Blood Horizon
Upon the blasted wastes of the Gasping Dust, many men make their homes. Between the bones of the Old World and on the floor of a vanished sea, desperate cults and madcap scavengers strive to survive against the hostile environment and their foes, for no man has it easy in a land where the sky kindles with fire and the dawn draws moisture from a man like an oven. In this wild land the strong survive, and all strive to crown themselves masters of a dying world whose origin none now remember.
Drums beat, engines rev, and in the crazed eyes of the faithful every man is broken.
As a warlord in the unforgiving, sun-scorched wasteland you can have Provinces and Armies. A province generates income and give special abilities while armies win (or lose) battles but cost resources to maintain. To keep things simple there are only few kind of provinces and armies.
Now, here is what the game is really about: who is the ultimate warlord.
The goal of the game is to become as powerful and influential as possible - and survive. Over time, new challenges may face your realm, such as foreign invasions, plagues and religious unrest.
Technological and cultural development may stagger your faction back from the brink of extinction and barbarism, and new options for buildings may open up over time...
Time
...is divided into turns. Expect updates about every third or second day, which by default stands for a few months, though under select circumstances time may dilate as needed, such as during major political developments and wartime.
The world
...is divided into provinces. Each province counts as a single holding. Provinces come in several types and can be upgraded and modified in ways I shall soon explain. Buildings in a province do not counts as individual holdings. Armies can always get to the battlefields and it doesn't matter which holding is where.
This applies during trade as well. Any faction can buy or sell stuff with any other faction. This may change in the future if there is demand for more strategic gameplay.
The roleplay takes place in a fictional, sun-scorched wasteland akin to the one seen in the classic Fallout games or Mad Max: Fury Road. If you’d like to bring in elements from either franchise, a little is fine but it should have no effect on how the game is played.
Starting Stuff:
By default, all warlords have:
- A Rural Stronghold (a holding (or a province, you get to name it)).
- A Militia Battalion (an army).
- 5 Supplies (resources).
Hand limits:
A warlord can, by default, have up to 5 active provinces at the same time. Orivinces can be active or passive. Passive provinces don't count towards the hand limit but generate neither income nor expenses. You still own them regardless and you can switch provinces on and off at the start of every turn. Armies, on the other hand, always count as active and the only way to get rid of them is to disband them, sell them into the service of another warlord or spill their blood in the Gasping Dust.
Some buildings and development of culture and technology can increase hand limits. Buildings within provinces do not contribute towards hand limit, you can still raze 1 of your own buildings every turn if you see the need for it.
Money and Resources:
Supplies is the currency of the game while Scrap, Water, Fuel and Luxuries are other things of importance. Together, these things constitute resources. Resources are always gained at the start of turns and can be spent in the same turn you got them. There are more resources such as luxuries, stone for construction, and so on, but they are essentially "secondary" resources, and generally not nearly as valuable as the stuff of warfare or the water in your gut.
Army Training/disbanding:
All military units have a training and an upkeep cost, along with a building prerequisite and, possibly, training time. You have to pay all the training costs when creating the unit.
Units enter the game after turns equal to the training time has passed since the turn the costs were payed (If a unit has a training time of 2 turns and it was purchased in turn 1, it will enter the game on turn 3). Units have to receive their upkeep costs every turn or else be forced to disband.
When you disband a unit, you get back 100% of any scrap and fuel invested in their original construction. Each unit represents, on average, a few dozen hardy followers.
War:
The default length of a war is 0 turns. This means that a battle will take place at the end of the turn the war was declared. If an owner of a fortress takes part in a war, they can choose to make it last more turns. For instance, if the War length is 1 turn, then the battle will take place at the end of the turn after the turn war was declared in, hence allowing time for everyone to prepare. Powerful war machines can reduce war length, but war length cannot be lower then 0.
Battles are fairly straightforward. Upon the beginning of a battle, I will set the stage for the engagement, and then both sides may deploy their forces. All players may state their orders, which will be resolved in order of precedence based on a roll of chance. Casualties will be stated, and thus a winner declared depending on the course of the war. Battles may come to draws, if neither side gains a distinct advantage over the other.
