Aftermath Reborn Rules

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Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 9:33 am

Aftermath Reborn Rules


Please do not post here!

This will move to where-ever we decide to host this eventually. I'd like to keep you guys in on the process so you can see how its done, and more importantly yell "NOOOO, TOO COMPLICATED YOU SADISTIC GENIUS!" if it gets you know, overwhelming. If you have comments, please post here; http://aftermathreborn.forumotion.co.uk/t7-aftermath-reborn-rules-discussion#11



Introduction

Aftermath Reborn is the natural evolution of the previous Aftermath system, but now from the perspective of the Nobility. It will use a new and updated meta game system, but with the same emphasis on roleplay as we have always maintained on these Pendor forum RPGs.



The Scenario

Eastern Pendor is still in flames following the Noble Wars, the Orders have lost their grip on the region, Poinsbruk has been sacked, and Marleons pillaged. Having seen the heaviest fighting in the war, most of the nobility lie dead, leaving the road open for a new generation to move in, either having seized power during the fighting, or acting on ancient claims. This will be more about direct conflict between Nobles, it will be overt and militant. Ducal titles will be able to exert significant influence over others... but if they treat their vassals badly, then they could find their former allies usurping the title.



The Rules


What you see here are the rules that ensure that the players' actions have fair results. There are rules for combat, rules for earning and spending resources or raising troops, plus any miscellaneous rules that we felt necessary to develop.

It is good to have a quick look on them, but you are not required to memorize them or Bookmark this page. Mostly this is a reference for information when you need it.

By the way, you're all invited to comment and suggest changes for them in the discussion mirror of the this thread.

General RP Guidelines
Spoiler:
1. No godmoding / Power-emoting.  This means don't RP an action as well as the result of that action.  Obviously this applies to things of consequences.  Sheathing a sword is fine, posting that your character stabs another character with it is not.  Type such actions as attempts.

2. Don't use other peoples' characters without their permission.  

3.  No metagaming (OOC-into-IC).  Your character can only act on the information available to them.  Just because you've read someones bio doesn't mean your character knows that other character's life story.



Table of Contents



Last edited by Mordred on Tue Jul 23, 2013 4:01 am; edited 12 times in total

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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 9:34 am

Characters

Characters in Aftermath Reborn are members of the minor nobility in Eastern Pendor. Each character will have a background and a set number of Noble traits which affects the practicalities of their rule. In addition they may have any number of RP traits as the Player wishes to give themselves (or impose upon themselves!). Bear in mind however, that the majority of interaction will be with other players, not NPCs!



Backgrounds

This is how the character came to power.

Ancient Claim
This character's family has an ancient claim to the land, and consider themselves its rightful ruler. They might have been ruling for years, or only just managed to worm their way into power. Either way, they are already an accepted member of the aristocracy.
* 20% cheaper Baronial upgrades (Manors, Estates, Keeps, Castles)

Adventurer
Another noble may have ruled this county before, but they unfortunately died during the war, and the character stepped into the vacuum. Their claim on power maybe tenuous, but none dare act against them for the time being.
* Free unit of Adventurers at the start.

Royally Appointed
The characters' actions during the war earned them the notice of someone powerful, and as thanks for their contribution, they were awarded this parcel of land.
* Titles cost 50% less.
* Ignores Subjugation requirements.
* Will always earn 3 Prestige from owning a Count Vassal as a Count.

Lesser Vassal
Another, more powerful noble is the characters benefactor. They consider this parcel of land of only fringe importance, but their influence offers a small degree of protection.
* Can hire Men at Arms from an Estate instead of Keep.

Created Title
This land had no owner before, and you decided it was worthy of settlement and exploitation so moved in. Your ability to create something where once there was nothing belies a keen intellect which manifests in being more naturally gifted than your fellow Nobles.
* Begin with 2 personal Quirks.

Bought Title
The former bearers of the title fell upon hard times, and in order to ease their financial burden, the character bought the rights to the land, and the aristocratic rights to go with it.
* Begin with 200 extra gold.

Church Appointment
The King in an attempt to appease the gods, granted the church the right to a diocese, and the character was chosen to tend the faithful and convert the heretics.
* May hire two extra Levy units (without requiring Manors and without going against Manpower totals).

