Trektek
Happy Necromancer
Nation Sheet
Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help!
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Nation Name: (Simple)
Colonizer or Native : (Choose which one and then two bonuses from the below)
Capital City: (Simple)
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government: (Do they have an elder council? Democratically elected officials? Crazed dictator?)
Leader: (A few lines or paragraphs on your countries leader and who they are)
List of Races: (What races make up your nation? Humans? Elves? Etc)
List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)
Religion: (What are your nation's religious beliefs? The more detail the better)
Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)
End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)
Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop, Elite, Legendary)
Tier: (Starting units are always Tier 1)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)
Trait: (What is special about the unit? Heavy armour? Quick? Special tactics?)
History: (As long or short as your want, provide a background to your nation.)
15. Example Sheet
Nation Name: Mikhail’s Mercenaries
Colonizer or Native : Colonizer: Extra 50 Starting Resources, Two Ships
Capital City: Base Alpha
Nation Flag:
Government: General Mikhail and a small council of his Commanders
Leader: General Mikhail broke away from his home nation of Vladistok and formed his own mercenary organization. He decided to bring it to the new lands of Hortencia to sell his services to the highest bidders. Both a somewhat shrewd businessman and brilliant tactician, he stands to make him and his people rich, even as they carve out their own lives on this new continent. Mikhail is 6’5”, muscular, with a dark black goatee and short cropped hair. He wears a grey military uniform with his faction’s sword and shield emblazoned on the top right corner of his shirt
List of Races: Mostly Humans with some Orcs and Ogres in the mix
List of 3 Story Characters: General Mikhail- Leader of this mercenary nation, he is having to deal with all the rigors of running his own large scale mercenary company. With his many years of experience, this commander of warriors has what it takes on the battlefield, but does he have what it takes to run a nation?
T’Okren- An Orc warrior that joined up with Mikhail’s Mercenaries in hopes of becoming rich and reaching Honored Warrior Status within his Clan. His homeland no longer had the opportunities to become an Honored Warrior, but as this is a new and dangerous land, perhaps he can complete this task.
Isabella- A disgraced Doctor that has found her talents of use with the new mercenary company. They don’t care about her past and she doesn’t like to bring it up. But this place and this new land, is an opportunity for a fresh start away from the Old.
Temperament: Militaristic and Money Hungry as befitting a mercenary nation
Religion: There is no uniformed religion and its members are able to worship whatever gods they like as long as it doesn’t interfere with the job
Preferred Region: Coast due to Colonizer status
End Goal: Become the premiere Mercenary company on the continent and become very, very rich
Policy: We have the Numbers: When training units, Mikhail’s Mercenaries are able to train a second batch in the same group without using an extra action. However, this action is cost +half cost
Strengths:
Intense Training: Due to the harsh training regimen for all his forces, they gain +1/+1 in addition to their normal starting stats
Harsh Weather Training: Mikhail’s Mercenaries special in training in all types of weather. All units are not affected by any normal weather penalties.
All Terrain Training: Mikhail’s Mercenaries serve with training in all kinds of environments. They don’t suffer movement penalties from the environment. Still suffer other effects from Blighted lands though.
Weaknesses:
Mercenary Forces: All of his units, being a part of this mercenary outfit, cost more due to their high level of training. All units are cost and a half in price
Poor Trading Skills: This Mercenary Group isn’t very good at trading and only gains half Resources from Trading Routes
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)
Name: GreenHorns
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)
Trait: Alternating Fire: When Standing next to at least 1 other GreenHorn, gains +1/0. Does not stack.
Name: Trappers
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)
Trait: Traps Galore: Before the start of battle, for each trapper roll a d10. On a 7+, for each success, 1 enemy unit is trapped and unable to participate in the current battle. (Note, after the battle, they are free to retreat or attempt to attack again. They are not captured by the Trappers and are merely incapacitated for that current battle)
Name: BlackShirt
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1 (2)
Def: 1 (2)
Trait: Battle Hardened: Blackshirts gain a save on an 8+
History: Mikhail’s Mercenaries started as a distant dream to the soldier Mikhail of Vladistok. He soon grew weary of his home nation, a place that seemed to mistreat their soldiers and hold them as disposable, throwing away the soldiers into the meat grinder of battle, while keeping those soldiers of a noble background, safe and sound out of harm’s way.
The man had had enough. He took with him other like minded individuals and founded the core group that would be the beginning of their mercenary organization. It wasn’t long before they started taking jobs, their numbers growing after each successful mission.
