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 |