Warfare System
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Warfare System
#####KSP Military units.
Unit composition is tricky, if your army suddenly is out of ways to attack the opponent, it is completely crushed, but balancing your armies leads to tough long battles with high casualties.
Airfields, radars etc. are automatic.
Building 1 MP point worth of unit costs 2 PP
Newly created nations can instantly spawn an army.
Basic Combat Rules:
1- Transport is automatic, there is no transport units, but there is a penalty for invaders.
2- Strongest units face each other first (After adding bonuses) unless there are specific traits.
3- If the remaining units left on both sides cannot attack each other the battle ends.
4- Defenders can put all units (except ships) into a battle for their last home region.
5- Units always face other units of the same type first. (etc. aircraft vs. aircraft)
6- Units always uses primary weapon type unless secondary is forced by rule.
7- All bonuses and weaknesses are stacked before a strength number is calculated.
8- If a unit can be targeted by a strong enemy it cannot target but can target a weaker enemy it goes through a 50% check before engaging the weaker unit, it it fails the check, it is destroyed.
9- If a unit can be targeted but cannot target any enemies it is instantly destroyed.
10- To seize control of a region you must have ground units left.
How to start a battle:
1- Decide or agree on the battlefield
2- Decide or agree on the belligerents
3- Agree on the strategies
4- Belligerents pm gamemaster with units
5- Battle begins
Unit Example:
#- Unit Name
Strength: Number | Type: Primary/Secondary | Cost: Number (in MP)
Abilities and weapon bonuses/defenses
###Environments
#- Open Sea
Only ships and aircraft can be used.
Can only use aircraft when deploying an aircraft carrier
#- Land
Only land units and aircraft can be used.
Only if neither of the belligerents own the land.
#- High Altitude
Only aircraft can be used.
#- Home Region Landlocked
Only land units and aircraft can be used by invader.
Defender can use buildings.
-20% Fighting strength to invading land units.
Invader can only use aircraft if he is neighbour.
#- Home Region Land
Only land units, aircraft, missile cruiser and cruiser can be used by invader.
Defender can use buildings.
-10% Fighting strength to invading land units.
Invader can only use aircraft if he has an aircraft carrier or is neighbour.
#- Home Region Coast
Only aircraft, heavy cannons and ships can be used
Invader can only use aircraft if he has an aircraft carrier or is neighbour.
###Strategies
#- Open War
No traits
#- Blitzkrieg
Only useable by invader in home region land and home region landlocked
+20% strength to invaders Vehicles
Attacking force must be more than 50% Vehicles
-10% strength to all other invading units
#- Guerilla
Only useable by defender in home region land and home region landlocked
+20% strength to defending infantry
-10% strength to all non-infantry
#####Weapon Types
Missiles
Shells
Bullets
#####If it is not mentioned to be forbidden/not included in allowed, it goes.
Note:
There are now two states for your unit. The first is the one you start out with all of your military in, undeployed. When not deployed, the units will not cost maintenance. However, it will not be available to fight in a war unless deployed (or if you are fighting in your home region). The second, the deployed state, will enable the units to enter into combat outside of your home region, but it will cost maintenance to keep them deployed. Deploying a unit is a 1 PP project per unit, so deploying 8 units would cost 8 PP and take 8 hours (no simultaneous deployment here). Once deployed, they can be used in battle, and will cost as described below.
There is now a deployed unit maintenance cost. This means that each unit deployed for service cost double their MP cost in megakerbits to maintain per week. So, 1 carrier (4 MP) would cost 8 megakerbits (4*2) per week to maintain if you kept it deployed constantly.
(Credits to Mod team from the original site)
Unit composition is tricky, if your army suddenly is out of ways to attack the opponent, it is completely crushed, but balancing your armies leads to tough long battles with high casualties.
Airfields, radars etc. are automatic.
Building 1 MP point worth of unit costs 2 PP
Newly created nations can instantly spawn an army.
Basic Combat Rules:
1- Transport is automatic, there is no transport units, but there is a penalty for invaders.
2- Strongest units face each other first (After adding bonuses) unless there are specific traits.
3- If the remaining units left on both sides cannot attack each other the battle ends.
4- Defenders can put all units (except ships) into a battle for their last home region.
5- Units always face other units of the same type first. (etc. aircraft vs. aircraft)
6- Units always uses primary weapon type unless secondary is forced by rule.
7- All bonuses and weaknesses are stacked before a strength number is calculated.
8- If a unit can be targeted by a strong enemy it cannot target but can target a weaker enemy it goes through a 50% check before engaging the weaker unit, it it fails the check, it is destroyed.
9- If a unit can be targeted but cannot target any enemies it is instantly destroyed.
10- To seize control of a region you must have ground units left.
How to start a battle:
1- Decide or agree on the battlefield
2- Decide or agree on the belligerents
3- Agree on the strategies
4- Belligerents pm gamemaster with units
5- Battle begins
Unit Example:
#- Unit Name
Strength: Number | Type: Primary/Secondary | Cost: Number (in MP)
Abilities and weapon bonuses/defenses
- Units:
- ###Aircraft - fights first in all battles.
