Recent Changes

Thursday, June 1

  1. file Map_Turn_2.jpg uploaded
    6:30 pm

Monday, May 8

  1. page Cond-Mercenary Guild edited ... Basic Uniforms Defense: 1 Cost: Free Typical gear for cannon fodder troops is no more tha…
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    Basic Uniforms
    Defense: 1
    Cost: Free
    Typical gear for cannon fodder troops is no more than a thick cloth uniform with leather pads in the most vulnerable positions such as the chest. As it offers almost no protection against modern fire arms nor any protection against the natural hazards of the wastes the best that can be said for it is that it is cheap enough to to have no practical impact on a regiment’s operating expenses.
    Civilian Armor
    Defense: 2
    Cost: 1 Cash
    Fortunately for a commander who actually wants their soldiers to come back, but is still concerned about the budget there are other options. The first is a variant of the alchemically treated suits worn by miners. With an additional armor layer and some metal framework it makes a quite adequate suit of armor that protects against Estrada’s Curse and more commonly bullets.
    Military Armor
    Defense: 3
    Cost: 3 Cash
    Availability: Restricted
    Unfortunately at its core the most commonly available armor is not much better than the mining suits it was based on. The actual militaries of the world provide their soldiers with something a bit more suited for combat. These armors are made of materials that are both flexible and designed to deflect bullets and shrapnel. With a built in air supply and alchemical filters a soldier can survive on the ground for as long as their rations hold out. Of course such armor isn’t available to just any commander who decides to form a regiment out of the local toughs.
    Commando Armor
    Defense: 4
    Cost: 6 Cash
    Availability: Classified
    When cost is no obstacle military supplies can be persuaded to show their top lines of armor. Designed for shock troops and elite commandos these are typically lined with the most advanced alchemical materials to deflect damage of any kind. Not only that, but these come standard with the kind communications and tactical equipment that normal soldiers can only dream of allowing unparalleled maneuverability and cohesion in combat.
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    Civilian Sidearms
    Offense: 1
    Cost: Free
    Troops expected to die in glorious human wave tactics do not get the best of equipment. They are typically provided a variety of civilian sidearms to give them the illusion of having an effective weapon. In reality however these sidearms are not designed for use in the wastes and are as likely to jam as fire.
    Ruggedized Rifles
    Offense: 2
    Cost: 1
    There are quite a few people in the wastes who would prefer to have more reliable weapons, and the need is filled by a number of low cost weapons manufacturers. Available in massive quantities these rifles are generally not particularly accurate or deadly, but they are guaranteed to fire in just about any conditions.
    Combat Arms
    Offense: 3
    Cost: 3
    Availability: Restricted
    Of course the best equipment is restricted to the kingdom militaries and their sponsored mercenaries. They have developed weapons that are accurate, fast firing, and still capable of working in the transmutative environment of the wastes.
    Master Crafted Weapons
    Offense: 4
    Cost: 6
    Availability: Classified
    The master gunsmiths of the world typically only work for the nobility, but for the right price they can be convinced to produce weapons for the more elite of mercenaries. Hand crafted from the finest materials these weapons are so lethal that simply pointing them at the enemy is practically all that is required to ensure a kill.
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    Offense: Special
    Defense: Special
    Cost: 4
    Most mercenary regiments can get their hands on a variety of ground cars, bikes, and steam carts that have been outfitted for combat. In general little more than light frames that have been retrofitted with a minimum of armor these vehicles offer little in the way of protection or additional firepower. Their main use is to get soldiers into and out of combat quickly, and as a side benefit this version of modern cavalry is significantly harder to hit than the slower foot soldiers.
    Mobile Fortresses
    Offense: 11
    Defense: 11
    Cost 20
    Availability: Restricted
    Small land crawlers outfitted with heavy armor and massive guns are the most potent forces on the battlefield. Nearly impervious to enemy fire and capable of destroying the heaviest concentrations of troops the sight of a mobile fortress is a sight to fear, and a sign that their commanders have committed to winning the fight. The downside is that they occupy the uncomfortable position of being too small to mount Alchemical shields and too large to be rapidly evacuated. As such they are extremely vulnerable to the more terrible manifestations of Estrada’s Curse. This high likelihood of loss combined with the extreme expense and difficulty in acquiring them means that mobile fortresses are relatively rarely deployed.
    Specialty
    Camouflaged Armor
    Defense: 3
    Cost: 5
    Most mercenary regiments equip their soldiers with flamboyant uniforms. The better to be seen and inflate their reputations after successful operations. A few however are experimenting with the idea of using quieter armor. This allows them to move in range of the enemy without being spotted and launch devastating surprise attacks. However only experienced soldiers are able to use such armor in an effective manner.
    Nothing Yet
    (view changes)
    6:41 pm

