Trektek
Happy Necromancer
Nations
When creating your nation it is important to try and work out what sort of nation you would like to play before considering anything else. Do you want to be a bunch of religious fanatics? Materialistic money grabbers? This the key thing to decide at the beginning. Once you have made this choice, the rest of the creation process can become quite simple. With the length of this post i'm sure that in your head you're laughing at simple, but it truly is. The spoiler below is the basic CS but you can feel free to add whatever you wish.
Nation Ethics List (Bonuses unknown until game starts and you can't choose two opposite notions. Please label Primary and Secondary ): Xenophile, Xenophobe, Scientific, Spiritualist, Materialist, Socialist, Militarist, Peaceful, Technophile, Luddism
Units
Each nation will be made up of multiple units which can have an array of capabilities but these will be primarily combat related.
Stats
Each unit has the below stats:
Image: Feel free include an image of your units.
Unit Type: See below section
Attack Type: What type of attack?
HP: How many hits a unit can take.
Attacks: How many times they attack a turn.
Atk: Offensive value
Def: Defensive value
Movement: How many tiles the unit can move a turn - (Will be 1 to start for most units)
Save: Does the unit have a save against hits and what is it? - (This can only be achieved through research, unit trait/ability or nation traits
Basis: Is your unit tech based, magic based, magitech based or other?
Preference: What type of unit does this unit prefer to attack? Infantry? Armour/Monsters? Etc
Atk and Def are often represented by X/Y where X is atk and Y is def. A unit with atk 2 and def 1 would be shown as 2/1.
If an trait or research provides a +1 bonus to atk and +1 to def then it would be shown as +1/+1.
Units Types
• Infantry: Bog standard rank and file units. 1HP | 0/0 - 2 Res / 1 Turn
Infantry should be the main bulk of a nations forces as they are the basic, most readily available units. These can be power armoured marines to hordes of raving lunatics in loincloths. However, the assumption is that not all units would be the same size with regards to number. An elite, power armoured marines unit would number between five and ten. Technology is expensive and difficult to developed. While the lunatics could be in the hundreds because a knife, some drugs and next to no clothes cost nothing. So when you have marines at 0/0 and lunatics at 0/0, that isn't to say a single lunatic is equivalent to a marine, but rather the full strength marine unit of 5 men is equivalent to the drug crazed horde of fake Tarzans numbering hundreds.
• Light Vehicle/Cavalry: Things such as humvees or mounted units. 1HP | 0/0 | +1 movement - 4 Res / 2 Turn
While horseback cavalry is pretty pointless in the modern day world, that isn't to say there isn't a bullet resistant lizard creature out there capable of taking some severe punishment before dying. Light vehicles could be anything from jeeps, light armour or even APC's. There really is plenty of room to flesh out here.
• Armour: Armoured vehicles or monsters. 1HP | 3/3 - 10 Res / 3 Turns
The rumble of armoured tracks or monstrous footsteps is exactly what this is. Large mechs, heavily armoured tanks or giant monsters with rows upon rows of teeth.
• Aerial: Units specialising in flight. 1HP | 0/-1 | Moves 3 squares a turn and units are -10/0 when attacking these units unless they are aerial units or have AA type attacks - 10 Res / 3 Turns
Whether planes, helicopters or wyverns, this is where these units belong. While they are a bit on the softer side they do have the benefit of being extremely difficult to hit without purpose built weaponry.
This is not the complete and total unit type list! More will be discovered by exploration and roleplaying!
Unit Tiers
In previous iterations of BoN infantry would remain at tier 1 for their existence, however this is changed for act 3. Unit types can exist at any tier so now it is possible to have tier 3 infantry, this is to better represent elite squads, heavier tanks and more effective aircraft. The above costs are based on units at tier 1, the costs for tier 2 and 3 are the above multiplied by the tier.
Tier 1
Units created at tier one may have one trait or ability. Any trait or ability can only provide one additional stat point. Unit costs remain same.
Tier 2
Units created at tier two may have two traits or abilities, or one of each. In addition they may assign +2 stat points. Any trait or ability can only provide two additional stat points. Double turn cost and resource cost.