There are several modifiers in battle. If a warlord with the appropriate trait leads one side or another's army, they may choose to fight at a different site of battle, or redeploy their forces after battle lines have been drawn. Additionally, if the side on which the war was declared on (AKA, the defender) has a fortress, then the battle may be conducted at the fortress if the defenders choose not to sally forth. Such defensive fortifications can have a large impact on the conduct of a battle.
Now, here is what the game is really about: who is the ultimate warlord.
The goal of the game is to become as powerful and influential as possible - and survive. Over time, new challenges may face your realm, such as foreign invasions, plagues and religious unrest.
Technological and cultural development may stagger your faction back from the brink of extinction and barbarism, and new options for buildings may open up over time...
Time
...is divided into turns. Expect updates about every third or second day, which by default stands for a few months, though under select circumstances time may dilate as needed, such as during major political developments and wartime.
The world
...is divided into provinces. Each province counts as a single holding. Provinces come in several types and can be upgraded and modified in ways I shall soon explain. Buildings in a province do not counts as individual holdings. Armies can always get to the battlefields and it doesn't matter which holding is where.
This applies during trade as well. Any faction can buy or sell stuff with any other faction. This may change in the future if there is demand for more strategic gameplay.
The roleplay takes place in a fictional, sun-scorched wasteland akin to the one seen in the classic Fallout games or Mad Max: Fury Road. If you’d like to bring in elements from either franchise, a little is fine but it should have no effect on how the game is played.
Starting Stuff:
By default, all warlords have:
- A Rural Stronghold (a holding (or a province, you get to name it)).
- A Militia Battalion (an army).
- 5 Supplies (resources).
Hand limits:
A warlord can, by default, have up to 5 active provinces at the same time. Orivinces can be active or passive. Passive provinces don't count towards the hand limit but generate neither income nor expenses. You still own them regardless and you can switch provinces on and off at the start of every turn. Armies, on the other hand, always count as active and the only way to get rid of them is to disband them, sell them into the service of another warlord or spill their blood in the Gasping Dust.
Some buildings and development of culture and technology can increase hand limits. Buildings within provinces do not contribute towards hand limit, you can still raze 1 of your own buildings every turn if you see the need for it.
Money and Resources:
Supplies is the currency of the game while Scrap, Water, Fuel and Luxuries are other things of importance. Together, these things constitute resources. Resources are always gained at the start of turns and can be spent in the same turn you got them. There are more resources such as luxuries, stone for construction, and so on, but they are essentially "secondary" resources, and generally not nearly as valuable as the stuff of warfare or the water in your gut.
Army Training/disbanding:
All military units have a training and an upkeep cost, along with a building prerequisite and, possibly, training time. You have to pay all the training costs when creating the unit.
Units enter the game after turns equal to the training time has passed since the turn the costs were payed (If a unit has a training time of 2 turns and it was purchased in turn 1, it will enter the game on turn 3). Units have to receive their upkeep costs every turn or else be forced to disband.
When you disband a unit, you get back 100% of any scrap and fuel invested in their original construction. Each unit represents, on average, a few dozen hardy followers.
War:
The default length of a war is 0 turns. This means that a battle will take place at the end of the turn the war was declared. If an owner of a fortress takes part in a war, they can choose to make it last more turns. For instance, if the War length is 1 turn, then the battle will take place at the end of the turn after the turn war was declared in, hence allowing time for everyone to prepare. Powerful war machines can reduce war length, but war length cannot be lower then 0.
Battles are fairly straightforward. Upon the beginning of a battle, I will set the stage for the engagement, and then both sides may deploy their forces. All players may state their orders, which will be resolved in order of precedence based on a roll of chance. Casualties will be stated, and thus a winner declared depending on the course of the war. Battles may come to draws, if neither side gains a distinct advantage over the other.