#- Anti-Tank Squadron
#Uses heavy armor-piercing rockets and miniguns against vehicles to deadly effect.
Strength: 8 | Type: Missiles/Bullets | Cost: 2
Uses Bullets versus Aircraft and Infantry
+50% damage against Vehicles
#- Anti-Ship Squadron
#Use with caution, specialised fast low-flying aircraft with torpedoes that can crack heavier ships like nuts. Also equipped with machine guns to stand a chance against attackers.
Strength: 8 | Type: Bullets/Missiles | Cost: 2
Uses Missiles versus Ships
+100% damage against Ships
Takes +50% damage from Aircraft
#- Air Superiority Squadron
#Fast and furious fighters armed with multipurpose homing missiles and machine guns, best used in large numbers for gaining control of the skies.
Strength: 8 | Type: Missiles/Bullets | Cost: 2
Uses Bullets versus Infantry
+50% damage against Aircraft
#- Bomber Squadron
#Slow lumbering bombers that can unleash death upon anything below, but can be massacred by fighters if they are not properly supported.
Strength: 8 | Type: Shells/Bullets | Cost: 2
Uses Bullets versus Aircraft
+50% damage against Vehicles
+50% damage against Ships
+50% damage against Buildings
Takes +100% damage from Aircraft
###Vehicle
#- Heavy Vehicles
#Heavily armored tank using its main cannon to take out other vehicles with relative ease, has a top mounted machine gun for assaulting infantry.
Strength: 10 | Type: Shells/Bullets | Cost: 2
Cannot target Aircraft
Uses Bullets against Infantry
+50% damage against Vehicles
Takes -50% damage from Bullet type weapons
#- Anti-Air Vehicles
#Mobile SAM systems capable of making the sky a very unsafe place, but highly vulnerable to everything else.
Strength: 10 | Type: Missiles | Cost: 2
Can only target Aircraft
+60% damage against Aircraft
Takes -25% damage from Bullet type weapons
#- Anti-Infantry Vehicles
#Fast and lightly armoured tank armed with a heavy caliber fast-firing turret.
Strength: 10 | Type: Bullets | Cost: 2
+50% damage against Infantry
Takes -25% damage from Infantry
Takes -25% damage from Bullet type weapons
#-Artillery
#Includes howitzers and heavy deployed artillery, very long range but highly vulnerable to being surrounded by infantry.
Strength: 10 | Type: Shells | Cost: 2
If defending, can target ships in home region coast
+25% damage against Vehicles
+25% damage against Ships
+50% damage against Buildings
Takes +100% damage from Infantry
###Infantry
#- Standard Regiment
#Normal infantry armed with standard issue rifles. Multipurpose.
Strength: 5 | Type: Bullets | Cost: 1
Cannot target Aircraft
+20% damage against Infantry
Rule 8 penalty reduced to 20%
#- Anti-Tank Regiment
#Infantry armed with anti-tank rockets and explosives, has a secondary firearm to defend against infantry.
Strength: 5 | Type: Missiles/Bullets | Cost: 1
Cannot target Aircraft
Uses Bullets against Infantry
+50% damage against Vehicles
Takes +50% damage from Infantry
Rule 8 penalty reduced to 25%
#- Anti-Air Regiment
#Infantry armed with long range missile launchers, has a secondary firearm to defend against everything else.
Strength: 5 | Type: Missiles/Bullets | Cost: 1
Uses Bullets against Infantry
+50% damage against Aircraft
Takes +50% damage from Infantry
Rule 8 penalty reduced to 25%
#- Mortar Regiment
#Use with caution, specialised infantry trained to take out stationary positions with bombardment. Has a secondary firearm as well.
Strength: 5 | Type: Shells/Bullets | Cost: 1
Uses Bullets against Infantry
Cannot target Aircraft
+50% damage against Buildings
Takes +30% damage from Infantry
Rule 8 penalty reduced to 25%
#- Special Regiment
#Highly trained infiltrator specialist forces armed to the teeth with heavy assault rifles, grenades, and snipers.
Strength: 7 | Type: Bullets | Cost: 2
Cannot target Aircraft
+50% damage against Infantry
No strength penalty when invading
Rule 8 penalty is ignored
###Ships
#- Heavy Cruiser
#Slow but enourmous ship with massive turrets and a very large range to go with them. Has gatling cannons for aircraft threats.
Strength: 20 | Type: Shells/Bullets | Cost: 4
Uses Bullets versus aircraft
Cannot be targeted by Bullet type weapons
+50% damage against Ships
Takes +50% damage from Aircraft
Can target Heavy Cannons in home region land
#- Aircraft Carrier
#Biggest buildable unit, fully equipped with everything needed to be a mobile airfield. Also has a few turrets and gatling cannons.
