New NESes, ideas, development, etc

You were Communist China in the ill-throughout, poorly modded, BT'd non-cannon SMW3, which we should all just forget ever happened, for all the reasons above. That took place about 15 years after this. China is still a 'republic' officially, though that could fairly easily change.

Regardless, I'd love to have you.
 
Been planning a NEs for sometime now; I like to call it Pirates NES.

just jotting down some ideas:
> 3 factions: Natives - Pirates - Colonists, each of them always at war with one another.
> Era : 1500's
> Army :
Infantry : Muskets, Pike
Cavalry: Light Cavalry, Heavy Cavalry (not available to Pirates)
Navy : Corvettes, Ship of the Line, Privateers
(I am thinking of Pirate factions able to capture ships; not available to other factions)
> Map :
Spoiler :
S9Y2U.jpg



Goods and Trade :
Spoiler :
Grain - 100
Wine - 100
Wool - 100
Cloth - 100
Fish - 100
Fur -150 (Colonists only)
Salt - 150
Naval Supplies - 50 (Colonists only)
Copper - 150
Iron - 150 (Colonists only)
Gold - 500 (natives only)
Slaves - 50 (natives only)
Spices - 300 (natives only)
Coffee - 300 (natives only)
Cotton - 100 (natives only)
Sugar - 100 (natives only)
Tobacco - 300 (natives only)

The idea being you would be needing all most of these resources to run the game successfully.
Trying out a formula to balance out trading and such .

Price of trade = Price last turn * (1 + Difference in Supply)
A sample case :
Spoiler :

ZOzDQ.png


Need feedback, if this fails in any certain point




SUGGESTIONS ARE WANTED / WELCOME
 
each of them always at war with one another.

Why? It seems to me that they could (and often would) make peace in order to reach mutually beneficial goals. Usually attacking the third party.
 
It wasn't necessarily a pirate thing to capture ships, and I don't think it should be in this world. Maybe simply a better chance of doing it than the other factions?
 
Are you thinking of privateers? But wouldn't the only attack ships flying the colors of a nation their nation was at war with... (or, at least they were only allowed to attack those)

That would require extra factions, the home nations of the colonists or maybe several colonist factions, or both.
 
@ Mayor : that was exactly what I had in mind.
@ Arya : The fact that the colonists and the natives would have a much better economy system, makes the "capture ship" an exclusive trait, necessary for the pirates. I was of the idea that Ships, ( caravels / galleys / ship of the line ) would be pretty costly, that a Pirate faction might not have the economy to support.
@ Nintz : It will be a open diplomacy of course. But then, for example, the British faction not punishing the pirate faction, working for them, would raise some eyes. Internal stability sort of thing.
 
OK. I think I've worked out some of the reasons why I can't get a NES off the ground.

1. I don't choose ideas that 'get' me enough to keep going with them. Prime example: OptNES 2. Never got off the ground because I wasn't satisfied it. Granted, it would have been an OK NES, but if I didn't have interest it wouldn't have been what I envisioned. There goes that idea.

2. My ideas are always screeds of work with a scanner that is difficult to operate. Translation: Don't do a repeat of OptNES.

3. I haven't been doing fantasy NESes. I've sort of skirted around the idea in the past because of how much work it is. Given that in only about two weeks I'm going to have ages, now seems about right.

Unveiling my new idea for a NES (and given that it really is pretty sketchy at this point,m I'm not posting a pre-NES until I have it all worked out):

OptNES III
Title: Actually, I haven't decided. Yet. I need opinions on that one, so let's just dump all my current options in a spoiler
Spoiler here: :

The Lion Rises
Revival
Steel Diplomacy
A Fire Beneath
Red Sky at Night
Dawn of a Crimson Day
Burning Waters
Here At The End Of Reality
From Beyond the Horizon
Red Is The Colour of Steel
Tear The World Apart
[Suggested by Terrance] Foundry of Nations

Dammit, they all sound like James Bond/Pirates of the Caribbean movies.