Tuesday, May 2

  1. page Comments and Suggestions edited ... 1. I think you can tie Attribute gain to Influence with NPCs. You gain Influence with NPC A (R…
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    1. I think you can tie Attribute gain to Influence with NPCs. You gain Influence with NPC A (Recruitment) and they begin to supply you with troops (+Recruitment). This gives Players more stakes to work with certain NPCs and see their fortunes rise. And perhaps tie the amount to Faction Assets - so the maximum number of Attribute points, NPC can provide would be limited and raise and fall with it’s fortunes.
    2. Allow use of Attributes to provide Power to your side in Contracts. For example use 1 point of Logistics to say, your troops are well-supplied for the mission or 2 points of Intelligence, to say, good reconnaissance improves battle odds in your favor. Based on the type of mission, 1 Attribute Point can be equivalent to Trained Grunt (5 Power) or up to Elite Grunt (12 Power). If Intelligence would be of vital importance it can provide 8-12 Power. If it would be of little use, it could provide 2 Power.
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    Veteran, etc.
    The
    The Grunt wages
    ...
    EoTs too much.
    4.
    much and you can probably adjust payouts to keep the current faction growth balance.
    4.
    I think
    ...
    Stealth equipment.
    Suggestions (Thelonius)
    I think what you need to do is to give players more room for politics, so they can influence what contracts happen, could plot double-crosses or complicated combinations and have more stakes in the contracts, beyond cash payouts.
    (view changes)
  2. page Comments and Suggestions edited This page is for any comments about places where the game needs improvements. Or suggestions about …
    This page is for any comments about places where the game needs improvements. Or suggestions about the same.
    Comments
    Suggestions 2 (Thelonius)
    1. I think you can tie Attribute gain to Influence with NPCs. You gain Influence with NPC A (Recruitment) and they begin to supply you with troops (+Recruitment). This gives Players more stakes to work with certain NPCs and see their fortunes rise. And perhaps tie the amount to Faction Assets - so the maximum number of Attribute points, NPC can provide would be limited and raise and fall with it’s fortunes.
    2. Allow use of Attributes to provide Power to your side in Contracts. For example use 1 point of Logistics to say, your troops are well-supplied for the mission or 2 points of Intelligence, to say, good reconnaissance improves battle odds in your favor. Based on the type of mission, 1 Attribute Point can be equivalent to Trained Grunt (5 Power) or up to Elite Grunt (12 Power). If Intelligence would be of vital importance it can provide 8-12 Power. If it would be of little use, it could provide 2 Power.
    3. Add condition, that Grunts surviving the mission must be paid a flat wage of 1 or 2 Cash (whether they are Green or Veteran). Or 1 for Green, 2 for Trained, 3 for Veteran, etc.
    The Grunt wages would be subtracted from the Contract payout. This shouldn’t complicate EoTs too much.
    4. I think you can add Missions of internal politics - factions of the same nation, working to get an upper hand. And perhaps add Stealth equipment.