He knew that it was time. Gathering up the other Commanders, the newly christened General had called them so they could hear the new plan for their organization. They would be gathering up on two ships that he had purchased and head to the new world, the continent of Hortencia. Other nations have gone there to colonize, and there were natives as well. It would be the perfect opportunity for them to strike first and gain ground, becoming rich in the process of becoming the number one mercenary organization operating on the continent.
Rules and Generic Terms
Starting Bonuses
The below is the list of starting bonuses options for natives and colonisers. Those in Bold are recommended, but not required:
Starting Bonuses for Native Nation:
Starting Bonuses for Colonizers:
Initiative
This is the order in which units attack in combat. All units in the same tier will be able to make their attacks even if they are killed by another unit in the same tier. However, if a unit from the first tier kills a unit in standard, the unit in standard will not be able to attack.
Limits
Below is the CS to apply for the RP. For your benefit there is an example below the template so please take a look at it. If you need any help then please do not hesitate to ask, we're here to help!
-----
Nation Name: (Simple)
Colonizer or Native : (Choose which one and then two bonuses from the below)
Capital City: (Simple)
Nation Flag: (Picture required but if struggling get in touch with Sully)
Government: (Do they have an elder council? Democratically elected officials? Crazed dictator?)
Leader: (A few lines or paragraphs on your countries leader and who they are)
List of Races: (What races make up your nation? Humans? Elves? Etc)
List of 3 Story Characters: (Possible 3 characters that will get focus within your nation’s story.)
Temperament: (Is your nation peaceful? Aggressive? Militaristic? Money hungry? Etc)
Religion: (What are your nation's religious beliefs? The more detail the better)
Preferred Region: (Does your nation like living on the coast? Mountainous areas? Grasslands? Etc)
End Goal: (What is your nation's ultimate goal? This will help us create your nations quest line to unlock a unique buff)
Policy: (Select from the preselected list or create your own. Bonus will be confirmed by GM. Comes with a negative that is provided by the GM. Start with 1 but can have up to 3 active during gameplay)
Strengths: (What three things is your nation good at? We will create in game buffs to match your choices.)
Weaknesses: (What two things is your nation weak at? We will create in game debuffs to match your choices.)
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)
Name: (Warriors, soldiers etc, whatever you like)
Type: (Troop, Elite, Legendary)
Tier: (Starting units are always Tier 1)
M: (Movement value on the map, default 1)
HP: (How many successful hits to kill, default 1)
Attacks: (How many dice to roll when this unit attacks, default 1)
Off: (Units Offense modifier, default 0)
Def: (Units Defence modifier, default 0)
Trait: (What is special about the unit? Heavy armour? Quick? Special tactics?)
History: (As long or short as your want, provide a background to your nation.)
15. Example Sheet
Nation Name: Mikhail’s Mercenaries
Colonizer or Native : Colonizer: Extra 50 Starting Resources, Two Ships
Capital City: Base Alpha
Nation Flag:
Government: General Mikhail and a small council of his Commanders
Leader: General Mikhail broke away from his home nation of Vladistok and formed his own mercenary organization. He decided to bring it to the new lands of Hortencia to sell his services to the highest bidders. Both a somewhat shrewd businessman and brilliant tactician, he stands to make him and his people rich, even as they carve out their own lives on this new continent. Mikhail is 6’5”, muscular, with a dark black goatee and short cropped hair. He wears a grey military uniform with his faction’s sword and shield emblazoned on the top right corner of his shirt
List of Races: Mostly Humans with some Orcs and Ogres in the mix
List of 3 Story Characters: General Mikhail- Leader of this mercenary nation, he is having to deal with all the rigors of running his own large scale mercenary company. With his many years of experience, this commander of warriors has what it takes on the battlefield, but does he have what it takes to run a nation?
T’Okren- An Orc warrior that joined up with Mikhail’s Mercenaries in hopes of becoming rich and reaching Honored Warrior Status within his Clan. His homeland no longer had the opportunities to become an Honored Warrior, but as this is a new and dangerous land, perhaps he can complete this task.
Isabella- A disgraced Doctor that has found her talents of use with the new mercenary company. They don’t care about her past and she doesn’t like to bring it up. But this place and this new land, is an opportunity for a fresh start away from the Old.