Theme: Steampunk/fantasy
Format: Stat-based, almost fresh start, non-Earth (but with humans, or it's too complicated).
Players control: A nation
The story so far:
Spoiler :
The Avirri are, to date, the only tribe to have entered the halls of civilisation on this distant Earth. From the most modest of beginnings, they united or defeated the squabbling tribes around them on their small piece of the world. For almost seven thousand years, they have advanced the ideologies and technologies of the world, entirely on their own. They have had six thousand, nine hundred and eighteen years of dominance, almost handed to them on a plate. A benign tumour on the face of their planet, Ath, it is only recently they have begun expanding again as they once did. From their island city of Dar-Assina, they were once content with knocking the heads of their surrounding tribes every once in a while, and building their own fair-sized state - - content in the knowledge that no other people in the human race had the means to defeat their far superior technology. Only recently, their shipyards developed the means to use steam and gas as a means of powered flight - if only they were the only ones to now know that secret!

Traitors to the High Council of Avirria, eight of the shipyard masters fled the country, set on making as much money as they could and retiring, rich, in a corner of the world... never to be found. It was not to be, of course. All eight ended their lives in the arena at Dar-Assina, their punishment as criminals to be killed by the dogs.

They are saying they will bring in lions now, though. Before they died, the eight shipyard masters did manage to sell the council's secrets: and they are spreading. New nations arise, armed with all of the knowledge and resources of the Avirri themselves. Vast swathes of the hitherto undiscovered world have now been uncovered. Colonies are built. Wars begin, on a scale previously unseen on Ath.

For the men and women who rise to lead the world's new nations, the challenges are yet to come.


And... yeah... that's actually all I've got. Actually, I have a logo as well, but that's not finished yet.

Which is why, of course, I'm posting here. How do you guys suggest I do this? I'm open to any and all suggestions pertaining to missing, additional or even existing material.
 
Spoiler :
Well, that sorta almost sounds like an IOT intro TBH :o. I guess you just want to avoid annoying or limiting backstory.


Foundry of Nations added to the list.

Anyway, maybe make it so that Avirria has an almost prime-directive concerning technology. Mainly- don't give any out, and kill tribes who develop any. So there ARE nation-like tribes, proto-kingdoms and states ect, but any that rise above the rest are quickly chopped to size an an Avirrian expeditionary force.

Ergo, this quick spread of mid-high technology is matched with desire to use them and a somewhat primitive but available understanding of politics.
 
The intro is a work in progress/10-minute job. How that progresses really depends on the suggestions people have.

I quite like Foundry of Nations as a title, I'll add it to the list. And that idea of the prime-directive - it probably makes a little more sense than my original idea.
 
"Here At The End Of Reality"
"From Beyond the Horizon"
"Red Is The Colour of Steel"

Are all too long for my tastes. I would vote against these.

"The Lion Rises"
"Revival"
"Foundry of Nations"
"A Fire Beneath"

I prefer these four, with the first one being my personal favorite, followed by the third one (Terrance's).

I will comment on mechanics when I have time, but I am interested in the general premise and idea.
 
Fair enough. Those were all 'lean-against' ones on my original list as well, with the exception of 'From Beyond The Horizon', but I left them on anyway :p.

Interesting that you picked 'Revival' though.
Great to see there's interest for the idea!
 
Lol, I seem to be a good namer.

So this is a Steam Punk relatively Fresh Start. Will the Avirri be Mod-Controlled, desperately trying to maintain whatever scraps of superiority they have left even as they are outnumbered?

I would also see this be an excellent change for good UU rules as every new nation start with various combination of the leaked blueprints, while new designs would diverge almost immediately. Meanwhile Avirri would start with all the blueprints as well as some exclusive ones, but has the least potentiel for growth, low population, and an already industrialized society.
 
Avirria is probably an NPC.

I like the UU ideas.... actually, I like that idea a lot. I might have to get started on a ruleset for that. I suppose I adapt a trait system or something for it...

EDIT: The expanded 'story so far' so far:
Spoiler :
The Avirri are, to date, the only tribe to have entered the halls of civilisation on this distant Earth. From the most modest of beginnings, they united or defeated the squabbling tribes around them on their small piece of the world. For almost seven thousand years, they have advanced the ideologies and technologies of the world, entirely on their own. They have had six thousand, nine hundred and eighteen years of dominance, almost handed to them on a plate. A benign tumour on the face of their planet, Ath, it is only recently they have begun expanding again as they once did. From their island city of Dar-Assina, they were once content with knocking the heads of their surrounding tribes and small city-states and nations every once in a while, and building their own fair-sized state - - content in the knowledge that no other people in the human race had the means to defeat their far superior technology. Only recently, their shipyards developed the means to use steam and gas as a means of powered flight - if only they were the only ones to now know that secret!

