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='''Overview'''=
='''Overview'''=
Adaption of the Gurps 3d6 roll under system to an Empire SD format.
Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.


='''Technology'''=
='''Technology'''=
Line 10: Line 10:
*Critical Failure: Means all rolls that month automatically fail.
*Critical Failure: Means all rolls that month automatically fail.


='''Infrastructure'''=
='''Economy'''=
:While the military is the most obvious sign of power, ones true potential lies in the muscle and bone that drives its fearsome blade. Such is the important of ones infrastructure, as the strongest military force in the world is all but powerless unless backed by a matching ability to support it. infrastructure is treated somewhat differently then in other SD's with the status of each point being split into four states, Inactive, Active, Mobilized, and Mothballed; with the second difference being its expansion is resolved Monthly. Not all states are applicable to all Infrastructure types, exceptions will be noted under their relevant section.<br>
[Some random placeholder notes, incomplete.]<br>
'''Wealth'''<br>
*Produced by the consumption of domestic produced Goods and resources by a population either foreign or domestic; also can be produced by investing in another power or possibly even trading their currency.<br>


:'''Inactive''' is Infrastructure that is for whatever reason is either not having its basic requirements met or being limited in some way and as such produces nothing. This represents idle industry, power plants, or farms and if left fallow for sufficient time its excess capability will rot away.<br>


:'''Active''' is Infrastructure that has been provided its minimum requirements but has not been Mobilized to government ends. In this state, depending on the infrastructure in question, its assumed to be happily producing goods and services for the civilian sector and eventually generating government income via taxes. Most infrastructure will ideally spend the most time in this state.<br>
'''Industry'''<br>
 
*Separated into Light Industry (LP), Heavy Industry (HP), and Advanced Industry (AP).<br>
:'''Mobilized''' is Infrastructure that is both Active and has been Mobilized for government use via Wealth. While in this state it can be used to produce military goods and Services but is removed from the civilian market, thus not generating a net income for Tax purposes.<br>
**Light Industry: Produces light industrial goods.<br>
 
**Heavy Industry: Produces heavy industrial goods.<br>
:'''Mothballed''' is Infrastructure that is Inactive and has special preparations made for long term caretaking. In this state is has no requirements and will not degrade provided a yearly upkeep payment is made in Wealth. However such infrastructure does not contribute at all, can be expensive to reactivate, and finally can only be brought back online so fast.
**Advanced Industry: Produces high tech goods.<br>
 
==='''Industry'''===
:Represents both ones industrial strength and the necessary infrastructure network to support it, this allows you to transform vital resources into military or economic muscle. Each Active point is assumed to generate Wealth, this representing their taxable profits on the civilian market and automatically generate Trade Goods. The former represents the hard currency your power can raise via taxes, and the latter being civilian goods specifically produced for trade. There are two limits on this ability; the first being Domestic Support which controls how much industry your citizens will tolerate being redirected, and the second being Economic Strength which dictates what percentage of active industry your current economy can support.<br>
*Costs X Wealth to Mobilize per Point.
*Tentative Formula for Active Industry is MA=(T*S), where A = Maximum Active, T = Total Industry, and S = Support.
*Tentative Formula for Trade Goods is G=(B*(AI/2)), where TG =  Trade Goods, B = Base Production, and AI = Active Industry.
*Requires: X Population, X Metals, X Rare Materials per point along with sufficient economic strength.
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
*Can be: Inactive, Active, Mobilized, Mothballed.
 
==='''Population'''===
:The heart of any power, without the necessary men and women factories remain idle, mines unworked, labs closed, and combat boots unfilled.
*Controls the total level of manpower available for the basic requirements of infrastructure, resource extraction, and military draft.
*Requires X Food and X Water per population unit.
*Grows at X yearly, though sustained shortages of Food and Water can result in slowed growth or even loss of population.
*Costs X Primary Industry for every level of Hardening against attack.
*Cannot be: Inactive, Active, Mobilized, Mothballed.
 
