ND Rules: Difference between revisions

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:''Example'': A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need ''36'' cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.<br>
:''Example'': A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need ''36'' cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.<br>


==='''Production'''===
==='''Design'''===
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious 'Systems, Slots, and Caps' actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. <br>
:So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious 'Systems, Slots, and Caps' actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used. <br>


:'''Systems''' are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more '''Slots''', or space. These make up the first tier of the system, and can be further modified by '''Caps'''.<br>
:'''Systems''' are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more '''Slots''', or space. These make up the first tier of the system, and can be further modified by '''Caps'''. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless.<br>




:''Example'': You design a +12 Weapon for a new tank and don't use any caps to modify it. Its Cost is 12, has a Size of 12 and is assumed to be functional if a bit plain.<br>
:''Example'': You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.<br>




:'''Caps''' form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.<br>
:'''Caps''' form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.<br>




:''Example'': The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. All total that's +3 in changes, with a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.<br>
:''Example'': The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there's +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.<br>





Revision as of 16:21, 15 August 2009

Overview

Adaption of the Gurps 3d6 roll under system to an Empire SD format.

Technology

Infrastructure

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.
Inactive is Infrastructure that is lacking the minimum population 'draft' required needed to operate, and as such produces nothing. This represents idle industry, power plants, or farms that are short of staff, and if left unchecked for long durations will eventually lead to the capability represented rotting away.
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 likely spend its life here.
Mobilized is Infrastructure that is Active and with the application of Wealth has been mobilized for government use. While in this state it can be used to produce military goods and equipment, the trade off is its no longer contributing to the civilian sector and thus generating no taxable Wealth.
Mothballed is Infrastructure that is Inactive and has special preparations made for long term storage and caretaking. In this state no Population is required and the represented capability will not degrade provided a yearly upkeep payment of Wealth per point is made. However such infrastructure also does not contribute either to the civilian sector or government, and can only be brought back online at the rate of X points with an immediate Wealth payment per month .

Industry

Represents one industrial might, and is split into Four sub categories. Each are required to construct or produce a certain type of product from Tanks and Infantry to WMDs. All Industry types are assumed to generate X Wealth per Active but un-mobilized point, representing their taxable profits on the Civilian market. The amount that can be mobilized without drawing public ire is controlled by Domestic Support.
  • Primary:
    • Conventional industry, from forges and steel furnaces to microchip lithography and advanced programming. Most goods are produced with this.
    • Costs X Wealth to Mobilize per Point.
    • 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.
  • Biological
    • The production of Food which is vital for the continued survival of your Military and Population. However when Mobilized this takes on a darker size, as it shifts from producing life to death in the form of weaponized biological agents.
    • Produces X Food per Active point, costs X wealth per point to Mobilize in which case it production can be applied to turning out biological agents instead.
    • 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.
  • Chemical
    • Ones chemical industry, while its assumed to produce many useful things in game terms its most important for the refinement of certain resources into Fuel. When Active its assumed to produce X fuel from each point of resource which is required to power all vehicles and field structures. However when Mobilized this switches to the production of weaponized chemical agents instead.
    • Produces X Fuel per Active point when provided Resources, costs X Wealth to mobilize in which case it production can be applied to turning out chemical agents instead.
    • 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.
  • Nuclear
    • Ones ability to apply Nuclear technology, this represents the ability to produce civilian nuclear technology and more importantly process Nuclear Material, or when Mobilized the fabrication of physics packages for nuclear weapons and military reactors.
    • Allows the production of Reactors and Refinement of Nuclear Materials per X point of resource, or the production of nuclear weapons when mobilized.
    • 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.

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 a certain percentage of Primary Industry and Chemical Industry per month as determined by Domestic Support in addition to X food and X water per pop unit.
  • Grows at 2% yearly, though sustained shortages of food/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 of new Systems or Vehicles, and the Advancement of Technology categories when Mobilized.
  • 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 and Research, Trade, and certain resources.
  • The exact amount is controlled by Economic Strength and Corruption.
  • Tentative formula is Total Wealth =(B*A)*(T-L). With B = Base Wealth per point, A = Active Infrastructure, T = Tax, 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

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. Each has a little bit of wiggle room per 'level' so minor fluctuations won't always require an immediate level change. 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 in conjunction with Corruption determines just how large of an economy your Government can tap each month. Each level has an associated upkeep cost to maintain, which must be paid in Wealth each Month. Purchase cost is 2x upkeep, must be paid each month to buy a check with a cumulative chance of success to see if the level desired is attained and each level must be purchased in sequence. A power can 'drop' one or more levels almost guaranteed by excessive debt or defaulting on said national debt; and conversely with a little luck in random events it is possible to jump up more than one level at a time.