There are several modifiers in battle. If a warlord with the appropriate trait leads one side or another's army, they may choose to fight at a different site of battle, or redeploy their forces after battle lines have been drawn. Additionally, if the side on which the war was declared on (AKA, the defender) has a fortress, then the battle may be conducted at the fortress if the defenders choose not to sally forth. Such defensive fortifications can have a large impact on the conduct of a battle.
Province type - What it's all about - What it can produce. All holdings except Wasteland can initially contain only three buildings.
Scablands – Hard days. Long nights. And salvation. Earns 1 Supplies and 1 Water every second turn.
Ruined Cityscape – The bones of the Old World, laid bare for all to see. Earns 1 Fuel OR 1 Luxuries every second turn.
Scorched Hills – There is life, even here, in this barren land. Earns 1 Scrap OR 1 Water every second turn.
Wasteland – Gasping dust and searing sunlight. No intrinsic value. Only 1 Building Slot.
Scablands – Hard days. Long nights. And salvation. Earns 1 Supplies and 1 Water every second turn.
Ruined Cityscape – The bones of the Old World, laid bare for all to see. Earns 1 Fuel OR 1 Luxuries every second turn.
Scorched Hills – There is life, even here, in this barren land. Earns 1 Scrap OR 1 Water every second turn.
Wasteland – Gasping dust and searing sunlight. No intrinsic value. Only 1 Building Slot.
Building types - What they cost to build - What they are good for.
Rural Stronghold (This is where it all begins, and most things end.)
– Costs 3 Supplies and 1 Scrap.
- Generates 2 Supplies per turn.
- Rural Strongholds have a garrison of 1 Militia and also allows for the following policy to be practiced:
Organize Explorers: Costs 2 Supplies per turn, reveals one province every third turn.
Fortress (Barbed wire, sniper’s nests and killing fields. In a world gone mad, this is as mad as it gets.)
- Costs 5 Supplies to be built on any land or costs 3 on a Rural Stronghold.
- Requires a Workshop in order to construct.
- Increases hand limit by 1, though this increase may not be used on other Fortresses. Each Fortress also allows its owner to increase war length by one turn, if he/she so desires. Fortresses also increase the holder's Army Size limit by one.
- Fortresses replace Rural Strongholds as a building, though not its income.
- Any unit which fights a defensive battle in this province receives +2 HP and +2 Strength.
Scavenger Camp (Where hard souls cull good metal from the wreck of the world.)
- Costs 3 Supplies and 1 Scrap. Only built on Ruined Cityscapes or Scorched Hills.
- Generates 1 Scrap per turn.
- Room for 1 building, Civilian or Military.
Arsenal (Metalworking on a truly industrial scale. A rare sight.)
- Costs 4 Supplies and 2 Scrap. Upgrades from Scavenger Camp.
- Generates 2 Scrap per turn.
Warlord’s Palace (Tattered banners, gleaming chrome and unheard of luxury.)
- Costs 4 Supplies, 2 Scrap, 3 Luxuries. Upgrades from Fortress.
- Allows for the founding of a glorious wasteland kingdom. Consumes 1 Supplies per turn to maintain by default. Increases hand limit by 1. Also allows for one of the following policies to be practiced:
- Attract Specialists: Costs 1 Supply per turn, increases the faction's Culture, Science, or Faith rating by three.
- Organize Explorers: Costs 2 Supplies per turn, reveals one province every second turn.
- Hire Wise Men: Costs 1 Supplies per turn. Increases hand limit by 1.
- Purchase Luxuries: Costs 1 Supplies per turn. Unknown benefits.
- Let Water Flow: Costs 2 Supplies per turn. During this time, warlords will find very few willing to support any rebellion attempts.
Workshop (Here burn the fires of industry.)
- Costs 2 Supplies, 2 Scrap
- Allows for some basic industrial development, thus producing 1 Supplies per turn.
- Allows the construction of Debris Wall and Fortress. Max 1 Workshop per province. Civilian building.
Debris Wall (A rudimentary defense, but could be the difference between life and death.)
