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GM Notes. Posted by Records Keeper. | Group: 0 |
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Author | Message | [bottom] |
Records Keeper GM, 5 posts Rise and Fall Glory or Shame Fri 4 Dec 2020 at 01:34 |
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Records Keeper GM, 6 posts Rise and Fall Glory or Shame Fri 4 Dec 2020 at 01:48 |
Tactics: how well trained military is Logistics: how well equipped military is Support: how public views war Recruit: Available population Political- Tribute: pay another nation Alliance: enter formal alliance, move units through shared territories Treaty: make offer to another nation Trade: Make direct sales to another nation Economic- Tax Rate: raise or lower income tax Import: Purchase Materials from global market Export: Sell materials to global market Investments: Invest in market materials Intelligence- Sabotage: destroy building Influence: stir rebellion Assassinate: kill advisor Spy: learn another nation's turn commands Knowledge- Research: earn knowledge points Develop: spend knowledge points Study Tome: Translate magical tome Discover Secret: learn secret | |||
Records Keeper GM, 7 posts Rise and Fall Glory or Shame Fri 4 Dec 2020 at 01:49 |
Factory: craft 5 materials Farm: harvest 5 rations Lodge: hire advisors Mine: mine 5 metal Lumber Yard: chop 5 wood Roads: improved travel, +2 speed towards destination when leaving city Academy: Build Support Units Temple: Build magical units Hospital: heal unit(s) 10 hp once per siege Castle: Capital only, full defense Wall: +2 AC defending units Harbor: build naval units Air Strip: build aerial units Moat: trap d8 damage before siege Spikes: trap d4 damage before siege Burning Oil: trap d6 damage before siege Home: + 5 population Forge: build artillery units Embassy: nation interaction Barracks: build Infantry units Stables: build Cavalry units Firing Range: build ranged units Aquifer: siege holdout x2 Keep: siege defense Hall: control Tavern: morale Dungeon: quell rebellion Bank: better interest rates This message was last edited by the GM at 22:19, Mon 07 Dec 2020. | |||
Records Keeper GM, 8 posts Rise and Fall Glory or Shame Fri 4 Dec 2020 at 01:56 |
Engineer: repair artillery and fortifications Commissar: unit doesn't break, if unit is broken during combat continues to fight but is dissolved after battle. Priest: heal 5 hp Bard: 1 reroll per turn Magic: Must build Temple to create unit. Each unit can cast 1 spell per turn in combat. Holy- Smite: 1d12 damage Bless: +5 to next roll Heal: replace 2 hp Banish: remove summoned unit from board Unholy- Drain: 1d8 damage, heal self 2 hp Curse: -5 to next die roll. Raise: resurrect dead (gift hp) Summon: summon unit of ghouls Elemental- Burn: 1d8 damage, charge 1 turn for one die type higher up to 1d12 damage, targets take 2 burning damage per turn for 2 turns. Freeze: trap unit in place for 2 turns, 1d4 damage Wind Tunnel: move target unit 3 spaces Wall of rock: +2 ac to unit defending targeted space. Arcane: Magic Missiles: x1 d12 damage, x2 d6 damage, x3 d4 damage Mage Armor: +2 ac Turn Ethereal: target cannot be detected or attack for 2 turns Ward: target cannot be cursed or blessed for 2 turns. Armor Light: +2 ac Medium: +3 ac, -1 speed Heavy: +4 ac, -2 speed Shield: +1 ac Infantry Hammer: 2d10 damage, -1 speed, ignore half armor round down Axe: 2d4 damage, x2 damage to unarmored or flanked units Spear: 2d8 damage, reach 1 Sword: 2d6 damage, +1 speed Ranged Short Bow: 2d4 damage, reach 2, +1 speed Long Bow: 2d6 damage, reach 4 Crossbow: 2d8 damage, reach 3, reload Musket: 2d10 damage, reach 2, reload Artillery Ballista: 4d4 damage, reach 4 Catapult: 4d6 damage, reach 6 Trebuchet: 4d8 damage, reach 10 reload Cannon: 4d10 damage, reach 8 reload Mounts Dog: +2 attack, reveal hidden units within 4 spaces Horse: +2 speed, charge +1 damage die Troll: +2 ac, +10 health Dragon: fly speed 4, +2 attack 3d8 damage Naval Transport: speed 2, hold 5, Escort: speed 2, hold 2, Destroyer: speed 1, hold 4, Raider: speed 3, hold 2, Aerial Winged: Speed 3, hold 0 Glider: speed 4, hold 1 Balloon: speed 2, hold 2 Barge: speed 1, hold 4 This message was last edited by the GM at 23:13, Mon 07 Dec 2020. | |||
Records Keeper GM, 9 posts Rise and Fall Glory or Shame Fri 4 Dec 2020 at 01:57 |
Player stats, nation bonus, etc Advisor- TBD Bonus to nation stats, army commander Training Level- Conscript: -2 to skill Militia: -1 to skill Regular: +0 to skill Elite: +1 to skill Special Forces: +2 to skill Experience: +1 per battle survived to max +3 from experience (green, hardened, veteran) Attributes Skill: unit training + experience (d20 mod for attacks) Weapon: unit damage Armor: unit armor class Health: unit health (20 starting health) Speed: unit move rate (2 spaces, minimum 1) Morale: unit condition Eager: 100% health Shaken: 50% health Broken: 25% health This message was last edited by the GM at 22:16, Mon 07 Dec 2020. | |||
Records Keeper GM, 12 posts Rise and Fall Glory or Shame Fri 11 Dec 2020 at 01:35 |
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