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Nation Building WoT TSR Rules/mechanics thread

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Kazami42

Budget Morpheus, soldier #1,128,300 reporting in.
Until page 2 all convoys have a maximum of 12, don't need to track travel time, half the pixel cost, and naval supplies arrive after five posts. No wars can start against other players unless granted individual permission until page 2. Everyone starts with a pixel reserve of 99. This thread is subject to modification in accordance with experience and resolving any problems caused by them. For Mercy's sake in this RP at least, pixels won't be used for creating/training new units for the inevitability they all die.

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Two moderate - large sized counties with 99 pixels each.
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I apologise for the abhorrent quality, but that's the best a mobile device has got to offer.

Every page passing is 4 months. Only every 3 pages matter as that's winter. How long it takes to research, prototype, then produce needs to be decided by the GM or a mod. Any interactions or in-depth styled battles taking place and a page turns, it will resume as if it didn't until resolved. Normal combat still proceeding will be assumed to have continued for 4 months.

The players will roll from a 1 - 300. (!roll 300.) A similar roll that dictates other mechanics.

If the player gets a 1 - 10, they get 3 pixels to use.

If they roll 11 - 33, they get 9 pixels.

34 - 51, they will get 12.

52 - 66, they get 21.

67 - 88, they get 28.

89 - 101 they get 33.

102 - 134 they get 34.

135 - 166, 51.

167 - 200, 66.

201 - 242, 72.

243 - 272, 88.

273 - 300, 99.

There are two types, standard or the pixels from a roll, and a roll reserve. Military rolls like attacking a target can save 42, civilian rolls which only apply to a random once per 3 pages roll can save 28 in the reserve. Any pixels not used are wasted, except for military rolls, where they can be used to make fortifications to send convoys in that region if applicable. After a roll, players will use the amount of pixels they want to fill out the map.

Morale is akin to or basically is pixels and apply only to cities, bases, and fortifications. They are lessened through using pixels and abilities. Except for the two vital cities + 1 other chosen, where dropping to zero starts the event chains for a true siege when a player marches in, the thing in question can be destroyed or occupied when it's morale drops to zero. If taken over with full morale, such as using pixels from a roll and using the reserve in a single attack, then the position is captured intact unless the defender rolled a 1-50 and destroyed it themselves after hitting 40+. Half morale and it's damaged. If the position was captured with zero morale, then it's reduced to useless rubble by default. The defender could also choose to destroy the facility or remove vital components in the form of pixels from it before it gets attacked or while getting attacked. This allows the position to still exist, and the creator can take back what was put into it. The same with cities.

Convoys are simple. Ground convoys of 5 trucks cost 50 and give that amount but take 4 posts to cross two counties. Aerial ones are 20, takes 2 posts. Supply ships 60 but only have one. They can only be sent to your own ports, traders/neutrals, and allies. Every ship that arrives gives the receiver 142 pixels, and the sender unless also receiving, 90. If sunk by hostile action, then the sinker gets 60 pixels, +10 per smaller escort like a frigate, 20 per larger like a destroyer, and 30 per sunk carrier. Convoys are undefended, and as such need a +10 to add any new defensive unit to them. Exceptions to fleets, where an entire flotilla or full fleet may escort it or an entire convoy for 10 - 20 cost, and all Seatravel while escorting is free. Ships taking 4 posts including the initiation per three counties to travel. If an enemy is in a neighboring tile, the convoy can be engaged. +10 is also the cost to add another supply vehicle to ground or aerial convoys to make fortification faster. Another 60 for ships. There is a maximum of 4 naval supply convoys, 3 ground, and 2 air.

If a vital city is captured and it's morale isn't zero, then the one capturing it will get 500 pixels if it's full, 300 at half, and 100 if less. This is allowed to be used alongside roll pixels for county advancement in all campaigns. Fortifications and bases work similarly. 300 at max, 100 half, 50 at less.

This was made as a separate tab for organizational reasons purely. The naval version is the most yet intentionally complex aspect.

