NATION

PASSWORD

Tabletop [Closed]

A staging-point for declarations of war and other major diplomatic events. [In character]
User avatar
Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Tabletop [Closed]

Postby Ella2 6 » Sat May 13, 2017 7:13 pm

IMPORTANT!

You are viewing an old ruleset for Tabletop. The new ruleset can be found here. Thank you.


Tabletop


Tabletop is a stat-based tabletop style role-playing game designed to simulate basic planetside combat. The game is played on a horizontal hex grid and turns are resolved based on which player has more initative at the start of the senario.



Cards


All units and commanders are represented by cards. Each card has a number of stats which affects its performance in battle. These stats include, but at not limited to, speed, which allows the card to move, might, which represents both the card's hit points and attack points, and cost, which determines the number of resources needed to deploy the card. Every card is represented on the map as a counter bearing the flag of the nation it belongs to and takes up one hex on the map, regardless of its size relative to other cards. Heroes are special cards that can only be deployed once a battle and may have up to two abilties, but only one of the two abilities can be an active ability.

Cost Each card costs a certain number of resources to deploy represented by its cost.
Might Each card has a number of might which expresses their combat capabilities.
Speed Every turn, a card can move a number of hexes less than or equal to its speed.

Armies and Formations


Formations are a group of cards which occupy the same hex and share all buffs and all debuffs together as a single card. Formations are created when two or more cards of the same type and experience are merged into a single card. Once a formation is created, its constituent cards cannot be split off again, but new cards (of the same experience) can be merged into the existing formation without any penalties. Formations move at the speed of the slowest card.

Armies are a group of cards which occupy the same hex and share army buffs and army debuffs together as a single card. Multiple cards and formations of the same type can exist in an army without needing to be merged and constituent cards and formations of an army can be added or removed at will. Armies move at the speed of the slowest card. Armies can be lead by a commander who supplies the army buffs to the army. Army buffs do not stack.

Combat


Combat occurs when two or more opposing cards occupy the same hex. Combat is resolved automatically every turn after the combat encounter is initiated until one side is either completely destroyed or their cards are ordered to disengage. But until then, everyone may move more cards into the hex the combat encounter is occurring on to reinforce cards present. The army with the most total might amassed from all cards deployed onto the hex automatically wins the combat encounter. Every time a card or a formation survives a combat encounter, it will automatically gain one experience. Experience permanently raises the might of every card in the formation by one.

Every card belonging to the victorious army will experience a percentage chance of destruction equal to one hundred multiplied by the square of the total might of the defeated army divided by the square of the total might of the victorious army. Every card belonging to the defeated army will experience a percentage chance of destruction equal to one hundred multiplied by the total might of the defeated army divided by the total might of the victorious army. This means that victorious armies will always inflict more casualties on the defeated army, but as numerical superiority increases, overall casualties are reduced as the defeated army retreats and avoids combat with a far superior foe. If the total might of both armies is equivalent when combat is resolved, all cards occupying the hex will be destroyed.

Cards may gain the Hiding trait which prevents them from joining combat. Hiding cards can only be targetted by special attacks. Cards may also gain the Sheltering trait which prevents them being targetted by special attacks. Sheltering cards can only be destroyed in combat. Cards cannot simultaneously hold both the Hiding trait and the Sheltering trait.

Hiding Card cannot join combat.
Sheltering Card cannot be targetted by special attacks.

Abilties and Special Attacks


Every card has a single ability inherent to itself. Abilities can be active or passive and may offer offensive, defensive or supportive perks. Active abilities can only be activated once per turn and may have a cooldown period. Formations may have multiple abilities governed by its constituent cards. Active abilities often come in the form of special attacks. Heroes may have up to two abilties, but only one of the two abilities can be an active ability.

A special attack deals damage equal to the might of the special attack (not the might of the card performing the special attack). When a special attack is performed, the target card or formation experiences a chance of destruction equal to one hundred multiplied by the might of the ranged attack divided by the might of the defending card or formation. If the might of the special attack is greater than or equal to the might of the defending card or formation, that card or formation is completely destroyed. There are three types of special attacks:

Ranged Attack Targets all cards except cards with Flying and Diving traits.
Anti-air Attack Only targets cards with the Flying trait.
Anti-submarine Attack Only targets cards with the Diving trait.

Fortifications


A card, formation or army may be ordered to fortify. Fortifying grants the Fortified buff, which raises the might of every card in the formation or army by one. Fortified is lost when the card, formation or army moves and cannot be regained by returning to the hex they were ordered to fortify on. A card, formation or army cannot fortify after movement on the same turn but can still use special abilities.

Standards


A standard is a special card which represents a mobile headquarters belonging to a faction. Cards, including other standards, are deployed at standards. Standards can deploy unlimited cards every turn as long as there are enough resources to fund their cost. Every standard has one speed, zero might, five thousand cost and automatically gain the Sheltering trait.

Reinforcing and Training


Veteran formations can be reinforced with additional cards for one additional cost per card for every unit of experience the formation has gained. Formations must occupy the same hex as a standard in order to be reinforced. Formations being reinforced cannot move, fortify or activate special abilities on the same turn. Standards that are reinforcing formations cannot move on the same turn.

Formations can be trained at a cost of one resource per card for every unit of experience. A formation may only train a single point of experience every turn. Formations must occupy the same hex as a standard in order to be trained. Formations being trained cannot move, fortify or activate special abilities on the same turn. Standards that are training formations cannot move on the same turn.

Terrain


Terrain affects movement significantly, allowing commanding officers to take advantage of good ground and tactically utilise bad ground. There are four types of terrain: Plain fields (light green), dense forests (dark green), steep mountains (grey) and deep water (blue). Forests half movement speed (rounded down to a minimum of 1 speed) while plains offer no movement penalties. Mountains and water are both impassible by default but cards may have special terrain traits to help them negotiate movement penalties.

Hiking Card can move across forests at full speed.
Climbing Card can move across mountains at half speed (rounded down to a minimum of 1 speed).
Floating Card can only move across water.
Swiming Card can move across water at full speed.
Diving Card can move across water at half speed (rounded down to a minimum of 1 speed). Card can only be targetted by anti-submarine attacks while moving on water.
Flying Card is not affected by terrain or roads. Card can only be targetted by anti-air attacks.
Digging Card is not affected by terrain or roads. Card can only be targetted by anti-subterranean attacks.
Hovering Card is not affected by terrain or roads.

Roads


Roads can be constructed by engineers with special road construction abilities. Roads must be constructed one segment at a time. A road segment bridges two hexes and doubles movement speed between them. Roads can be constructed on any terrain and road construction time is not affected by terrain. Roads can be destroyed by the use of demolitions, a special ability available to demolitions engineers.

Disengagement


A card, formation or army engaged in a combat encounter may be ordered to disengage. Cards, formations and armies have a fifty percent chance of successfully disengaging. If the disengagement is successful, the card, formation or army may be moved to any adjacent hex. If the disengagement is unsuccessful, the card, formation or army will remain in the hex.

Morale and Maneurveing


A card or formation can be assigned one of three levels of morale; high morale, which grants a one might buff to all cards; normal morale, which grants no buff or debuff; low morale, which grants a one might debuff to all cards. Cards and formations automatically gain one level of morale after a combat victory and lose one level of morale after a successful disengagement. Merging cards into a new or existing formations rests morale to normal morale.

A card, formation or army can be outflanked or encircled. When any three adjacent hexes are occupied by hostile cards, the card, formation or army gains the Outflanked debuff, causing it to lose one level of morale. When all adjacent hexes are occupied by hostile cards, the card, formation or army gains the Encircled debuff, causing it to lose an additional level of morale. If a card or formation receives either debuff when morale is low, the card or formation will break away from its army - if it was in one - and gain the Routed debuff.

Routed cards and formations cannot be given orders and will automatically beeline for the nearest standard. Upon reaching the standard, the Routed debuff is removed. If a Routed card or formation is engaged in combat, it will automatically surrender.

Clone Infantry
Ellian Line Infantry

Cost:
10

Might:
12

Speed:
2

Bayonet Charge
"Fix bayonets!"

Upon destruction in combat, a random enemy formation must endure a ranged attack equal to X*1 might, where X is the number of infantry in this formation.


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[align=center][box][color=#FFBF00][b]Card Name[/b][/color]
[i]Nation Card Type[/i]

[b]Cost:[/b]
Cost

[b]Might:[/b]
Might

[b]Speed:[/b]
Speed

[b]Ability Name[/b]
[i]Ability Flavour Text[/i]

Ability description.[/box][/align]
Last edited by Ella2 6 on Fri Jan 06, 2023 3:45 am, edited 81 times in total.

A writer of magic, fantasy & science fiction.

User avatar
Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Postby Ella2 6 » Sat May 13, 2017 7:13 pm

Expansion Packs


Artifical Worlds
Last edited by Ella2 6 on Wed Jan 30, 2019 9:31 pm, edited 29 times in total.

A writer of magic, fantasy & science fiction.

User avatar
Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Postby Ella2 6 » Sat May 13, 2017 7:14 pm

Units


Clone Infantry
Ellian Mechanised Infantry

Cost:
10

Might:
12

Speed:
2

Last Stand
"Fix bayonets!"

Upon destruction in combat, a random enemy formation must endure a ranged attack equal to X*1 might, where X is the number of infantry in this formation.


Clone Marine
Ellian Light Infantry

Cost:
20

Might:
10

Speed:
2

Orbital Drop - Passive
"The long sword of Elliannia."

This card may be deployed in any hex.


Clone Commando
Ellian Elite Infantry

Cost:
50

Might:
24

Speed:
2

Die Another Day - Passive
"The shield of Elliannia has just turned into a bastion."

Reduce chance of destruction by 50%.


Starforce SEAL
Ellian Elite Infantry

Cost:
50

Might:
24

Speed:
2

Orbital Drop - Passive
"The long sword of Elliannia."

This card may be deployed in any hex.


Anti-tank Gun Carrier
Ellian Mobile Artillery

Cost:
100

Might:
30

Speed:
2

Tank Destroyer
"Gunner, open fire."

A targetted enemy formation within a range of 1 hex must endure a ranged attack equal to X*100 might, where X is the number of artillery in this formation. Deal double damage to tanks.

No cooldown.


Artillery Gun Carrier
Ellian Mobile Artillery

Cost:
100

Might:
30

Speed:
2

Ellian Katyusha
"Fire for effect!"

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*300 might, where X is the number of artillery in this formation. This card receives the Reloading debuff after activating this ability, preventing this ability from being used again. This card may forfeit a turn to reload, removing the debuff.

No cooldown.


Anti-aircraft Gun Carrier
Ellian Mobile Artillery

Cost:
100

Might:
30

Speed:
2

Skyward Sword
"Shoot them out of the sky!"

A targetted enemy formation within a range of 5 hexes must endure an anti-air attack equal to X*50 might, where X is the number of artillery in this formation.

No cooldown.


Twinkle Class Starfighter
Ellian Light Fighter (Flying)

Cost:
100

Might:
50

Speed:
10

Master of the Skies
"Its very presence ensures aerial superiority."

A targetted enemy formation within a range of 1 hex must endure an anti-air attack equal to X*100 might, where X is the number of fighters in this formation.

No cooldown.


Commanders


Tactician
Generic Ellian Commander

Cost:
250

Might:
25

Speed:
2

Warrior Philosopher - Passive
"Time and patience are the virtues of war."

All infantry in the army of the Tactician fight with +5 might.


Magician
Generic Ellian Commander

Cost:
250

Might:
25

Speed:
2

Master Elementalist - Passive
"A wounded spirit cannot rest."

All infantry in the army of the Magician have a 25% reduced chance of destruction.


Heroes


Tsunamoyo
Heroic Ellian Commander

Cost:
2500

Might:
250

Speed:
2

A Simple Send Off
"Farewell."

All Ellians occupying the same may hex gain High Morale.

No cooldown.

Flow Like the Battle - Passive
"We should be in Jut'Loth by dinner time."

All Ellians within a range of 5 hexes move with +2 speed.


Rosie
Heroic Ellian Commander

Cost:
2500

Might:
250

Speed:
2

Orbital Drop - Passive
"The long sword of Elliannia."

This card may be deployed in any hex.

Orbital Hypermobility - Passive
"Move like rose petals on the breeze."

All Ellians with the Orbital Drop ability within a range of 3 hexes may move over forested and mountainous terrain at full speed.
Last edited by Ella2 6 on Sun Feb 10, 2019 3:26 am, edited 33 times in total.

A writer of magic, fantasy & science fiction.