Key

  • Type of Economy
    • Econ: How strong is your economy?
    • Taxes: What percentage of total Industry and Research count towards your Tax Base?
    • Upkeep: What does this level of activity cost to maintain?
  • Robust
    • Econ: 91-100%
    • Tax:
    • Upkeep: X
  • Extremely Strong
    • Econ: 81-90%
    • Tax:
    • Upkeep: X
  • Very Strong
    • Econ: 71-80%
    • Tax:
    • Upkeep: X
  • Strong
    • Econ: 61-70%
    • Tax:
    • Upkeep: X
  • Average
    • Econ: 51-60%
    • Tax:
    • Upkeep: X
  • Weak
    • Econ: 41-50%
    • Tax:
    • Upkeep: X
  • Very Weak
    • Econ: 31-40%
    • Tax:
    • Upkeep: X
  • Extremely Weak
    • Econ: 21-30%
    • Taxes:
    • Upkeep: X
  • Anemic
    • Econ: 11-20%
    • Tax:
    • Upkeep:
  • Depression
    • Econ: 1-10%
    • Tax:
    • Upkeep: X

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. It acts as a net drain on the economy and the peoples faith in your government, directly reducing both Economic Strength and Domestic Support. Its mechanics for buying different levels are similiar to Economic Strength in that it costs more to buy down and maintain the fight against successively lower levels of Corruption. This represents the greater police force and bureaucracy needed to reduce and maintain each level. Left unchecked Corruption is assumed to slowly grow at a pre-determined rate, and at higher levels directly threatens your governments stability. Note that occasional flair ups may occur at times even with the heaviest spending.

Key

  • Level of Corruption
    • Cor: How much corruption and crime is there?
    • Loss: By how much is Domestic Support and Economic Strength reduced?
    • Upkeep: What does it cost to remain at this level?


  • Rife
    • Cor: 91-100%
    • Loss:
    • Upkeep: X
  • Extremely High
    • Cor: 81-90%
    • Loss:
    • Upkeep: X
  • Very High
    • Cor: 71-80%
    • Loss:
    • Upkeep: X
  • High
    • Cor: 61-70%
    • Loss:
    • Upkeep: X
  • Average
    • Cor: 51-60%
    • Loss:
    • Upkeep: X
  • Low
    • Cor: 41-50%
    • Loss:
    • Upkeep: X
  • Very Low
    • Cor: 31-40%
    • Loss:
    • Upkeep: X
  • Extremely Low
    • Cor: 21-30%
    • Loss:
    • Upkeep: X
  • Scarce
    • Cor: 11-20%
    • Loss:
    • Upkeep: X
  • Nonexistent
    • Cor: 1-19%
    • Loss:
    • Upkeep: X

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 money to try maintaining it as high as possible via anything from propaganda to socialized institutions. 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, access to a number of luxury goods, 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. Note that during times of war public moral becomes both more important and harder to maintain, thus all related costs per level are doubled for its entire duration. 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.

Key

  • Level of Support
    • Supp: What percentage of support does your power enjoy?
    • Mob: What percentage of Infrastructure mobilization will be accepted?
    • Draft: How large of a draft will they accept?
    • Upkeep: X


