Ruleset (Finished)
Basic Setup
Here is the basic setup of the game, There are two factions with a set amount of people on each side there will be two GMs who serve as opposing leaders for the two factions. The two factions will go to battle on Battlegrounds. The battlegrounds can range from open fields to secret military compounds.
Characters
The players will make character cards that display there stats. Players also get five soldiers under there command. They will augment your stats and serve as a shield when taking damage although you will still take damage. Your character can only be killed if your troops are all dead. You can use items you have acquired to increase your soldiers stats. Your soldiers stats will be trained as you train yours up, you can specifically designate how you want them to be trained or let the GM decide randomly or just give him general guidelines on there training. You can also designate one of your soldiers as a specialist which will be similar to character roles. If you lose one of your soldiers there is no way to get them back.
Character Classes: Finished
There are different Classes for characters including, Medic, Scout, Spec Forces, etc. There are special abilities, items, and bonuses associated with each role.
List of Character Classes: Finished
Medic: Faction Limit: 1. Bonus: +2 to all defense. Ability: Can heal friendly units on battleground. Starts battles with one Team Medpack.
Scout: Faction Limit: 3. Bonus: +5 to stealth. Ability: Can scan enemy defensive positions.
Commando: Faction Limit: 1. Bonus: +5 Stealth +5 Awareness. Ability: Can
Sneak Behind enemy lines and perform sabotage.
Spy: Faction Limit: 1. Bonus: None. Ability: During base stage a Spy can try and perform a mission to get enemy Intel, if successful there Faction gets a +10% combat bonus in next battle. Note this action will consume the entire base phase for the character, they will not be able to heal injuries or train stats.
Fighter: Faction Limit: 15. Bonus: +2 to all combat stats. Ability: None. Starts with Force Armor.
Once a Faction has lost one of there Characters of a certain class there is no getting them back so be careful.
List of Soldier Specialist: Finished
Explosives expert: Ability: Can plant explosive on objects IE Defensive positions and mission objectives. Can lay Landmines as traps for attacking forces. On defense starts with three Landmines, on offense starts with three bombs.
Sniper: Ability: Can provide long range cover for squad mates. Starts with Sniper Rifle
Vanguard: Ability Can Handle Heavy Weapons. Starts with highest standard weapon and armor.
Battles
Battles take 48 Hours. One of the factions defends in the battles and the other attacks. This alternates until the end of the game. The location of the battle will be decided by the attacking faction’s leader, the leader can decide for himself where to attack or hold a vote among the members of his faction, it doesn’t matter if the opposing side learns of the location of the battle for it has no effect on the game.
When on the battleground players will send actions to there GM which will be among other things attacking, exploration, trying to take out an important target, etc.
There are two different objectives in battle, one will require the attacking faction to capture a certain point (Sort of like Star Wars Battlefront II) the other will require the attacking faction to take out a certain target IE An Ammo Bay. The defenders objective is always to keep the attacker from completing there objective.
There are two stages in battles, The Preliminary Stage (24 Hours), and The Main Battle Stage (24 Hours), In the Preliminary stage the defenders are given the list of defenses and can scout the routes the attackers will likely take and lay traps, while the attackers get a chance to scout out enemy positions and explore, in The Main Battle stage the Main Battle commences the defenders position themselves in the defenses, while the attackers choose there attack route, at the end of a battle a Victory Screen will be shown the results are listed including the victor, player injuries, and loot gained.
At the beginning of the battle players will be given a small description of the terrain and three different routes for the attackers to go through, the defenders will be able to go in and if they have an Explosives Expert lay mines, if they are attackers they can scout enemy positions, you do not have to be a scout for this job although it aids in the process, if they are the Commando class they can go behind enemy lines and disrupt defenses or even take out the mission target, although the latter is a extremely risky move if your stealth is not high enough you will be swarmed with nearly every enemy in the opposing faction. Finally you can go in to just look and try to find Items, for this a higher awareness aids in looking. When looking though the routes you may meet enemies if this happens you will both perform awareness checks, if either of their awareness checks succeeds combat will ensue until one of them has taken enough damage and retreats.
Here is a list of defensive structures:
Light Turret: +1 Defense
Medium Turret: +2 Defense
Heavy Turret: +3 Defense
Defensive Barricade: +1 Defense
Defensive structures aside from the barricade must be manned to be of any use. If you are manning a turret and it gets blown up you will take a significant amount of damage.
Special Note on Faction Leaders: The two GM’s that are the faction leaders will be uber powerful, though they have no squad and cannot train there traits they will nearly be able to fight everyone on the opposing faction in the beginning, because of this they will be only majorly involved in combat at the final battle this will be the climatic battle that will decide the game more on this is detailed in the Victory section.
Example Battle PM’s:
Preliminary Stage 1: Go through the right canyon and try to scout enemy positions
Preliminary Stage 2: Go through the left canyon and look for items or traps.
Preliminary Stage 3: Sneak behind enemy lines and try and take out the mission objective:
Main Battle Stage 1: Run through the center canyon and blast through the enemy positions to capture the mission target.
Main Battle Stage 2: Set up my Sniper to cover me and my squad while we attack.
Main Battle Stage 3: Have my Vanguard to use his Rocket Launcher to take out one of the enemy heavy turrets.
Base
When not fighting, the game is set in the faction base. In the base players send in two orders, the orders are either training there stats, or healing injuries, injuries are acquired in battle and are optional to heal. You will send in your orders to your Faction GM.
An example order PM.
Action 1: Train up my stealth skill.
Action 2: Heal my injuries from the past battle.
