Metro 2033
IC-ThreadInspired by a game on Tabletop Simulator, Metro 2033 takes place in the titular universe. You the players will take the reigns of the survivors of the Metro. Contrary to established Canon you will start in an unexplored Metro, with custom factions.
You will have to barter or fight for the few scarce resources available, trying to carve out a living in hostile conditions that only worsen over time and even as you deal with radiation, anomalies and mutants, you fight your fellow human for that scrap of food or that laster filter. Welcome to the Metro.
The BasicsEach player controls a faction within the Metro, starting out with a single population (100 people), 2 Squads of Soldiers and 1 Squad of Rangers.
During each turn a player can:
Move his units to other stations or to explore the Metro,
Engage in combat with neutral or hostile entities,
Earn Resources he is producing,
Spend his hard earned Resources on Units and Goodies and
Settle new Stations.
Ultimately the Goal of the Game is to create an interesting story of the struggles of the survivors of the Nuclear War that has befallen them...but really if you need a goal: control the most stations.
ResourcesThere are five resources:
FoodFood is the most basic resource in the game and one of the most precious.
All units (Soldiers, Rangers and Armored Cars) cost 1 Food to build.
With 5 stored Food you can settle a new station.
Your Home Station starts out with 1 Food Production already extant.
BulletsRare and precious, bullets are the new money.
Bullets can be spent to improve your combat rolls, but more importantly are relevant for trade:
5 Resources can be bartered for 1 Bullet and 3 Bullets in turn aquire any one resource.
GunsThese are used to produce new units
FiltersRequired to build Rangers,
but more importantly each unit that moves through radioactive areas (for example the surface) spends 1 filter per turn spend in or wandering through it. Units which have no filters will succumb to radiation.
FuelMoving the machinery of industry. Fuel has several purposes:
1 Fuel can be expended to double the production of any one resource of a station for a turn (with the exemption of fuel
)
Fuel can also be used to permanently increase production of certain goods. See the relevant part further down for that.
ResearchIs more of a later game resource as it has very limited utilities.
It is necessary to produce Explosives (which removes blockages) and virus containers (the nuke so to say)
but it is also the bottleneck resource which allows you to make the Metro more livable, deal with hazards permanently and some other things...
UnitsRangersSmall squads of special forces, trained for the purpose of dangerous long-range missions, surface exploration and scouting.
Cost: 1x Food, 1x Filter, 1x Gun, 1x Bullet
Moves: 4
Strength: 1d6
SoldiersThe mainstay of the Metro armies. Soldiers for the simple purpose of defending their homes and fighting enemies.
Cost: 1x Food, 2x Guns, 1x Bullet
Moves: 2
Strength: 1d8
Armored CarRailcars repurposed with armor-plating and heavy-machine guns, the tanks of the underground post-apocalypse.
Cost: 1x Food, 2x Bullets, 1x Gun, 1x Fuel, 1x Research
Moves: 4
Strength: 1d12
Do not require Filters
Mutantsroaming packs of mutated animals, newly emerged species or horribly disfigured and mad humans, these things plague the Metro on a daily basis.
Strength: 1d4
ExplosivesNot a unit but a craftable item. Explosives can be used to either clear out collapsed tunnels, making them neutral territories...or collapse them. Collapsing Tunnels kill any friendly unit left in the tile and allow enemy units to retreat.
Cost: 5x Research, 20x Fuel
Movement and FightingMovement is pretty simple, each move between two stations counts as a move. You can also move via the surface. Surface moves follow the same metro-lines as movements below ground, but require 1 filter per move on the surface.
Since combat between players is impossible on the surface you can bypass heavy defenses...if you have the resources for it.
And the guts...for on each move on the surface there is a 25% chance of a mutant attack...enjoy your giant molerats...
Some things block subterranean movement. Most notably collapsed tunnels which might block off entire areas of the Metro until you can clear out the debris with explosives.