Order Bastion
This character has completely against the odds, managed to hold their position during the Noble Wars, and emerged still owning the properties they had been granted as a member. 
* Begins with a Stronghold instead of a nothing.



Ruler Traits

Each character may choose TWO of these.

Martial
The character is very military minded, and excels at motivating soldiers, and maintaining a strong combative branch.
* Can hire Regular forces 5 Gold less.

Charismatic
The character is an inspiring figure, and finds it easy to inspire ambitious followers.
* Begins with one Captain.

Born to Command
This character is most at home on the battlefield, ordering troops around.
* Main character +1 Command

Merchant Connections
This character has connections to one of the great merchant leagues, and find it easier to raise funds and encourage trade.
* +1 Wealth in home County.

Scholar
Blessed with an exceptional intellect, this character is able to learn additional skills with a natural flair others could only dream of. 
* Quirks for the main character cost 20 Prestige instead of 30. Quirks for captains remain at full price however. 

Bard
The bardic abilities have manifested as a mastery of propaganda, particularly when it comes to singing their own praises.
* +10% Prestige gain (rounding up).

Order Member (Dragons, Griffons, Clarion Call, Shadow Legion, Eventide, Dawn, Gauntlet, Lions)
As a former member of one of the major orders, this character can call on them in times of need.
* Can hire Order Knights with a Keep instead of Castle, and from Heavy Horsemen instead of Knights/Dismounted Knights.

Mercenary Captain
During the war, the character served as a mercenary captain, and maintains contacts with soldiers for hire.
* Can hire "Common" Mercenaries without Prestige. May Bribe Mercenary companies for the base Prestige value rather than double.

Priest
Blessed with blessedness, this character finds it easy to raise an army of the faithful.
* One free Manor in home County (Does not count against Manpower limit, so in essence this does provide +1 Manpower. If capital is moved, the bonus moves too).


Last edited by Mordred on Sun Sep 08, 2013 4:35 am; edited 13 times in total

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 9:35 am

The Eastern Council

This is a system designed to develop relationships between the various characters, and give them something to actually be striving for. The Council Charter is divided into two sections, the Commandments and the Decrees. It is based on this; http://legacy.earlham.edu/~peters/writing/nomic.htm

Commandments tend to be the rules dictating the fairness of play in the Eastern Council, for instance with regard to arbitration and conflict resolution.

Decrees are statements which can (and should!) affect in-game play, by bringing in new titles, awarding titles to powerful players (how you influence people to vote for you, is entirely up to you!), forcing taxes or raising large armies. This is a very political system, designed specifically to get people interacting with each other, and as a way of wielding intangible influence and power. 

The real aim of any player, is to become, and remain the Eastern Governor!

Commandments

1. Commandments require a unanimous (100%) vote to change.
2. New Commandments must be a Decree for a session, and then require a simple majority to be added.
3. What the Game Master says, goes. The Game Master may add new, or modify existing Commandments or Decrees at any time so long as they serve to clarify or improve game play.
4. If arbitration is required, the character with the LEAST (but not negative) prestige may rule. The arbitration decision may be overruled by a simple majority at which point the Game Master will arbitrate, and his word is final.