- Costs 2 Supplies, 1 Scrap
- +1 HP and +1 Strength to any unit that fights a defensive battle in this province.
- Does not take up building space, max two per province.
Marketplace (Where the local riff-raff exchange their trinkets.)
- Costs 1 Supplies, 1 Scrap
- Generates 1 Supplies OR 1 Luxuries per turn, allows the owning Warlord to trade up to two Goods (Scrap, Luxuries, etc.) for 1 Supplies.
- Max 1 Market per province. Civilian building.
Outpost (Here skilled artisans and laborers extract the wealth of the land.)
- Costs 3 Supplies
- Generates 1 Supplies per turn, as well as 1 extra Fuel, Water, Luxuries or Scrap if the province already produces it.
- Upgrades from Marketplace. Civilian building.
Township (Where dwell the dreams of many.)
- Costs 3 Supplies, 1 Scrap, 1 Water
- Generates 1 Supplies per turn.
- Increases income from Workshops and Markets in the province by 1 Supplies. If a province with a Township in it is attacked, a unit of Conscripts will automatically rally to its defense. Civilian building.
Wells (Dry throats are not found in loyal men).
- Costs 2 Supplies
– Generates 2 Water per turn.
- Can only be constructed on Scablands or Scorched Hills.
Garage (Where engines roar and bladesaws buzz!)
- 2 Supplies, 2 Scrap
- Uses 1 Supplies per turn to produce 1 Fuel. Military building. Necessary for motorized units.
Forge (Power grows from the barrel of a gun.)
- Costs 2 Supplies, 2 Scrap
- Needed for training units that use Scrap.
- When not busy making guns and explosives, the Forge can convert 1 Scrap into 1 Supplies, if there is a Workshop present in the province. Civilian building.
Dirt Roads (The Fury Road is wide, and leads everywhere.)
- Costs 1 Supplies, 1 Scrap
- Any unit moving through a province with a Dirt Road can move once more before the end of its turn.
Barracks (Where the old teach the young how to fight and die.)
- Costs 3 Supplies, 1 Scrap
- Allows for most types of units to be trained in the province. Each barracks allows up to 2 units to be trained at a time, although some units may also use other buildings during their training (see below).
- If the province is attacked, a levy of 1 Warrior unit will automatically rally to its defense. Military building.
Shrine (“Vee-Eight. By my deeds, I honor him.”)
- Costs 1 Supplies, 1 Scrap, 1 Water
- Provides one point of Faith to your Faction, as well as increasing your Warlord’s favor with the clergy and unwashed masses. Civilian building.
- Allows access to the following unit: Fanatics.
Monastery (Eat. Sleep. Pray.)
- Costs 3 Supplies, 1 Water
- Provides two points of Faith to your Faction every turn.
- This edifice is dedicated to one of the bizarre cults that populate the sun-scorched wastes. Upgrades from Shrine.
- +1 Strength and +1 HP to any units that fight a defensive battle here.
Archive (The knowledge of the Old World. In one place.)
- Costs 3 Supplies, 2 Scrap
- Provides two points of Science to your Faction every turn.
- May produce 1 Written Text over two turns if in the same province as a Monastery at the cost of 1 Supplies. Civilian building.
Rural Stronghold (This is where it all begins, and most things end.)
– Costs 3 Supplies and 1 Scrap.
- Generates 2 Supplies per turn.
- Rural Strongholds have a garrison of 1 Militia and also allows for the following policy to be practiced:
Organize Explorers: Costs 2 Supplies per turn, reveals one province every third turn.
Fortress (Barbed wire, sniper’s nests and killing fields. In a world gone mad, this is as mad as it gets.)
- Costs 5 Supplies to be built on any land or costs 3 on a Rural Stronghold.
- Requires a Workshop in order to construct.
- Increases hand limit by 1, though this increase may not be used on other Fortresses. Each Fortress also allows its owner to increase war length by one turn, if he/she so desires. Fortresses also increase the holder's Army Size limit by one.
