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um... just ramblings and stuff...
its really just a note book i put things in when i dont got enough time to make an actuall post...
ED wars: Maps and rules.
!RULES!
!ROLLING THE DICE!
All die rolling in this game usesd10's, or ten-sided dice.
When rolling the die (and in this game it will never be multiple) you will almost adjust the roll because of certain modifiers.

You can only make 2 ATTACK rolls, ECONOMY CHECK or PROPAGANDA roll each turn, and you can only do one of each kind. No doubling up!
A turn lasts for 12 hrs in this BETA.

!STATISTIC MODIFIERS!
Each score for a statistic represents how good or strong or whatever it is. A score of 10 is considered AVERAGE. What does this mean in real world terms? No ******** idea, but that doesn't matter.
What does matter is that 10 and 11 are normal, or rather, are thee mean strength
But what does it matter if you have a better thhan average economy, for example
Well, each score has a modifier. This modifier modifies doce rolls that depend on the statistic.iIf you were making a PROPAGANDA roll to convince your army to fight harder, you would add your modifier to the roll.
If you had a PROPAGANDA score of 9, you would have a modifier of -1, a penalty to the roll. If you had a score of 17, you would have a modifier of +3, a bonus.

!TABLE!STAT MODIFIERS!
Score (modifier)
01 (-5)
02 (-4)
03 (-4)
04 (-3)
05 (-3)
06 (-2)
07 (-2)
08 (-1)
09 (-1)
10 (+0)
11 (+0)
12 (+1)
13 (+1)
14 (+2)
15 (+2)
16 (+3)
17 (+3)
18 (+4)
19 (+4)
20 (+5)

!LAND!
Land is the uber stat. Land represents the total productivity of
the land and its amount. It sets the limit to how much ECONOMY
and MILITARY you have: The total cannot exceed the LAND
score.

!STABILITY!
For each patch of land you have in a different country, you lose
1 STABILITY, thus, me having a bunch of Tank's Land, well I lose
1 STABILITY. Mann, who owns the land of thwo other countries, looses 2 STABILITY. This is to limit growth. You have to permanently lose two MILITARY to grow your STABILITY by 1
point. STABILITY is your passive defence against PROPAGANDA.
The higher it is, the harder it is for others to succeed against you.

!CONQUEST!
When you end an ATTACK victoriously, you gain that province. The province's 5 land is added to your total but you gain no ECONOMY or MILITARY from it, you have to improve it yourself (peace is useful
children!)

!ECONOMY!
You can increase your ECONOMY by making an ECONOMY CHECK. Roll 1d10, add any modifiers. If the result is better than your ECONOMY, gain 1 ECONOMY.
You can increase your MILITARY by making an ECONOMY CHECK. Roll 1d10, add any modifiers. If the result is better than your MILITARY, gain 1 MILITARY. This use of ECONOMY costs 1 economy. This cannot raise your MILITARY above your ECONOMY+ECONOMY MODIFIER

!PROPAGANDA!
Your PROPAGANDA score changes with your successes and failures. Each failure causes you to lose 1 PROPAGANDA, each success causes you to gain 1 PROPAGANDA. These successes or failures are MILITARY and PROPAGANDA failures and successes. Winning a battle is no different than convincing a region to revolt and Losing a battle is no different from failing to convince a region to revolt.

To engage in PROPAGANDA, roll 1d10, add any modifiers. If the result is better than your opponent's STABILITY you win. Roll 1d10. Multiply the result by 3. This is how much territory and Stats you take off your opponent.

!PROPAGANDA USES!
[Additional uses for PROPAGANDA(success and failure do not alter your PROPAGANDA score):
{Encourage Workers: Make a PROPAGANDA CHECK. For the next 36hrs, you get a bonus to all ECONOMY CHECKS.}
{Encourage Patriotism: Make a PROPAGANDA CHECK. For the next 36hrs, you get a bonus to all STABILITY CHECKS.}
{Encourage Morale: Make a PROPAGANDA CHECK. For the next 36hrs, you get a bonus to all MILITARY (ATTACK and DEFENCE) CHECKS.}


!TABLE!PROPAGANDA!
CHECK (bonus from check)
5 (+0)
6 (+1)
7 (+2)
8 (+2)
9 (+3)
10 (+3)
11 (+3)
12 (+4)
13 (+4)
14 (+4)
15 (+4)
16 (+5)
17 (+5)
18 (+5)
19 (+5)
20 (+5)

!ATTACKING!
(In all war rolls, be they initiative or combat, the defender wins if their modified die roll is equal to, or higher than the attacker's modified die roll)
A declaration of war is made. The attacker sends up to 3 units into the enemies territory. Each side rolls INITIATIVE: 1d10+MILITARY MOD. In initiative, the INVADER is considered the ATTACKER for the purposes of die roll consequences.

Once initiative is determined, the winner decides what units from the attacking force and defending force will engage combat.

!COMBAT!
Each player rolls 1d10 and modifies the roll according to any modifiers present. The loser removes one HP from the losing UNIT. Combat is repeated until one unit dies or retreats.
RETREATING. To remove a unit from combat once it has been engaged, roll a STABILITY CHECK against your MILITARY SCORE. If successful, the unit retreats, if not, it is still in combat and loses 1HP.


!UNITS!
There are 6 units in this game. You must chose one unit for your country to specialise in, this will be your STRENGTH unit, and one unit for your army to have, but not like and tease, this is your WEAKNESS unit. The purpose of the terms will be explained lower.
Each unit has a MILITARY POINT cost. You cannot field units with more MILITARY POINTS costs than you have MILITARY. Having the units does not reduce your MILITARY, but rather your MILITARY acts as a variable population cap. To recruit units, you must make an ECONOMY CHECK against the RECRUITMENT DIFFICULTY listed for the unit.