==='''Research'''===
:If the Military is the sword, and Industry the muscle behind it, Research would be the brains.  
*Allows the development or refinement of equipment when Mobilized, or Tech Advancement when merely Active.
*Requires X Population per point to function.
*Costs X Mobilized Primary Industry per Point for expansion, and 1/2 this cost per level of Hardening against attack.
*Can be: Inactive, Active, Mobilized, Mothballed.
 
==='''Wealth'''===
:Unlike in other SD's Wealth is not automatically produced each month, instead it comes from Active but Un-mobilized Industry, Trade, and certain resources.
*The exact amount is controlled by Economic Strength and Corruption.
*Tentative formula is N=(B*A)*(100-L), Where N = Net Wealth, B = Base Wealth, A = Active Infrastructure, and L = Loss.
*Deficit spending is legal, but avoiding excessive amounts is recommended.
*Does NOT requires any population to function.
*Cannot be mobilized or hardened.
*Cannot be: Inactive, Active, Mobilized, Mothballed.


='''Social Modifiers'''=
='''Social Modifiers'''=

Latest revision as of 05:50, 22 June 2010

Overview

Adaption of the Gurps 3d6 roll under system, with inspiration from HoI2 and SMAC to an Empire SD format.

Technology

[Tech is split into application categories, like weapons, powerplant, armor, etc. Range from TL 1 through TL10, with the former being Early Industrial revolution and the latter being Future Tech. Levels in each category go to the second decimal place, with every tenth of a level achieved giving a cumulative 5% bonus to any items built with the relevant tech. Advancement is done by spending mobilized Research Points, with each point giving a single check that month for success. three successes or one critical successes are required to gain a single advancement point that's then randomly distributed. Points can be focused on certain categories, but at the cost of sacrificing potential advancement in others.]'

  • Critical Success: Counts as three Successes.
  • Success: Every three cumulative successes gives one advancement point.
  • Failure: Gives no points, failed research effort.
  • Critical Failure: Means all rolls that month automatically fail.

Economy

[Some random placeholder notes, incomplete.]
Wealth

  • Produced by the consumption of domestic produced Goods and resources by a population either foreign or domestic; also can be produced by investing in another power or possibly even trading their currency.


Industry

  • Separated into Light Industry (LP), Heavy Industry (HP), and Advanced Industry (AP).
    • Light Industry: Produces light industrial goods.
    • Heavy Industry: Produces heavy industrial goods.
    • Advanced Industry: Produces high tech goods.

Social Modifiers

While Infrastructure is vitally important, it is only part of the picture. For a power to grow and prosper it must have some method to track its socio-economic condition. Thus below exists three types of feedback; Economic Strength, Corruption, and Domestic Support that all range from 0-100%. Note that random events can and will affect these ratings at times for good and bad despite all efforts do the contrary. Just like in real life nothing with the whims of people or money are ever certain.

Economic Strength

This is a measure of how strong your economy is and determines just how large of an active industrial base it can support, and is a percentage . It costs X wealth to purchase a 3d6 roll to check for a possible increase, with cumulative chance of success raising the value by 1% that month. To simply maintain the present level costs only 1/2 this amount. If not paid, or if the power makes unsound financial decisions, another check with cumulative success is made to see if it decreases.
  • Formula
    • Support: S=ES, where S = Support and ES = Economic Strength.
    • Cost: AC=(B*(ES*100)), where C = Actual Cost, B = Base Cost, and ES = Economic Strength.

Corruption

This is a measure of how rife your power is with corruption, from legitimate organized crime to politicians looking to line their pockets rather then for their constituents. This obviously is a bad thing and acts as a net drain on both a powers net income their Domestic Support. Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability thus leaving this unchecked could be disastrous. Due note that occasional flair ups may occur at times even with the heaviest spending.
  • Formula
    • Loss: L=C, where L = Loss and C = Corruption.
    • Cost: AC=(B*(C*100), where AC = Actual Cost, B = Base Cost, and C = Corruption.