- Fortresses replace Rural Strongholds as a building, though not its income.
- Any unit which fights a defensive battle in this province receives +2 HP and +2 Strength.
Scavenger Camp (Where hard souls cull good metal from the wreck of the world.)
- Costs 3 Supplies and 1 Scrap. Only built on Ruined Cityscapes or Scorched Hills.
- Generates 1 Scrap per turn.
- Room for 1 building, Civilian or Military.
Arsenal (Metalworking on a truly industrial scale. A rare sight.)
- Costs 4 Supplies and 2 Scrap. Upgrades from Scavenger Camp.
- Generates 2 Scrap per turn.
Warlord’s Palace (Tattered banners, gleaming chrome and unheard of luxury.)
- Costs 4 Supplies, 2 Scrap, 3 Luxuries. Upgrades from Fortress.
- Allows for the founding of a glorious wasteland kingdom. Consumes 1 Supplies per turn to maintain by default. Increases hand limit by 1. Also allows for one of the following policies to be practiced:
- Attract Specialists: Costs 1 Supply per turn, increases the faction's Culture, Science, or Faith rating by three.
- Organize Explorers: Costs 2 Supplies per turn, reveals one province every second turn.
- Hire Wise Men: Costs 1 Supplies per turn. Increases hand limit by 1.
- Purchase Luxuries: Costs 1 Supplies per turn. Unknown benefits.
- Let Water Flow: Costs 2 Supplies per turn. During this time, warlords will find very few willing to support any rebellion attempts.
Workshop (Here burn the fires of industry.)
- Costs 2 Supplies, 2 Scrap
- Allows for some basic industrial development, thus producing 1 Supplies per turn.
- Allows the construction of Debris Wall and Fortress. Max 1 Workshop per province. Civilian building.
Debris Wall (A rudimentary defense, but could be the difference between life and death.)
- Costs 2 Supplies, 1 Scrap
- +1 HP and +1 Strength to any unit that fights a defensive battle in this province.
- Does not take up building space, max two per province.
Marketplace (Where the local riff-raff exchange their trinkets.)
- Costs 1 Supplies, 1 Scrap
- Generates 1 Supplies OR 1 Luxuries per turn, allows the owning Warlord to trade up to two Goods (Scrap, Luxuries, etc.) for 1 Supplies.
- Max 1 Market per province. Civilian building.
Outpost (Here skilled artisans and laborers extract the wealth of the land.)
- Costs 3 Supplies
- Generates 1 Supplies per turn, as well as 1 extra Fuel, Water, Luxuries or Scrap if the province already produces it.
- Upgrades from Marketplace. Civilian building.
Township (Where dwell the dreams of many.)
- Costs 3 Supplies, 1 Scrap, 1 Water
- Generates 1 Supplies per turn.
- Increases income from Workshops and Markets in the province by 1 Supplies. If a province with a Township in it is attacked, a unit of Conscripts will automatically rally to its defense. Civilian building.
Wells (Dry throats are not found in loyal men).
- Costs 2 Supplies
– Generates 2 Water per turn.
- Can only be constructed on Scablands or Scorched Hills.
Garage (Where engines roar and bladesaws buzz!)
- 2 Supplies, 2 Scrap
- Uses 1 Supplies per turn to produce 1 Fuel. Military building. Necessary for motorized units.
Forge (Power grows from the barrel of a gun.)
- Costs 2 Supplies, 2 Scrap
- Needed for training units that use Scrap.
- When not busy making guns and explosives, the Forge can convert 1 Scrap into 1 Supplies, if there is a Workshop present in the province. Civilian building.
Dirt Roads (The Fury Road is wide, and leads everywhere.)
- Costs 1 Supplies, 1 Scrap
- Any unit moving through a province with a Dirt Road can move once more before the end of its turn.
Barracks (Where the old teach the young how to fight and die.)
- Costs 3 Supplies, 1 Scrap
- Allows for most types of units to be trained in the province. Each barracks allows up to 2 units to be trained at a time, although some units may also use other buildings during their training (see below).