User avatar
Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Postby Ella2 6 » Sat May 13, 2017 7:14 pm

Grab a coffee, my friend. Things are about to get interesting.
Tabletop



“Relax, it's just a game!”
- Said No Serious Gamer Ever


OOC

In Character Thread



Welcome to Tabletop. Tabletop is a stat-based tabletop style RP. The RP is non-canonical (for now) and takes place between some of our military leaders playing a tabletop game/simulation. The RP is an experiment in character development and stat-based Rping while mixing both aspects into a fun experience for players.

Semi-Closed. TG for entry.

Storage

In Character Thread


Contents:

  1. Ella2 6: Nation App

Rules:

Definition of Terms
  • Cards are the lifeblood of Tabletop. All units, commanders, militaries and nations are represented by cards and their likeness represented by special abilities on these cards via tokens.
  • Tokens are special abilities avalible to units, commanders and nations. Each card may have a setnumber and type of token slots which tokens can be inserted into.
  • Counters are the representation of a formation on the map.
  • Special abilities are tokens possessed by units, militaries commanders and nations that can influence the game in a variety of ways. Special abilities may be active of passive, depending on which catergory an ability falls under. Special abilities should not be confused with unit abilities which are simply called abilities.
  • Traits a permanent, passive special abilities used by nations and militaries. They are permnant and cannot be changed throughout the duration of the game. Traits should not influence the base might or speed of a unit, rather it is recommended for traits to impact on deployment time, morale, healing rate and stats that do not actively influence a battle as these are more efficent uses of trait slots. All traits must have one position outcome and one negative outcome and the two should be more or less equal in value.
  • Stances are permanent, passive special abilities that can be changed but takes 24 turns to be changed. Stance cards influence the might of a unit when in defensive or offensive positions. All stances must either be offensive, defensive or balanced have one position outcome and one negative outcome and the two must be equal in value.
  • Perks are permanent, passive special abilities unique to commanders. They are permnant and can only be changed through retraining a commander.
  • Abilities are permanent special abilities unique to units. they may be either passive or active and cannot be changed. Active abilities must be activated to be used and must have a cooldown of more than 1 turn. This means they cannot be used more than once a turn.
  • Nations are the representation of a player's faction. Nations have 3 trait token slots.
  • Militaries are the representation of a nation's armed forces, or a specific service branch of the armed forces. Militaries have 2 trait token slots and 1 stance token slot.
  • Commanders are representations of a nation's military leader. Commanders have three perk token slots.
  • Formations are the representation of a group of units. Formations do not have token slots.
  • Units are the representation of a nation's soldiers or a specific type of soldier. Units have 1 ability token slot.
  • Might is the statistic used by units and formations to express their combat capabilities. Combat encounters are calculated using might. Should not be confused with strength
  • Strength is the number of units inside a formation.
  • Turns are the system of progression in Tabletop and it is measured in months and seasons. Three months forms a season and four seasons make a year. Each season has a different effect on the map. In spring, Morale recovery is raised by 5 per turn. In summer, rivers flood, making them take a whole turn to cross from one side to the other. In autumn, morale loss is reduced by 5 and in winter, rivers and lakes of water freeze over, allowing army units to travel over tehm. But beware the thaw of spring as entire formations may drown if you leave them on the ice. In winter, the heavy snow also reduces moment speed by one hex per turn.
  • A unit's base might is the amount of might a unit has by default, prior to being changed by special abilities.
  • Real might is the amount of might of a formation has by after being changed by special abilities, but not accounting for attack or defense modifiers.
  • Attack might is the amount of might a unit or formation has after being changed by special abilities. Attack might may be thought of as attack power and is used to calculate the victor in combat.
  • Defence might is the amount of might a unit or formation has after being changed by special abilities. Defence might may be thought of as defense power and is used to calculate the casulaties after combat.
  • Total might is the attack and defence mights of all formations in the same hex.
  • Constitution is the base amount of units that make up a formation and is the formation's maximum strength.
  • All formations heal when out of battle. The amount that a formation heals is known as the healing rate. The default healing rate is 3 units per turn. Healing should be regarded as drafting in new troops to fill in the positions of troops that have perished, as opposed to veterans patching up their wounds.


Combat
  • As stated before, combat is calculated based on might. In order for combat to take place, two opposing formations must reside in the same hex. Formations of an alliance or pact will not attack each other and may reside in the same hex peacefully.
  • When combat takes place, the faction(s) with the most attack might present in the hex automatically wins and the losing faction(s) must retreat from that hex during the retreat phase. If a formation cannot retreat, it is destoryed in combat. Combat lasts for two turns, during which, more formations may enter battle. Combat produces casualties.
  • Casualties are decided differently for the winning and losing factions. For the winning faction, their casualties are decided by the cube of the total attack might of the opponent(s) divided by the cube of the total defence might of allies(s) times by 100. This gives a percentage which is the percentage chance that each unit in each formation of the winning faction present in the hex has of dying in combat. This basically equates to the percentage of a faction's strength that has participated in combat that at killed in action.
  • The casualties of the losing faction is calculated bby the square of the total attack might of the opponent(s) divided by the square of the total defence might of allies(s) times by 100.
  • Range attacks works slightly differently. In a ranged attack, unless otherwise stated, only the target formation(s) recieve damage and that damage is equal to the might of the range attack divided by the defense might of each individual target formation times by 100. Ranged attacks are resolved the turn they are initiated.

Morale and Mutiny
  • Morale is the will of your formation to fight. All formations start with 100 morale by default. Morale is influenced by the outcomes of combat encounters. By default, a victory increases morale by 10 and a defeat decreases morale by ten. Morale naturally recovers by 5 points per turn.
  • The morale threshold is the maximum amount of morale that can be generated by the natural rate of morale recovery. The default morale threshhold is 100. This means that morale recovery cannot exceed 100 but morale earned from victories can.
  • The morale capacity is the maximum amount of morale that a formation can possess at any given time. It is set at 150 by default.
  • High Morale is a buff that is given to formations who have exceeded the high morale threashold, which is set at 100 morale by default. Each point above the high morale threashold gives a +1% might bonus to all units in the formation.
  • Low Morale is a debuff that is given to formations who have breached the low morale threashold, which is set at 50 morale by default. Each point below the low morale threashold gives a -1% might penalty to all units in the formation. When morale drops to 0, the formation will automatically surrender and be removed from the map.
  • In addition to a might penalty, low morale also incurs a chance of mutiny per turn. the lower the morale, the higher the chance of mutiny occuring. Ever 1 point of morale below the low morale threashold incurs an additional 1% chance of mutiny occuring.
  • There are two types of mutiny; confusion and revolution. When confusion occurs, the affected formation will not follow momement orders and will remain stationary in the same hex. Confusion only lasts for one turn and on the next turn, the unit may move once more. When revolution occurs, the player will permnantly lose control of affected formation and the formation will become an independent formation which may operate on its own accord. When mutiny occurs, there is a 10% chance that it will be a revolution and when a revolution occurs, there is a 25% chance that you will lose the commander commanding the formation. If the commander does not defect to the rebellion, their card will be turned to your hand for future deployment.

Deployment
  • All units take a certain ammount of turns to deploy. By default;
    • Infantry takes 2 turns;
    • Artillery takes 3 turns;
    • Armour takes 4 turns.

Diplomacy
  • Players may form non-agression pacts. Formations from factions with a pact will not engaged each other in combat.
  • Players may also form alliances. Fomations from factions that are part of the same alliance will not only reside peacefully in the same hex, but they will also fight on the same side.

Commanders
  • Commanders have a number of command abilites which gives a might bonus equal to the level of the cammand ability to a unit of the correct type. Command abilities may be enhanced at the cost of 1 skill point per level.
  • When a commander is undergoing the retrainning of one of their perks they cannot lead their formation and a replacement commander must be drafted in to fill their position. If the replacement commander has a different set of perks than the original commander, the formation will suffer a -10% might penalty for every differing perk.

Sub-Formations and Super-Formations
  • A formation may be split into a number of sub-formations lead by the same commander. The resulting sub-formations will appear in the same hex.
  • A number of formations may be merged into a super-formation that move as a single unit, where the travel speed is the speed of the slowest formation in the super-formation. The formations must be in the same hex to be merged.

FAQ:

What is might?
Might is the unit of measurement used to calculate combat outcomes in Tabletop. There are two types of might; attack might and defence might. Attack might is used to calculate attack power and defense might is used to calculate casualties sustained in combat. In combat, the faction with the highest total attack might wins.

Should I have attack speed boost for my traits/stance? Or should I have a might buff?
Traits should not influence the base might or speed of a unit, rather it is recommended for traits to impact on deployment time, morale, healing rate and stats that have a set default as these would need to be augmented more in order for you to better personalise your units.

Contents:

  1. Ella2 6: Nation App
  2. Ella2 6: Unit App
  3. Ella2 6: Commander Apps
  4. Ella2 6: Formation Apps

Co-OPs:
Ella2 6


Nation Apps:
Please understand that I don't actually have a lot of time to get your cards sorted for you, and as a result, I won't accept them until you fix them up for me.

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[box][floatleft][img](Flag.img Preferably as close to 360x240pixels as possible in dimesions.)[/img][/floatleft]






[align=center][color=#0080FF][b][size=110]The[/size]
[size=150](Pretitle)[/size]
[size=110]Of[/size]
[size=200](Nation Name)[/size][/b][/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Trait Name)[/b][/size][/color][/align]

[align=center][size=110][b][Trait][/b][/size]

[i][b]"(Trait Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Trait Positive Outcome)[/color]
[color=#FF0000](Trait Negative Outcome)[/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Trait Name)[/b][/size][/color][/align]

[align=center][size=110][b][Trait][/b][/size]

[i][b]"(Trait Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Trait Positive Outcome)[/color]
[color=#FF0000](Trait Negative Outcome)[/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Trait Name)[/b][/size][/color][/align]

[align=center][size=110][b][Trait][/b][/size]

[i][b]"(Trait Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Trait Positive Outcome)[/color]
[color=#FF0000](Trait Negative Outcome)[/color][/align][/box]


Military Service Branch Apps:
Please understand that I don't actually have a lot of time to get your cards sorted for you, and as a result, I won't accept them until you fix them up for me.

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[box][align=center][color=#0080FF][b][size=150](Military Name)[/size]

[size=200](Service Branch Name)[/size][/b][/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Stance: Offensive, Defensive or Balanced)[/b][/size][/color]

[size=110][b][Stance][/b][/size]

[i][b]"(Stance Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Stance Positive Outcome)[/color]
[color=#FF0000](Stance Negative Outcome)[/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Trait Name)[/b][/size][/color][/align]

[align=center][size=110][b][Trait][/b][/size]

[i][b]"(Trait Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Trait Positive Outcome)[/color]
[color=#FF0000](Trait Negative Outcome)[/color][/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Trait Name)[/b][/size][/color][/align]

[align=center][size=110][b][Trait][/b][/size]

[i][b]"(Trait Quote/Flavour Text)"[/b][/i]

[color=#00BF00](Trait Positive Outcome)[/color]
[color=#FF0000](Trait Negative Outcome)[/color][/align][/box]



Commander Apps:
Please understand that I don't actually have a lot of time to get your cards sorted for you, and as a result, I won't accept them until you fix them up for me.

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[box][floatleft][img]https://yt3.ggpht.com/-vEjzgOQdT54/AAAAAAAAAAI/AAAAAAAAAAA/kC38NSvZJmE/s240-c-k-no-mo-rj-c0xffffff/photo.jpg[/img][/floatleft]
[align=center][color=#0080FF][b][size=150](Military Rank)[/size]
[size=110](First Name)[/size]
[size=200](Last Name)[/size][/b][/color]

[b]Rank (X) Commander[/b]
(X) Skill Points Avalible

[b]Infantry Ability:[/b][tab=55][/tab][b](X)[/b]
[b]Armour Ability:[/b][tab=56][/tab][b](X)[/b]
[b]Artillery Ability:[/b][tab=53][/tab][b](X)[/b]
[b]Navy Ability:[/b][tab=74][/tab][b](X)[/b][/align]
[hr][/hr]
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[align=center][size=110][b][Perk][/b][/size]

(Perk Effect)[/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Perk Name)[/b][/size][/color][/align]

[align=center][size=110][b][Perk][/b][/size]

(Perk Effect)[/align]
[hr][/hr]
[align=center][color=#0080FF][size=200][b](Perk Name)[/b][/size][/color][/align]

[align=center][size=110][b][Perk][/b][/size]

(Perk Effect)[/align][/box]
Last edited by Ella2 6 on Fri Jan 06, 2023 3:43 am, edited 16 times in total.

