NSA: The Game: Difference between revisions

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5-6: Recruitment Inspired: The affected army has 10% more Manpower.
5-6: Recruitment Inspired: The affected army has 10% more Manpower.
=== '''MAKING PEACE AND FORMING ALLIANCES:''' ===
Peace can be made in a multitude of ways. It can be achieved by one side conquering all of their war objectives, one side surrendering, or by forming a peace treaty with certain terms and conditions for both sides (Think of the Treaty of Versailles, or something similar). Alliances can be made either by agreement between the leaders, a condition in a treaty, or similar diplomatic arrangements such as a political marriage. Alliances and treaties make for fun role playing scenarios, so be sure to try to implement that aspect if you and your enemies/allies like the idea of roleplaying a defeated leader begrudgingly signing a defeat treaty, or a disgruntled prince/princess suddenly discovering that they are to marry some random guy from a rival faction because their parent doesn't want war.


== STATS AND THEIR PURPOSES ==
== STATS AND THEIR PURPOSES ==
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As an example, say an Rifleman was to shoot his rifle at a nearby enemy Knight, making a Ranged Ability Check. If the Rifleman had an RA of 10, he would need to roll a twenty sided die (d20). If he received a roll of 10 or higher, the attack would hit. The Rifleman would then need to roll to see if the attack penetrated the Knight’s armor. If the Knight has a D of 14, the Rifleman would roll a d20. If the result was 14 or higher, the attack hits, and the Rifleman would then roll damage, subtracting the damage roll’s result from the enemy unit’s HP. Once a unit loses all of its HP, it is destroyed.  
As an example, say an Rifleman was to shoot his rifle at a nearby enemy Knight, making a Ranged Ability Check. If the Rifleman had an RA of 10, he would need to roll a twenty sided die (d20). If he received a roll of 10 or higher, the attack would hit. The Rifleman would then need to roll to see if the attack penetrated the Knight’s armor. If the Knight has a D of 14, the Rifleman would roll a d20. If the result was 14 or higher, the attack hits, and the Rifleman would then roll damage, subtracting the damage roll’s result from the enemy unit’s HP. Once a unit loses all of its HP, it is destroyed.  


=== UNIT STATS ===
=== UNIT STATS ===  


* RIFLEMEN: 3 Manpower, 20 FT movement, 10 HP 10 RA 14 MA 10 D,  
* RIFLEMEN: 3 Manpower, 20 FT movement, 10 HP 10 RA 14 MA 10 D,
* Rifle (Ranged Attack): 1d6+2 Damage and has 30 FT range
* Rifle (Ranged Attack): 1d6+2 Damage and has 30 FT range
* Bayonet (Melee Attack): 1d6-1 Damage
* Bayonet (Melee Attack): 1d6-1 Damage
* TRAITS: Infantry
* TRAITS: Infantry
* PIKEMEN: 3 Manpower, 20 FT movement, 12 HP, 15 RA 10 MA 12 D,  
*PIKEMEN: 3 Manpower, 20 FT movement, 12 HP, 15 RA 10 MA 12 D,
* Pike (Melee Attack): 1d6+2 Damage (+5 against units with the Mounted trait)
*Pike (Melee Attack): 1d6+2 Damage (+5 against units with the Mounted trait)
* TRAITS: Infantry
*TRAITS: Infantry


          CANNON FODDER: 1 Manpower, 20 FT movement, 5 HP, 15 RA 15 MA 7 D,
          CANNON FODDER: 1 Manpower, 20 FT movement, 5 HP, 15 RA 15 MA 7 D,
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         KNIGHT: 4 Manpower, 40 FT movement, 15 HP, 15 RA 8 MA 14 D,  
         KNIGHT: 4 Manpower, 40 FT movement, 15 HP, 15 RA 8 MA 14 D,  


* Lance (Melee Attack): 1d10+3 Damage (+6 against units with the Tank trait)
*Lance (Melee Attack): 1d10+3 Damage (+6 against units with the Tank trait)
* TRAITS: Mounted
*TRAITS: Mounted


LIGHT TANK: 6 Manpower, 15 FT Movement, 20 HP, 13 RA 16 MA 16 D, Cannon (Ranged Attack): 2d10 Damage and has 40 FT Range
LIGHT TANK: 6 Manpower, 15 FT Movement, 20 HP, 13 RA 16 MA 16 D, Cannon (Ranged Attack): 2d10 Damage and has 40 FT Range
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