Traitors to the High Council of Avirria, eight of the shipyard masters fled the country, set on making as much money as they could and retiring, rich, in a corner of the world... never to be found. It was not to be, of course. All eight ended their lives in the arena at Dar-Assina, their punishment as criminals to be killed by the dogs. All had their possessions seized, poor in death in a mocking of what they seeked in life.

They are saying they will bring in lions to the arenas now, before the lions themselves arrive. Before they died, the eight shipyard masters did manage to sell the council's secrets: and they are spreading. New nations arise, armed with much of the knowledge and resources of the Avirri themselves, courtesy of the eight traitors who sold it to them. Vast swathes of the hitherto undiscovered world have now been uncovered; deserts, vast forests and plains, thick jungles. Colonies are being built. Wars are beginning, on a scale previously unseen on Ath.

And the Avirri themselves? Jealously guarding their remaining secrets, they wait in their cities for their governments, their engineers and their soldiers to re-establish their dominance of the region, and from there? Thanks to eight traitorous engineers, the world lies out there. A million enemies are ready to fight.

For the men and women who rise to lead the world's new nations; for the engineers and the citizens; the soldiers, the colonists and the diplomats... the challenges are yet to come.
___________________________________

"Serenn Tath."

The engineer looked up.

"That's me. Traitor, scumbag and general good-for nothing. At your service. What may I do for you?"
"Nothing, Tath. As a prisoner and a traitor, you are of no use to me. I have only one job I can offer you. I'm afraid it doesn't pay very well." The jailer hawked, spitting onto the dusty floor of the cell.
"And what might that be?", the engineer commented dryly. He remained impassive as the jailer intoned,
"Entertain the people, serve your punishment and die. The Avirri have no place and no respect for traitors."

With that, he pushed Serenn Tath, eighth shipyard master of the Avirri Shipyard, out through the wooden doorway, and into the Dar-Assina arena. Sound burst into the world, and light. Serenn Tath stumbled, trying to regain his temporarily lost vision. The crowd cheered. Serenn looked up. A special surprise, he thought bitterly. True enough. The jailer had been honest. Not many victims of the arena had been mauled, not by dogs, but by a lion.
It crawled closer. Serenn thought he saw it lick its lips.

Last of the engineers, traitor to the Avirri, Serenn Tath knelt down on the sand, resigned to his fate, and waited to die.

When it came, he didn't even scream once.

 
Looks like I have a name, then!

I have finished the logo and will post it when... uh... I can use the scanner? Soonish.

In the meanwhile, I am working on the ruleset and will post parts for scrutiny as they're done.
 
Serenn Tath didn't offer much entertainment, did he now?

Anyway, more speculation.

Avirria would have Generation 1 Aircraft as well as trying to develop Generation 2 Aircraft to take the advantage from the newly formed nations. This is from looking at the fact this occurs just as Aircraft are being developed.

Steam tanks are probably a go, but what about Mechs, Armored Wagons (cars), or even crazy stuff like Armored Horses/Horsemen? Steampunk is cool, so don't worry about making the center of a Steampunk world a crazy-cool NPC whose tech all the PC countries are trying to steal, copy, reverse engineer or match with homegrown inventions.

If Avirria is advanced enough, I would see them having "Automatons" and "Golems" doing a large amount of the fighting to preserve human beings for development of new technologies and the testing of said technologies.

Also it would be cool if they test proto-type war machines in public, in the Arena.

EDIT: Since they dominated the world before the first aerocraft, they would rely on ships. Steam punk ships.

Finally, what do you think about using "low tech" alternatives as a form of stealth? Maybe Avirii still have blinders on about the value of technology and they would dismiss sail or oar-powered ships. What if you hid your steam tech by using sail and oar power to avoid suspicious of Avirii patrols, then bring out the steam and canons for the battle itself? Of course, by the middle of the NES this naiveness should fade away.

Anyway, some cool steam-punk like words!
Aerocraft. Gyro-copter. Hot Steam Balloon. Dreadnought. Leviathan. Skipper.
 
Spoiler beginning of ruleset (stats + sign-ups) :
The Rules

The centre of this NES is the player character, their nations and how they use the power given to them to create their own little corner of the world. It is also about the stories we produce, and how the players use their stories to build a lore and a culture that enriches this world. Stats are the first part of the NES I would like to cover, as well as the standard fill-in-the-blanks form I would like PCs to fill in the blanks in.

That is: this.