Decrees

1. Decrees require a simple majority (51%) vote to change.
2. New decrees require a simple majority to add.
3. All Counts and Dukes have 1 Vote. Barons and Captains have 0.
4. Votes have 24 hours to run.
5. 24 hours prior to the Eastern Council a "Eastern Governor" will be elected.
6. The Eastern Governor will set the agenda for the coming meeting.
7. The Eastern Governor will remain in office until the following meeting.
8. Only the Eastern Governor may call a vote on any issue.
9. Only the Eastern Governor may permit new topics to be brought up in a meeting (added to the agenda), and only the Eastern Governor may officially stop a topic of discussion that is not on the agenda.
10. The Eastern Council meeting shall be held on neutral ground at Marleons, and under the protection of the Duke of Marleons.
11. The Eastern Council shall meet for the last week of the month, with any votes due on the first day of the next month.
12. No Council meeting shall last for more than one week, and any unresolved issues can be added to the agenda at the next meeting, or forfeit entirely.
13. Prestige prices and costs as they appear in the Rules are subject to Eastern Council decrees, and can be changed as per usual Eastern Council rules (simple majority).
14. Titles, including custom ones, may be granted to players with a simple Eastern Council majority, incurring lesser or entirely negated  prestige costs.
15. Decrees take effect from the end of the current Council Session, unless otherwise specified.
16. A character granted a title through Decree 14. will lose 100 prestige if they refuse the honour.
17. Votes will be given at least 24 hours to run, and it is the duty of the Eastern Governor to ensure they do and are held fairly. 
18. Tax rate for lords of steppe set to 10%, active from turn 5 onwards. Gold taken from wealth of the county (all traits that increase wealth increase the taxes too) and bureaucrat quirk (if used). Independently Wealthy is not counted into this. Payable each turn.
19. The Office of Marshall and the Office of Treasurer are elected during the Council Session.
20. All Offices are awarded 5 Prestige once a season (Councillor Payment), paid on the first week.
21. The Noble elected to the Office of Marshall receives the following perks for the duration; the Marshall Quirk, 2 units of Men at Arms, the authority to issue a call-to-arms should the barbarians start to gather. Failing to answer with even a single Captain will incur a penalty of 30 Prestige.
22. The Noble elected to the Office of Treasurer receives the following perks for the duration; control of the Treasury Funds, responsibility to pay Royal Taxes.
23. Anything other than the royal taxes will have to be agreed with the governor to prevent the treasurer from simply transferring all the gold to him/herself. Failing to pay the royal taxes is the same as refusing a position (-100 prestige.
23. All Treasury spending is to be public.

Examples

These are some ways this system can be used;
1. Decree the formation of a new title, for instance a Marshall to invade the Mystmountains
2. Decree to increase number of votes for Dukes.
3. Increase or decrease the amount of prestige required for diplomatic actions.
4. Impose taxes
5. Declare a Character outlaw
Etc.


Last edited by Mordred on Sun Aug 25, 2013 2:40 pm; edited 7 times in total

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 9:35 am

Prices

Units
CostAttack StrengthRanged DefenceFS DefenceMelee DefenceRangedFirst StrikeRequirements
LevyPeasants01111Manor
Spearmen102122YesManor
Bowmen102211YesManor
MilitiaFootmen204343Estate
Archers203221YesEstate
Pikemen203122YesEstate
Light Horsemen204212YesEstate
RegularMen at Arms305566Keep
Halbardiers305255YesKeep
Crossbowmen305633YesKeep
Longbowmen306332YesKeep
Heavy Horsemen4010438Keep
Adventurer405445YesKeep
EliteKnights60148610Castle
Dismounted Knights6067109YesCastle
Rangers608584YesCastle
Order Knights1002010812Castle
*Peasants are granted for free when a Manor is built. Manors still allow the upgrading of Peasants to Spearmen or Bowmen, but those are now required for further upgrades.

**Order Knights must be upgraded from Knights or Dismounted Knights.

Baronies
CostUnlocks
Manor10Levy
Estate20Militia
Keep50Regular
Castle100Elite
Fortifications
 CostFortification Bonus
Stockade 20+10%
Hill Fort60+20%
Stronghold140+40%
Fortress260+80%
Troop Recruitment

Note; Each County begins with 2 Manors already built, so everyone will get 2 units of 100 Peasants as a standard.

If your county has 3 Manpower, then 2 would have been used and you could built one more Manor to bring your total force size to 300 Peasants.

Manors are then upgraded to unlock better tiers of soldier, and those individual units of peasants can be upgraded to better types of soldier depending on the level of their Barony.

3 Manpower = 3 Manors = 300 maximum soldiers from that province.

If you have 2 Manors and 1 Estate, then you would be able to raise 2 Units of Levies, and 1 Unit of Militia.

When a unit is recruited, you may immediately use them.

If you later wish to switch between units of the same tier, you will have to pay 20% of the new unit recruitment cost of that unit. So changing a Spearmen to a Bowmen will cost 2 Gold. If you wish to do this, then you will need to withdraw that unit from active duty for a turn while they get their new equipment and undergo basic training (just as though they were healing). Units switching do NOT heal during this training period.