    Suggestions (Thelonius)
    I think what you need to do is to give players more room for politics, so they can influence what contracts happen, could plot double-crosses or complicated combinations and have more stakes in the contracts, beyond cash payouts.
    (view changes)

Monday, May 1

  1. page Cond-Rules edited ... Contracts In this game the primary action that can be done is to take contracts. Each contrac…
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    Contracts
    In this game the primary action that can be done is to take contracts. Each contract involves sending out grunts and equipment to fulfill a task ranging from basic security work to commando raids on enemy installations. Each contract is broken down into the provider, the rating, and the payout.
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    accurate rating.
    Rating is a little more vague. In general the employer will provide the combat rating, which they think is necessary to complete the mission. However they are not omniscient and circumstances may arise that will affect the target rating. To guard against this use Intelligence to determine what other issues might arise on a contract.
    Completing a contract is fairly straightforward. Each contract will have a target rating. If the combat power of the grunts sent to fulfill the contract meets or exceeds the target rating, then the contract will be won. Casualties will then be calculated based on how much the combat power exceeded the combat rating.
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    of leadership.
    Experience of a Grunt:
    Green: 2 Power
    ...
    Veteran: 8 Power
    Elite: 12 Power
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    environmental causes. Each grunt needs a set of equipment as they refuse to enter the field unarmed. However that does not mean their equipment has to be very good.
    Communications
    Typically messages between mercenaries aren’t very secure. It is taken as a given that any message not specifically encoded will be read by more than just its intended recipient. To counter this one or more points of intelligence can be used to encrypt a series of messages. This will apply for the entire discussion between the involved parties, though each side will have to encrypt its own messages Anyone wishing to read this series must then spend 1 more point to decrypt them than was spent to encrypt them in the first place.
    (view changes)
    8:47 pm
  2. page Cond-Contracts edited Contracts When a contract is posted with the Mercenary Guild they fall under one of nine types.…