A writer of magic, fantasy & science fiction.

User avatar
Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Postby Ella2 6 » Sat May 13, 2017 7:15 pm

Image


The
United Autonomous Republics
Of
Ella2 6



Divergent Nationalism


[Trait]

"Ours is a nation united by love, divided by hate."

Increased Morale Recovery Rate by 15 for All Ellian type units
Increased Chance of Revolution by 15% for All Ellian Type Units



National Pride


[Trait]

"Glory to the Dominion. Glory to the Republics."

Increased Morale Threshold by 10
Increased Chance of Battlefield Fatality by 10%



Fighting Spirit


[Trait]

A nation at war breeds a nation of warriors.

Reduced Moral Loss Upon Defeat by 5
Reduced Moral Increase Upon Victory by 5




The Ellian Military

The Clone Army



Defensive

[Stance]

"To fight wars in defence of the Dominion, by providing immediate, maintained dominance of the terrestrial battlespace, and, where necessary, sacrifice oneself to protect the right and freedoms of others."

Increased Defence Might by 10%
Decreased Attack Might by 10%



Cloning Initiative


[Trait]

"An Army of One. An Army for All."

Increased Morale Recovery Rate of Clone Type Units by +1
Reduced Healing Rate of Clone Type Units by -1



Rank and File


[Trait]

"Discipline and loyalty above all else."

Reduced Development Times by -1 for all units
Reduced Healing Rate of Troops by -1 for all units




The Ellian Military

The Ellian Starforce



Defensive

[Stance]

"To preserve the embers of humanity through its most turbulent times.
To boldly stand where all other men have fallen."


Increased Defence Might by 10%
Decreased Attack Might by 10%



Rapid Response

[Trait]

"First on point!"

Decreased Deploy Time for Marines by -1
Decreased Healing Rate for Marines by -1



Light Infantry

[Trait]

Clone marines carry no heavy equipment.

Marines May Retreat From Combat Once Every Five Turns
Marines Suffer From a -5 Might Penalty When Fighting Against Armour












Unit NameMightTypeAbilityAbility Effect
Clone Soldier11Clone | InfantryBrotherhood of SteelThe clone soldier recieves a bonus of +1 might if there is at least one other clone type unit in the same hex
Clone Commando24Clone | InfantrySurgical StrikeThe clone commando may launch a range attack of X*10 might on one target formation within a range of one hex, where X is the number of commandoes in the commando company. Recharges in 2 turns.
Clone Marine16Clone | InfantryOrbital DropThe clone marine may deploy in any hex within 10 hexes of a friendly base.
Penal Solider8Ellian | InfantryBaptism of FireThe penal soldier transforms into a national guard after surviving one battle
National Guardsman10Ellian | InfantryHold the LineThe national guard recieves an additional +4 defense might when fortified.
Bionic Commando16Ellian | InfantryDie Another DayThe bionic commando may cast an additional 10% saving throw when suffering damage in combat
Nevermore Tank500Ellian | ArmourArmored SpearheadWhen entering combat, the nevermore tank may unleash a X*500 ranged attack, where X is the number of tanks in the tank platoon
Evermore Tank300Ellian | ArmourInfantry FirstWhen entering combat with infantry support, the evermore tank may unleash a X*2 ranged attack, where X is the number of friendly infantry in the same hex
Pummel Artillery Gun120Ellian | ArtilleryLong Range ArtilleryThe pummel artillery gun may launch a range attack of X*200 within a range of one hex, where X is the number of artillery guns in the battery. Recharges in 1 turn.


Organisation










FormationComponentsTotal MightSpeed (Hexes/Turn)
Clone Rifle Regiment10000 Clone Infantry1100002
Clone Commandos2500 Clone Commandos600002
Clone Marines1500 Clone Marines240002
Penal Regiment4000 Penal Soldiers320002
National Guard Regiment10000 National Guardsmen800002
Bionic Commandos2500 Bionic Commandos400002
Pummel Artillery Battery12 Pummel Artillery Guns14402
Nevermore Tank Platoon5 Nevermore Tanks25002
Evermore Tank Platoon5 Evermore Tanks15002


Image

Colonel
Victoria
Wallace


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:2
Armour Ability:1
Artillery Ability:1
Navy Ability:0



Blitzkrieg


[Perk]

+2 Attack Might



Defense Tactics


[Perk]

+2 Defence Might



Supply


[Perk]

+2 Healing Rate to Troops


Image

Colonel
Jeremy
Cobb


Rank 10 Commander
1 Skill Points Avalible

Infantry Ability:3
Armour Ability:0
Artillery Ability:1
Navy Ability:0



Blitzkrieg


[Perk]

+1 Attack Might



Desert Fox


[Perk]

+3 Might When Fighting in Deserts



Bayonet Charge


[Perk]

When the Formation is About to be Destroyed,
a 2000 Might ranged attack is unleashed
upon one enemy formation in the same hex


Image

Colonel
Wallace
Singleton


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:5
Armour Ability:1
Artillery Ability:1
Navy Ability:1



Sailor


[Perk]

Formation may March into the Ocean,
with a movement speed equal to navy ability



Seaside Home


[Perk]

+1 Might When Fighting one Hex Away from a Body of Water



Empty slot


[Perk]

Empty Slots can be Retrained into Another Perk
at the cost of one skill point.


Image

Colonel
Allison
Todd


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:5
Armour Ability:1
Artillery Ability:1
Navy Ability:1



Sailor


[Perk]

Formation may March into the Ocean,
with a movement speed equal to navy ability



Seaside Home


[Perk]

+1 Might When Fighting Next To a Body of Water



Empty slot


[Perk]

Empty Slots can be Retrained into Another Perk
at the cost of one skill point.


Image

Colonel
Vanessa
Pierce


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:4
Armour Ability:1
Artillery Ability:1
Navy Ability:1



Sailor


[Perk]

Formation may March into the Ocean,
with a movement speed equal to navy ability



Seaside Home


[Perk]

+1 Might When Fighting Next To a Body of Water



Soldiering On


[Perk]

Formation has Healing Rate Reduced to One,
but all points of healing is turned into a might bonus
(Currently a bonus of +1 Might)


Image

Major
Alexandra
Hansen


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:0
Armour Ability:5
Artillery Ability:0
Navy Ability:3



Sailor


[Perk]

Formation may March into the Ocean,
with a movement speed equal to navy ability



Seaside Home


[Perk]

+1 Might When Fighting Next To a Body of Water



Empty slot


[Perk]

Empty Slots can be Retrained into Another Perk
at the cost of one skill point.


Image

Major
Kevin
Bryant


Rank 10 Commander
1 Skill Points Avalible

Infantry Ability:1
Armour Ability:4
Artillery Ability:1
Navy Ability:0



Ace Tanker


[Perk]

Tanks are Immune to Movement Debuffs



Steel Legions


[Perk]

Tanks fight with +1 Might
when there is at least one other friendly tank formation in the same hex



Iron Tide


[Perk]

Tanks fight with +1 Might on Plains


Image

Major
Luz
Maldonado


Rank 10 Commander
1 Skill Points Avalible

Infantry Ability:0
Armour Ability:5
Artillery Ability:0
Navy Ability:0



Ace Tanker


[Perk]

Tanks are Immune to Movement Debuffs



Steel Legions


[Perk]

Tanks fight with +2 Might
when there is at least one other friendly tank formation in the same hex



Iron Tide


[Perk]

Tanks fight with +1 Might on Plains


Image

Major
Toby
Freeman


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:0
Armour Ability:1
Artillery Ability:5
Navy Ability:2



Sailor


[Perk]

Formation may March into the Ocean



Counter Battery


[Perk]

When Attacked by a Range Attack,
the surviving battery may return fire



Empty slot


[Perk]

Empty Slots can be Retrained into Another Perk
at the cost of one skill point.


Image

Major
Grace
Cohen


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:0
Armour Ability:0
Artillery Ability:4
Navy Ability:2



Sailor


[Perk]

Formation may March into the Ocean



Counter Battery


[Perk]

When Attacked by a Range Attack,
the surviving battery may return fire



Entrenched Supply Lines


[Perk]

When Fortified, the Battery Recieves a Range Attack Boost of +2 Might


Image

Commander
CC-075
Rosie


Rank 5 Commander
0 Skill Points Avalible

Infantry Ability:2
Armour Ability:0
Artillery Ability:0
Navy Ability:0



Extraction


[Perk]

When in an Unblocked Hex, The Formation Card may be Returned to the Player's Hand



High Spirits


[Perk]

+1 Morale Recovery Rate



Sisterhood of Steel


[Perk]

+5 Might For Every CC-Series Clone Commander in the Same Hex.


You don't need to worry about all the calculations here, I'll be calculating all of it for you.
1st Rifle Regiment

Lead by
Colonel Victoria Wallace


Attack Might
359000 Might

Defense Might
381000 Might

Healing Rate
1

Morale
100

Morale Recovery Rate
11

Morale Threashold
110

Morale Capacity
150

Moral Loss Upon Defeat
5

Moral Gain Upon Victory
5

Saving Throw Bonus
-10%


Real Might
150000

Base Might
110000

Strength
10000 Clone Infantrymen



Constitution
10000 Clone Infantrymen
110000 Might



Abilities
Brotherhood of Steel
The clone soldier recieves a bonus of +1 might if there is at least one other clone type unit in the same hex


Buffs (Permnant)
Commander Ability
+2 Might

Commander Perk
+2 Attack Might

+2 Defence Might

National Pride
+10 Morale Threshold

-10% Saving Throw

Fighting Spirit
-5 Moral Loss Upon Defeat

-5 Moral Increase Upon Victory

Defensive
+10% Defence Might

-10% Attack Might

Cloning Initiative
+1 Morale Recovery Rate

-1 Healing Rate

Rank and File
+1 Development Time

-1 Healing Rate




Buffs (Temporary)
High Morale
+1 Might
Last edited by Ella2 6 on Thu Jan 24, 2019 7:16 pm, edited 11 times in total.

A writer of magic, fantasy & science fiction.

User avatar
Pordlandia
Envoy
 
Posts: 246
Founded: Dec 05, 2013
Ex-Nation

Postby Pordlandia » Sun May 14, 2017 1:09 am

Zhükozh Jloknamän-Rekazhnarän
The Unified Army of the Hunter-States

Image


Units



Kenzhelengrazhni Hol
Pordish Levy Infantry (Diving)

Cost
12

Might
15

Speed
2

True Chünezhnar
"Know your rifle as your father his spear. Here, we hold."

A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*2 might, where X is the number of infantry in this formation.

No cooldown.


Reknugrazhni Hol
Pordish Levy Infantry (Diving)

Cost
15

Might
20

Speed
2

Infantry Array Combat
"The Array is integral to combined arms."

Gain +2 might per turn up to a maximum of 10 when stationary.


Hol Yamsai'an
Pordish Elite Infantry (Diving)

Cost
25

Might
25

Speed
3

Secretly the Best - Passive
"Can you see those heights...who will come with me?"

+6 Might if commanded by a High Hunter.


Alte Garde
Pordish Elite Infantry (Diving)

Cost
30

Might
30

Speed
3

Martial Tradition
Increase base might by 30 for 1 turn. Recharges in 3 turns.


nam-Chelnachon
Pordish Elite Infantry (Diving)

Cost
40

Might
50

Speed
3

Chosen Children - Passive
"Namengrazhniskaya."

Cannot rout.


Chonzhyrnamen
Pordish Naval Assault Infantry (Hovering)

Cost
50

Might
20

Speed
4

Paramarine Tactics - Passive
Chonzhyrnamen have a 75% chance of successfully disengaging.


Grazhninünaren
Pordish Special Operations Infantry (Hovering)

Cost
100

Might
30

Speed
5

Raider Infiltration
When moving into a hex occupied by an enemy, a raider formation may directly target enemy commanders.


Karüchsnamen
Pordish Naval Levy Infantry

Cost
30

Might
15

Speed
2

Order Narlok - Passive
When an enemy formation moves into a hex occupied by Karüchsnamen, friendly infantry in neighbouring hexes are given high morale.


CTM Main Battle Tank (-6, -8, and -10 variants)
Pordish Main Battle Tanks (Diving)

Cost
40

Might
75

Speed
4

Array Redirection Probes
A targeted enemy formation within a range of 2 hexes must endure a ranged or anti-air attack equal to X*50 might, where X is the number of tanks in this formation.

No cooldown.


PTM Main Battle Tank (-1 variant)
Pordish Main Battle Tank (Hovering)

Cost
30

Might
65

Speed
6

Array Redirection Probes
A targeted enemy formation within a range of 2 hexes must endure a ranged or anti-air attack equal to X*45 might, where X is the number of tanks in this formation.

