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Post by The GM on Sat Jul 20, 2013 7:44 pm

Sword and Shield
A turn-based strategy game
The objective in the game is to destroy all of your opponents' buildings. There can only be one winner.
You will accomplish this by expanding your own base, gathering resources, and building an army.

There are multiple factions in the game, each with their own set of units and play styles. Even so, there are some common elements for each faction. Every faction has a headquarters that constructs worker type units, every faction has three tiers of units. Requisition is the resource used to purchase units and upgrades, but the methods of gathering these resources can vary.

Turns and Action Points
The game is played in turns, with different types of turns. These are build/move turns, and attack turns. What what your units and buildings can do is dictated by these turns, but also by action points. Each unit has a certain income of action points every build/move turn, and these points determine how many things this unit can do that turn. Be sure to conserve your action points for combat, because each attack costs an action point.

Attacking units commit this action simultaneously, and a player must decide which units out of however many are in range should be attacked.

Hero Units
Hero units are special units that are superior versions of units already available in your army. Use hero's wisely, as losing them will cost a lot to re-spawn. Hero units are re-built at your headquarters.

Unit Template
This gives you an example of what to expect on each turn report when looking at your units.
Name: The name of the unit as well as the unit marker.
Numbers: How many men make up this unit (This will only be displayed for units with more than one member making it up. Siege Weapons and Heroes will not have this.)
HP: (This is the HP of each member of the unit.)
Evasion/Armor: (This is the evasion and armor difficulty of the unit. Hit vs Evasion, then if successful, Power vs Armor and armor type)
Hit/Power: (This is the modifier for evasion checks and armor checks respectively)
Damage: (This displays the die + any modifiers for a damage roll if the attack is successful. This also gives damage type)
Range: (How far this unit's attack range is.)
Action Points: (This displays the number of action points the unit has in total as well as the income roll each turn.)
Skill Points: (This displays the number of skill points available for this unit's abilities as well as skill point income)
(Any Passive Traits this unit might have)
(Any skills this unit might have)

Terrain and Resources
There are four different levels of elevation and three different resources. There is normal, the default tile with a black border, a brown border means a level 1 height, units from a normal can climb onto of these. Think if these tiles as slopes, they give a small evasion bonus to units defending from them. (+1). A blue border means a level 2 height, and melee units on an adjacent normal tile cannot attack units at level 2 height. The evasion bonus is even higher (+3) for units defending from this position. A red border means a valley, and units from here cannot engage in melee combat with a unit at level 1 or level 2 height. Valleys give a (-1) evasion rating. They cannot climb to a level 2 height. The only way to ascend or descend from level 2 height is a level 1 height.

The three resources are forests, prana pools, and ores. Standing in a prana pool gives a -1 evasion. Standing in a forest gives a (+2) evasion. There are different methods of extraction for each type of resource, but each resource only has a certain amount of requisition stored in them.

Forests – 10 Requisition
Ores – 20 Requisition
Prana Pool – 30 Requisition

Special Types
Flying units or structures do not worry about elevation, and units can “hide” underneath them. Invisible abilities or units are not reported publicly.

Units and buildings are constructed on the build/move turn, and need an available space next to the thing creating it that is free so that it can spawn. Units cannot walk onto of buildings and units cannot occupy the same space. Any attempt do so will result in the units “bumping” into each other and stopping.

These are the standard type of orders you can give to your units and when you can.
Build – This orders the selected building or unit to build something. You must give the tile that the unit or building is spawning in.

Move – This orders the unit to move a certain number of spaces. You must indicate exactly where the unit will end up. Each movement costs 1 action point.

Attack – This orders the unit to attack whatever unit is in range that you have assigned. Combat happens automatically and you will see the resolution on the next turn. Each attack ordered for each unit consumes 1 action point.

Skills indicate when they can be activated. Activating a skill drains the allotted skill points. Skill points recover their income amount on the next turn after use.


The GM

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