Strength: 16 | Type: Shells/Bullets | Cost: 4
Uses Bullets versus aircraft
Cannot be targeted by Bullet type weapons
Enables aircraft when invading home region land and home region coast without being neighbour
Takes +50% damage from Aircraft
#- Missile Cruiser
#Comes with missile launchers and large deck silos filled to the brim with all kinds of missiles, mostly anti-air.
Strength: 8 | Type: Missiles | Cost: 3
Cannot be targeted by Bullet type weapons
+100% damage against Aircraft
+50% damage against Buildings
Can target Heavy Cannons in home region land
Forces aircraft to attack it before ships with more strength points (except destroyer)
#- Light Cruiser
#Backbone ship designed to take out other ships and withstanding a pounding.
Strength: 14 | Type: Shells/Bullets | Cost: 3
Uses Bullets versus Aircraft
+50% damage against Ships
Cannot be targeted by Bullet type weapons
Takes +50% damage from Aircraft
#- Destroyer
#Multipurpose ship but lightly armored, comes with missile launchers, sonar, and several turrets.
Strength: 10 | Type: Shells/Missiles | Cost: 2
Uses Missiles versus aircraft
+100% damage against Submarines
Takes -75% damage from Bullet type weapons
#- Frigate
#Escort vessel designed to cover the flank of larger ships and safeguard them against various threats. Comes with sonar.
Strength: 6 | Type: Shells/Bullets | Cost: 1
Uses Bullets versus aircraft
+100% damage against Submarines
Takes -50% damage from Bullet type weapons
#- Submarine
#Sneaky vessel filled with torpedoes, can deliver a terrifying surprise to unguarded heavy ships.
Strength: 12 | Type: Missiles | Cost: 2
Can only target Ships
Invisible to other units except the ship it attacks
+100% damage against Aircraft Carriers, Battleships, Missile Cruisers and Cruisers
Forced to attack Frigates and Destroyers first
###Buildings
#- SAM Network
#Local network of SAM sites, comes with targeting radar.
Strength: 8 | Type: Missiles | Cost: 1
Can only target aircraft
Can only defend home region land
Cannot be targeted by Missile type weapons
Takes -50% damage from Bullet type weapons
#- Heavy Cannon Positions
#Long range heavy guns excellent for defending a large area and providing support for other defending forces.
Strength: 6 | Type: Shells | Cost: 1
+50% damage to Vehicles
+25% damage to Ships
Can only defend home region land/coast
Takes -50% damage from Bullet type weapons
#- Light Cannon Positions
#Various fast-firing defenses such as pillboxes and gatling cannons.
Strength: 6 | Type: Bullets | Cost: 1
+50% damage to Infantry
Can target aircraft
Can only defend home region land
Takes -50% damage from Bullet type weapons
###Environments
#- Open Sea
Only ships and aircraft can be used.
Can only use aircraft when deploying an aircraft carrier
#- Land
Only land units and aircraft can be used.
Only if neither of the belligerents own the land.
#- High Altitude
Only aircraft can be used.
#- Home Region Landlocked
Only land units and aircraft can be used by invader.
Defender can use buildings.
-20% Fighting strength to invading land units.
Invader can only use aircraft if he is neighbour.
#- Home Region Land
Only land units, aircraft, missile cruiser and cruiser can be used by invader.
Defender can use buildings.
-10% Fighting strength to invading land units.
Invader can only use aircraft if he has an aircraft carrier or is neighbour.
#- Home Region Coast
Only aircraft, heavy cannons and ships can be used
Invader can only use aircraft if he has an aircraft carrier or is neighbour.
###Strategies
#- Open War
No traits
#- Blitzkrieg
Only useable by invader in home region land and home region landlocked
+20% strength to invaders Vehicles
Attacking force must be more than 50% Vehicles
-10% strength to all other invading units
#- Guerilla
Only useable by defender in home region land and home region landlocked
+20% strength to defending infantry
-10% strength to all non-infantry
#####Weapon Types
Missiles
Shells
Bullets
#####If it is not mentioned to be forbidden/not included in allowed, it goes.
Note:
There are now two states for your unit. The first is the one you start out with all of your military in, undeployed. When not deployed, the units will not cost maintenance. However, it will not be available to fight in a war unless deployed (or if you are fighting in your home region). The second, the deployed state, will enable the units to enter into combat outside of your home region, but it will cost maintenance to keep them deployed. Deploying a unit is a 1 PP project per unit, so deploying 8 units would cost 8 PP and take 8 hours (no simultaneous deployment here). Once deployed, they can be used in battle, and will cost as described below.
There is now a deployed unit maintenance cost. This means that each unit deployed for service cost double their MP cost in megakerbits to maintain per week. So, 1 carrier (4 MP) would cost 8 megakerbits (4*2) per week to maintain if you kept it deployed constantly.
(Credits to Mod team from the original site)
MysticPing- Posts : 4
Join date : 2013-09-16
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