No cooldown.


CHZN Command Tank (-21 variant)
Pordish Command Tank (Diving)

Cost
250

Might
400

Speed
4

Leading by Example - Passive
This unit may only be attached to formations with a commander. While powerful, leading from a CHZN-21 permits these commanders to be targeted directly by abilities or cqc.


CHZN Array Tank (-22 variant)
Pordish Array Tank (Diving)

Cost
100

Might
40

Speed
4

Combined Arrays - Passive
Units within 2 hexes receive 50% less damage from ranged abilities. Does not stack.


Nolkorrüzha Subsurface Tank
Pordish Subsurface Tank (Digging)

Cost
30

Might
135

Speed
4

Seismic Torpedoes
Unleash a barrage of seismic torpedoes on a hex, destroying any structures and occupants - friend and foe alike - not flying, hovering, or digging. Hex is converted into magma, and impassible to units not flying, hovering, or digging. Recharges in 3 turns; does not stack; requires formation size of 100 or more Nolkorrüzha.


Kinetic Rifle Battery
Pordish Heavy Artillery

Cost
80

Might
20

Speed
2

Tactical Ammunition
A targeted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*20 might, where X is the number of artillery in this formation.

No cooldown.


Kinetic Howitzer Battery
Pordish Heavy Artillery

Cost
100

Might
20

Speed
1

Heavy Shells
A targeted enemy formation within a range of 5 hexes must endure a ranged attack equal to X*80 might, where X is the number of artillery in this formation. Using this ability prevents movement and fortification on the same turn.

No cooldown.


Kinetic Siege Mortar Battery
Pordish Heavy Artillery

Cost
150

Might
20

Speed
1

Superheavy Shells
A targeted enemy formation within a range of 4 hexes must endure a ranged attack equal to X*100 might, where X is the number of artillery in this formation. Deals double damage to fortified formations. Using this ability prevents movement and fortification on the same turn.

No cooldown.


ENS Cannon Battery
Pordish Heavy Artillery

Cost
90

Might
20

Speed
2

Beam Weaponry
A targeted enemy formation within a range of 2 hexes must endure a ranged attack equal to X*35 might, where X is the number of artillery in this formation. Deals triple damage to infantry.

No cooldown.


ENS Siege Cannon Battery
Pordish Heavy Artillery

Cost
160

Might
20

Speed
1

Heavy Beam Weaponry
A targeted enemy formation within a range of 2 hexes must endure a ranged attack equal to X*135 might, where X is the number of artillery in this formation. Destroys structures. Using this ability prevents movement and fortification on the same turn.

No cooldown.


PmH-255/PBA Self-Propelled Gun
Pordish Mobile Artillery (Diving)

Cost
70

Might
30

Speed
4

Varied Ammunition
Whether through vast torrents of scalding plasma or rift-based chemical weaponry, the aged PmH platform is enemy to infantry everywhere.

A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*15 might, where X is the number of artillery in this formation, dealing triple damage to infantry. Effect remains on targeted hex for four turns, dealing first 75% on turn two, then 50% on turn three, and finally 25% on turn four of the original damage dealt (unless cleared by engineers). Recharges in two turns.


Chorzherov Self-Propelled Gun
Pordish Mobile Artillery (Diving)

Cost
90

Might
30

Speed
4

High Velocity Gun
Equipped with a long-barreled variant of the HN HV-L/AC 255 used on the PmH, Chorzherov are afforded far greater range, accuracy, and shell velocity.

A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*15 might, where X is the number of artillery in this formation. Deals quadruple damage to vehicles.

No cooldown.


Reknugrazhni Vertical Launch System
Pordish Missile Artillery (Diving)

Cost
100

Might
30

Speed
3

Counterbattery Fire - Passive
"Enemy artillery, long range."

When a friendly unit in a neighbouring hex is targeted by ranged fire (an attack from 1 or more hexes away), this unit may unleash a ranged attack equal to X*20 might, where X is the number of artillery in this formation, on the hostile unit targeting the friendly formation(s).


Cholanrüchen Gunship
Pordish Gunship (Flying; Hiding)

Cost
200

Might
100

Speed
8

Subrelativistic Ordnance
Single 525mm Strint Torpedo -or- 2,000kg Guided SuR Bomb

A targeted enemy formation within a range of 1 hex must endure a ranged attack or subsurface equal to X*100 might, where X is the number of gunships in this formation.

No cooldown.


Chlümüchgrazhni Gunship
Pordish Gunship (Flying)

Cost
150

Might
25

Speed
6

Hypermobile Deployment - Passive
When attached as part of an army, one Chlümüchgrazhni may airlift either 10 infantry units, 1 tank, or one piece of artillery.


Jlokstazh Fighter
Pordish Fighter (Flying; Hiding)

Cost
150

Might
50

Speed
8

Array Missiles
A targeted enemy formation within a range of 2 hexes must endure an anti-air attack equal to X*100 might, where X is the number of fighters in this formation.

No cooldown.


Jloknam Bomber
Pordish Bomber (Flying; Hiding)

Cost
200

Might
10

Speed
15

Bomb Racks
A targeted enemy formation within the same hex must endure a ranged or subsurface attack equal to X*200 might, where X is the number of bombers in this formation. Recharges in 1 turn


Zhalbkrash Undersea Fighter
Pordish Fighter (Diving; Floating; Hiding)

Cost
200

Might
50

Speed
10

Supercavitation Arms
Contact. Bearing. 0-7-9. Long range.

A targeted floating, swimming, or diving enemy formation within a range of 2 hexes must endure an attack equal to X*50 might, where X is the number of fighters in this formation. Only targets formations in water hexes.



Commanders



Pordish Infantry Specialist
Pordish Commander

Cost
250

Might
30

Speed
Inherited

Right Hand of the Hunters - Passive
To hold the line, you must understand your weapon.

+5 might to all infantry under the command of this specialist.


Pordish Armour Specialist
Pordish Commander

Cost
250

Might
30

Speed
Inherited

Klovnar's Chariots - Passive
"Preempting all things martial, speed stands alone."

+2 speed to all tanks under the command of this specialist.


Pordish Artillery Specialist
Pordish Commander

Cost
250

Might
30

Speed
Inherited

Voznayte's Judgment - Passive
All the guns of Deliverence and JVP Aels could not silence the batteries of Feldmarschall Reid Hildenbrand.

+2 range to all artillery under the command of this specialist.


Pordish Naval Officer
Pordish Commander

Cost
250

Might
30

Speed
Inherited

Yamsai'an Naval Institute - Passive
"Narlok spoke with heavy words that sent us to the front; we grabbed our guns and packed our bags and readied for the hunt."

Naval and air forces under the command of a VRZ officer fight with high morale.


Pordish High Hunter
Pordish Commander

Cost
350

Might
30

Speed
Inherited

Spear of Rekazhnar - Passive
"By your command, Rekazhnar, in command of the tides."

Units under the command of a High Hunter suffer no movement penalties in water.


Pordish Old Guard Commander
Pordish Commander

Cost
450

Might
30

Speed
Inherited

Protectors of Tradition - Passive
Units under the command of a seasoned Old Guard commander suffer 15% fewer casualties.



Heroes



14th "Guards" Division-Assault Paramarine "Siege of Hui"
Pordish Hero Formation

Cost
1500

Abilities; Modifiers
> "Guards"
> "Steady"

Composition
> Old Guard Commander
> 10 x PTM
> 10 x Chlümüchgrazhni
> 100 x Chonzhyrnamen

Experience
8


9th Division-Assault Paramarine "Fall of Sphenis"
Pordish Hero Formation

Cost
1500

Abilities; Modifiers
> "Hardened"

Composition
> Old Guard Commander
> 10 x PTM
> 10 x Chlümüchgrazhni
> 100 x Chonzhyrnamen

Experience
15


224th "Guards" Division-Chünezhnar
Pordish Hero Formation

Cost
1000

Abilities; Modifiers
> "Guards"
> "Constructionist"

Composition
> Old Guard Commander
> 100 x Reknugrazhni Hol

Experience
15


12th "Guards" Division-Chünezhnarchonzherte
Pordish Hero Formation

Cost
1000

Abilities; Modifiers
> "Guards"
> "Constructionist"

Composition
> Old Guard Commander
> 100 x Reknugrazhni Hol

Experience
15


1st Division-Assault Paramarine
Pordish Hero Formation

Cost
1500

Abilities; Modifiers

Composition
> Old Guard Commander
> 10 x PTM
> 10 x Chlümüchgrazhni
> 100 x Chonzhyrnamen

Experience
20


6th "Guards" Panzer Division
Pordish Hero Formation

Cost
3000

Abilities; Modifiers
> "Guards"
> "Steady"
> "Hardened"
> "Constructionist"

Composition
> Old Guard Commander
> 10 x CTM
> 100 x Alte Garde

Experience
25





Modifiers -and- Factional Abilities



"Guards" Formation
Seasoned Pordish Formation

Cost
1000

Might
N/A

Speed
N/A

Tempered in the Crucible of Warfare - Passive
We have fought upon the plains of Farai and on the fields of France; in the streets of Viedma and o'er the shores of Katsuura.

A formation may be awarded the title of "Guards" and gain +5 might for its comprising units after being victorious in five battles.


Rezhnamen Formation
Pordish Combat Engineers

Cost
500

Might
Inherited

Speed
Inherited

Constructionist - Passive
A formation may be assigned a detachment of 25 combat engineers to allow them to erect fortifications, build roads, clear or place mines, and other projects.


Chrühov Formation
Pordish Skirmishers (Diving; Hiking; Climbing)

Cost
500

Might
10

Speed
4

Skirmishing Stance
Detach a formation of 25 Chrühov to scout and screen the army.

A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*1 might, where X is the number of infantry in this formation; unit imparts fear, compelling targeted formations to drop one rank of morale. Chrühov suffer 85% fewer casualties.


Steady
Seasoned Pordish Formation

Cost
1000

Might
N/A

Speed
N/A

They Remind Me of Barlat - Passive
Having seen the vast Barlat hordes, this unit is unimpressed by numbers. +5 might when engaging a numerically superior force.


Hardened
Aggressive Pordish Formation

Cost
1000

Might
N/A

Speed
N/A

Chorzhalb! Chorzhalb! Chorzhalb! - Passive
"Let us unleash the Jlokstazh!"

The offense is an art. This formation receives high morale when moving into a hex occupied by an enemy.
Last edited by Pordlandia on Thu Feb 07, 2019 4:15 pm, edited 51 times in total.
Grazhni Pordlandia
Memory of Rekazhenvolash
Imperial Nalydian Military Assessment | Factbook
"Yeah I don't understand how that isn't just nonsensical tripe dressed up with large words."
"We'd become like galaxy killers by the end of it, each alliance far too powerful to win but too proud to give up."
"No, that's not science. None of that was science. "

User avatar
Pordlandia
Envoy
 
Posts: 246
Founded: Dec 05, 2013
Ex-Nation

Postby Pordlandia » Sun May 14, 2017 1:10 am

This is a test card. Disregard for purposes of listed ruleset here.


Kenzhelengrazhni Hol
A formation of mechanized Pordish levy infantry

Cost: 15

Health: 500
Movement Speed: 1
Movement Type(s):
- Walking (Foot)
- Amphibious
Experience: 1
Morale: 500
Resolve Threshold: 480

Equipment Slots:
Pordish Small Arms - (carried weaponry; untargetable).

Health: N/A
Speed: N/A
Attack Range: 0
Strength: 15

A collection of Pordish infantry weapons. When engaging an enemy occupying the same hex, small arms attack enemy health automatically.

Infantry Arrays - (carried weaponry; untargetable).

Health: N/A
Speed: N/A
Attack Range: 0
Strength: 15

Infantry Array weaponry. 50 damage vs vehicles. No cooldown

Voznay-type IFVs - (vehicle; targetable)

Health: 500
Speed: 3
Attack Range: 0
Strength: 50

A handful of Pordish infantry fighting vehicles. As long as these IFVs remains alive, this formation may move 3 hexes per turn. Voznay are equipped with Vehicle Arrays, which reduce incoming damage by 50% (does not stack).

Ability: True Chünezhnar - this unit may engage an enemy formation occupying a neighbouring hex. Cooldown: 1 turn.


Plains - flat, uninspiring, ground

- Grassy: Neutral terrain.
- Marshland: Wet and uneven ground. Rolling and walking units move at half speed, rounded down, to a minimum of 1.
- Farmland: Terrain marked by orderly crops and livestock.