It is therefore possible, and in fact advantageous to begin with a unit of Men at Arms and then upgrade them to Heavy Horsemen for 8 Gold (saving 2 Gold).

The only exception to this rule is making Peasants into Spearmen or Bowmen. This occurs at full cost, and is instantaneous.

When hiring troops that have been destroyed, or where you have neglected to upgrade immediately, then the following rules are in force;

Turn 1; Peasants -> Levy (10 gold, instant) -> Militia (20 gold)
Turn 2; Militia -> Regular (30-40 gold)
Turn 3; Regular -> Elite (60-100 gold)

In each instance, the upgraded units will be available for use that turn.

Upgrading will not replenish losses, you must still rest the unit for that!

Troop Type Breakdown

Levy
Peasants : Although effective in large numbers, they are generally just cannon fodder. Upgrade as soon as possible!

Spearmen : Excellent anti-cavalry warriors, though lacking shields and so vulnerable to archers.

Bowmen : Excellent anti-melee warriors, but most higher tier units will wade through them.


Militia
Footmen : General all-rounders, but more heavily armoured than normal.

Archers : Good for the ranged strike, but should the enemy get through or have ranged attacks of their own, they will suffer

Pikemen : Perfectly positioned for striking at Mounted fighters, but beware of archers.

Light Horsemen : Very fast and with a high damage means they will tear through ranged and melee fighters, but highly vulnerable to first strikes.


Regular 
Men at Arms : General all-rounders, but much more heavily armoured than normal.

Halbardiers : Perfectly positioned for striking at melee fighters, but beware of archers.

Crossbowmen : Developed purposefully for countering ranged attacks, Crossbows have a shorter range and lesser rate of fire but are far more heavily armoured. They will also pack a punch against mounted or armoured foes.

Longbowmen : Good for the ranged strike, but should the enemy get through or have ranged attacks of their own, they will suffer

Heavy Horsemen : More heavily armoured than the Light Cavalry counterpart, however their strength in melee is exceptional.

Adventurer : Something of an all-rounder, and unique in their first strike capability as a mounted unit. Use them to defeat melee and ranged units.


Elite
Knights : The sledgehammer of any army. Somewhat vulnerable to first strikes, but will wreack havoc in melee and too heavily armoured to suffer against ranged strikes

Dismounted Knights : Monsters in melee, and virtually impervious to first strikes, watch out for heavy ranged attacks.

Order Knights : The masters of the battlefield. They have few weaknesses and many strengths.


Last edited by Mordred on Thu Aug 29, 2013 2:20 am; edited 23 times in total

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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 10:16 am

Prestige


Prestige is the general diplomatic currency in the game, and works to give value to things which would be outside the realm of monetary value. This includes things like character development quirks (see Quirks), certain diplomatic treaties, and to purchase higher titles.

Prestige is very flexible, and can be used to give value to many other assets throughout the course of play, for instance the Eastern Council may decide to levy a Prestige Upkeep on any Councillor title.

Prestige may be traded, this is basically the character "endorsing" another. 

It is possible to go into negative Prestige, however then no further Prestige purchases may be bought, and in the case of holding a Councillor title, then that title is immediately lost. If a character goes into the negative while owning a property title, then it may be legitimately usurped by anyone else who can afford it; its a cut-throat world.

Where costs are inducted below then the Prestige in question is lost. Should the Eastern Council levy further Prestige costs, then they may divide it however they decide (this can be a way to earn more through the transactions of other Players!).

Earning Prestige

Raiding - Each successful raid will earn 15 Prestige.
Successful Raid Defence - Each successful defence against a raid will earn 5 Prestige.
Being elected as a Councillor - 5 Prestige a season (subject to change through decrees!).
Being elected as a Governor - 15 Prestige a season (subject to change through decrees!).

Count Whichever is greatest earning. Do not stack.
Being a Count (0)
Being Liege to a Marquis (1)
Being Liege to a Count (1-3). Subject to Subjugation rules.