!TABLE!UNITS!
UNIT RD MP COMBAT WINS FAILS STRENGTH WEAKNESS
LAND--
INFANTRY(IN) 7 1 [+0] ---- ---- HP3 defence[-2]
ARMOUR(AR) 13 2 [+3] (IN)+1 (BM)-1 RD 11 MP 3
AIR---
FIGHTER(FT) 14 2 [+0] (SB)+2 (FT)-1 attack[+2] attack[-1]
BOMBER(BM) 16 3 [+2] (WR)+2 (FT)-2 MP 2 RD 18
SEA---
WARSHIPS(WR) 13 3 [+3] (WR)+1 (SB)-2 defence[+1] COMBAT[+1]
SUBMARINES(SB) 15 2 [+0] (WR)+2 (WR)-1 RD 12 attack[-2]


!UNITS CON'T!
WINS: The unit gains this bonus when in combat with this unit.

FAILS: The unit gains this penalty when in combat with this unit.

STRENGTH: If the unit is selected as the nation's STRENGTH it is changed in this way.
The unit a nation's STRENGTH is in, cannot take up less than 1 quarter(rounding down) of the nation's MILITARY POINTS pool. If the nation loses these troops and the total MP cost is reduced to under 1 quarter (rounding down) the nation cannot recruit more units until at least 1 quarter (rounding down) MPs are taken up by the nation's STRENGTH units. This takes precedence over WEAKNESS/

WEAKNESS: If the unit is selected as the nation's WEAKNESS it is changed in this way.
The unit a nation's WEAKNESS is in, cannot take up less than 1 quarter(rounding down) of the nation's MILITARY POINTS pool. If the nation loses these troops and the total MP cost is reduced to under 1 quarter (rounding down) the nation cannot recruit more units until at least 1 quarter (rounding down) MPs are taken up by the nation's WEAKNESS units.


UNIT PROMOTIONS!
When a unit is recruited it is GREEN, having seen no combat before. When it survives combat, victorious or after retreating, it has a chance to be promoted, reflecting the increase of skill, knowledge and expertise of the men and officers. After every battle, roll 1d10 to see if the unit is promoted. The chance of a promotion differs based on the skill of the opponent vanquished. If the unit vying for promotion retreated, it recies a -2 to its roll.

!TABLE!RANKS AND PROMOTIONS!
RANK HP CON GRN REG ELT GRD
CONSCRIPT 1 6+ 5+ 4+ 3+ 2+
GREEN 2 7+ 6+ 5+ 4+ 3+
REGULAR 3 8+ 7+ 6+ 5+ 4+
ELITE 4 9+ 8+ 7+ 6+ 5+
GUARD 5 10+ 9+ 8+ 7+ 6+

!CASUALTIES AND DEMOTION!
Every time a unit suffers casualties (loses HP), it may lose those members of the unit that had experience.
Every time a unit is wounded, roll 1d10 for demotion.

!TABLE!DEMOTION!
RANK CON GRN REG ELT GRD
GREEN 7+ 6+ 5+ 4+ 3+
REGULAR 8+ 7+ 6+ 5+ 4+
ELITE 9+ 8+ 7+ 6+ 5+
GUARD 10+ 9+ 8+ 7+ 6+


Them's the rules.

User Image - Blocked by "Display Image" Settings. Click to show.

This are map.
PICK YOUR NATION!
1: Gracchan Republic:
[E:12, S:10, M:8, P:10 STRENGTH:Infantry, WEAKNESS: Bombers]
{Military: Infantry (s3 divisions), Bombers (w1 wing), Armour (1 division)}

2:
[]
{}

3:
[]
{}

4:
[]
{}

5:
[]
{}

6:
[]
{}

7: Charon
[E:11, S:10, M:9, P:10, STRENGTH:Armour, WEAKNESS:Bombers]
{Military: Armour(s3 divisions), Bombers (w1 wing)}

8:
[]
{}

9: Zombiestan*
[E:10, S:10, M:10, P:10, STRENGTH:Bomber, WEAKNESS:Infantry]
{Military: Bomber (s2 wings), Infantry (w3 divisions) Warships (1 squadron)}

10: Sovatank*
[E:8, S10, M:12, P:10, STRENGTH: Warships, WEANKESS:Submarines]
{Military: Warships(s2 Squadrons), Submarines (w2 squadrons), Armour (2 divisions)}

11: Lady Merewyn's country that I forgot the name of... *
[E:10, S:10, M:10, P:10 STRENGTH:Armour WEAKNESS:nfantry]
{Military: Armour (S3 divisions) Infantry(W4 divisions)}

12:
[]
{}

13:
[]
{}

14:
[]
{}

15:
[]
{}

16:
[]
{}

17:
[]
{}

18:
[]
{}



[i:18c3479e87]Defence of capitalism, and oppression generally, boils down to: "The world is s**t, suck it up." Opposition to oppression starts with the opposite idea: "No I won't, because it ******** shouldn't be!"[/i:18c3479e87]
[imgleft:18c3479e87]http://i931.photobucket.com/albums/ad154/Gracchvs/RTFM.jpg[/imgleft:18c3479e87]

[imgright:18c3479e87]http://i931.photobucket.com/albums/ad154/Gracchvs/th_mcssymbolbanner1.png[/imgright:18c3479e87]



 
 
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