Hills - high ground; units gain +1 attack range and accrue +1 strength for every turn they are on this hex

- Forested: Ground dominated by towering trees. Hovering and rolling units move at half speed, rounded down, to a minimum of 1.
- Jungle:
- Grassy: Neutral terrain.
- Rocky: Ground overtaken by rocky outcroppings. Walking and rolling units lose one point of movement, down to a minimum of 1.

Mountains - very high ground; units gain +2 attack range and accrue +2 strength for every turn they are on this hex

- Forested: Ground dominated by towering trees. Hovering and rolling units move at half speed, rounded down, to a minimum of 1.
- Jungle:

Tundra - chilly ground dominated by frozen soil and glaciers; subsurface units lose 1 point of movement, down to a minimum of 1.

- Hilly: High ground; units gain +1 attack range and accrue +1 strength for every turn they are on this hex.
- Mountainous: Very high ground; units gain +2 attack range and accrue +2 strength for every turn they are on this hex.
- Flat: Neutral terrain.

Desert

- Sandy: Vast sand dunes. Walking and rolling units lose two points of movement, down to a minimum of one.
- Rocky: Ground overtaken by rocky outcroppings. Walking and rolling units lose one point of movement, down to a minimum of 1.

Water - oceans; lakes; rivers

- Ocean: Any hex more than three from land. Impassable to units without flight, floating, or amphibious. Engineer build time increased by two turns.
- River: Impassable to units without flight, floating, or amphibious. Engineer build time increased by one turn.

Jungle

Forest - ground dominated by towering trees; hovering and rolling units move at half speed, rounded down, to a minimum of 1.

Glacier - sprawling icesheets with deep ravines and unstable stretches; walking and rolling units move at half speed, down to a minimum of 1.

Modified
Last edited by Pordlandia on Fri Feb 15, 2019 8:54 pm, edited 26 times in total.
Grazhni Pordlandia
Memory of Rekazhenvolash
Imperial Nalydian Military Assessment | Factbook
"Yeah I don't understand how that isn't just nonsensical tripe dressed up with large words."
"We'd become like galaxy killers by the end of it, each alliance far too powerful to win but too proud to give up."
"No, that's not science. None of that was science. "

User avatar
Pordlandia
Envoy
 
Posts: 246
Founded: Dec 05, 2013
Ex-Nation

Postby Pordlandia » Sun May 14, 2017 1:11 am

[placeholder]
Last edited by Pordlandia on Sun Jan 27, 2019 12:09 pm, edited 7 times in total.
Grazhni Pordlandia
Memory of Rekazhenvolash
Imperial Nalydian Military Assessment | Factbook
"Yeah I don't understand how that isn't just nonsensical tripe dressed up with large words."
"We'd become like galaxy killers by the end of it, each alliance far too powerful to win but too proud to give up."
"No, that's not science. None of that was science. "

User avatar
Cyborgs and Sentient Machines
Ambassador
 
Posts: 1181
Founded: Feb 28, 2015
Ex-Nation

old stuff

Postby Cyborgs and Sentient Machines » Sun May 14, 2017 4:17 am

Image


The
Grand Collective
Of
Cyborgs and Sentient Machines



The Integration Imperitive


[Trait]

"All life is to be preserved, even that of our foes"

Life leech 5% of enemy losses into collective formations as revenants upon victory
5% increased chance of mutiny



Spare parts


[Trait]

"Hey, pass me a left leg, I stepped on a landmine!"

Increased health regeneration by 2
Decreased movement speed by 1



Software Update


[Trait]

"This is the pen drive with the missle targeting files, right?"

Decreased stance retraining period by 2 turns
Decreased moral capacity by 5
Collective Army

Artillery



Balanced

[Stance]

"Our Collective will, is our Collective might"

Increased movement speed
Increased deployment time



Telescopic vision


[Trait]

"Zoom in and enhance"

Increased ranged attack range by 1
Increased losses after defeat by 5%



Superior firepower


[Trait]

"We shall grind them into the dust"

Double atillery rate of fire
Increased morale debuff from loss by 10



Collective Army

Ground forces



Offensive

[Stance]

"We shall crush them beneath our feet"

Increased might when attacking by 2%
Decreased might when attacked by 2%



Skytrain


[Trait]

"Collective drop ship express"

Every 3 turns formations can jump 2 extra hexes
Decreased might by 10% for the turn after use and 5% for the turn after that



Relentless storm


[Trait]

"Sleep is for squishies"

Increased movement speed by 2
Decreased morale capacity by 5



Collective Army

Ground forces



Defensive

[Stance]

"Dig in"

Increased might when attacked by 5%
Decreased might when attacking by 5%



Await relief


[Trait]

"Hold the line for just a moment more"

Increased deployment speed by 1 turn
Decreased Movement speed by 1



Steadfast


[Trait]

"Stand firm against the odds"

Decreased losses by 5%
Decreased movement speed by 1



Collective Navy

Starfleet



Balanced

[Stance]

"Harbingers of the Collective's fervour "

Increased ranged attack range by 1
Increased deployment time by 1



Point defence and magnetic plasma shields


[Trait]

"An adequet defence against kinetic and energy weapons alike"

Decreased damage taken by 10%
Decreased movement speed by 2



Stealth drive


[Trait]

"Cloak and dagger"

Can't take damage for 3 turns after activation
Can't do damage for 3 turns after activation

Doctrines


Endless Reserves

[Doctrine]

-1 Deployment Time
Intigrated Commissars

[Doctrine]

+2 morale regeneration
Blitzkrieg

[Doctrine]

+1 Movement Speed


UnitFluff, and Description - Flavour textMightSpeedRangeAbilityAbility Effect
DronesHuman wave tactics one drawback eliminated, the enemy will drown in a sea of soulless metal44N/ASteel WaveDrones gain +2 might for every adjacent formation that is at least 50% drones and is at least 25% the amount of drones. This effect stacks for a maximum of 8 drone might.
RevenantsThe fortunate enemies of the Collective that are granted techno-immortality, along with brainwashing, will prove their loyalty in battle for the promise of digital transcendence81N/ATotal Cyber ConversionTurns into Infantry upon surviving a battle
InfantryUnlike the mindless drones, these robotic infantry are piloted by an upgraded organic (that was previously a revenant) or alternatively it is piloted by an artificial intelligence.161N/AFresh BrainwashingMorale debuffs are dampened by 25%
Heavy InfantryPreviously an ordinary soldier, after centuries of fighting for the glory of the Collective, respawning their conscience into a new mechanical body after each time they died an the best of the best are gifted a Herculean battle frame, technologically superior in every way to the rest, to match their skill honed over many lifetimes in battle.241N/AVeteranGives units in the same or surrounding hex a morale buff of 10%
Infantry Fighting Spider ScoutsThanks to its legs this IFV has superb all terrain mobility in environments normal tanks would find to be no go zones, and can jettison damaged beyond repair limbs to keep fighting.1803N/ACaught you in my webDouble damage in urban, mountainous and wooded areas
Hover TanksBlurring the lines between tank and helicopter, this small, fast and nimble tank albiet noisy, is granted superb manoeuvrability, especially when thrust vectoring2404N/AKugelblitzEvery 2 turns, hover tank may unleash an additional X*100 attack, where X is the number of tanks in the formation, this does double damage to unarmoured or lighly armoured units
Armoured Personal CarrierWell armoured and reliable, this personal carrier can quickly transport and then continue to support infantry at the front303N/ABusAll Infantry in the same formation slowe than this unit move at the same speed as this unit
Field Assault GunAlthough it has limited range than other Artillery, it makes up for this in sheer power, firing projectiles that explode into masses of nuclear plasma on contact, leaving a trail of plasma in it's wake. (Field Assault Gun Raned attac might = 440 - 40*range)40033Salted StrikeSwitching out the standard ferrous munitions for Calcium-46 allows forradiological warfare.
Every 4 turns Field Assault Guns may fire a round which leaves an area of effect over every hex that it passes through as well as hexes agjacent to those that lingers for 3 turns. The effect drains 3 enemy morale per turn that they are on the effected hexes. This effect stacks with volleys from different turns for up to -9 morale per turn.
MLRSNothing says an indiscriminate weapon of war like rockets blotting out the sun10024Field of FireBombarded hexes always leave an area of effect that lingers for 2 turns drains 3 enemy morale per turn that they are on the effected hexes. This effect stacks with volleys from different turns for up to -9 morale per turn
Railgun ArtilleryThese pieces of artillery are extremely powerful, they have superb range and firepower in terrestrial warfare35016MIRV WarheadsEvery 6 turns, Railgun Artillery may unleash an X*100 ranged attack which effects adjacent hexes as well as the targeted hex. X is the number of Railgun artillery in the formation.
Anti Aircraft ArtilleryThis walking gamma ray laser is designed to, when in numerous batteries - easily send destroyers crashing down to the surface, from as far up as the exosphere and even beyond sometimes, and it is even more devastating when pointed at enemy armour10022Dual purposeDouble damage against armoured units
FighterDeath From Above0 when attacked on the ground, 100 when doing ranged attacksN/A can only travel to areas with airfields and this takes 1 turn, in which they cannot attack10Targeting ComputerCan do double damage to a specific enemy unit type specified when attacking
BomberRaining hell0 when attacked on the ground, 200 when doing ranged attacksN/A can only travel to areas with airfields and this takes 1 turn, in which they cannot attack10Fire stormDeals half damage to formations adjacent to the attacked formation



FormationComponentsMight

Division16 200 Drones
3 240 Infantry
1 620 Heavy Infantry
585 APCs
216 IFVs
162 Tanks
108 Field Assault Guns
27 MLRS
27 AAA
18 Railgun Artillery Guns
303 930 / 336 330 / 368 730
Infantry Division16 200 Drones
3 240 Infantry
1 620 Heavy Infantry
585 APCs
173 070 / 205 470 / 237870
Tank Battalion216 IFVs
162 Tanks
77 760
Artillery Company108 Field Assault Guns
27 MLRS
27 AAA
18 Railgun Artillery Guns
531 000
Field Assault Gun Company36 Field Assault Guns43 200
AAA Company9 AAA1 800
Rocket Company9 MLRS1 800
Railgun Artillery Gun Company6 Railgun Artillery Guns4 500


Brigade5 400 Drones
1 080 Infantry
540 Heavy Infantry
195 APCs
72 IFVs
54 Tanks
36 Field Assault Guns
9 MLRS
9 AAA
6 Railgun Artillery Guns
101 310 / 112 110 / 122 910
Infantry Brigade5 400 Drones
1 080 Infantry
540 Heavy Infantry
195 APCs
57 690 / 68 490 / 79 290
Tank Company72 IFVs
54 Tanks
25 920
Artillery Platoon36 Field Assault Guns
9 MLRS
9 AAA
6 Railgun Artillery Guns
177 000
Field Assault Gun Platoon36 Field Assault Guns14 400
AAA Platoon9 AAA900
Rocket Platoon9 MLRS900
Railgun Artillery Gun Platoon6 Railgun Artillery Guns1 500


Regiment1 800 Drones
360 Infantry
180 Heavy Infantry
65 APCs
24 IFVs
18 Tanks
12 Field Assault Guns
3 MLRS
3 AAA
2 Railgun Artillery Guns
33 770 / 37 370 / 40 970
Infantry Regiment5 400 Drones
1 080 Infantry
540 Heavy Infantry
195 APCs
19 230 / 22 830 / 26 430
Tank Platoon72 IFVs
54 Tanks
8 640
Artillery Squad9 Field Assault Guns
3 MLRS
3 AAA
2 Railgun Artillery Guns
4 700
Field Assault Gun Squad9 Field Assault Guns3 600
AAA Squad3 AAA300
Rocket Squad3 MLRS300
Railgun Artillery Gun Squad2 Railgun Artillery Guns500


Fighter Squadron12 Fighters1 200
Fighter Wing60 Fighters6 000
Bomber Squadron12 Bombers2 400
Bomber Wing60 Bombers12 000

Image

Major General
Epsilon
Locuter


Rank 10 Commander
0 Skill Points Avalible

Infantry Ability:3(X)
Armour Ability:3(X)
Artillery Ability:3(X)
Navy Ability:1(X)



Sailor


[Perk]

Formation may March into the Ocean,
with a movement speed equal to navy ability



Not a step back!