Temperament: Militaristic and Money Hungry as befitting a mercenary nation
Religion: There is no uniformed religion and its members are able to worship whatever gods they like as long as it doesn’t interfere with the job
Preferred Region: Coast due to Colonizer status
End Goal: Become the premiere Mercenary company on the continent and become very, very rich
Policy: We have the Numbers: When training units, Mikhail’s Mercenaries are able to train a second batch in the same group without using an extra action. However, this action is cost +half cost
Strengths:
Intense Training: Due to the harsh training regimen for all his forces, they gain +1/+1 in addition to their normal starting stats
Harsh Weather Training: Mikhail’s Mercenaries special in training in all types of weather. All units are not affected by any normal weather penalties.
All Terrain Training: Mikhail’s Mercenaries serve with training in all kinds of environments. They don’t suffer movement penalties from the environment. Still suffer other effects from Blighted lands though.
Weaknesses:
Mercenary Forces: All of his units, being a part of this mercenary outfit, cost more due to their high level of training. All units are cost and a half in price
Poor Trading Skills: This Mercenary Group isn’t very good at trading and only gains half Resources from Trading Routes
Starting Units: (Use the unit creation rules to create up to two basic units and one elite. You start the game with three basic and one elite on your capital.)
Name: GreenHorns
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)
Trait: Alternating Fire: When Standing next to at least 1 other GreenHorn, gains +1/0. Does not stack.
Name: Trappers
Type: Troop
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 0 (1)
Def: 0 (1)
Trait: Traps Galore: Before the start of battle, for each trapper roll a d10. On a 7+, for each success, 1 enemy unit is trapped and unable to participate in the current battle. (Note, after the battle, they are free to retreat or attempt to attack again. They are not captured by the Trappers and are merely incapacitated for that current battle)
Name: BlackShirt
Type: Elite
Tier: 1
M: 1
HP: 1
Attacks: 1
Off: 1 (2)
Def: 1 (2)
Trait: Battle Hardened: Blackshirts gain a save on an 8+
History: Mikhail’s Mercenaries started as a distant dream to the soldier Mikhail of Vladistok. He soon grew weary of his home nation, a place that seemed to mistreat their soldiers and hold them as disposable, throwing away the soldiers into the meat grinder of battle, while keeping those soldiers of a noble background, safe and sound out of harm’s way.
The man had had enough. He took with him other like minded individuals and founded the core group that would be the beginning of their mercenary organization. It wasn’t long before they started taking jobs, their numbers growing after each successful mission.
He knew that it was time. Gathering up the other Commanders, the newly christened General had called them so they could hear the new plan for their organization. They would be gathering up on two ships that he had purchased and head to the new world, the continent of Hortencia. Other nations have gone there to colonize, and there were natives as well. It would be the perfect opportunity for them to strike first and gain ground, becoming rich in the process of becoming the number one mercenary organization operating on the continent.
Rules and Generic Terms
- In terms of prioritizing traits and what trait overrides another, below:
- If two traits clash, a D2 roll to decide which takes priority each turn.
- Strengths override all traits regardless.
- A keyword system so if a unit trait has always in it, it always applies although to include that word would increase unit cost.
- Example Keywords:
- Rend: +1 HP Damage
- Poison(X): Always hit on a X+
- Armour Piercing: Ignore Saves
- Explode(X): Gain an additional attack on a roll of X+. Further attacks only ever explode on a 10.
- Fear: Enemy units can't hit on less than 4+.
- Terror: Enemy units can't hit on less than 6+.
Starting Bonuses
The below is the list of starting bonuses options for natives and colonisers. Those in Bold are recommended, but not required:
Starting Bonuses for Native Nation:
- Second starting settlement near capital
- Natives don't suffer movement penalties
- Double number of starting units
- Capital starts level 2
- During Exploration, have a greater chance of a positive effect
Starting Bonuses for Colonizers:
- Mercenary Hut (Revolving door of specialized recruitable mercenary units)
- Extra 50 Starting resources
- Start with two ships
- Start with a free advancement
- Start with two Hero Equipments
Initiative
This is the order in which units attack in combat. All units in the same tier will be able to make their attacks even if they are killed by another unit in the same tier. However, if a unit from the first tier kills a unit in standard, the unit in standard will not be able to attack.
- First
- Standard
- Last
Limits
- Abilities and traits that affect initiative order(increase or decrease) can only affect a maximum of 25% of an army.
- The most that units base stats can be increased and decreased by is +2/+2 and -2/-2 respectively. So if a unit is +2/+2 and an enemy ability means -2/-2 then they in essence cancel each other out.
- Only one advancement can provide one bonus e.g. +1 to trade. This can be upgraded by improving your advancement but you would not be able to have further trade improvements through other advancements. In order to increase that bonus, a second tier or third tier of the advancement will need to be researched
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