In this incarnation of the system, there are two types of combat modified by the system:
Summary battle, and in-depth battle.
A summary battle the standard of these RPs. Overall engagements for land, fortifications, bases, and standard cities. For taking out these positions, one merely needs to either destroy their morale and March in, followed by rolls by the participants. Best out of two obviously wins. In terms of the fronts themselves, it is merely pixels by normal rolls. If the defender can provide stalemate twice, or the attacker fails to penetrate land and most of the front is a static line while any advancement is miniscule in size/girth, then it becomes a strategic stalemate. While players can use abilities and keep posting, they cannot be broken except in event chain. They may however be broken if either side retreats, stops fighting, or do not cycle their forces. I.E if 5k troops are all fighting rather than saving some in reserve, they will lose after 4 posts unless the stalemate was broken or more soldiers were sent in to reinforce the position and act as the reserve. Any forces in reserve can be transferred elsewhere if applicable. IE another front. If it is on for example the other end of a country, it will take 3 posts after to finish.

In in-depth or a live battle, at least in this incarnation, it is simple with modern tech, it is assumed one unit attacks another individual unit. Such as convoy ambushes or attacks if they’re defended. For story purposes, both sides can or will have a grace period of 1 post each before the attack. Ambushing or attacking named units and convoys for example can occur at least once the attacker is one tile or county away. Per enemy vehicle, and counting 12 infantry as a single group/unit, the attacker will roll once per unit. 1 - 50 is no effect. 51 - 100 is miniscule or superficial damages, 101 - 150 is light damage, 151 - 242 is moderate damages, 243 - 271 is heavy damage, and 272 - 300 is critical damage. Anything in the 251+ range is considered destroyed.

In naval combat, the attacker will roll a 1-50 to determine if the munition or torpedo actually hits. Then they will roll a 1 - 700 to determine where it hits. 1 - 100 is the stern, the back of a ship. 101 - 200 is fore stern, the front of the section before the center of the ship. 201 - 300 is aft amidships, the back of the center of the ship. 301 - 400 is amidships, the center section of a vessel. 401 - 500 is fore amidships, the front of the center section before reaching the bow. 501 - 600 is aft bow, the back half of the front of the ship. Finally, 601 - 700 is the bow. The front half of the front of the ship. Unless the defender moved into an enemy tile or is a surface fleet, the attacker rolls first. During the grace period, after the attacker posts and if the defender hasn't, they can roll a 1 - 50 to determine if they located a threat. If it's below 30, they cannot take further action. If it's above 39, they may begin attack rolls first. Against submarine targets, they do not have to roll for locational damage, only if it hits. Three moderate hits, two heavy, or a single critical will wipe a submarine. If the defender does not locate the enemy during grace period first, then the only rolls they take part in is return fire, and damage control. Generally, getting a moderate hit can allow the attacker to roll a 1 - 50 to determine if a fire starts. A heavy hit will spark one by default. When the attacker posts again, they will roll another 1 - 50 if they managed a heavy hit previously. Following the same logic as other 50 rolls, if it hits above 39 then ammunition is ignited. This turns the heavy hit to a critical. This will obliterate the target. If there is no damage control rolls done and a fire was started, then the ship will be destroyed after the defender posts. The attacker will roll one last time, a 1-100 to determine waterline hits for any weapons not a torpedo. 1-39 and it hits above the freeboard/surface deck of a ship, 40 - 79 and it's above the waterline, 80 - 100 and it's under the water.

