled by the kingdom, though events may change this.) at a rate of 0.5 X for every 2 X the city earns.
-Trade:
Trade is an important part of a kingdom's economy, allowing it access to resources and goods it would not otherwise not have. This generally represents itself as additional income (As described above).
Extra events may also form due to trade, or a lack thereof.
At the start of the game, the kingdom is assumed to have minimal trade with the wider world, focussing on mostly internal trade and the like.
-Resources:
Resources are abstracted to a point. It is reasonably assumed that the kingdom has access to most non-rare mundane materials, though more exotic goods may be available from events and such.
-Castle and City upgrades:
Depending on the lord's wishes, a city or castle may be improved with various structures.
The costs and and availability of these varies per demesne though.
A character starts of with 3 points that can be distributed in a variety of ways. ALL characters get these three points, though nobles only effectively get two due to having to buy their demesne with a point. All skills may only be bought once per players, you cannot start out with a level two skill.
-List of purchasable starting bonuses:
Weaponmastery (Weapon)
Charisma
Acrobatics
Leadership
Tactician
Logistician
Nobility: Required for nobles, landed or not.
Money: Each point here gives you a single X. This can be taken multiple times
Plus any other you can think of, that you can reasonably explain to me.
Name:
Starting point distribution:
Description:
Biography:
Kingdom name:
Succession law:
Prosperity:
Size:
Title names (King/Duke/Count): Leave this blank if you prefer to use the basic (english) ranks
Currency Name:
World creation and conduct rules:The world is yours to seemingly shape as you see fit in character creation (Stupid ideas will be shot down via GM veto though.). This includes races, culture and the map itself, however, there are a few things that should be noted:
-The world is one of high fantasy. As such, different races are able to be played. This does not mean they cannot be diverse (Humans being the diverse species in a setting is something I loathe >.>). Depending on the kingdom, some areas will be rather cosmopolitan as well. Stereotypes are bound to exist though, regardless of the species/race.
-Magic exists, but NO player may become a mage, end of story. This is to keep the focus on politics rather than a magic dick-waving contest. Most magic will also be restricted to "Passive" roles as well, being used to enchant items and aid society on a whole, though a few small spells exist for self-defense purposes.
Now, for conduct: These rules exist to keep an OOC notion of fair play, and to head off disputes before they come up.
-NO metagaming. This one can be hard to avoid, and hard to judge. Make sure you would have IC knowledge of something before you react to it however (Rather public events would be certain to be known by everyone though.)
-NO PMed actions. This is a (Largely) co-operative game, you shouldn't need to the ability to try backstabbing every other player. However there are two things that are the exception: Plotting and PvP ambushes. In the former case. All message MUST be sent to me as well as the recipient, this is to let me keep an eye on a plot, and keep the more impossible ones out. In the latter case, the ambusher is allowed to send their initial battle orders to me via PM. After the trap has been sprung, the ambusher must post their actions normally.
With everything else, I assume you'll make decisions in good judgement in regards to the matter, though I maintain the right to kick out any player whom routinely brings up content not appropriate for the game, picks fights or otherwise acts belligerently in OOC, or makes a joke in referenced to an overused meme.
With that, I now let you create and post your sheets, along with ideas for the races inside the kingdom and the constituent culture of the kingdom itself, along with any religions and so forth. The region the kingdom will be in is forthcoming however, so please try not to make any assumptions about it (The climate of such, you can however.)
IC Thread:
http://www.bay12forums.com/smf/index.php?topic=135064.msg4876362#msg4876362Link to the spreadsheet (Where all the finances and trooped are tracked):
https://docs.google.com/spreadsheet/ccc?key=0AocBcUU4ly-GdE5KZ1pYVlZoSW1OZ0x1SndGTWp5OUE&usp=drive_web#gid=0