  • Absolute
    • Supp: 91-100%
    • Mob:
    • Draft:
    • Upkeep: X
  • Extremely High
    • Supp: 81-90%
    • Mob:
    • Draft:
    • Upkeep: X
  • Very High
    • Supp: 71-80%
    • Mob:
    • Draft:
    • Upkeep: X
  • High
    • Supp: 61-70%
    • Mob:
    • Draft:
    • Upkeep: X
  • Average
    • Supp: 51-60%
    • Mob:
    • Draft:
    • Upkeep: X
  • Weak
    • Supp: 41-50%
    • Mob:
    • Draft:
    • Upkeep: X
  • Very Weak
    • Supp: 31-40%
    • Mob:
    • Draft:
    • Upkeep: X
  • Extremely Weak
    • Supp: 21-30%
    • Mob:
    • Draft:
    • Upkeep: X
  • Scarce
    • Supp: 11-20%
    • Mob:
    • Draft:
    • Upkeep: X
  • Revolution
    • Supp: 1-10%
    • Mob:
    • Draft:
    • Upkeep: X

Resources

Strategic

Luxury

Design and Manufacture

Development

The history of civilization is marked by the eternal refinement of the tools of war, its path littered with the bones of those whose who thought otherwise. Designing new weapon systems, and refining old ones is thus of paramount importance to a powers long term survival. So, how does one conduct such vital research and development?
First off lets start with the similarities to other previous systems. Item cost determines how much it'll take to develop, and this is paid with Research Points that have been Mobilized. Similar items can default to one another, allowing one to merely pay the difference instead of having work from scratch and the larger the item being worked on the more capable its assumed to be. 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 together. Each 'slot' (more on Systems, Caps, and Slots later) of an item as determined for cost that is being developed takes one research point that in turn grants a single research check on a 3d6 dice roll for that month. To be fully developed an item needs 3 cumulative successes per 'slot', each representing the cumulative trial and errors that take part in any development process. Extra RP can be spent on a single item to increase the number of rolls it has for that month, which can help rush an item through 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: A player finds themselves outgunned and thus wants to upgrade their tanks primary gun from a +10 Weapon to a +12. The difference in Cost is +2, thus to perform this upgrade they would have to pay 2 RP per month and accumulate 6 Successes. Fairly cheap and safe. If they were researching it from scratch however it would cost 12 RP and need 36 cumulative successes, leaving a much higher chance of rolling a critical failure that could lead to the entire design being permanently crippled.

Design

So now that you know how to design your weapons of war, let me explain exactly how to build them and what those mysterious 'Systems, Slots, and Caps' actually mean keeping in mind that this is a two tier system with both Cost in Industry and Size being determined by the number of Slots used.
Systems are various discreet groups of related systems and equipment, form the first design tier, and for all intents and purposes act like traditional caps. By this its meant that they are assumed to have a default level of capability proportional to their size. Thus a +12 Weapon or +5 Armor is assumed to be superior to smaller variants while also taking up more Slots, or space. These make up the first tier of the system, and can be further modified by Caps. Some caps are mandatory, serving to denote what specific type a system is when necessary. These are denoted by a +0 value and are both free and slotless.


Example: You design a +12 Weapon for a new tank, decide its a large bore tank gun by assigning +0 Projectile, and forgo any optional caps. Its Cost is 12, has a Size of 12 and is assumed to be a functional if plain cannon.


Caps form the second tier, are slotless for Size purposes, and are used to modify Systems in the same manner as traditional caps are used to modify base types. These are almost entirely optional, and only serve to allow further customization of a units statistics when desired. Unlike systems there is no set list, so new ones can easily be created when needed provided the GM agrees to the proposed effect.


Example: The player finds the same +12 Weapon from above a little too bland for their liking, and decides to spice things up a bit. They add in +2 Rapid Fire, +1 Extended Range, +2 Accuracy, and finally -2 Large to drop the cost down. Remember that the +0 Projectile remains unmodified and remains both free and slotless. All total there's +3 in changes, which give a final Cost of 15 and Size of 14. More expensive and larger, but it has an edge in range, accuracy, and a noticeably higher rate of fire for such a large caliber weapon.


Now that may be all well and good, but what bases can you equip with your new weapon? In short, none. This ruleset doesn't make use of unit bases, instead assuming there exists a 'universal base' that all units and field structures share from the lowly infantry all the way up to the largest battleship. Thus the only differences between units are the type of systems mounted, their quantity, and the total size.

Systems

Upkeep

"My tanks cost WHAT?!"

[TBA]

Combat

Mechanics

Resolution


Salvage

Veterancy

Moral