Damage control is the defender’s only other possible rolls. For all ships light damage - heavy, this dictates the survivability of a vessel. They will roll a single 1-100 per fire or waterline breach. 1-39 and it fails. 40 - 79 and the damage is ignorable for the next post done by that player. 80 - 100 and the damage is ignorable for the rest of the fight unless a new breach transpires. A destroyer can survive a maximum of 5 moderate hits, a cruiser 9, and a carrier 12. Heavy hits in order are 3, 6, and 9. If they all were underwater hits, then 2 moderate hits, 5, and 7. Heavy underwater hits in order are 1, 3, and 5. Criticals are always one hits. Players taking their turn attacking may choose to roll 1 - 50 with accordance to waterline roll and the position of aft bow and bow stern to focus any damage on the weapon systems instead. This can be used to mission kill a target, and make it easier to either defeat a more functional target or retreat from battle. Either side may roll a 1 - 50 at any time to retreat from battle, starting with 1-39 as a fail, and 40 - 50 as a success. As either side become mission killed or sunk the ratio skews by +1. If someone got a 25 for the retreat, but sunk 15 ships for example, they get 40 and succeed. Alternatively if the force can remain at distance or their vessels are faster than the other fleet, then they can retreat by default.

Finally, as a ship gets damaged under the waterline, it will violently flood and/or eventually burst and cause severe flooding. A roll of 1-100 will take place for every post on every ship with waterline damage if applicable, 1-39 is light flooding, 40-79 is moderate flooding, 80-100 is severe. Light flooding is basically ignorable but will expand the next post. Moderate flooding gives a -5 to speed of that vessel will go up to -12 at maximum. The vessel will list the next post unless it is fully fixed, and this will allow above waterline hits to flood the hull. The only resolution is intentionally flooding out the opposite side. This means the next hit on another section of ship that gets a bit under the water line will flood, and in the post after that it will have -15 to it's speed. If the entire bow, and two sections of admidships are flooded for example, the ship will be sinking. Beyond the hit, waterline, and damage rolls, every other aspect and roll can be entirely ignored for supply and transport ships. Basically any vessel not militarized or a warship.

If a naval engineer is involved with the flotilla or fleet, all damage control rolls get a +5. All rolls stated above will be committed for both or more participants.

Random/periodical events take place when RP administration feels like it, or succeeds a dice roll. They contain positive, indifferent, and negatory events or even event chains for players and NPCs. It could range from something as useless as a madman rambling in city streets, to discovering technology or finishing it early, to a tsunami destroying an entire coastline. Events around randomly generated convoys will also transpire, working the same as the normal and real ones. But the penalty is the defender loses 12, the attacker can get 30 - 300 depending on size in the event, and if the defender wins they get an extra 66 pixels.

When sieging capital cities and the 1 chosen important city of a player, it will be handled by event chains. Some events will be progress reports, others are potential actions to take such as a random NPC offering a method of advancement or a request which can be taken or ignored, and the rest will lead to small battles both parties fight eachother in directly. Players on either side will give in their own inputs during most of it. Such as rather than taking battlefield advise, a player could just post up their own idea on how to progress and the event chain conductor will take it into account. Or a player reinforces an assault by bringing in more forces. Some events such as even in a siege may be “skipped” if the option is applicable by using additional pixels. But whether their success or not happens will be based on a roll by the conductor.

Every 3 pages, a international congress or world assembly takes place and functions akin to the UN. Players and applicable NPCs will attend to it and listen, speak up, add, and review new elements such as any high-brow war, humanitarian aid conflicts, etc. New laws and guidelines may also be reviewed and/or instituted globally. The RP proceeds as normal, and when the session ends, the congressional meeting or just hearing will be put into a single post and uploaded to the IC.

Combat is amplified by the pixel and bonus systems. This tab is dedicated to the overall strategic aspect of the game and misc info. Below is taken in the perspective of 1v1s.

Wars are conducted by campaigns, each player gets a maximum of 2 and 1 if over immense distance or overseas. They consist of a maximum of 60 counties, and up to 3 fronts per campaign. A front is a random stretch of land with a maximum of 20 counties. Depending on how large the region is, I.E south Africa, the maximum amount of fronts could be one or two depending upon how one goes about it and the invasion point. [Images will be shown here if I can put them up after posting.] Once a campaign is started, the minimum of 40 counties for the attacker have to be filled in before it can be concluded and a new campaign initiated. This prevents states invading from 101 different geographical positions and looking like they are striking down a county with a maximum of 50 guys per frontline.