Tier 3
Units created at tier three may have three traits or abilities. In addition they may assign +4 stat points. Any trait or ability can only provide up to three additional stat points. Triple turn cost and resource cost.
Stat points refer to Atk, Def, HP, Attacks, Attack Type and Save.
When it comes to stat points, you can use these points to increases the above stats. The costs of these are listed below and only apply during creation.
Stat Point Values
-To give a unit an attack type costs 1 stat point.
-Atk and Def increases are always 1 stat point for each +1.
-Each HP increase costs 4 stat points.
-Each additional attack costs 3 stat points.
-Save of 10 is 2 points, 9+ is 5 points, 8+ is 9 points.
Unit Upgrades
In previous iterations units would gain bonuses and then there was no way to keep track of these beyond Trek. However, the expectation of Act III is that each player is to keep track of their own units stats. This can either be through Google Sheets, their CS or through a hider on each of their posts. If Trek is unable to find your unit stats they will be assumed to be 0/0 and rolled as such. This may seem harsh but so is the expectation of Trek to keep track of everything when it would be a simple five minute job for each player. If you need help getting a Google Sheet set up then please contact Sully on Discord.
Beyond this, unit upgrades must now be specific to a unit type and can no longer be given as an, all units gain X/X unless agreed or given by Trek. A breakthrough with a small calibre rifle may make infantry more dangerous but it won't do anything to improve a tanks efficiency.
Attack Types
Standard: Basic attack type. No modifiers.
Fire: +2/0 versus infantry and light vehicle/cavalry. -6/0 versus all other units and can't hit aerial units.
AA: Able to hit flight capable units with +3 atk. -3 atk versus anything else.
Explosive: Each attack hits two units. -3 atk versus armour/monsters.
Anti-Armour: +3 Atk versus armour/monsters. -2 atk versus anything else.
Combat Rolls
Combat is based on comparing a units atk against an opponent's def. 0 atk versus 0 def would require a 6+ on a D10 roll. For every point a units atk is higher, reduce the requirement by one. For every point a units def is higher, increase the requirement by one.
E.g. 1/0 versus 0/0 would need a 5+ to hit while 0/0 versus 0/1 would need a 7+ to hit.
A one will always miss while a ten will always hit, no matter what. It represents a units luck or ability to think outside of the box.
Combat
All combat is technically simultaneous. What this means is that one player will be rolled for first with the other following. This means units will attack each other and get to attack in their turn, even if they die. The only time this doesn't happen is if a player doesn't declare an attack or defence action, meaning they are caught by surprise. In this instance only the players surviving units attack.
-On a units sheet the player must declare the unit type that the units prefer to target.
-Units will always target the strongest enemy units of the type declared on their sheet.
-If preferred target type is unavailable then unit will attack the unit it will be most effective against with regards to attack type.
When creating your nation it is important to try and work out what sort of nation you would like to play before considering anything else. Do you want to be a bunch of religious fanatics? Materialistic money grabbers? This the key thing to decide at the beginning. Once you have made this choice, the rest of the creation process can become quite simple. With the length of this post i'm sure that in your head you're laughing at simple, but it truly is. The spoiler below is the basic CS but you can feel free to add whatever you wish.
Nation Ethics List (Bonuses unknown until game starts and you can't choose two opposite notions. Please label Primary and Secondary ): Xenophile, Xenophobe, Scientific, Spiritualist, Materialist, Socialist, Militarist, Peaceful, Technophile, Luddism
Country Name: (Simple)
Capital City: (Name your capital)
Country Flag: (A picture of your nations flag is required)
Leader of Country: (Name of your countries leader or leaders)
List of Races within Country: (Details on the make up of your nation)
Temperament: (Peaceful, Warlike, Aggressive Trading, etc)
Nation Ethics: (Primary, Secondary)
Government: (What type of government runs your nation? Dictatorship? Monarchy? etc)
Policy: (Starting policy of your nation, speak to TrekTek, Athanas or CaptainSully for ideas)
Climate: (Describe the sort of location your capital would be)
Strengths: (Pick three strengths of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Weaknesses: (Pick two weaknesses of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Units: (Create two units using the unit section below. Must be infantry or light vehicle/cavalry)
History if Applicable: (If you wish to provide history about your country or how it came to be.)