Domestic Support

This is a measure of how much popular support your government and its policies enjoy, and modifies how much Mobilization and Draft they will tolerate without becoming incensed. Being the fickle creature it is, it behooves those in power to allocate either Wealth or foreign Trade Goods to try maintaining it as high as possible. Or in other words, via bribes to the people...or paychecks to those who 'gently persuade' them to stay in line.
Other factors include a healthy economy, low crime rate, ample access to food and water, and if declaring war having valid reason to do so. The very opposite will of course, will result in it being lowered and chants of Viva Revolution. If Domestic Support ever falls to or below 20%, your power is in dire risk of falling into civil war from internal discontent and has a proportionally increasing chance of suffering such an event; if it somehow dips to 5% or less it automatically occurs. This translates into now having to contend with one or more new NPC's factions with potentially 'liberated' equipment, matching 'liberated' territory and a very large axe to grind.
  • Formula
    • Mob: M=DS, Where M = Mobilization, and DS = Domestic Support.
    • Draft: D=(DS*5), where D = Draft, and DS = Domestic Support.
    • Cost: AC=(B*(DS*100), where AC = Actual Cost, B = Base Cost, and DS = Domestic Support.

Resources

[Text Blurb here]


  • Metals
    • [Text Blurb here]
  • Rare Materials
    • [Text Blurb here]
  • Food
    • [Text Blurb here]
  • Water
    • [Text Blurb here]
  • Oil
    • [Text Blurb here]
  • Uranium
    • [Text Blurb here]

Design and Manufacture

[Note to Self: Going to split this into two sections, a simple batch system for logistics and the more detailed system for actual combat unit design]

From bare fists and sticks to modern armor and assault rifles, one of the constants of civilization is the steady refinement of the tools of war. It is here that your military will be born from the lowliest infantry to the mightiest ship, and may just determine if the fate of your nation shall be to rise or fall in the tides of history. So how does one go about crafting a force who's mere name will strike fear into all who hear it? Like anything else you start with the foundation, which is also where the explanation of this system will begin. First lets start with a few key terms you'll be seeing in the following section.
System: A system is a discreet collection of interrelated components, from a single weapon to the turret its mounted in. These items are assumed to have a basic level of functionality as determined by their size and tech advancement, but can be further modified for enhanced and completely optional customization. The larger the system the more Slots it requires to mount.
Caps: A cap is a single optional modification that has been made to a System to either increase or decrease its statistics in a single area. They do not usually alter the Slots a system takes up but will always increase or decrease the cost accordingly. Exceptions to this rule are caps that increase system size, decrease system size, or add empty space for future modifications.
Slots: This is the measure of how much physical room is required to mount a system internally; or in the case of a Hull or Turret, how much room they possess to mount other systems. The value is set once research commences for any system, and can only be modified by future research of a related item with a different size. Anything that's larger than the internal slots available to mount it is assumed to be at least partially exposed and thus much more vulnerable to damage from both enemy fire and environmental conditions.


Design

Initial Design
Now that you understand the three basic components used in a design, lets cover how to create your own. First all designs require at least one Structure System, representing the basic framework used to tie all other systems together. This is generally a Hull, though Turrets are also possible for certain applications. Second any unit that is to be mobile requires a Drivetrain, this representing the system of wheels, legs, or propellers that determines what sort of movement it can make and how resilient the drive train is. If intended to be self-propelled then a Powerplant is also needed to provide the necessary motive force, determining how fast it can move given its size. A list of all systems can be found at the end of this section, with notes giving further explanation of the effects each have or any relevant info; though a general rule of thumb would be that the larger a system is the more pronounced its specific effect and the greater punishment it can take.