    Contracts
    When a contract is posted with the Mercenary Guild they fall under one of nine types. Each has a specific objective, and specific consequences. And while the target rating may vary between contracts those of the same type will generally stay in the same range. In general a nation will offer a payout slightly less than they would need to outfit a force to complete the contract on their own. Which may or may not be a worthwhile reward depending on their intelligence of the situation.
    Defense Contracts
    Also called infrastructure contracts these are ones issued by a nation that wants to increase its own power, which they all do. So defense contracts are issued regularly. They tend to be relatively safe and straightforward making them a favorite for cautious mercenaries.
    Scout
    The simplest mission. This involves scouting a particular region for useful minerals and strategic locations. The only hazards are general banditry and the local environment. If successful a new Asset location is acquired. Simple however does not mean safe. By definition these regions have not been surveyed recently and as such may hold all manor of dangers. As such they the rating provided is the least accurate of any contract and represents more of a guideline.
    Reward: Cash or Asset Location (Depending on if done for an employer or not.)
    Escort
    These missions are somewhat more difficult as they involve guarding a convoy of valuable goods as it moves across the wastes. This attracts all the local bandits in the region and as such is significantly more hazardous. An escort mission is always required to move the gear necessary to set up an outpost to a new asset location, and canny bandits are quick to pick up on this. Thus an escort mission immediately following a scouting mission can be substantially more dangerous.
    Reward: Cash and influence
    Guard
    Guarding an outpost in the wastes is somewhat up to chance. Bandits will rarely attack such fortified positions en masse. However their is the chance that other nations will. These are the most common contracts, and nations will generally issue them to their favored mercenaries as a subsidy. So if they are being posted with the Mercenary Guild it means they will be especially dangerous or the nation in question is straining to cover all of its assets.
    Reward: Cash and Influence
    Attack Contracts
    These contracts are offensive both in nature and results. Nobody likes being attacked to carrying out an attack contract will gain the ire or the defending nation. Mostly against the nation that issued the contract, but to a lesser extent the mercenaries that carried it out. Combined with the fact that the mercenaries must attacked fortified locations and these contracts can be quite risky. However they have commensurate rewards.
    Raid
    Effectively the opposing side of an escort of guard mission. Mercenaries hired for these will quickly attack their target and make off with any loose valuables. Generally fairly safe as long as the initial defenders can be quickly overwhelmed. And if done right it can be played off as bandits, at least officially.
    Reward: Cash, Influence, and Tension
    Pillage
    A more extended raid. On pillage contracts mercenaries must not only attack and win, but also suppress the guards long enough to completely destroy whatever they were guarding. This can be difficult. And it is much harder to downplay it as the work of bandits. Both because bandits rarely stick around that long, and because it allows opportunities for reinforcements to identify the attackers.
    Reward: Cash, Influence, and lots of Tension
    Capture
    The most hazardous of all raids. Mercenaries contracted for a capture mission must completely eradicate the guards and then hold out against reinforcements long enough for their employer to move garrison forces into the area. For obvious reasons this can not be waved off as a bandit attack, and while everyone makes raids now and then to actually capture a mine or outpost is tantamount to declaring war.
    Reward: Cash, Influence, and probably a War
    Miscellaneous Contracts
    There are few contracts, which are either special or not issued by nations.
    Cleanse
    There are many hazards involved in a cleansing mission. The first is that the equipment required to clean an area is extremely valuable and prone to being stolen. Bandits need to keep their bases safe too after all, and even damaged equipment has uses. Second the equipment will send the environment into flux, which greatly increases the inherent danger of the area until the process is complete. And third any enemies of the mercenary band or owners of the area would be quite pleased to see them fail and are likely to launch spoiling attacks.
    Reward: Cash and loads of Influence
    Alchemical Expedition
    Alchemists are always looking for new reagents and data on how various environmental conditions. As well as how such things affect the people will interact with them. Most of them however are unwilling to risk their own necks getting that information. Most of the time they are also too poor to fund profitable expeditions. As such what they offer is some of their hard won information to mercenary regiments willing to take such risks for them.
    Reward: Secrets
    Training
    It is possible to send grunts into the wilderness to train their survival skills. As this also usually leads to them fighting mutated beasts and local bandits it has the happy effect of clearing out a territory and making it safer to operate in. At least for a time. If done in the territory claimed by a nation this generally gains a little bit of influence, though not much since it was not asked for.
    Reward: Grunt Experience, maybe influence