[Perk]

Formation may opt to not retreat after defeated at the cost of 5% extra casualties



Live to fight another day


[Perk]

Formation may disengage from a fight at the cost of 10 morale


Units List

Some Regiment

Lead by
Colonel Something


Total Might

Some number of some Units
some Might



Commander Ability
+ something

Commander Perk
+ something when something

+ something when something



Some Regiment

Lead by
Colonel Something


Total Might

Some number of some Units
some Might



Commander Ability
+ something

Commander Perk
+ something when something

+ something when something



Some Regiment

Lead by
Colonel Something


Total Might

Some number of some Units
some Might



Commander Ability
+ something

Commander Perk
+ something when something

+ something when something


Last edited by Cyborgs and Sentient Machines on Mon Feb 04, 2019 4:15 pm, edited 32 times in total.

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Cyborgs and Sentient Machines
Ambassador
 
Posts: 1181
Founded: Feb 28, 2015
Ex-Nation

units

Postby Cyborgs and Sentient Machines » Sun May 14, 2017 4:18 am

Buzzers
CASM Drone Infantry (Hovering)

Cost:
4

Might:
6

Speed:
6

Steel Wave
Human wave tactics one drawback eliminated, the enemy will drown in a sea of soulless steel

When an allied adjacent unit is in combat optionally add this units' might to the engagement.
Drones take damage first compared to other units.


Banshee
CASM Hover Tank (Hovering)

Cost:
100

Might:
100

Speed:
6

Kugelblitz
Blurring the lines between tank and helicopter, this small, fast and nimble tank albeit noisy, is granted superb manoeuvrability, especially when thrust vectoring

A targeted enemy formation within a range of 3 hexes must endure a ranged or anti-air attack equal to X*200 might, where X is the number of tanks in this formation.


Arthropod
CASM Heavy Infantry (Hiking, Climbing and Diving)

Cost:
30

Might:
50

Speed:
4

Dreadgenic Screech
This vehicle of war, designed to inflict as much mental damage as it does physically.

Cause any enemy formation to lose one level of morale.


Dreamless
CASM Infantry (Hiking, Climbing and Diving)

Cost:
20

Might:
20

Speed:
2

ewar
Terminated

Adjacent units cannot make use of any buffs from commanders or adjacent units.


Revenants
CASM Infantry (Hiking Climbing and Diving)

Cost:
20

Might:
10

Speed:
2

Upgrade
Former enemies of the Collective, granted techno-immortality upon proving their loyalty.

Turns into Dreamless Infantry upon surviving a battle.


Charon
CASM APC (Swiming)

Cost:
20

Might:
30

Speed:
5

Bus
Courrier of corpses and allies

Allow up to 6 infantry to move onto the same hex as this unit and temporarily be taken out of play.
If this unit is destroyed, or on the next available turn choose to deploy infantry on an adjacent hex.


Guillotine
CASM Heavy Artillery

Cost:
200

Might:
50

Speed:
2

Seismic-shock
What goes up, must come down

A targeted enemy formation within a range of 5 hexes must endure a ranged or anti-submarine attack equal to X*80 might, where X is the number of Guillotine(s) in this formation.
Deal secondary AOE damage to all (non-hovering) units on the same and adjacent hexes of the targeted formation equal to X*40 might.
Deal double damage to structures, fortified and subterranean units.
Destroy all roads on the targeted and the adjacent hex.
Units damaged by this attack cannot move on their next turn
This unit cannot move or use its ability on the turn after it fired


Stalker
CASM stealth bomber (Sheltering and Flying)

Cost:
300

Might:
100

Speed:
10

Staggered salvo
Nukes, ClF3, Nanites, oh my!

A targeted enemy formation within a range of 2 hex must endure a ranged attack equal to X*100 might, where X is the number of stalkers in this formation.
Spawn an Ameboid formation on any tile adjacent to the targeted enemy formation. The Ameboid formation has a strength of X Ameboid(s)


Ameboid
CASM nanite infantry

Cost:
10

Might:
20

Speed:
0

Grey-goo
The swarm, is hungry.

Spawn one Ameboid on the same or an adjacent tile. Spawning an Ameboid on top of another adds might.
This ability cannot then be used on the next turn.
Newly spawned Ameboid cannot use its ability on the turn it spawned by this ability.


Mobile Command Center
CASM Standard

Cost:
5000

Might:
0

Speed:
1

Cyber Conversion
Even in battle, proselytising does not cease.

When an enemy formation surrenders to or is destroyed by a CASM formation, spawn X Revenant formation(s) where the enemy formation was.
For enemy formations surrendering, X is equal to (the cost of the enemy formation)/20
For enemy formations being destroyed, X is equal to (the cost of the enemy formation)/50


Engineers
CASM engineers

Cost:
50

Might:
10

Speed:
2

Ability Name
Ability Flavour Text

Spawn a structure, minefield or Ameboid unit on any adjacent hex.


Dragon
CASM Battlecruiser (floating)

Cost:
2000

Might:
5000

Speed:
4

Dragon's Breath
Even the stars know to stay back

A targeted enemy formation within a range of 20 hexes suffers a ranged, anti-air or anti-submarine attack equal to X*5000.
Where X equals the number of Dragons in the formation.
Last edited by Cyborgs and Sentient Machines on Tue Feb 12, 2019 5:36 am, edited 98 times in total.

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Cyborgs and Sentient Machines
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Posts: 1181
Founded: Feb 28, 2015
Ex-Nation

Commanders

Postby Cyborgs and Sentient Machines » Sun May 14, 2017 4:20 am

CASM Logistics AI
CASM Commander

Cost:
300

Might:
50

Speed:
Inherited

Mechanic
Since when was losing your head fatal?

Units under the command of a CASM Logistics AI suffer 20% fewer casualties.


CASM Tactical AI
CASM Commander

Cost:
300

Might:
50

Speed:
Inherited

Micromanagement
Making the most of your equipment is the key to success

Units under the command of a CASM Tactical AI can use their special ability twice per turn.


CASM Vanguard AI
CASM Commander

Cost:
300

Might:
30

Speed:
Inherited

Overdrive
This AI pushes its army to levels otherwise unobtainable

Units under the command of a CASM Vanguard AI move with +2 movement speed.


CASM Combat AI
CASM Commander

Cost:
300

Might:
50

Speed:
Inherited

text
In attack and defence, this commander excels

Units under the command of a CASM Combat AI have a 30% increased might value.


CASM Commisar AI
CASM Commander

Cost:
300

Might:
50

Speed:
Inherited

text
Retreat was never an option

Units under the command of a CASM Commissar AI have a permanent +1 morale added to their current morale at all times.


CASM text AI
CASM Commander

Cost:
300

Might:
50

Speed:
Inherited

text
text


Units under the command of a CASM text AI text.
Last edited by Cyborgs and Sentient Machines on Sun Feb 10, 2019 11:48 am, edited 73 times in total.

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Cyborgs and Sentient Machines
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Posts: 1181
Founded: Feb 28, 2015
Ex-Nation

WIP

Postby Cyborgs and Sentient Machines » Sun May 14, 2017 5:53 am

WIP
Last edited by Cyborgs and Sentient Machines on Mon Feb 04, 2019 4:17 pm, edited 38 times in total.

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The Interstellar Federation
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Posts: 1342
Founded: May 09, 2016
Ex-Nation

Postby The Interstellar Federation » Mon May 15, 2017 1:34 am

Image

The
Universal Entity
of
The Interstellar Federation



Defender of the Milky Way


[Trait]

"Proven in combat, assured in peacetime."

Increased morale capacity by 15
Morale recovery rate reduced by 5%



Dominant Force


[Trait]

"We are unchallenged on land, sea or amongst the stars."

Increased morale gain by 5 per victory
Increased morale loss by 10 for each loss



Adaptability


[Trait]

"Well roundedness and the ability to adapt is imperative to success."

Decreased Stance adjustment time
Reduced effectiveness of Stance everytime stance is adjusted
Last edited by The Interstellar Federation on Mon May 15, 2017 5:59 am, edited 3 times in total.
Interstellar Federation
Of knowledge and peace
IIWiki l Website l AEGIS Alliance

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The Interstellar Federation
Ambassador
 
Posts: 1342
Founded: May 09, 2016
Ex-Nation

Postby The Interstellar Federation » Mon May 15, 2017 6:17 am

Interstellar Armed Forces
Image
Interstellar Navy



Balanced

[Stance]

"Ausis et sacrificium, astra tueri."

Increased offensive power
Decreased deployment speed



Long Range Annihilation


[Trait]

"Sir Isaac Newton is the deadliest son of a bitch in space."

Increased long range damage
Decreased close quarters damage



All or Nothing Defence


[Trait]

"It's all or nothing."

Increased damage resistance by shielding
Decreased regeneration speed of shields


Interstellar Armed Forces
Image
Interstellar Marines



Offensive

[Stance]

"Hoorrahhh!"

Increased might by 10% when attacking
Decreased might by 10% when defending



Orbital Drops


[Trait]

"Rain upon our foes from above."

Increased deployment speed of infantry units
Decreased healing rate of infantry units units



Rolling Thunder


[Trait]

"Tank beats everything"

Armoured units get bonus healing per turn
Decreased deployment speed of armoured units


Interstellar Armed Forces
Image
Interstellar Army



Defensive

[Stance]

"We are the brave and courageous who stand their ground."

Increased might by 10% when defending
Decreased might by 10% when attacking



Boots on the Ground


[Trait]

"The enemy shall tremble before our mighty march."

Infantry units get bonus healing that lasts 2 turns when they advance two tiles unopposed
Increased deployment times for infantry units



Unity


[Trait]

"United we stand, divided we fall.

Units get bonus healing when other friendly units are located in adjacent hexes
Units lose bonus and get negative healing for one turn when enemy units capture adjacent hexes
Last edited by The Interstellar Federation on Mon May 15, 2017 6:20 am, edited 1 time in total.
Interstellar Federation
Of knowledge and peace
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Tonina
Bureaucrat
 
Posts: 44
Founded: Dec 04, 2015
Ex-Nation

Postby Tonina » Mon May 15, 2017 8:28 pm

Image







The
Sacred Lights
Of the
Mayan Confederation



The Sacred Lights


[Trait]

"It is our Sacred Duty, to Rule Among the Stars"

Decreased Moral Loss
Increased Deployment Time



Warriors by Birth


[Trait]

"A Man is Born into Death. To Kill and to Die, his Duty."

Increased Moral and Infantry Attack
Increase Fatality chance for Infantry



Presence of the Gods


[Trait]

"When one Honors the Gods, the Gods show Favor."

Decrease Enemy Moral when Attacking
Decreased Movement Speed after Attacking

_____________________________________________________________________________________________________________________________________________________________________

Katun Holcan

"The Valiant Army"



Offensive

[Stance]

"Strike with Haste, free from Hesitation"

Additional 2 Movement Points after Deploying
20% Increase Fatality Chance on Deployment Turn



Subterranean Warfare


[Trait]

"Rise from Earth, to the Harvest"

Defensive Bonus while under ground
Decreased Attack Range while under ground



Champion Warfare


[Trait]

"A Man leads by Example, a Great Man dies as Example"

Moral boost for adjacent units upon unit death
Increased Berserk chance for Infantry

_____________________________________________________________________________________________________________________________________________________________________

Uinicob Acalli Cemantihuitztli

"The People's Fleet"



Balanced

[Stance]

"Take them, to the Altars of Sacrifice!"

Moral Buff to Boarding Parties
Decreased Fatality Chance to enemy Boarding Parties before boarding



Heavenly Defense


[Trait]

"The Gods, and Our Ancestors, stand with us!"

Decreased Damage Taken by 5% per adjacent vessel, up to 30% cap
Ships that Redeploy via Dz'onots, cannot move on the turn of their arrival



Sight of the Gods


[Trait]

"Ingenuity had granted us Foresight"

Exposes the position all Stealth Units
Increased Damage dealt to Dz'onot ships
Last edited by Tonina on Mon May 15, 2017 9:41 pm, edited 9 times in total.
I'm an RPer! Your NS-Stats won't work on me, only Content!
No Content, no Plot, no Deal!


"Ah yes, the Ancient concept of a backbone." - Wiseman

"That's cool and all, but if I had access to a Brothel and had no whores. I wouldn't have much of a brothel would I?"
- Commentary on controlling a Galaxy with 1K ships.

Registered Fossil: Been RPing since 06, starting on the Myspace Nations App.

User avatar
Tonina
Bureaucrat
 
Posts: 44
Founded: Dec 04, 2015
Ex-Nation

Postby Tonina » Mon May 15, 2017 8:29 pm

[reserved]
Last edited by Tonina on Mon May 15, 2017 8:29 pm, edited 1 time in total.
I'm an RPer! Your NS-Stats won't work on me, only Content!
No Content, no Plot, no Deal!


