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Semjax
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Semjax


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Join date : 2011-04-20

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PostSubject: Campaign System   Campaign System Icon_minitimeMon Jun 27, 2011 1:20 pm

I've been juggling this along for a while now, The way you battle is okay, but what if we made this more realistic? When I say realistic, I mean more like war would be. Like with Generals and Units and such. As such I have begun to think up the Campaign System which will be used when we begin to actually RP out the war with Septamia. Then I walked into the room and took over.

The first things that you need to know are explanations on Rounds, Terms, and other such things. I will begin with Rounds, Rounds are decided in Phases, Such as a Player Phase, and an Enemy Phase. During the Player Phase, all the players get to move till their movement Range in each squad is depleted. The order that the people go are decided by their Dexterity, like in normal battle. Each Commander can have up to 3 squads per 2 levels, Not counting their own squad. The Commanders squad has nothing but the commander in it, however the 'Hero' or Commander as we will call it can attack the unit with their abilities and such. However a few things will change, All abilities will have a set Unit Number Destruction, or UND, based on the ability which will be given out at the time of the usage of the ability.

The Campaign System will take a lot of work, But the basic concept is people splitting up and going across the map to follow certain objectives using units assigned to them to complete the assignments given to them. Each unit will have a specialized trait and their own stats to do certain things, For example the units information will be set up like this:

Grenadiers
Movement Range: 5
Unit HP: 25 (5 per unit)
Unit AP: 3
Unit Members: 5

Bonus' against Units
+1 Against Foot Soldiers
-1 Against Artillery/Snipers/Rouges

Terrain Data
Grassland: 0.5 MR
Forest: 1.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 3 MR
Road: 1 MR

Weapons
Grenades: 1 AP, Range 3 - 6x explosive damage, can attack two units at once.
Grenade Launchers: 2 AP, Range 7 - 8x explosive damage, can attack two units at once.
Mines: 1 AP - q3+Unit Number mines are placed in a square. Deals 5x explosive damage to enemy units who step in this square.

Armor
High Tech GHOST Armor: Lowers Attacks on Unit HP by 1.

Special Abilities
Take Cover!: 1 AP - Boosts defense by +1 vs non AoE enemy effects.

We will now talk about Unit HP. The Unit HP is the collective hit points of each member in the unit, based on it's members; An example Unit has five members with 5 HP each; hence it's Unit HP is 25. Should it fall below any increment of five, one member is considered 'fallen' and can no longer battle. If Unit HP reaches 0, the squad will be defeated. Once a Unit is defeated, it can no longer be used, and it clears up a slot in the leading Field Commander's team. If the Field Commander calls it in, the General can send in another Unit, however it usually takes the amount of time spent traveling from the base to the Field Commander before they can be used.

Now, you might be wondering 'Semjax, What in the world are we rolling?' Well to put it simply this will be a basic d10 success system. When you come into contact with an enemy force you can choose to attack them, And once you choose to attack them you enter what is called a 'confrontation'. While in this confrontation you can use your AP, or Action points to dictate how many attacks you can do on a target at one time. Each squad has a set amount of AP which determines how many actions you can do in one confrontation. To attack, you roll (# of Unit Members + any bonuses/penalties)d10. So, for example, say that your Grenadier unit of 5 comes up against 6 Foot Soldiers. you have 3 AP left and your Grenadiers have a bonus against foot soldiers, You decide to use all 3 AP, you would roll three sets of 6d10 VS three sets of 5d10. Now you determine your successes. What are those? They are the results of each d10. It goes as follows: 1-5 = Failure; 6-9 = 1 Success; 10 = 2 Successes. You tally up the amount of successes and then compare the results of both squads If the attacking squad has more successes, they would ten take the difference in successes and roll their weapon/ability damage which is then applied to the defender.

At this point you may be wondering, But what about our characters? Will they be able to fight? The answer is, Yes. They will be able to fight and control their own squads as a Field Commander. However, you'll be using the Field Commander stats, and abilities based off your characters abilities. Everyone has -one- Field Commander and once its stated out it can't be changed without spending some GT to have the Agency change your unit around to a different unit base. Now you might also be wondering, But does that mean we're not going to use the old system? The answer to this is, No. We will be using the old system, but not during Campaign System missions, with the exception of 'Duels'. Duels are simply when you come into contact with another Field Commander, You can call out their commander and have a one on one duel with their commander to decide the fate of the unit. Should you win their unit will be wiped out, should you lose, your unit will be wiped out. This isn't always sure fire either, The Commander may not fall for your taunts, and you might not fall for theirs. In the end its all dependent on your Charisma Skill.

A small note since I just mentioned it, The number of Units that you can have under your command, as well as the Unit Number for your commander unit are decided by the Charisma skill as well. Your number of Units is decided by taking your Charisma Skill and dividing it by 20. However much the number comes out to be is how many grunt units you can start with or call at any given time during the mission. As a sidenote, this doesn't include possible stragglers, whom you can pick up throughout the mission should you be lucky enough to. Now, Your Unit HP is decided by your Charisma Skill as well; to get this number, you multiply your Charisma Skill by 3 instead of dividing; the total number that you come up with is your total Unit HP and it decides how long you take till you are removed from battle.