If only two fronts can be made for a campaign at the time before expanding further out, the player may still roll a third time and use the resulting pixels on either or both available fronts of that campaign. If only one, they only get two rolls. While a defender with only one front may still roll thrice, and gets an additional if an ally is involved. Pixels from another campaign cannot be used in another. Each player gets a single roll a page on average for every front. This gets amplified if an ally is involved in the campaign, where an additional roll per front is possible as long as they remain in your campaign. Pixels from rolls can only be used in their respective fronts. But two campaigns can run side by side. If one front is repelled, it will reform in the nearest and grant an additional 30 pixels for use, If two fronts are repelled, then all forces in that campaign retreat unless the remaining front has taken 10 counties. For example, if a full front has succeeded, then to repel it, then the majority of its forces must be destroyed or they lose 5 full counties. A force can be more easily destroyed in maneuvers like a pincher, where a disconnected bit of land gets a -12 to all rolls associated to it. If a front has run out of counties to advance in, or reached it's maximum and no new front can spawn, then those forces and roll contributes to the nearest front.

A player can roll once a 1-50 to try and halt the retreat. If successful they get 101 pixels to use. But they start near the half way point of the overall campaign they took. If the halt fails, they retreat to strategic positions like bases and cities, and terrain like mountains or the coastline. If a overseas campaign fails and a full retreat transpires to the coast, then unless a base was established there, the player has 5 posts after to get their navy, a random event, or dedicated transport ships to evacuate them or they will all surrender to the enemy forces. The victor can roll a 1-300, that dictates the damages inflicted. 1-100 is minimal. 101-200 and a quarter of the forces are injured or dead. 201-250 and half are injured or dead. 251-300 and half and a quarter of them all are injured and/or dead.

Players have to mobilize. It takes one post for an army to relocate 3 counties from the nearest military base, city, fortification, or large town in a player’s country. Therefore to move about their borders and beyond, they must actually bother doing it. Strategic positions and things like hospital ships allow a player to base a garrison around, and reuse injured and damaged assets. Otherwise, in retreats or during-after sieges and stalemates, it takes 3 posts to reuse them. Dead units are dead, players have to state training and new construction orders to replace units.

If the land in a campaign is undefended or all forces within have retreated, players can freely expand without using pixels. If they have not rolled for the page yet, any pixels after the roll and from other sources may be used to further expand out after at least half of the region has become occupied. The rate of expansion is 5 counties per post per front.

When using convoys, Seatravel, and mobilizing armies, please at the very least refer to the origin point and the destination. Do this by highlighting the counties, or using arrows, dots, or some other obvious method of identification. Once armies for example are at an established position like the frontlines, then it isn't necessary for obvious reasons. Represent fleets as dots or arrows on the map. If sending a convoy on land for example, it is assumed the nearest county with a base, city, town, or applicable fortification is sending it. To simplify the process, players may instead leave bright dots among their territories to signify existing naval bases. Army and air bases are assumed to exist in and around cities or on positions in reality. Any new constructs IC please mark down on a map.

When marking down fronts for a campaign for example, do use random shades of your color.
Campaign and front marking/indication only need be done once, then in IC practice use an unaltered map to go in accordance of eventually meeting the goal.

Bonus system is simple. You get or have a guy, item, or random bonus stat for something, and it has a + or -negative to it. Alongside this there's morale. This only affects fortifications like a military base or other defensive asset, and cities. Morale is based on a default and additional pixels. By default, populace cities like Eclipsim and Solaris have a rating of 12,000 morale. While lesser cities have 5,000. Every fortification upgrade for a city takes in order, 50, 60, 70, 80, 90, 100, 150, 200, 250, and then 300 pixels. This boosts it by 10,000 each time. A fortified city that retains it's morale has a +rating for pixel generation in the reserve. The default is +1 every 3 pages. The maximum is +20. A fortification or other military facility under it's category will reduce bonuses accordingly. Defensive lines of some sort will -10 any enemy bonus beyond anti-fortification of units in the field. -5 to pixel rolls, and the defender gets a +15 to rolls for counter attacks as long as it's morale doesn't have 0. Any fortification beyond an airfield, military base, and naval Base have a 300, by default with a maximum of 1,000. Some fortifications like missile defense systems can affect beyond a single tile or county, despite sharing similar ratings. The amount of pixels put into any of them also count as part of morale. So a fortification upped to 1,000 will be 1,300.