    (view changes)
    8:45 pm
  3. page Cond-Rules edited ... Stats Each mercenary regiment has a number of statistics from which its operating strength ar…
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    Stats
    Each mercenary regiment has a number of statistics from which its operating strength are derived. These are its recruitment capability, its leadership, its intelligence assets, its logistics division, and diplomacy.
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    number of trained grunts for
    ...
    company takes. Grunts don't need these officers to actually undertakeThree grunts can be sent per point of leadership. So having a contract, but they perform much more effectively with high leadership than without. Grunts performingis essential in order to command a contract with no leaders will perform quite badly.lot of grunts whether they are sent on multiple contracts or only one.
    Intelligence is most useful in preparations before the battles are started. Intelligence allows a regiment to evaluate the risk of each contract, what enemy forces are expected, and what might happen that isn't explicitly laid out in the contract. It also helps in spying on the doings of the other regiments. As it is needed to provide the information that players then act on Intelligence is always spent during the diplomacy phase.
    Logistics is what allows a company to field better equipment. Logistics can be used to get discounts on equipment and some types of equipment will require minimum amounts of logistics to even deploy and use.
    ...
    Contracts
    In this game the primary action that can be done is to take contracts. Each contract involves sending out grunts and equipment to fulfill a task ranging from basic security work to commando raids on enemy installations. Each contract is broken down into the provider, the rating, and the payout.
    ...
    the major nations or mining guilds.nations. Completing the
    ...
    increase the influenceassets of that
    ...
    said nation. Each contract is rated one to five according to their difficulty. With one being low risk security missions and five being effectively a one way trip. Payout is
    ...
    and stats.
    In
    In general only the rating and payoutemployer will be provided by the employer. More information can be gained by using intelligence. Thisprovide an accurate rating.
    Rating
    is cumulative. Using two points of intelligence will give botha little more vague. In general the enemy numbers and equipment. In addition by using favors or diplomacy an employer can be persuaded towill provide their own intelligence on the enemy.
    Intelligence Used - Information Provided
    1 - Exact Enemy Numbers
    2 - Exact Enemy Equipment
    3 - Exact Enemy Experience
    Each contract has several rounds. During each round each grun gets
    combat rating, which they think is necessary to roll a die. The result modified by leadershipcomplete the mission. However they are not omniscient and equipment is compared summed withcircumstances may arise that will affect the result of everytarget rating. To guard against this use Intelligence to determine what other grunt and compared toissues might arise on a contract.
    Completing a contract is fairly straightforward. Each contract will have
    a target number determined by the rating. If sumthe combat power of all the grunts managessent to beat the numberfulfill the contract is completed successfully. Next each individual die roll is compared to the armor of the enemy, and if it meets or exceeds their armor rating the enemytarget rating, then the contract will take a casualty. The enemybe won. Casualties will then be doingcalculated based on how much the same thingcombat power exceeded the combat rating.
    Combat power is equal
    to the grunts. Further rounds are rolled until one side ornatural power of the other retreats,grunts plus their equipment. However only three grunts can be sent per point of leadership.
    Experience of a Grunt:
    Green: 2 Power
    Trained: 5 Power
    Veteran: 8 Power
    Elite: 12 Power
    Equipment
    is dead, or the contract is successfully completed.
    As such it is possible
    full set of weapons and armor issued to successfully complete a contract and still have all your grunts die. It is also possibleeach grunt. Each set of equipment has an attack rating which adds directly to failthe grunts. A defense rating, which reduces their chance of becoming a contract and not lose anyone.casualty. And an environmental protection rating, which reduces their likelihood of dying to environmental causes.
    Communications
    Typically messages between mercenaries aren’t very secure. It is taken as a given that any message not specifically encoded will be read by more than just its intended recipient. To counter this one or more points of intelligence can be used to encrypt a series of messages. This will apply for the entire discussion between the involved parties, though each side will have to encrypt its own messages Anyone wishing to read this series must then spend 1 more point to decrypt them than was spent to encrypt them in the first place.
    (view changes)
    8:25 pm

Monday, March 27

  1. page Comments and Suggestions edited ... Comments Suggestions (Thelonius) ... cash payouts. Proposal 1 1. We need a list of NP…
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    Comments
    Suggestions (Thelonius)
    ...
    cash payouts.
    Proposal 1
    1. We need a list of NPCs (I think current NPCs are fine).
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    Ships: for naval engagements
    Agreements: permission from local warlords to act in their territory.
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    on foot.
    Suggestions
    HerbieRai - I think there needs to be more motivation for players to talk with other players. Another idea would be extremely hard contracts that would require pcs to ally (and potentially betray) to achieve. You would need very good rewards for these since they would be split.
    (view changes)
    5:53 pm