Now, on the topic of Field Commanders. You are able to upgrade this unit by entering skirmishes or confrontations with other units and defeating them/winning it. This is a high reward/high cost situation, as it puts your commanding unit in immediate distress and danger allowing them to be attacked. But should you win, you will receive 1 point towards your upgrade level. Every Level you will receive bonuses to your Field Commander as part of the upgrading process as to be decided with a discussion with the GM. Upgrading can do many things which can help you in battle, including raising your Movement Range, Unit Number, Bonuses against Units, and adding new abilities to your selection of abilities. Upgrading is important, but as stated extremely dangerous. Below here will be the ranks of upgrading and the number of wins required. It should be noted also that the ranks don't reset every battle, but stay with the commanding unit every battle, if the commanding unit is defeated, the Rank resets, Also the number of wins resets every rank up as well.

New Status: Beginning Rank
Veteran Status: 0/3
Hero Status: 0/12
Warlord Status: 0/24
Master Status: 0/48
God Status: 0/96

One last thing about individual Field Commanders. If a field commander is within range of a Unit, under their command or otherwise allied (but not controlled by another player), they can use an AP to 'Merge' with that squad. While merged with the squad, the Field Commander and Unit act as one; The Unit moves around as normal, but can now benefit from the skills and abilities of the commander. The main bonus to the Unit is a boost of d10s on their actions equal to the commander's Charisma score divided by 10 (rounded down). The field commander is also immune to being specifically targeted, except in the cases of discriminatory attacks (called shots), area of effect attacks, or if the commander is challenged to a duel. The field commander is forced to rely on the Unit's AP, however, they are allowed use of 1 AP of their own to attack or use abilities on their own freely without affecting the Unit (powerful attacks or abilities that cost more than 1 AP can use both this point and draw from the Unit AP pool). If the Unit is defeated, the Field Commander is no longer considered merged; should any overflow damage occur from when the unit was defeated, it is transferred onto the commander, and then they are allowed to act as they would normally. Only three field commanders can be merged to an infantry unit (two to a mechanized unit) at a time; the Unit can only benefit from the Charisma score and bonuses of one commander, considered the one 'in charge', however any other commander is still allowed their 1 AP to act while moving around with the group. It is possible for three or four field commanders to merge into a group of their own; in such an uncommon case, they pick a 'leader' to provide Charisma bonuses and leader perks, share an AP pool, and divide damage received evenly between them. This is a very rare occurance, however, and not to be taken lightly for the risks that can occur.

The next thing that should be discussed is the 'turns', We don't have them. During Campaign you will have 'Phases', phases is where the entire group may do their turn at one time instead of just one at a time. There are two kinds of phases, Player Phase and Enemy Phase. The Player Phase consists of the Players doing their movement and actions for their Units and Commanders. The Enemy Phase consists of the enemies doing their movements and actions for their units and commanders. After Every Phase is done the Map will be updated and you will proceed to the next round to handle the two phases again.


Last edited by Semjax on Sun Aug 14, 2011 8:45 am; edited 11 times in total
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Semjax
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PostSubject: Range, and Terrain   Campaign System Icon_minitimeSat Aug 13, 2011 9:43 am

Now I'll be going through and explaining what each of those things mean, Starting with the MR, or Movement Range. Each battlefield will hold a certain amount of squares that count as 1 Space, Each unit has a MR depending on how heavy their load-out is. For example, as above the Grenadiers have 5 Spaces a turn, This also means that you can go in any direction except diagonal. To reach a Diagonal space you must spend 2 Movement Spaces to move once in the right direction then go forward. There are a few key examples that I would like to go through in this explanation, the first being the difference in Terrain. While in certain Terrain that your units are not exactly familiar with you may have to use more 'Movement Range Points' to traverse through it. For example, A Grenadier's unit is good on Land, and Grassland, While they are not so good on Mountain Ranges and Water, This being said the Grenadier can move -0.5 points for Land and Grasslands, while they have to spend +1 points to move on Mountain Ranges and Water. There for they would be effectively spending 0.5 Points on Neutral Land, and Grasslands, while spending 2 Points on moving on Water, or Mountain Ranges.

All known Terrains will be noted on the map in a certain color so that you know how many squares it takes up, and what you have to do. The colors are:

Green = Grassland
Dark Green = Forest
Yellow = Desert
Orange = Mountain Range
Red = Unaccessable
Blue = Water
Dark Blue = Deep Water
Brown = Road

Maps for the most part will look like this:

Campaign System 9to8ih

Now there is another thing we plan on introducing here is a 'Height System' that'll give ranged units a better advantage and players a more strategical outlook on the battle in question. Now, You are probably wondering what the heck I'm talking about so allow me to explain. On Mountain Ranges and other forms of 'High Ground' on the map will be marked with a set amount of 'footage' depending on how tall the 'high ground' is. Every 100 FT that the Ranged unit is on on the mountain grants it a +1 to its roll. This can get a bit tricky since you'll need to add and subtract a good deal, but it's not as bad as it look. Lets say, for example, that you are on the Cobaldian Mountain Range as Archers, and are on the tip top of the mountain which is 700 Feet, and there is a Grenadier unit on the 300 Feet marker. The way you decide this is by finding the difference and divide it by 100: (700 - 300)/100) = 4, which is the extra amount of d10's to add to the attack roll. In this case, it would come out as 10d10 (5 Archers, with a +1 vs Grenadier units and a height advantage of +4) VS 5d10 (5 Grenadiers, +1 Armor, -1 against Archers/Snipers/and other Ranged based things). Simple once you get the hang of it. If the archers are pressed to defend against the same Grenadiers, the range advantage becomes the Archers' defense bonus as well which the Grenadiers must struggle against.

An Example of the map with height included:

Campaign System 200bbrl
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