Capital City: (Name your capital)
Country Flag: (A picture of your nations flag is required)
Leader of Country: (Name of your countries leader or leaders)
List of Races within Country: (Details on the make up of your nation)
Temperament: (Peaceful, Warlike, Aggressive Trading, etc)
Nation Ethics: (Primary, Secondary)
Government: (What type of government runs your nation? Dictatorship? Monarchy? etc)
Policy: (Starting policy of your nation, speak to TrekTek, Athanas or CaptainSully for ideas)
Climate: (Describe the sort of location your capital would be)
Strengths: (Pick three strengths of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Weaknesses: (Pick two weaknesses of your nation and then speak to TrekTek, Athanas or CaptainSully for ideas on how these can translate to in game rules)
Units: (Create two units using the unit section below. Must be infantry or light vehicle/cavalry)
History if Applicable: (If you wish to provide history about your country or how it came to be.)
Units
Each nation will be made up of multiple units which can have an array of capabilities but these will be primarily combat related.
Stats
Each unit has the below stats:
Image: Feel free include an image of your units.
Unit Type: See below section
Attack Type: What type of attack?
HP: How many hits a unit can take.
Attacks: How many times they attack a turn.
Atk: Offensive value
Def: Defensive value
Movement: How many tiles the unit can move a turn - (Will be 1 to start for most units)
Save: Does the unit have a save against hits and what is it? - (This can only be achieved through research, unit trait/ability or nation traits
Basis: Is your unit tech based, magic based, magitech based or other?
Preference: What type of unit does this unit prefer to attack? Infantry? Armour/Monsters? Etc
Pulpit Marines
The standard Infantry of the religious oligarchy nation of Raza, they are driven by devout faith.
Unit Type: Infantry
Attack Type: Standard
HP: 1
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 0
Basis: Magitech
Preference: Infantry
Trait: Unbendable Faith - Pulpit Marines have a deep rooted faith in their lord. They receive 0/+1(included above).
The standard Infantry of the religious oligarchy nation of Raza, they are driven by devout faith.
Unit Type: Infantry
Attack Type: Standard
HP: 1
Attacks: 1
Atk: 0
Def: 1
Movement: 1
Save: 0
Basis: Magitech
Preference: Infantry
Trait: Unbendable Faith - Pulpit Marines have a deep rooted faith in their lord. They receive 0/+1(included above).
Atk and Def are often represented by X/Y where X is atk and Y is def. A unit with atk 2 and def 1 would be shown as 2/1.
If an trait or research provides a +1 bonus to atk and +1 to def then it would be shown as +1/+1.
Units Types
• Infantry: Bog standard rank and file units. 1HP | 0/0 - 2 Res / 1 Turn
Infantry should be the main bulk of a nations forces as they are the basic, most readily available units. These can be power armoured marines to hordes of raving lunatics in loincloths. However, the assumption is that not all units would be the same size with regards to number. An elite, power armoured marines unit would number between five and ten. Technology is expensive and difficult to developed. While the lunatics could be in the hundreds because a knife, some drugs and next to no clothes cost nothing. So when you have marines at 0/0 and lunatics at 0/0, that isn't to say a single lunatic is equivalent to a marine, but rather the full strength marine unit of 5 men is equivalent to the drug crazed horde of fake Tarzans numbering hundreds.
• Light Vehicle/Cavalry: Things such as humvees or mounted units. 1HP | 0/0 | +1 movement - 4 Res / 2 Turn
While horseback cavalry is pretty pointless in the modern day world, that isn't to say there isn't a bullet resistant lizard creature out there capable of taking some severe punishment before dying. Light vehicles could be anything from jeeps, light armour or even APC's. There really is plenty of room to flesh out here.