Spoiler sign-up form :
[B] Name of Nation/Player[/B]: fairly obvious. Just stick it in the bold tags and replace the 'player' and 'name of nation' bits. I'll be copying these pretty much directly into Stats.
[B]Colour:[/B] fairly obvious. RGB please, it makes my life just that little bit easier.
[B]Demonyms:[/B] What are your people and language known as?
[B]Flag:[/B] Of your own design and choice. A nice flag texture can be found [URL="http://imgur.com/pjPhB"]here.[/URL]When you post it, please place it in this
[SPOILER]spoiler.[/SPOILER]
Thank you.
[B]Government:[/B] Primitive Monarchy, High Council (in the style of Avirria, much like the Roman Senate and not really a 'people's nation', despite how it might appear), Tribal Council (more primitive but also more democratic) or Other. If Other, explain and justify your nation's government to me. Please don't powergame.
[B]Religion:[/B] Name and describe your religion. Be brief, preferably, and elaborate later in some sort of story and/or on the wiki which I will eventually set up.
[B]Engines:[/B] The engineers came to your people. After some deliberation, your leaders selected two and paid for them - after which, the engineers left rather quickly, without fully explaining them. Nonetheless, with some modifications, you have constructed working versions of these blueprints. Which ones were they? Name and describe your two new Engines.
Bear in mind, only five of each blueprint are available. A list can be found further down.
[B]History:[/B] Describe your people's history and how they ascended to the halls of nationhood. 5-7 lines-ish, more if you feel inclined.
[B]Description:[/B] What it says on the tin. Quick reference for other PCs and, in the case of NPCs, info for prospective players.
--Anything else you want to say goes here.--

The following will be added to make your final stats. I'll decide the values based on a standard and on your submission.
Population: All nations start with the standard starter-pack 500,000, with the exception of the NPC Avirria, which due to its - considerable - head start on civilisation, has 1,500,000. Population affects the number of engineers and soldiers you can field, as well as your income (although it also affects how difficult the population is to keep under your rule!)
Technological Advancement: Primitive -> Ancient -> Antiquated -> Outdated for NPCs without blueprints; Experimental -> Prototyping -> Early Steam -> Steam Age -> Advanced -> Golem Era -> unknown. All players start at Prototyping as a base, unless there's good reason and fair balance in a submission. Avirria starts with early Steam technology, and is very protective of its technology. More on Tech later.
Economy: Pretty standard. This is the amount of income you have to spend, and also includes maintenance on Engines and soldiers. More on Economy later.


Some more stuff to comment on/suggest improvements for/knock holes in.
 
Spoiler banner :
5xnMi.png

As promised. Rules for Engines will be up soon for critique.

EDIT: Here's everything I have so far:

Spoiler :
5xnMi.png
The Avirri are, to date, the only tribe to have entered the halls of civilisation on this distant Earth. From the most modest of beginnings, they united or defeated the squabbling tribes around them on their small piece of the world. For almost seven thousand years, they have advanced the ideologies and technologies of the world, entirely on their own. They have had six thousand, nine hundred and eighteen years of dominance, almost handed to them on a plate. A benign tumour on the face of their planet, Ath, it is only recently they have begun expanding again as they once did. From their island city of Dar-Assina, they were once content with knocking the heads of their surrounding tribes and small city-states and nations every once in a while, and building their own fair-sized state - - content in the knowledge that no other people in the human race had the means to defeat their far superior technology. Only recently, their shipyards developed the means to use steam and gas as a means of powered flight - if only they were the only ones to now know that secret!

Traitors to the High Council of Avirria, eight of the shipyard masters fled the country, set on making as much money as they could and retiring, rich, in a corner of the world... never to be found. It was not to be, of course. All eight ended their lives in the arena at Dar-Assina, their punishment as criminals to be killed by the dogs. All had their possessions seized, poor in death in a mocking of what they seeked in life.

They are saying they will bring in lions to the arenas now, before the lions themselves arrive. Before they died, the eight shipyard masters did manage to sell the council's secrets: and they are spreading. New nations arise, armed with much of the knowledge and resources of the Avirri themselves, courtesy of the eight traitors who sold it to them. Vast swathes of the hitherto undiscovered world have now been uncovered; deserts, vast forests and plains, thick jungles. Colonies are being built. Wars are beginning, on a scale previously unseen on Ath.