One but not all may ask how one keeps tabs on this. The answer is documents, notepad, etc. By default, nobody starts with fortifications. They only have their cities and facilities, known bases in lore, and naval bases if listed.

Actions one can use with the pixel reserve:

Send a ground convoy to transport prisoners - 50
Build 1 military base - 300
Build 1 fort - 100
Build 1 naval Base - 420
Build 1 airfield/airbase - 500
Build 1 defensive line - 1,000. Composed of a base, a fort, and multiple bunkers - other defenses. [Doesn't matter, is a story thing.]
Build 1 underground bunker - 50. [Up to 300 depending on purpose and size. 50 is assumed to be a small facility.]
Build 1 Outpost - 50.
Send an air convoy - 20.
Send a supply ship to another territory or ally - 60.
Use a troopship to transport infantry overseas, capacity 2k. -42
Use a vehicle transport to transport vehicles overseas, capacity 33. -66
Use a custom transport ship for overseas military relocation, maximum capacity 2k, min 33. - 100. [Create one.]
Fortify any infrastructure - 50, 60, 70, 80, 90, 100, 150, 200, 250, then finally 300. Morale of fortifications is 300, maximum of 1,000. Upped by 70 each time.
Fortify city - 50, 60, 70, 80, 90, 100, 150, 200, 250, 300. Upped by 10,000 each time. Vitals 12,000 base, standard 5,000.
Fortify base - 50, 60, 70, 80, 90, 100, 150, 200, 250, 300. Base morale of 1,000, upped by 1,000 each time.
Coastal bombardment - 100.
Region/county-scale humanitarian aid - 500.
Firebombing - 420.
Long range Seatravel - 10 per tile.
City bombardment - 300.
Regional propaganda - 50.
Intentionally forming a new independent country out of occupied land unrelated to your country - 1,000.
Sending special forces behind enemy lines - 300. [Further action such as ambushing convoys or moving counties are 50.]
Send spies - 500, 100 per action after.
Building isolated security posts [listening posts, radar facilities, it only applies on coasts and islands.] - 300.
Contracting foreign states for ship making - 50 to 200 per vessel and classification. 50 per non-militarized vessels such as hospital ships.
Mining a sea tile - 112.

Bonuses:
Bonuses regarding combat only apply when the specific unit is deployed in the campaign. Others such as regarding fields like politician apply always.
+1 post = 1 additional post before an action takes full effect, making the initial post more preparation.
If there is a * besides the name, then it's bonuses where only non-leaders get such as NPC-level units have them. Only leaders of known/named groups, flotillas, or fleets get them.

Logistician - +500 units to ship carry capacity, +10 to rolls regarding sieges. +1 post to non-ground force actions, -10 pixels per post if a single roll is used to go 7 pixels or more deep. Affects the entire front. -10 pixels per roll if repeated in the associated campaign.

Strategist - +10 to rolls, gets a +15 if defending within a strategic position. -12 per roll if surrounded. +5 to rolls apply always. -20 campaign morale for 10 posts if captured or killed.

Tactician - +12 to rolls regarding sieges and combat within mountainous to forested terrain, -10 pixels per roll if surrounded. -12 regional morale for 10 posts if captured or killed.

Field commander - +15 to rolls regarding warfare. -30 morale for an entire page in the region/campaign of death or capture. -25 pixels for an entire page after death. Ground convoys get 3 free defensive units.