Sunday, March 26

  1. page Cond-NPCs edited ... 35 7 NPC Rules The main goals of the NPCs is to gain the most prestige and destroy their r…
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    35
    7
    NPC Rules
    The main goals of the NPCs is to gain the most prestige and destroy their rivals. Prestige can be gained and lost in small quantities by gaining and losing assets, or in much larger values by winning or losing wars. Therefore the NPCs main activities focus on gaining assets, destroying their rivals assets, and ensuring that they have sufficient forces and allies to win a war with their enemies.
    Assets
    The main component that drives this is the Asset. Every turn each asset will provide an NPC with 5 wealth to use in its plans. Gaining an asset will give the NPC 0.2 prestige, and losing one will cost it 0.4 prestige. As such NPCs take losses very seriously.
    Creating and maintaining an asset requires four steps, which are the primary method of contract generation. First an asset site must be located. Second the NPC must stake their claim on the site. Third the NPC must invest in the appropriate infrastructure to put the Asset in working order. And finally the NPC must maintain a guard on that asset to keep enemies for destroying it.
    Secrets
    In addition to assets, wealth, and prestige NPCs also have secrets. Secrets can be used to purchase nation wide traits, improve the equipment available to the NPC, locate enemy assets, or hide their own assets more securely. The only way for an NPC to gain a secret is to be given it by a mercenary or alchemist faction.
    Factions
    Each NPC is divided into several factions, which focus on various aspects of the NPC. Each faction will attempt to issue contracts to improve its own assets. Only the best of these will be shown at each turn, but they are all available on request.
    These factions are the source of most stats as each one can give up to 1 stat per 5 assets it possess per turn as a reward for a contract. However each faction can only give out stats that correspond to its own sphere of influence.
    War
    Each time an NPC is attacked, loses an asset, or otherwise suffers embarrsement it gains tension with the offending NPC. Once this tension becomes high enough it will declare war. When this happens it effectively functions as a substantially larger mercenary regiment. Each individual faction will distribute its assets between its spheres of influence with each asset becoming 5 of the pertinent stat. Royal and Imperial factions get 5 of each stat per asset.
    The NPCs start the war with a number of grunts equal to their recruitment however each one is treated as trained and automatically has whatever equipment is standard for that NPC. Royal factions start with veteran grunts, and Imperial factions gain elite grunts.
    The NPCs involved in the war will then conduct the war according to the following levels.
    10 Tension - Border Skirmish
    Both NPCs wager 5 prestige. One turn of battle is conducted and the winner gains the prestige pot and 2 assets from the loser. However the loser gains 5 tension. Royal and Imperial factions will not engage in border skirmishes. NPC allies cannot be called.
    50 Tension - Small War
    The NPC declaring the war will declare a target number of assets and prestige it wishes to gain. The NPCs will then fight for a maximum of three turns. The NPCs involved can make a peace settlement any time before that. However at the end of three turns the NPC with the most success in battle can dictate terms up to the number of assets and prestige initially declared. NPC allies cannot be called.
    100 Tension - Great War
    The NPC declares total war on its opponent. War continues until one side forces the other to accept peace terms. Losing side cannot be forced to give up more than half of its assets and prestige. NPCs can be destroyed during the course of the war however.

    Benita Guild
    Manu Benita
    (view changes)
    5:59 pm
  2. page Cond-NPCs edited ... Spanish Empire The disputed master of the world. From the capital of Madrid the Spanish Emper…
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    Spanish Empire
    The disputed master of the world. From the capital of Madrid the Spanish Emperor rules an empire that spans across most of South America, the western coast of Africa, and multiple large territories in Asia. Spanish alchemists retain a distinct edge over their peers, the Spanish army is the largest in the world, and it’s treasury is overflowing with alchemical wealth.
    Faction
    Leader
    Sphere of Influence
    Prestige
    Secrets
    Wealth
    Assets
    House Habsburg
    Charles V, Holy Roman Emperor
    Imperial
    20
    20
    100
    20
    House Jorge
    Prudencio Jorge
    Recruitment
    N/A
    5
    25
    5
    House Felicidad
    Virgilio Felicidad
    Leadership
    N/A
    5
    25
    5
    House Eugenia
    Melisa Eugenia
    Intelligence
    N/A
    5
    25
    5
    Benita Guild
    Manu Benita
    Logistics
    N/A
    3
    15
    3
    Augusto Exports
    Sara Augusto
    Diplomacy
    N/A
    3
    15
    3

    Faction
    Leader
    (view changes)
    5:16 pm

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