"Ah yes, the Ancient concept of a backbone." - Wiseman

"That's cool and all, but if I had access to a Brothel and had no whores. I wouldn't have much of a brothel would I?"
- Commentary on controlling a Galaxy with 1K ships.

Registered Fossil: Been RPing since 06, starting on the Myspace Nations App.

User avatar
Tonina
Bureaucrat
 
Posts: 44
Founded: Dec 04, 2015
Ex-Nation

Postby Tonina » Mon May 15, 2017 8:31 pm

Leaders of Noh Kab Ku

Image

Noh Ahkin
B'alam Ikal
of the Ah Kinob


Rank (5) Commander
(0) Skill Points Available

Infantry Ability:(2)
Armour Ability:(1)
Artillery Ability:(1)
Navy Ability:(1)



Noh Ahkin


[Perk]

Moral Cap raised by 10



The Sacred State


[Perk]

Moral Gain increased by 50%



Battle Priest


[Perk]

Units lose moral at half the normal rate


Image

Noh Ahkin
Imul Ikal
of the Ah Kinob


Rank (4) Commander
(0) Skill Points Available

Infantry Ability:(2)
Armour Ability:(0)
Artillery Ability:(0)
Navy Ability:(2)



Noh Ahkin


[Perk]

Moral Cap raised by 10



The Sacred State


[Perk]

Moral Gain increased by 50%



Moon Priestess


[Perk]

Moral Recovery Doubled

_____________________________________________________________________________________________________________________________________________________________________

Leaders of Tonina

Image

Ajaw
B'aaknal Chaak
of Tonina


Rank (14) Commander
(0) Skill Points Avalible

Infantry Ability:(5)
Armour Ability:(3)
Artillery Ability:(3)
Navy Ability:(3)



Ajaw of Tonina


[Perk]

Tonina Units gain +10 Moral



Heads of the Confederation


[Perk]

All Mayan Units gain +5 Moral



Conqueror of the Confederation


[Perk]

+5 Might for Tonina Units


Image

Ajaw
K'inich B'alam the Thirteenth
of Tonina


Rank (13) Commander
(0) Skill Points Available

Infantry Ability:(4)
Armour Ability:(3)
Artillery Ability:(2)
Navy Ability:(4)



Ajaw of Tonina


[Perk]

Tonina Units gain +5 Moral



Heads of the Confederation


[Perk]

All Mayan Units gain +5 Moral



Righteous Fury


[Perk]

All units gain +2 Might when an adjacent unit dies

_____________________________________________________________________________________________________________________________________________________________________

Leaders of Noh Chactun

Image

Ajaw
Kan Ek' the Fifth
of Noh Chactun


Rank (11) Commander
(0) Skill Points Available

Infantry Ability:(3)
Armour Ability:(2)
Artillery Ability:(2)
Navy Ability:(4)



Ajaw of Noh Chactun


[Perk]

Noh Chactun Units gain +10 Moral



Major System State


[Perk]

Negates the Deployment Time Debuff of "The Sacred Lights" trait



Rising Ambition


[Perk]

+2 Movement for all units upon deployment


Image

Ajaw
Coyotl
of Noh Chactun


Rank (11) Commander
(0) Skill Points Available

Infantry Ability:(3)
Armour Ability:(3)
Artillery Ability:(3)
Navy Ability:(2)



Ajaw of Noh Chactun


[Perk]

Noh Chactun Units gain +5 Moral



Major System State


[Perk]

Negates the Deployment Time Debuff of "The Sacred Lights" trait



Nahua Blood


[Perk]

Nahua Units gain +5 Moral

_____________________________________________________________________________________________________________________________________________________________________

Leaders of Nakbe

Image

Ajaw
Tuun Kʻabʻ Hix the Eighth
of Nakbe


Rank (10) Commander
(0) Skill Points Available

Infantry Ability:(3)
Armour Ability:(3)
Artillery Ability:(2)
Navy Ability:(2)



Ajaw of Nakbe


[Perk]

Nakbe Units gain +10 Moral



Minor System State


[Perk]

+1 Movement for Ground Forces



Colonial Ambitions


[Perk]

+2 Might for Ground Forces when fighting in enemy lands


Image

Ajaw
K'ak'upakal
of Nakbe


Rank (11) Commander
(0) Skill Points Available

Infantry Ability:(3)
Armour Ability:(2)
Artillery Ability:(3)
Navy Ability:(3)



Ajaw of Nakbe


[Perk]

Nakbe Units gain +5 Moral



Minor System State


[Perk]

+1 Movement for Ground Forces



Blood Lust


[Perk]

Units will go Berserk instead of Revolting

_____________________________________________________________________________________________________________________________________________________________________

Leaders of Tikal

Image

Ajaw
Siyaj K'ak' the Fourth
of Tikal


Rank (12) Commander
(0) Skill Points Available

Infantry Ability:(4)
Armour Ability:(3)
Artillery Ability:(2)
Navy Ability:(3)



Ajaw of Tikal


[Perk]

Tikal Units gain +10 Moral



The Nahua State


[Perk]

Nahua Units gain +10 Moral



Rivers of Blood


[Perk]

-5 Moral to Enemy Units


Image

Ajaw
Chicahua
of the Nahua


Rank (10) Commander
(0) Skill Points Available

Infantry Ability:(4)
Armour Ability:(3)
Artillery Ability:(2)
Navy Ability:(1)



Ajaw of Tikal


[Perk]

Tikal Units gain +5 Moral



The Nahua State


[Perk]

Nahua Units gain +10 moral



Battle Priest


[Perk]

Units lose moral at half the normal rate
Last edited by Tonina on Wed May 17, 2017 8:57 pm, edited 9 times in total.
I'm an RPer! Your NS-Stats won't work on me, only Content!
No Content, no Plot, no Deal!


"Ah yes, the Ancient concept of a backbone." - Wiseman

"That's cool and all, but if I had access to a Brothel and had no whores. I wouldn't have much of a brothel would I?"
- Commentary on controlling a Galaxy with 1K ships.

Registered Fossil: Been RPing since 06, starting on the Myspace Nations App.

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Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Postby Ella2 6 » Thu Jan 24, 2019 2:16 am

Tabletop has just been rebooted!

We now have a Discord here!
Last edited by Ella2 6 on Thu Jan 24, 2019 7:03 pm, edited 2 times in total.

A writer of magic, fantasy & science fiction.

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The Caan Cacab Uinicob
Political Columnist
 
Posts: 4
Founded: Feb 04, 2018
Ex-Nation

Postby The Caan Cacab Uinicob » Tue Jan 29, 2019 5:48 pm

WIP

Units

Ok Bah Te
Mayan Warrior(Burrowing, Diving)

Cost:
15

Might:
25

Speed:
2 (3 Burrowing, 1 Diving)

Formation Break
"Hold the line!", "Sir, they're in the line!"

While this unit is engaged in battle against enemy infantry, any attacks targeting this unit (not originating from the infantry units they are fighting) cause collateral damage to the engaged enemy infantry units.


Ak'ab Bah Te
Mayan Elite Warrior(Burrowing, Diving, Climbing)

Cost:
35

Might:
45

Speed:
3 (5 Burrowing, 2 Diving)

From the Grave
"The death rattle calls"

While this unit is engaged in battle against enemy infantry, is given high moral and any attacks targeting this unit (not originating from the infantry units they are fighting) cause collateral damage to the engaged enemy infantry units.


Butz Lakam
Support Swarm 1K units(Burrowing, Flying, Sheltering)

Cost:
5

Might:
1

Speed:
5

Horrid Plague
Bees and Hornets, Ants and wriggling little Maggots. Gods spare us!

All Bah Te sharing the hex with Butz Lakam fight with x1 additional might, where X is the number of Butz Lakam in this formation.


Yayotl Iboy
Subterranean Self Propelled Gun(Burrowing,Diving)

Cost:
30

Might:
25

Speed:
1 (4 Burrowing, 2 Diving)

Subterranean Bombardment
Death from Below(Subterranean, Anti-submarine, and Ranged)

While burrowing target a Unit within 4 hexes for a Might x30 attack. Deduct 1 Hex range, and 5 might if used while diving, and an additional hex and 10 might is used above ground.


Tlacahueyac
Mobile Fortress(Burrowing, Diving, Climbing)

Cost:
5000

Might:
750

Speed:
1 (3 Burrowing, 1 Diving)

Divine Guardian
Sacred Shape, divine shield

Cannot move into the same hex as an enemy unit. While not burrowing or diving this unit provides 75% damage reduction in its hex, 50% damage reduction for neighboring hexes, 25% reduction for units two hexes away.



Commanders

Lakam Noh Kab Ku
The Sacred Banner

Cost:
500

Might:
50

Speed:
4

Heavenly Zeal
"As the war priest speaks, we shall heed the word."

+5 Might to units per Lakam Noh Kab Ku in adjacent Hexes. Units under this banner cannot be routed.


Lakam Tonina
The Banner of Tonina

Cost:
250

Might:
45

Speed:
4

The Banner of Tonina
"The Banner of the Confederation itself!"

+5 Might to units per Lakam Tonina in adjacent Hexes. +2 Might for presence of any Lakam, apart from Noh Kab Ku, in adjacent hexes.


Lakam Noh Chactun
The Banner of Noh Chactun

Cost:
250

Might:
45

Speed:
4

The Banner of Noh Chactun
"The Great Red Stone rises!"

+5 Might to units per Lakam Noh Chactun in adjacent Hexes. Bah Te units may move an additional hex when not diving.


Lakam Tikal
The Banner of Tikal

Cost:
250

Might:
45

Speed:
4

The Banner of Tikal
"The Blood of the Nahua runs strong!"

+5 Might to units per Lakam Tikal in adjacent Hexes. Infantry under this banner have x2 Might against other infantry, but any damage reduction is reduced by 1/2


Factional Abilities and other modifiers

Death is Calling
Ability

Cost:
250

Might:
N/A

Speed:
N/A

Death is Calling
Hear the whistles calling us home, brothers!

All non Mayan units in the targeted hex lose moral, while all Mayan units gain moral. Lasts until the end of your next turn. (Does not Stack)


Flower War
Trait/Ability

Cost:
100 per turn while active.

Might:
N/A

Speed:
N/A

Sacrifices in Bloom
"Stand up, my friend, elated take your flowers to the drum: your bitterness flees."

While this ability is active, any; retreating, fleeing, or otherwise routing infantry/civilian formations/units lose 1/4th of their number as they flee the hex from Mayan Infantry. These people are taken as War Captives. Each formation of Mayan Infantry may take up to three fold it's number as captives. When Mayan formations with captives drop too few in number to hold all their captives, those captives escape back to the enemy and may rejoin the fight. Mayan units not caught in a battle may make field sacrifices with their captives.

Once 100 captives have escaped, all enemy units gain a moral buff until the start of their next turn. Once 100 captives have been sacrificed, all enemy units engaged in battle with Mayan infantry lose Moral for the rest of the engagement.
Last edited by The Caan Cacab Uinicob on Fri Feb 01, 2019 9:58 pm, edited 24 times in total.

User avatar
Ruskland-Preuben
Minister
 
Posts: 3419
Founded: Mar 03, 2017
Ex-Nation

Work in Progress|Balancing Issues

Postby Ruskland-Preuben » Tue Jan 29, 2019 11:59 pm

Units
Aspirant
Imperial Astartes Aspirant

Cost:
15

Might:
20

Speed:
2

Bolter Weaponry
"BOLTERS BROTHERS!"
A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*1.5 might, where X is the number of infantry in this formation.
Demon Trooper
Adeptus Astartes

Cost:
20

Might:
30

Speed:
2

Astartes Bolter Weaponry
"HEAVY BOLTERS BROTHERS!"
A targeted enemy formation within a range of 1 hex must endure a ranged attack equal to X*2.2 might, where X is the number of infantry in this formation.
Elite Demon Trooper (any Legion)
Elite Adeptus Astartes (any Legion)

Cost:
25

Might:
35

Speed:
3

Deep Strike
"STEEL RAIN!"
May be deployed in any hex, including hexes with enemy formations. If deployed in any hex with enemy formations, endure a ranged attack equal to X*2.2 might, where X is the number of infantry in this formation.
Elite Demon Trooper (Legion Specific)
Elite Adeptus Astartes (Legion Specific)

Cost:
25(5th, 6th, 7th, 8th, 11th, 20th, 21st, and 22nd Legion) to 35(1st, 2nd, 3rd, 4th, 10th, 16th, and 17th Legion)

Might:
35 to 50 (see above)

Speed:
3 to 5 (varied legion to legion)

Legion Specialization
"The (number) Legion Specializes in (tactic) tactics, woe betide anyone who faces them."
Firstborn, All-Rounder: Each unit attached to this unit in a formation increases this unit's might by 5, while the attached units might get increased by 3.
Iron Legion, First Found, Best Around: Attaching a commander to this unit increases its might from 50 to 100. Attaching commanders take 50% more cost, however, and needs 5 cost per turn.
Emperor's Finest, Prime Select: When attached another Emperor's Finest, increase overall might of formation by 10.
Last edited by Ruskland-Preuben on Wed Jan 30, 2019 12:36 am, edited 1 time in total.
I'm a Cthulhist and a Proud Member of the Federation of Allies.
Don’t expect a warm welcome in P2TM, but let them warm up to you by posting good stuff.
Formerly the NCSU, add 5000 posts please.

