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Bidderlyn

Gaia Bronze Age - Armies & Battle rules

Jan 16th, 2022 (edited)
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  1. You start the game with 1 army adjacent to your inhabitant, that army has 3 Elite army units.
  2.  
  3. You can perform 1 action with each of your existing armies:
  4. ----
  5. ACTIONS:
  6. ----
  7. * Recruit a new unit:
  8. When your army is inside your influence sphere, you can recruit new a new unit for your army. Roll 1d100, the score is the increased % of base damage your army units gets.
  9. 1) Levies: Choose an amount between 200-500 population to create an army unit of levies, with base damage equals to the population you paid.
  10. 2) Recruit an Elite army unit: Doesn't cost population, and have a base strength of 400. However, the amount of elite army units you can have is capped by your nation's military progress level.
  11. After recruiting either levies/elite unit you can add traits such as armor, spells, tactics and weapons according to your nation's sheet. Those traits may cost additional population or Material to assign for the unit.
  12.  
  13. * March:
  14. Move your army(and all its units) to an adjacent tile. The Organization of your army will be set halfway towards 80%.
  15. Marching inside your nation's territory sets your army's organization halfway towards 90%.
  16.  
  17. * Force-March:
  18. Move your army two tiles. Your units will take a mobility penalty this round in battle.
  19. This action sets the Organization of your army halfway towards 40%.
  20.  
  21. * Encamp:
  22. Stay where you are and fortify your position. Your armies will gain 20% fortification bonus if you fight defensively from this tile. Encampments only need to be built once and last until you leave your tile. Fortification bonus doesn't stack with an already existing fortification bonus on that tile.
  23. This action sets the Organization of your army halfway towards 60%.
  24.  
  25. *Route:
  26. Your army can move up to 2 tiles. other armies can't engage in combat with them unless your army has nowhere to move.
  27. You can not make any other action other than Routing until you reach your nation's territory.
  28. This action sets the Organization of your army halfway towards 0%.
  29.  
  30. * Drill:
  31. This action sets the Organization of your army halfway towards 100%.
  32.  
  33. *Probe for weakness:
  34. If you are on a tile with an encampment, roll 1dX against 1dY where X is the military level of your nation and Y is theirs. If you score higher, your army may ignore their encampment fortification bonus. Gain +1 to score if within your territory.
  35.  
  36. *Lay Siege:
  37. Weaken the fortification bonus of the defender's side on the tile you are at by 10% for each army unit that you have more than the defender's side on the tile.
  38. This action sets the Organization of your army halfway towards 70%.
  39.  
  40. *Defend:
  41. If an army enters your tile, they must activate their one free action to attack you.
  42.  
  43.  
  44. ----
  45. BATTLE
  46. ----
  47. As a free action after you have done your main action, you can decide to start a battle and roll 1d100.
  48. If there is one or more armies on your tile, you can choose to attack one of them.
  49. Battles will increase the military experience of both nation's armies regardless of who has won, fighting a weaker army gives less experience than fighting a stronger one.
  50.  
  51. Winning a battle on an enemy territory will also usually loot 10% of their wealth, except in cases where that nation doesn't use wealth.
  52. If the tile was bordering yours, you also conquer that tile. Existing structures of the other nation on that tile will be razed.
  53.  
  54. The losing army will also lose one of its army units (random). Losing twice in a round activates "Routing" as a free action.
  55.  
  56. ----
  57. Calculating battle results
  58. ----
  59. (DM does it via program)
  60. To put it simply - Whoever does more damage to the other army wins the battle.
  61.  
  62. Each battle unit has its own "Base damage", boosted by various bonuses and situational traits for the scenario (For example, "Bowmen" trait may be added to boost base damage by 30% if fighting defensively from a fortification. The fortification itself may add additional 20% bonus damage to all units as well).
  63. A 1d100 is rolled by the offensive army (Defensive army die is rolled by DM) which boosts the % of army unit damage according to the roll's score.
  64. The sum of every army unit damage is your total army damage, multiplied by your army's Organization %.
  65.  
  66. After a battle, the Organization of your army is set halfway towards 20%, unless you have won at a defensive battle.
  67. Battles over forest tiles cause 30% Mobility penalty for the offensive army.
  68. Battles over Mountains/Cliffs tiles grants additional 10% Fortification to the defender's encampment.
  69.  
  70. And lastly here is an example to how battles look like (taken from previous game with similar system): https://pastebin.com/KuHXL4bA
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