In the waning years of the twenty-first century, there was much political tension. A web of defensive pacts between major superpowers prevented war, but that was the only thing keeping earth from total war.
It wasn't enough.
On March 13, 2098, Approximately one half of world leaders were assassinated simultaniously. Investigators found evidence pointing to another country with every assassination, and soon war started to rear its ugly head. North and South Korea began the war themselves, what with tensions already being at critical levels. The next week after, the rest of the world political leaders were assassinated, along with the catholic pope and the muslim Caliph, who was crowned mere seconds before. The third World War had begun.
This is the map, as of March 29, 2098, the official start of WWIII. You are a world leader, and a national player. Please, each individual chooses a country. Take command. Take the world.
Good luck.
NATIONS OF THE WORLD(Diablous)
Patriot: +2 to homeland defense
Draft: +1 attack for one turn. 5 turn cooldown.
Free Press: -1 to all espionage efforts
(Omegastick)
Massive: -1 to enemy damage.
Harsh winter: every two turns, any invading force gets a -2 to their attack.
Sleeping Bear: every three turns, Russia cannot attack.
(Barbarossa)
Majesty: +1 to attack
polylingual: once every 2 turns, you may attempt to convince a random neutral nation into joining.
Long Time No Sleep: the AEP starts with a -2 to attack rolls. Neutral nations give a +1 each to the AEP.
(Dervin)
Zealotry: +2 to all attacks of nations of a different religion.
Rightous Law: Any nation or section of a nation conquered by the Caliphate are converted to their religion.
Steel fist: All rebellions get a +3 chance to succeed.
(Ghazkull)
Tired of Losing: +1 to homeland defense.
Cerberus: No penalty for dual-front wars.
La Resistance: Rebellions in conquered nations take twice as long to stop.
Techno)
Unknown: +2 damage on first strike.
New at This: -1 attack.
Heirtage of the Sea: No penalty for an Amphibious Assault.
(Eclipsetail)
Welcome to the Barbie: Allows for Scorched Earth. Scorched Earth destroys the land. That land cannot be conquered or used for transport by any player for 5 turns.
Prison Island: Allows attack of neutral countries.
Ayer's Artillery: +1 damage for one attack. Cooldown of 3 turns.
(Bonaparte)
Holy: +2 defense against the Muslim Caliphate. The MC's special abilities do not work on the GRA.
Civil: Can roll a d20. If the d20 lands on 18 or above, the GRA takes over the AEPs next neutral convert. Cooldown of 6 turns.
Bloodthirsty: If the GRA does not take land once every two turns, a rebellion begins within the GRA. If this rebellion succeeds, the player is booted from the game and another one can take his place.
(Neyvn)
Barely Industrial: -2 defense.
Copycat: Once every 5 turns, UA can assume the abilities of another nation. this effect lasts for 1 turn.
Tribal Hunter: +1 attack. +2 attack every 3 turns.
Unavailable NationsA group of middle and South American countries who were dragged into the war on eachothers behalf when Brazil entered.
China joined WWIII quickly, taking over a very large amount of land in a short amount of time. It has been solidifying its hold on these countries for some time, and now feels capable of another assault.
1: when attacking a country, two die are rolled. The first is your attack, a d6, determining if you succeeded. The second is your damage, a d20, which determines the level of success.
2: No nation can be taken out of the game in one turn. for three turns after the initial loss, a 'rebellion roll' is taken on a d20. If a 15 or higher is landed, you regain a very small portion of your country and can continue playing.
3: No flaming. Not even in character.
4: Alliances do not need to be made official.
5: Espionage can be conducted via PMs. Your enemy may notice before the order is carried out, or after.
6: Try to keep the peace amogst thyselves. I'm too busy with maps and shit to deal with someone bashing the poor Caliphate. Please ally against any assholes.
7: Attacking a nation from across the ocean is Amphibious Assault. Amphibious Assault gives -1 attack.
8: Attacking two nations on opposite sides (or being attacked by two nations on opposite sides) gives a -1 penalty to both attack and defense.