Action 1: Result +1 Stealth point
Action 2: Result: +50% hitpoints Note: If you lose more than 101 HP it will consume all actions for that base phase to get fully healed.
In the base there will be a market where you can acquire new items to help you on the battle field. (Exploring battlefields may yield loot as well) Currency is acquired by winning battles.
Items
Items will come in three categories, Weapons, Armor, and Miscellaneous. There are some items that can only be used by your Main Character or Your Soldiers and items that can only be used by a specific class. In addition to the ways specified above you will also get the items of enemies you kill. You may also sell items for there purchase value
List of Items:
Weapons:
Name: Bonus: Can Be Equipped by: Special Ability
Blaster Pistol: +1 Attack: Any Soldier: Can be dual wielded
Blaster Carbine: +2 Attack: Any Soldier
Blaster Rifle: +3 Attack: Any Soldier
Sniper Rifle: +3 Attack: Sniper. Long Range Attack
Rotary Blaster Cannon: +5 Attack: Vanguard
Rocket Launcher: +3 Attack: Vanguard: Can destroy defensive positions
Lightsaber: +2 Attack: Main Character: Can be dual wielded but gives penalty of -2 Defense. Additional ones can only be acquired by killing a Jedi/Sith and taking it from them.
Armor:
Force Armor: +2 Defense: Main Character
Light Armor: +1 Defense: Any Soldier
Medium Armor: +2 Defense: Any Soldier
Heavy Armor: +3 Defense: Any Soldier
Miscellaneous:
Medpack: Anyone: When equipped can immediately heal 25% of your Hitpoints
Advance Medpack: Anyone: When equipped can immediately heal 50% of your Hitpoints.
Squad Medpack: Anyone: When equipped can immediately heal 25% of your squads Hitpoints.
Team Medpack: Medic: Can heal 25% of hitpoints for every member on a team.
Personal Shield: Anyone: Adds 25 hitpoints to your health this does not count for medpacks.
Lightsaber Crystal: Main Character: +1 Force Attack, +1 Force Defense. Can only be equipped by player with lightsaber.
Bomb: Explosives Expert, Commando: Can be planted on enemy defenses and mission objectives.
Landmine: Explosives Expert: Used in defense as traps if successful hit occurs reduces 25 to 50% of enemies health, enemies when approaching the vicinity of a Landmine player performs a awareness check, if check succeeds the mine will be avoided, if it fails the mine go’s off and a dice roll occurs to determine how much damage it deals.
Some items such as landmines and team medpacks cannot be bought because they are class dependent. Items such as Medpacks will be used as soon as needed (Character Health reduced to by amount Medpack heals) unless specified by player.
Example of a PM a player might send to indicate when to use a Medpack: Do not use my Medpack unless I am about to die.
Here’s what a character card should look like. In the beginning you get 25 points to spend on stats. Your stats will be limitless. Since I’m planning on making the first game Star Wars themed stats such as Force Defense and Attack as well as Species will be specific to that game.
Picture of yourself (optional)
Name: You’re Name
Gender: Whether you’re a male or female
Species: What your species is. (Game Specific)
Class: What your character class is.
Health: Your current health, you have a maximum of 200 Hitpoints.
Attack: How well you attack
Defense: How well you defend
Force Attack: Your ability to use the Force Offensively (Game Specific)
Force Defense: Your ability to use the Force Defensively (Game Specific)
Awareness: How well you can detect items and enemies using stealth.
Stealth: How well you can sneak around while scouting.
Items Inventory: Items you have found or bought.
Items Equipped: Items you have equipped. As a main character you start with a Lightsaber equipped. Medics also get a Team Medpack at the beginning of every battle, and Special Forces get a bomb at the beginning of every battle.
Currency: All players start with five.
Special Ability: Class Dependent
Character Background: The story of your life.
And an example of a Soldier Character Card
Designation/ Name: The call number of your soldier, can be named by player later in game.
Gender: Chosen by player
Species (Game Specific): Chosen by player
Specialist Class: Only one of these per squad
Health: His/ Hers health, maximum of 200 HPs
Attack: How well He/She attacks
Defense: How well He/She defends
Awareness: How well He/She can detect items and enemies using stealth.
Stealth: How well He/She can sneak around while scouting.
Items Equipped: Items He/She has equipped. All normal troops start with a blaster pistol equipped, Snipers start with a Sniper Rifle and Light Armor, Explosive Experts start with Medium armor and three Bombs/Landmines and get three more for every battle, and Vanguards start with a Blaster Rifle and Heavy Armor.
Special Ability: Determined by Specialist class.
Your soldier’s stats all start at five. You will have five of these cards below yours for each of your soldiers.
Map
There will be a list of battlegrounds they will be split evenly among the two factions. One of these battlegrounds is the Base of the faction, this battleground can not be taken unless every battlefield that that faction controls is taken once that has happened the opposing faction will attack there base. Each battle ground is given a defensive strength of High, Medium, or Low.
Victory
Victory will be achieved when one Faction takes the other Faction’s base or the opposing Faction is completely wiped out. In either case the two GM’s fight it out, in the former when the Base Battleground of one faction is taken the game enters into the last stand mode in the last stand mode the defenders are given one last chance at winning by battling out with the other faction there are no defenses only man against man, in this mode the two faction leaders battle it out, if the attacking faction’s leader prevails he will go on to help his faction finish off the remaining defenders. If the defending faction’s GM wins the remaining attacking force dogpile him trying to kill him along with the rest of the defenders the prevailing Faction is the winner. In the latter case all of the GM’s faction is killed then the opposing Faction including there GM must fight and kill him ensuring victory.
Credit to Zack for the inspiration of this game.