Example A1: [Infantry]
Example B1: [AT Gun]
Example C1: [Tank]


Final Statistics
Once the initial design work is finished, then its a simple matter of determining the final statistics. While many more are calculated on the GM's part, these are the only immediately relevant ones for a Player.
  • Size: Sum of all Structure slots plus any exposed slots, as modified by any caps. This controls what it takes to transport and target profile.
  • Cost: Sum of all system slots including Structures, as modified by any caps. This controls how much it costs to produce and rebuild.
  • Draft: [TBA]


Example A2: [Infantry]
Example B2: [AT Gun]
Example C2: [Tank]


System List

[Needs to be cleaned up]

  • Structure - The foundation for any design, the larger these are the more internal slots they give towards mounting other Systems.
    • +X Hull - The basic physical framework for a vehicle or field fortification.
    • +X Turret - The basic framework and equipment for a rotating superstructure, takes up 1/2 its size in slots in the hull or turret its mounted on for internal machinery. If this is not included the turrets assumed to be a fixed superstructure.
  • Protection - The physical protection for a unit or structure.
    • +X Armor - The total protection mounted, and is split between 6 faces; Front, Back, Left, Right, Top, Bottom. Slotless for the purpose of calculating size.
  • Weapons - Any and all methods of causing harm to the enemy against their will, from bayonets to bombs. The larger the system the bigger its caliber and punch but the slower its rate of fire.
    • +X Projectile - Firearm or cannon.
    • +X Rocket - Unguided rockets.
    • +X Energy - Directed Energy Weapon.
    • +X Melee - Glorified sharpened sticks.
  • Drivetrain - The method of propulsion for a unit, required if its to be mobile. The larger this is, the more robust its assumed to be.
    • +X Land - Moves on the ground, be it with Tracks, Wheels, or Legs
    • +X Sea - Moves on or under the water.
    • +X Air - Flies through the air via anything from props to jets.
    • +X Space - Moves through the vacuum of space.
    • +1 Organic - Makes it an Infantry unit, limiting the resulting template to X Slots. Only so much gear a single man or woman can carry before becoming a walking vehicle.
  • Miscellaneous
    • +X Electronics - From sensors to ECM to Computers, its covered.
    • +X Powerplant - The actual power source for your vehicle, from an engine to reactor. Required if a vehicle is to be self-propelled. The larger it is the greater the performance but the more fuel it requires.
    • +X Equipment - Covers any misc items not listed above, can be renamed and modified as needed.

Development

Design in hand, lets go over how to develop it in the game. Like previous systems item cost determines how much it'll take to develop, and this is paid with Research Points and Industry that have been Mobilized since those prototypes aren't grown out of the dirt. Similar items can also default to one another, allowing one to merely pay the difference instead of having work from scratch. With that covered, now to the differences.
Unlike in other systems research time is not fixed and any caps mounted onto a system must be researched as part of that system. Thus a +5 Cannon with +2 Extended Range would have to be researched together, but a +5 Hull with +4 Drivetrain(Land) could be researched separately without issue. An item requires its Cost in both mobilized Research Points AND Mobilized Primary Industry per month, with each pair of points giving a single check on 3d6 dice. To be fully developed an item needs 3 cumulative successes per point of Cost, each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent to increase the number of rolls it has for that month at the ratio of an extra roll per additional RP point spent, which can help rush an item through with a minimum development time of a month while increasing the chances of the designers making mistakes. The four possible roll results for a check are Critical Success, Success, Failure, and Critical Failure which will add a Flaw.
A Flaw is a negative capability that offers no savings to cost or size, and remains hidden until actual combat as your best people have already missed it. Once revealed attempts can be made to fix it, but if another critical failure is suffered at any time during this the bug has proven to be a fundamental part of the design and CANNOT be fixed. Thus it will share its flaw automatically with any future designs based on it, and can only be removed by cutting your losses and starting over.
  • Critical Success: Counts as three successes, not only did your people do well they made a breakthrough.
  • Success: Progress has been made towards completion and everything on schedule.
  • Failure: Things didn't quite quite work out right but thankfully have no other effect besides lost time and money.
  • Critical Failure: Your people goofed. This counts as a success, but adds a flaw of the GMs choice it the item in question.


Example A3: [Infantry]
Example B3: [AT Gun]
Example C3: [Tank]

Production

[Under Construction]

So now that you've gone through all the hard work of designing a unit then researching it, now comes the fairly easy part.


Example A4: [Infantry]
Example B4: [AT Gun]
Example C4: [Tank]

Combat

Mechanics

Resolution


Salvage

Veterancy

Moral