Light Grey Areas on the map represent stations and ways which are radioactive or require you to go to the surface. each move through these requires a filter. Such connections can also be collapsed via explosives.
Combat is simple: the attacking player determines which unit attacks which...afterwards an opposed dice roll is executed. The loser dies. You can attack the same unit with multiple of your own although the potential overkill has no further effect.
Bullets can be expended BEFORE a battle to give each combat roll a result of +1.
Combat continues until one side retreats or one side is dead.
Movement through foreign stations is allowed with the permission of the owning player. Stations containing mutants or bandits cannot be moved through without initiating combat.
ExplorationExploration begins when you move into an unexplored station with any unit. Once a unit does move into an unexplored station a 1d100 is rolled to determine whether the station is neutral or filled with a hazard. What hazards? !!FUN!! ones of course. Some of them are merely hindrances, others passively kill you and others still actively hunt you down.
If a station is neutral or you cleared out its hazards, a further 1d100 roll will determine what kind of resources are available here for exploitation.
You can also send out your Rangers to scavenge the surface. That costs 1 Filter per ranger, has a 25% chance of a mutant attack and a random chance to bring back 0-3 random resources. A High Risk, high reward way of gaining resources as a single ranger can spend up to 4 actions per turn scavenging.
Settling/Conquering the MetroSo you found a station, killed the mutants and found something actually useful! Great! Now you require 5 Food and you can settle the station...if it is connected to your home station via an unbroken line of stations owned by you. No disconnected territories.
Stations are conquered relatively simply: Move in with one unit. If no one opposes you there, its yours...or if you can't connect it to your own territory you raze it.
If for some reason territory of yours is cut off from the rest, you get a series of turns to reconnect before a neutral state forms, which can be taken over by new players or will be AI controlled until you reconquer it...with force.
TradeAlready mentioned before is the open market.
5 Resources can be turned into 1 Bullet and 3 Bullets into 1 Resource.
that of course is really inefficient. Which brings us to Player Trade. If you have a direct station connection with another player you can freely trade resources. If you don't you can trade via middlemen...which take half. So if you want to trade for example 1 Food and 1 Bullet, you would need to actually trade 2 Food and 2 Bullets. Thus establishing safe trade routes with other players is of utmost importance.
The Late Game, Beyond the Metro and Nation Building.The above sets up the early and mid-game. To avoid throwing in too many game concepts (many of which i am not sure of how balanced they are) too early, more concepts like population growth, migration, refugees, establishing new industries and increasing production aswell as surface exploration and more threats will come around only after certain mile-stones are hit.
Notable and important for this is Fuel and Research aswell as the level of Settlement and Exploration of the Metro. Especially Research will pay off later...note LATER. If you start putting stuff into Research at the beginning you will have a horrid time...a really horrid time.
Diplomacy...really its free for all. Backstab and go back on deals all you like...just make sure to cc me on your pm discussions.
Turns and Turn OrderOrders are done via spoilered post...that means spoiler your orders. Generally you can give as many orders as you want per turn. As always keep it reasonable.
Turn Order is determined by Iniative Roll each turn. So you randomly get to move first or last each turn.
Sign-Up (Up to 12 players will be accepted)
Name of your Faction: ((Choose something reasonable, if you have no idea, enter Metro 2033 Map in Google to have a look at the canon factions.))
Preferred Starting Position: (choose any station, conflicts will be resolved via 1d6 dice roll. thus choose alternatives as well.
Starting Resource: (beyond your initial Food per turn you will produce 1 more resource at your home station. Choose any.)
Stockpile: (choose any 5 resources for your initial stockpile.)
New Game Mechanic: ExplosivesExplosives can be bought for 5 Research and 20 Fuel. They allow you to open up collapsed Tunnels or collapse them to prevent enemies from moving through, units of your own side who end their turn in the tunnels die, other players units as well as mutants and bandits move to another station.
One unit needs to carry them to their destination. If that unit is killed the explosive remains where it is and can even be stolen.