- If the province is attacked, a levy of 1 Warrior unit will automatically rally to its defense. Military building.
Shrine (“Vee-Eight. By my deeds, I honor him.”)
- Costs 1 Supplies, 1 Scrap, 1 Water
- Provides one point of Faith to your Faction, as well as increasing your Warlord’s favor with the clergy and unwashed masses. Civilian building.
- Allows access to the following unit: Fanatics.
Monastery (Eat. Sleep. Pray.)
- Costs 3 Supplies, 1 Water
- Provides two points of Faith to your Faction every turn.
- This edifice is dedicated to one of the bizarre cults that populate the sun-scorched wastes. Upgrades from Shrine.
- +1 Strength and +1 HP to any units that fight a defensive battle here.
Archive (The knowledge of the Old World. In one place.)
- Costs 3 Supplies, 2 Scrap
- Provides two points of Science to your Faction every turn.
- May produce 1 Written Text over two turns if in the same province as a Monastery at the cost of 1 Supplies. Civilian building.
Military unit type - What it costs - Its strengths and abilities, training facilities needed, and maintenance costs.
Militia - 1 Supplies – 1 Strength, 1 HP
An unscrupulous rabble, as likely to run away as stand and fight. Still, good for stopping the occasional bullet. Needs no training facility. Costs 1 Supplies OR 1 Water per turn to maintain.
Raiders - 2 Supplies – 1 Strength, 1 HP
Unsavory sorts, but profitable when preying on the weak. Needs no training facility. Can pillage 1 building in a non-Fortress province belonging to a warlord of the opposing side during a battle, regardless of who wins. The pillaged building gives half its original build price to the pillaging warlord, and must be repaired for that same amount to be made operational again. Raiders do not automatically have their identity revealed to the attacked warlord ICly.
Costs 1 Supplies per turn to maintain.
Conscripts - 2 Supplies – 1 Strength, 2 HP
Weak line infantry. Fights well én masse, but light armor and poor discipline makes them at best a holding force. Needs a Barracks to train.
Costs 1 Supplies OR 1 Water per turn to maintain.
Fanatics – 1 Supplies, 1 Water – 2 Strength, 1 HP
Give them water or a taste of the Old World, and these men and women will kill for you. With spears, homemade guns and their own bare hands. Can only be trained if the Warlord has access to a Shrine.
Costs 1 Water OR 1 Luxuries per turn to maintain.
Warriors - 2 Supplies, 1 Scrap – 2 Strength, 2 HP
Sturdy fighters clad in homemade armor and wielding firearms with at least some skill, the Warrior is the mainstay of most forces. Needs a Barracks to train at AND a Forge to produce its weapons. Costs 1 Supplies OR 1 Water per turn to maintain.
Sharpshooters - 1 Supplies, 2 Scrap – 1 Strength, 1 HP
Killing an enemy from afar is a valuable skill. At the start of combat, there is a chance that a unit of Sharpshooters can kill a single 2 HP-unit. Needs a Barracks to train AND a Forge to produce its weapons.
Costs 1 Supplies per turn to maintain.
Outriders - 2 Supplies, 1 Scrap, 2 Fuel – 2 Strength , 2 HP
Modified bikes and open-topped buggies. While not exactly armored, their speed affords them great utility to any commander. Can move through two provinces each turn. Needs a Garage to produce.
Costs 1 Fuel per turn to maintain.
Veterans - 3 Supplies, 2 Scrap – 2 Strength, 4 HP
Professional killers. Their thick armor and deadly aim can break the charge of even the hardiest enemy, and affords them great resilience in combat. Requires a Barracks to train in AND a Forge to produce their weapons.
Costs 2 Supplies OR 2 Water per turn to maintain.
War Rig - 4 Supplies, 3 Fuel, 2 Scrap – 3 Strength, 6 HP
Faster than fear and tougher than a lizard’s gonads; the fury of a roaring engine can lay low lords and shatter formations. Can move through two provinces each turn. Needs a Barracks AND a Garage to oil its black, death-slick heart.