General - if in the region of battle somewhere, every fortification now produces 5 pixels a page as long as it's morale is above 0. +15 to ground or air rolls if in the region. One city on spawn may be chosen to be fully fortified. +100 damage added to abilities sieging cities. -100 morale nation wide if killed or captured, and -50 pixels for 12 pages if killed. [Air bonus only works if specified for airforce general.] Limit for both: 1.

*Admiral - -5 Seatravel cost, +5 to rolls regarding naval operations, +10 to rolls in combat. -20 for a page to naval rolls if killed.

Fleet Admiral - +10 to rolls regarding naval warfare and invasions, every 2nd seatile is free, +100 damage to coastal bombardment, -70 to costs of naval abilities if grouped with another admiral. -50 morale to all coastal fortifications and cities for 3 pages if killed, -30 to naval warfare rolls if killed, -10 pixels for 5 pages. Maximum limit of title holders: 5.

*Armor commander - +10 to rolls attacking open land, +15 to rolls sieging fortifications and bases. -30 pixels for 5 pages if killed.

Tinkerer - -2 pages to research and development of military projects if applied to a high commissioned officer, +5 units in 1 page. -50 morale and to all rolls if killed, -15 pixels per page if captured. -10 to military rolls if unutilized in warfare and tinkerer is a military official.

Terrain master - +15 to rolls defending home territories in the front, +10 to sieging mountainous terrain with infantry. Max 2 units per campaign/region. -28 pixels for a page if killed.

*Mechanized visionary - +20 to rolls defending strategic positions, +5 to rolls attempting to halt a retreat. -25 regional morale and to military rolls for a page if destroyed.

*Rifleman superiority - +20 to sieging rolls inside cities, +15 to defensive rolls in strategic positions and terrain. -100 regional morale for a page if destroyed.

*heavy armor extraordinaire - +50 pixels for sieging fortifications with the unit. +15 to defensive rolls. -30 to military rolls for a page if destroyed.

*Support officer - Coastal and land bombardments cost 50 less, +10 to rolls sieging cities near coastlines or inland cities up to 2 counties away. +2 posts before ground invasion can commence. -15 to rolls to sieges without artillery support.

Politician - +10 to city pixel generation, +5 to morale regeneration to connected lands every page. -10 to any rolls regarding combat overseas, +1 free ship when using naval convoys, +2 posts for regional aid to take effect.

Representative of the people - +5 to city pixel generation, +10 to morale regeneration overseas every page. +1 free ship every naval convoy, and travel from coast to any owned islands or other coastline in secured counties are free. -15 to rolls regarding warfare for 7 pages. -10 pixels for 5 pages if initiating a war. -20 to rolls for 3 pages if three overseas transport or supply convoys are sunk.

Naval Engineer - +5 to damage control rolls in fleet engagements, +5 to other 1-50 rolls in naval combat. +66 pixels for amphibious invasion conducted by the associated flotilla or fleet. -99 to pixels for a page to any overseas amphibious invasion if killed. -10 to all naval rolls beyond hit, waterline, and damage control rolls of the associated naval group if killed, for a page.

Internal architect - -3 pages to research and development projects, +1 project. +2 posts before any invasion post declaration of war or surprise attacks can actually commence. -5 to all rolls but city sieges and naval engagements conducted if caught sabotaging, misleading, or observing construction with spies in a foreign or enemy land. Player will be required to roll a 1-50 per front in a war or using naval units beyond escort and maintenance relocation, that determines if the action is carried out or ignored, if having committed war crimes, political suicide, or political sabotage.

Political Mastermind - +15 to all defensive rolls, +42 to usable pixels, and +5 to political rolls with NPCs, as long as the player does not intentionally declare or initiate a war. -10 to military rolls of any kind beyond the official home borders, -300 pixels for a page if killed.

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If a group/unit such as a battalion gets named, such as 401st armor battalion "Fireworks" for example, then that's a +10 to rolls in any front they're involved with, and a +5 pixels to use in warfare every 2 posts if a player actually wants to use them.
 
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