And the Avirri themselves? Jealously guarding their remaining secrets, they wait in their cities for their governments, their engineers and their soldiers to re-establish their dominance of the region, and from there? Thanks to eight traitorous engineers, the world lies out there. A million enemies are ready to fight.

For the men and women who rise to lead the world's new nations; for the engineers and the citizens; the soldiers, the colonists and the diplomats... the challenges are yet to come.

_________________________________________________________

"Serenn Tath."

The engineer looked up.

"That's me. Traitor, scumbag and general good-for nothing. At your service. What may I do for you?"

"Nothing, Tath. As a prisoner and a traitor, you are of no use to me. I have only one job I can offer you. I'm afraid it doesn't pay very well." The jailer hawked, spitting onto the dusty floor of the cell.

"And what might that be?", the engineer commented dryly. He remained impassive as the jailer intoned, "Entertain the people, serve your punishment and die. The Avirri have no place and no respect for traitors."

With that, he pushed Serenn Tath, eighth shipyard master of the Avirri Shipyard, out through the wooden doorway, and into the Dar-Assina arena. Sound burst into the world, and light. Serenn Tath stumbled, trying to regain his temporarily lost vision. The crowd cheered. Serenn looked up. A special surprise, he thought bitterly. True enough. The jailer had been honest. Not many victims of the arena had been mauled, not by dogs, but by a lion.

It crawled closer. Serenn thought he saw it lick its lips.
Last of the engineers, traitor to the Avirri, Serenn Tath knelt down on the sand, resigned to his fate, and waited to die.
When it came, he didn't even scream once.

Introduction

Welcome to OptNES 3! Hopefully, the introduction has kept you interested this far in. Not that you'd be reading this if it hadn't, eh? ;) I guess I'll first explain what I already did in the NES development thread: this NES is my response to my inability to stick with an idea, or more precisely to choose one I can stick with. To that end, this is a steampunk/fantasy NES, something I've had thoughts about doing for a while, and toward which my interest has failed to fade. It's also an (almost) fresh start, with one NPC nation as outlined in the storyline - Avirria. More will turn up around major areas as we go.
Paradoxically, much of the inspiration for the updates and ruleset for this NES have come from TerraNES, the NES I have played in for the longest and been probably the most involved in. Long may it prosper, and many thanks for 16 updates of brilliance. :D
As far as the story, what you've already read (unless you skipped it, in which case, go back and read it) is it, at least so far. After all, the whole point of NES is to build a world.
On that note, on to the rules!
The Rules

The centre of this NES is the player character, their nations and how they use the power given to them to create their own little corner of the world. It is also about the stories we produce, and how the players use their stories to build a lore and a culture that enriches this world. Stats are the first part of the NES I would like to cover, as well as the standard fill-in-the-blanks form I would like PCs to fill in the blanks in.
That is: this.
Spoiler sign-up form :
[B] Name of Nation/Player[/B]: fairly obvious. Just stick it in the bold tags and replace the 'player' and 'name of nation' bits. I'll be copying these pretty much directly into Stats.
[B]Colour:[/B] fairly obvious. RGB please, it makes my life just that little bit easier.
[B]Demonyms:[/B] What are your people and language known as?
[B]Flag:[/B] Of your own design and choice. A nice flag texture can be found [URL="http://imgur.com/pjPhB"]here.[/URL]When you post it, please place it in this
[SPOILER]spoiler.[/SPOILER]
Thank you.
[B]Government:[/B] Primitive Monarchy, High Council (in the style of Avirria, much like the Roman Senate and not really a 'people's nation', despite how it might appear), Tribal Council (more primitive but also more democratic) or Other. If Other, explain and justify your nation's government to me. Please don't powergame.
[B]Religion:[/B] Name and describe your religion - close-together nations may use the same one. Be brief, preferably, and elaborate later in some sort of story and/or on the wiki which I will eventually set up. Secular states and/or state atheism are allowable.
[B]Engines:[/B] The engineers came to your people. After some deliberation, your leaders selected two and paid for them - after which, the engineers left rather quickly, without fully explaining them. Nonetheless, with some modifications, you have constructed working versions of these blueprints. Which ones were they? Name and describe your two new Engines.
Bear in mind, only five of each blueprint are available. A list can be found further down.
[B]History:[/B] Describe your people's history and how they ascended to the halls of nationhood. 5-7 lines-ish, more if you feel inclined.
[B]Description:[/B] What it says on the tin. Quick reference for other PCs and, in the case of NPCs, info for prospective players.
--Anything else you want to say goes here.--