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The Alterran Empire
Spokesperson
 
Posts: 183
Founded: Jan 16, 2011
Ex-Nation

Postby The Alterran Empire » Wed Jan 30, 2019 3:31 pm

Placeholder
Last edited by The Alterran Empire on Wed Jan 30, 2019 4:14 pm, edited 2 times in total.
This nation presently represents the following in FT RP:

The Alterran Empire - Based on Alterra Prime, Lead by Empress Romana Wolf
http://sites.google.com/site/thealterranempire

Founding Member of the Union of Multiversal States

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Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

Artificial Worlds Expansion Pack

Postby Ella2 6 » Wed Jan 30, 2019 9:29 pm

Artificial Worlds

A Tabletop: Reboot Expansion Pack


Structures are static buildings that can be constructed by engineers with special construction abilities and may take multiple turns to complete. Structures occupy one hex and may grant active or passive benefits to cards within the area. Structures are inherently neutral and control of a structure depends entirely on an army's ability to prevent hostile cards from accessing the benefits structures provide. Structures can be constructed on any terrain and construction time is not affected by terrain. Structures can be destroyed by the use of demolitions, a special ability available to demolitions engineers.



Railroads


Railroads are special structures that can be constructed by engineers with special construction abilities. Railroads must be constructed one segment at a time and a single segment bridges two hexes and allows movement between them. Railroads can be constructed on any terrain and construction time is not affected by terrain. Railroads can be destroyed by the use of demolitions, a special ability available to demolitions engineers.

Railroad Stations


Railroad stations are special structures that can be constructed by engineers with special construction abilities and must be constructed on railroads. Cards can only embark and disembark a railroad on a railroad station. Embarking and disembarking a railroad involves forfeiting a turn while occupying the same hex as a railroad station. Cards embarked on a railroad gain the Railbound buff, which sets their speed to 6 but prevents them from leaving the railroad. Railroad stations can be constructed on any terrain and construction time is not affected by terrain. Railroad stations can be destroyed by the use of demolitions, a special ability available to demolitions engineers.

Airfields


Airfields are special structures that can be constructed by engineers with special construction abilities. Airfields are used by certain cards to reload their abilities. Airfields can be constructed on any terrain and road construction time is not affected by terrain. Airfields can be destroyed by the use of demolitions, a special ability available to demolitions engineers.

Minefields


Minefields are special structures that can be constructed by engineers with special construction abilities. Minefields will indiscriminately damage every card, formation and army occupying the same hex as the minefield every turn with a ranged attack equal to X*5 might, where X is the number of cards in the card, formation or army. Minefields can be constructed on any terrain and road construction time is not affected by terrain. Minefields can be destroyed by the use of minesweeping, a special ability available to minesweepers.

A writer of magic, fantasy & science fiction.

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Ella2 6
Diplomat
 
Posts: 924
Founded: May 16, 2016
Inoffensive Centrist Democracy

The American Civil War

Postby Ella2 6 » Wed Jan 30, 2019 10:23 pm

The American Civil War






The Union


Union Infantry
Union Heavy Infantry

Cost:
1

Might:
2

Speed:
1

Northern Musketry
The finest arms of the North.

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*1 might, where X is the number of infantry in this formation.

No cooldown.


Union Sharpshooters
Union Light Infantry

Cost:
5

Might:
1

Speed:
1

Northern Telescopes
The finest sights of the North.

A targetted enemy formation within a range of 4 hexes must endure a ranged attack equal to X*2 might, where X is the number of infantry in this formation.

No cooldown.


Union Calvary
Union Heavy Calvary

Cost:
10

Might:
5

Speed:
2

Volunteer Horsemen
The finest horses of the North.

When charging an enemy formation, launch a ranged attack equal to X*1 might, where X is the number of cavalry in this formation.

No cooldown.


Union Mounted Infantry
Union Light Cavalry

Cost:
5

Might:
2

Speed:
2

Northern Musketry
The finest arms of the North.

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*1 might, where X is the number of infantry in this formation.

No cooldown.


Union Field Guns
Union Light Artillery

Cost:
100

Might:
25

Speed:
1

Rifled Barrels
The finest guns of the North.

A targetted enemy formation within a range of 6 hexes must endure a ranged attack equal to X*5 might, where X is the number of artillery in this formation. This card receives the Reloading debuff after activating this ability, preventing this ability from being used again. This card may forfeit a turn to reload, removing the debuff.

No cooldown.


Union Howitzers
Union Heavy Artillery

Cost:
100

Might:
25

Speed:
1

Canister Shot
The bane of men and horse alike.

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*10 might, where X is the number of artillery in this formation. This card receives the Reloading debuff after activating this ability, preventing this ability from being used again. This card may forfeit a turn to reload, removing the debuff.

No cooldown.




The Confederacy


Confederate Infantry
Confederate Heavy Infantry

Cost:
2

Might:
5

Speed:
1

Southern Bravery
The finest men of the South.

A targetted enemy formation within a range of 2 hexes must endure a ranged attack equal to X*2 might, where X is the number of infantry in this formation.

No cooldown.


Confederate Skirmishers
Confederate Light Infantry

Cost:
4

Might:
2

Speed:
1

Southern Marksmanship
The finest marksmen of the South.

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*3 might, where X is the number of infantry in this formation.

No cooldown.


Confederate Cavalry
Confederate Heavy Cavalry

Cost:
5

Might:
10

Speed:
2

Born to Ride
The finest riders of the South.

When charging an enemy formation, launch a ranged attack equal to X*2 might, where X is the number of cavalry in this formation.

No cooldown.


Confederate Dragoons
Confederate Light Cavalry

Cost:
5

Might:
3

Speed:
2

Southern Bravery
The finest men of the South.

A targetted enemy formation within a range of 2 hexes must endure a ranged attack equal to X*2 might, where X is the number of infantry in this formation.

No cooldown.


Confederate Field Guns
Confederate Light Artillery

Cost:
100

Might:
25

Speed:
1

Round Shot
The finest guns of the South.

A targetted enemy formation within a range of 5 hexes must endure a ranged attack equal to X*6 might, where X is the number of artillery in this formation. This card receives the Reloading debuff after activating this ability, preventing this ability from being used again. This card may forfeit a turn to reload, removing the debuff.

No cooldown.


Confederate Howitzers
Confederate Heavy Artillery

Cost:
100

Might:
25

Speed:
1

Canister Shot
The bane of men and horse alike.

A targetted enemy formation within a range of 3 hexes must endure a ranged attack equal to X*10 might, where X is the number of artillery in this formation. This card receives the Reloading debuff after activating this ability, preventing this ability from being used again. This card may forfeit a turn to reload, removing the debuff.

No cooldown.
Last edited by Ella2 6 on Wed Jan 30, 2019 11:10 pm, edited 1 time in total.

A writer of magic, fantasy & science fiction.

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The Peninsular
Spokesperson
 
Posts: 178
Founded: Apr 04, 2017
New York Times Democracy

Postby The Peninsular » Thu Jan 31, 2019 10:08 am

The CFP

PGDF Infantrists
Peninsularian Infantry

Cost:
20

Might:
35

Speed:
1

Heavy Armor (Passive)
"Shoot me, I dare you!"

Deduct 5 might from an attacking enemy formation's might for each Infantry in the enemy formation.


CAHT-2
Peninsularian Heavy Tank

Cost:
40

Might:
60

Speed:
1

Inspiring Sight (Passive)
"This battle isn't over, not by a long shot!"

Restore one morale level to friendly troops in a 1 hex radius and increase their might by 3 each.


Demigryph Troops (Hiking, Climbing)
Peninsularian Monstrous Cavalry

Cost:
50

Might:
50

Speed:
2

Predatorial ancestors (Passive)
"600 years ago, you couldn't walk in the woods due to imminent danger of being ripped to shreds."

Strips two selected enemy units with the "Hiding" trait in a 1 hex radius of their "Hiding" trait.


MAS/HOM
Peninsularian Artillery

Cost:
70

Might:
100

Speed:
1

A77 Munitions (subterranean attack)
"They can't hide if they don't have ground to conceal them."

Deal 100 might to a targeted enemy subterranean unit in a 1 hex radius.


Anti-Air Troopers
Peninsularian Anti-Air Infantry

Cost:
20

Might:
30

Speed:
1

Anti-Air Missiles
"Locking onto enemy air units!"

Deal X*2 might to a targeted enemy air unit in a 1 hex radius, X being the infantry in this formation.


Light Company (Hiking)
Peninsularian Motor Brigade

Cost:
30

Might:
40

Speed:
3

Skirmishing (Passive)
"Slipping away like oiled- No wait, that's a dumb metaphor."

This unit has a 75% chance of disengaging successfully and does not suffer from a morale penalty after doing so.


Protector Mk. 1 (Flying)
Peninsularian Air Superiority Fighter

Cost:
60

Might:
80

Speed:
6

Fighter Specialization (Passive)
"Sweeping the skies!"

Increase might to 100 against enemy flying units.


S.T.U.R.M. (Flying)
Peninsularian Dropship/Gunship hybrid

Cost:
50

Might:
50

Speed:
4

Unit Transportation
"Who here called a taxi?"

Pick up one friendly unit. This unit, for the duration of it being picked up, is absorbed in this unit and can neither attack nor use any active abilities. Its might also does not have any effect on the this unit's performance. While carrying a unit, this unit is slowed down to 3 speed. When dropped off, both units regain their original stats. Both Picking Up and Dropping Off means this unit cannot attack during that turn.


Mobile Command Center
Peninsularian Standard

Cost:
5000

Might:
0

Speed:
1


Pioniersbrigade (Hiking, Climbing)
Peninsularian Combat Engineers

Cost:
70

Might:
10

Speed:
2

Infrastructure Building
"No worries, Colonel, we'll have that built in no time!"

Can construct roads OR clear a Forest hex OR mine a hex. Each of these abilities take one turn and the unit cannot attack during this turn. Clearing a Forest converts the Forest hex to a Plain Field hex.


D.R.A.C.H.E.
Peninsularian Heavy PA

Cost:
N/A

Might:
N/A

Speed:
N/A

Support PA (Passive)
"Mount up, soldiers!"

This card is not a unit on its own, instead it works together with other cards except air or water units. When bought, this card has to be permanently assigned to a friendly unit, increasing that unit's might by 40% of its base might, while costing 60% of its base cost. This card is deployed directly onto the unit. It does not affect a unit's abilities.
Last edited by The Peninsular on Sat Feb 02, 2019 3:58 pm, edited 9 times in total.
10000 Islands

The Constitutional Federation of the Peninsular is an FT nation.

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The Alterran Empire
Spokesperson
 
Posts: 183
Founded: Jan 16, 2011
Ex-Nation

Postby The Alterran Empire » Thu Jan 31, 2019 1:10 pm

The Natallis

Legarius
Alterran Legionary Infantry - Diving

Cost:
15

Might:
30

Speed:
2

Voice of The Archons
"Thier voices echo in our hearts, granting us strength and inspiring fear in ALL who oppose us."

Deducts 5 from the enemy's might, adds 1 to friendly and allied speed in hexes directly connecting to the unit.

No Cooldown.


Centurion
Alterran Centurion Infantry - Diving

Cost:
30

Might:
45

Speed:
2

The Light of Evermoure
"The Light of Evermoure is your shield, ever-present to defend you."

Adds +5 to Might to all units in this hex when attacked. This is a strictly defensive card.

No Cooldown.




More coming soon...
Last edited by The Alterran Empire on Thu Jan 31, 2019 1:36 pm, edited 4 times in total.
This nation presently represents the following in FT RP:

The Alterran Empire - Based on Alterra Prime, Lead by Empress Romana Wolf
http://sites.google.com/site/thealterranempire

Founding Member of the Union of Multiversal States

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