• Armour: Armoured vehicles or monsters. 1HP | 3/3 - 10 Res / 3 Turns
The rumble of armoured tracks or monstrous footsteps is exactly what this is. Large mechs, heavily armoured tanks or giant monsters with rows upon rows of teeth.
• Aerial: Units specialising in flight. 1HP | 0/-1 | Moves 3 squares a turn and units are -10/0 when attacking these units unless they are aerial units or have AA type attacks - 10 Res / 3 Turns
Whether planes, helicopters or wyverns, this is where these units belong. While they are a bit on the softer side they do have the benefit of being extremely difficult to hit without purpose built weaponry.
This is not the complete and total unit type list! More will be discovered by exploration and roleplaying!
Unit Tiers
In previous iterations of BoN infantry would remain at tier 1 for their existence, however this is changed for act 3. Unit types can exist at any tier so now it is possible to have tier 3 infantry, this is to better represent elite squads, heavier tanks and more effective aircraft. The above costs are based on units at tier 1, the costs for tier 2 and 3 are the above multiplied by the tier.
Tier 1
Units created at tier one may have one trait or ability. Any trait or ability can only provide one additional stat point. Unit costs remain same.
Tier 2
Units created at tier two may have two traits or abilities, or one of each. In addition they may assign +2 stat points. Any trait or ability can only provide two additional stat points. Double turn cost and resource cost.
Tier 3
Units created at tier three may have three traits or abilities. In addition they may assign +4 stat points. Any trait or ability can only provide up to three additional stat points. Triple turn cost and resource cost.
Stat points refer to Atk, Def, HP, Attacks, Attack Type and Save.
When it comes to stat points, you can use these points to increases the above stats. The costs of these are listed below and only apply during creation.
Stat Point Values
-To give a unit an attack type costs 1 stat point.
-Atk and Def increases are always 1 stat point for each +1.
-Each HP increase costs 4 stat points.
-Each additional attack costs 3 stat points.
-Save of 10 is 2 points, 9+ is 5 points, 8+ is 9 points.
Unit Upgrades
In previous iterations units would gain bonuses and then there was no way to keep track of these beyond Trek. However, the expectation of Act III is that each player is to keep track of their own units stats. This can either be through Google Sheets, their CS or through a hider on each of their posts. If Trek is unable to find your unit stats they will be assumed to be 0/0 and rolled as such. This may seem harsh but so is the expectation of Trek to keep track of everything when it would be a simple five minute job for each player. If you need help getting a Google Sheet set up then please contact Sully on Discord.
Beyond this, unit upgrades must now be specific to a unit type and can no longer be given as an, all units gain X/X unless agreed or given by Trek. A breakthrough with a small calibre rifle may make infantry more dangerous but it won't do anything to improve a tanks efficiency.
Attack Types
Standard: Basic attack type. No modifiers.
Fire: +2/0 versus infantry and light vehicle/cavalry. -6/0 versus all other units and can't hit aerial units.
AA: Able to hit flight capable units with +3 atk. -3 atk versus anything else.
Explosive: Each attack hits two units. -3 atk versus armour/monsters.
Anti-Armour: +3 Atk versus armour/monsters. -2 atk versus anything else.
Combat Rolls
Combat is based on comparing a units atk against an opponent's def. 0 atk versus 0 def would require a 6+ on a D10 roll. For every point a units atk is higher, reduce the requirement by one. For every point a units def is higher, increase the requirement by one.
E.g. 1/0 versus 0/0 would need a 5+ to hit while 0/0 versus 0/1 would need a 7+ to hit.
A one will always miss while a ten will always hit, no matter what. It represents a units luck or ability to think outside of the box.
Combat
All combat is technically simultaneous. What this means is that one player will be rolled for first with the other following. This means units will attack each other and get to attack in their turn, even if they die. The only time this doesn't happen is if a player doesn't declare an attack or defence action, meaning they are caught by surprise. In this instance only the players surviving units attack.
-On a units sheet the player must declare the unit type that the units prefer to target.
-Units will always target the strongest enemy units of the type declared on their sheet.
-If preferred target type is unavailable then unit will attack the unit it will be most effective against with regards to attack type.