The following will be added to make your final stats. I'll decide the values based on a standard and on your submission.
Population: All nations start with the standard starter-pack 500,000, with the exception of the NPC Avirria, which due to its - considerable - head start on civilisation, has 1,500,000. Population affects the number of engineers and soldiers you can field, as well as your income (although it also affects how difficult the population is to keep under your rule!)
Technological Advancement: Primitive -> Ancient -> Antiquated -> Outdated for NPCs without blueprints; Experimental -> Prototyping -> Early Steam -> Steam -> Advanced -> Prototype Automatons -> Golem -> unknown (we'll see when we get to that point!). All players start at Prototyping as a base, unless there's good reason and fair balance in a submission. Avirria starts with early Steam technology, and is very protective of its technology. More on Tech later.
Economy: Pretty standard. This is the amount of income you have to spend, and also includes maintenance on Engines and soldiers. More on Economy later.

In the post below is more information on some of the stats, and general information on Engines and warfare.

_________________________________________

Warfare & Engines

'Engines' is the term for the vehicles that drive advancement and civilisation on Ath. The term encompasses a broad variety of machines in general. In relation to warfare, we are talking about a specific type of Engine - War Engines. Operation of one of these may involve any number of people, and the operators, who we will also give a capital letter to, will in general form the bulk of your army, particularly once you reach the Steam age proper.

Aside from Operators, your army will also include Engineers, the number and quality of whom you employ will affect how smoothly your Engines run. Engineers are non-combatants, but they need to travel with the army to properly carry out their assigned tasks. It will be imperative to protect your Engineers properly when carrying out battle plans.

Your army will also include, until an alternative is built and you enter the Golem age, a significant number of conventional soldiers, armed with pikes, bows, basic muskets (and later, rifles) or pretty much whatever they had on them when you got sold blueprints. In general, NPC nations without steam will field a large number of conventional soldiers, who will have a Ferocity rating as a general indicator of how well they fight.

Engines, however, will for the majority of the NES be your focus. Each player nation was sold two blueprints (over time, the blueprints you use will most likely leak to the nations - PC and NPC - around you); the engineers who sold them held forty-five such blueprints. They are outlined below.
Over time, your people will develop their own versions of such Engines, and even their own, entirely unique, designs.

Spoiler Stats Explained :
Description: A description of the Engine and its capabilites, in brief.
Dimensions: The height, length across the front and depth (length down side) of the Engine.
Speed: How fast the Engine moves, in metres per second for simplicity.
Firepower: The damage the Engine and its Operators can inflict alone.
Armouring: What the Engine is plated with.
Operators: The required number of Operators for the machine, with the number on weapons and driving, respectively, in parentheses.
Capacity: The number of conventional soldiers, Engineers and extra Operators the Engine can carry.
Cost: The cost of building one Engine in EP. Engines don't cost maintenance, but Engineers do.

Spoiler Land :
Land War Engines
Spoiler The Tower :
The Tower (5 left)
Description: A steam-driven, wide, squat siege tower. Well-armed, with limited ballistic power. Capable of transporting conventional soldiers, Operators and Engineers.
Dimensions:
Height: 8 m
Length: 3 m
Depth: 3 m
Speed: 2.8 m/s
Firepower: 3 cannon, 2 ballista
Armouring: Thin Plate
Operators: 9 (5/4)
Capacity: 100
Cost: 2 EP

Spoiler The Tortoise :
The Tortoise (5 left)
Description: A 'shell' of thick metal plate, bristling with heavy weaponry. Extremely slow moving, but also very safe for the small number of Engineers and Operators it can carry.
Dimensions:
Height: 2 m
Length: 2.5 m
Depth: 4 m
Speed: 1.5 m/s
Firepower: 7 cannon, 5 ballista
Armouring: Thick Plate
Operators: 22 (12/10)
Capacity: 8
Cost: 3 EP

Spoiler The Ram :
The Ram (5 left)
Description:The conventional Battering Ram, but steam-powered, significantly faster, and made of metal. Can also be suicide-driven with no Operators. Does not carry extra men.
Dimensions:
Height: 2 m
Length: 1 m
Depth: 7 m
Speed: 4 m/s
Firepower: 1 battering-ram, 2 harpoons
Armouring: Thick Plate
Operators: 7 (2/5)
Capacity: 0
Cost: 2 EP
 
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