Costs 1 Fuel and 1 Luxuries each turn to maintain.
Militia - 1 Supplies – 1 Strength, 1 HP
An unscrupulous rabble, as likely to run away as stand and fight. Still, good for stopping the occasional bullet. Needs no training facility. Costs 1 Supplies OR 1 Water per turn to maintain.
Raiders - 2 Supplies – 1 Strength, 1 HP
Unsavory sorts, but profitable when preying on the weak. Needs no training facility. Can pillage 1 building in a non-Fortress province belonging to a warlord of the opposing side during a battle, regardless of who wins. The pillaged building gives half its original build price to the pillaging warlord, and must be repaired for that same amount to be made operational again. Raiders do not automatically have their identity revealed to the attacked warlord ICly.
Costs 1 Supplies per turn to maintain.
Conscripts - 2 Supplies – 1 Strength, 2 HP
Weak line infantry. Fights well én masse, but light armor and poor discipline makes them at best a holding force. Needs a Barracks to train.
Costs 1 Supplies OR 1 Water per turn to maintain.
Fanatics – 1 Supplies, 1 Water – 2 Strength, 1 HP
Give them water or a taste of the Old World, and these men and women will kill for you. With spears, homemade guns and their own bare hands. Can only be trained if the Warlord has access to a Shrine.
Costs 1 Water OR 1 Luxuries per turn to maintain.
Warriors - 2 Supplies, 1 Scrap – 2 Strength, 2 HP
Sturdy fighters clad in homemade armor and wielding firearms with at least some skill, the Warrior is the mainstay of most forces. Needs a Barracks to train at AND a Forge to produce its weapons. Costs 1 Supplies OR 1 Water per turn to maintain.
Sharpshooters - 1 Supplies, 2 Scrap – 1 Strength, 1 HP
Killing an enemy from afar is a valuable skill. At the start of combat, there is a chance that a unit of Sharpshooters can kill a single 2 HP-unit. Needs a Barracks to train AND a Forge to produce its weapons.
Costs 1 Supplies per turn to maintain.
Outriders - 2 Supplies, 1 Scrap, 2 Fuel – 2 Strength , 2 HP
Modified bikes and open-topped buggies. While not exactly armored, their speed affords them great utility to any commander. Can move through two provinces each turn. Needs a Garage to produce.
Costs 1 Fuel per turn to maintain.
Veterans - 3 Supplies, 2 Scrap – 2 Strength, 4 HP
Professional killers. Their thick armor and deadly aim can break the charge of even the hardiest enemy, and affords them great resilience in combat. Requires a Barracks to train in AND a Forge to produce their weapons.
Costs 2 Supplies OR 2 Water per turn to maintain.
War Rig - 4 Supplies, 3 Fuel, 2 Scrap – 3 Strength, 6 HP
Faster than fear and tougher than a lizard’s gonads; the fury of a roaring engine can lay low lords and shatter formations. Can move through two provinces each turn. Needs a Barracks AND a Garage to oil its black, death-slick heart.
Costs 1 Fuel and 1 Luxuries each turn to maintain.
Culture
Grasp the embers of the world that once was. Try to understand.
There are 8 tiers of culture, the results for unlocking a new tier will not be always known in advance. Tiers are reached at twenty units.
Tier 1: Laws, +1 Hand limit for everyone in the realm. Dirt Roads may be constructed.
Tier 2: Wasteland Nobility. 1 basic military unit can be maintained free of charge (does not apply to War Rigs or Imperators).
Tier 3: Imperators, Unlocks a new unit.
Imperators - 5 Supplies, 3 Fuel, 3 Scrap – 8 HP, 4 Strength – These men and women are the best of the best; trained killers armed with scavenged firearms, soot-black body armor and the loyalty only found among the fighting few. Costs 2 Fuel, 1 Water and 1 Luxuries each turn to maintain.
Tier 4: Code of Honor.
Tier 5: ???
Tier 6: ???
Tier 7: ???
Tier 8: ???
Science
”I see the past. I know the future.”
The more science generating things are in a faction, the further science progresses there. Science can spread to other factions as well. There are 8 tiers of science, the results for unlocking a new tier will not be always known in advance. Tiers are reached at twenty units.
Tier 1: Writing: +1 Written Text at Warlord’s Palace. Allows construction in Wastelands (2 Build Slots).
Tier 2: Crop Rotation: +1 Supplies income from all Rural Strongholds.
Tier 3: Old Knowledge: Allows Warlords to conduct a Census and the construction of a Reservoir.
Reservoir (Water, cold and gleaming, from the depths of the earth).
- 2 Supplies, 2 Scrap
– Generates 3 Water for your faction each turn.
Tier 4: Simple Machines: Allows the draining of Wastelands, and the construction of Bunkers. +1 Supplies per year from Workshops.
Bunkers (Praise the Lord and pass the ammunition.)
A man will fight long and hard with his back to the wall.
- 1 Supplies, 2 Scrap, 1 Water
– Adds +2 Strength and +2 HP to any unit that fights a defensive battle in this province.
Tier 5: ???
Tier 6: ???
Tier 7: ???
Tier 8: ???
Faith.
”I live. I die. I live again!”
Faith is different. The mechanics of faith are not revealed, but its usually better to have more faith then less.
Every warlord and their faction have a certain something about them.
Faction Traits:
- Blackthumbs (Your faction has harnessed the lore of engine, gear and gasoline.) Garage costs 2 Supplies less. Outriders and War Rigs cut maintenance by half.
- Buzzards (Some call you slaver. Others name you demon. All know fear.) By dint of forced labor, all Workshops and Outposts earn an extra +1 Good.
- Doomsayers (”It is by my hand you shall rise from the ashes of this world!”) On pain of death or unfaltering fanaticism your faction can ignore the Supply upkeep of up to 2 units. This does not apply to Imperators or War Rigs.
- Scavvies (One man’s trash is another man’s treasure. At the end of the day, it’s finders keepers.) Each turn, your faction can convert 2 Supplies into 1 Fuel OR 1 Scrap.
Warlord Traits:
- General: If elected as commander for one of the sides in a battle, the units on that side will receive +1 Strength in combat.
- Builder: All buildings cost -1 Supplies and -1 Scrap for this enterprising warlord.
- Expert: Generates 3 Science for the Faction each turn.
- Showman: Generates 3 Culture for the Faction each turn.
- Prophet: Generates 3 Faith for the Faction each turn.
- Explorer: May organize additional efforts to seek new lands. Expeditions cost 2 Supplies each and takes 2 turns.
Faction Traits:
- Blackthumbs (Your faction has harnessed the lore of engine, gear and gasoline.) Garage costs 2 Supplies less. Outriders and War Rigs cut maintenance by half.
- Buzzards (Some call you slaver. Others name you demon. All know fear.) By dint of forced labor, all Workshops and Outposts earn an extra +1 Good.
- Doomsayers (”It is by my hand you shall rise from the ashes of this world!”) On pain of death or unfaltering fanaticism your faction can ignore the Supply upkeep of up to 2 units. This does not apply to Imperators or War Rigs.
- Scavvies (One man’s trash is another man’s treasure. At the end of the day, it’s finders keepers.) Each turn, your faction can convert 2 Supplies into 1 Fuel OR 1 Scrap.
Warlord Traits:
- General: If elected as commander for one of the sides in a battle, the units on that side will receive +1 Strength in combat.
- Builder: All buildings cost -1 Supplies and -1 Scrap for this enterprising warlord.
- Expert: Generates 3 Science for the Faction each turn.
- Showman: Generates 3 Culture for the Faction each turn.
- Prophet: Generates 3 Faith for the Faction each turn.
- Explorer: May organize additional efforts to seek new lands. Expeditions cost 2 Supplies each and takes 2 turns.