Earl Whichever is greatest earning. Do not stack.
Being an Earl (3)
Being Liege to a Marquis (4)
Being Liege to a Count (5)

Duke Whichever is greatest earning. Do not stack.
Being a Duke (5)
Being Liege to a Marquis (6)
Being Liege to a Count or Earl (10)
Being Liege to an Earl who themselves have a Count vassal (15)

Losing Prestige

Being Raided - Each unsuccessful raid defence will lose the player 5 Prestige.
Losing a County - Lose 20 Prestige x the Fortification level. (20 Stockage, 40 Hill Fort, etc)

Spending Prestige

New Captains - 30 Prestige (cost increases by 5 for each owned Captain. Starting captains are excluded.) Each begins with 1 Command.
Earldom - 60 Prestige.
Dukedom - 120 Prestige. Must be an Earl.


Last edited by Mordred on Sun Sep 08, 2013 4:35 am; edited 10 times in total

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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 10:16 am

Character Creation and Template 

When creating your character, please use the following template so that we ensure all the right information is stored and can be easily accessible.

All characters begin with one Background and two Traits. Those choices will then affect their other circumstances. Note; a character will not begin with any captains unless they choose the Charismatic trait. At the start of play therefore, the main character will be your primary general.

All main characters begin the game as a Count (ie, they will all own one County). Additional titles may be gained through play.

Main Character Sheet (On the Biography Thread)

Code:
[b]Character Name[/b] : 
[b]Dynasty [/b]: 
[b]Titles[/b]: 
[b]Background [/b]: 
[b]Traits [/b]: 
[b]Quirks [/b]:
[b]Gold [/b]: 
[b]Prestige [/b]: 

[b]Biography [/b]: 

[b]Owned Counties[/b] : (Name and Hex ID)

[b]County 1 Name (Hex ID)[/b]
[b]Wealth[/b]
[b]Manpower[/b]
[b]Fortification[/b]
[b]Baronies[/b]
[b]Garrison[/b]: (Not assigned elsewhere)

[b]County 2 Name (Hex ID)[/b]
[b]Wealth[/b]:
[b]Manpower[/b]:
[b]Fortification[/b]:
[b]Baronies[/b]:
[b]Garrison[/b]: (Not assigned elsewhere)

[b]Forces[/b]

[b]Group Name[/b] (It is suggested to include the Main Character here, as they can (and perhaps should) be leading troops)
[b]Captain [/b]:
[b]Command[/b]:
[b]Quirks[/b]:
[b]Victories[/b]:
[b]Location[/b]:
X/X troops
X/X troops

[b]Group Name 2[/b]
[b]Captain [/b]:
[b]Command[/b]:
[b]Quirks[/b]:
[b]Victories[/b]:
[b]Location[/b]:
X/X troops
X/X troops

Example
Spoiler:

Character Name : Mordred Adalhard
Dynasty : Royal House of Adalhard
Titles: King of Pendor, Lord Marshall, Honorary Grandmaster of the Justicars.
Background : Unknown
Traits : Uberness, Humility.
Quirks : Natural Leader, Developer.
Gold : 1,000,000,000,001
Prestige : 1,000,000,002

Biography : Did loads of stuff, and united countries and things. Learn your history!

Owned Counties

Sarleon (ID:A)
Wealth : 20
Manpower : 90
Fortification : Bunkers
Baronies : Megapolis, Megapolis, Megapolis, Hamlet.
Garrison: 300 Peasants

Forces

The Royal Guard
Captain : Sir Augustus Kickasser
Command: 9
Quirks: Unbelievably good, possibly a threat.
Location: Sarleon (A)
100/100 Order Knights : The Royal Justicars
100/100 Order Knights : The Royal Beater-uppers
100/100 Mettenheim Forlorn Hope : The Optimistic Hope.

Side Bar

To edit these, go to your Profile on the bar above, and hit "Character Sheet".

Character Name; the name of your character. Even if your account name is your characters, fill it in anyway!
Counties Ruled; not applicable yet, but when we come to allocating the counties, this is where you will list the places you rule (Hex Numbers required, County Names optional).

The third field is not as yet used.

There is the potential to add more (but only three are posted by each post), and these will be displayed in the profile when you click on someones account. If you think there is any important information that people should be displaying as a standard, let me know!

If you cannot access these, let me know. I think I have to manually activate them for each account.


Signature

Code:
[b]Character Name[/b] : 
[b]Dynasty [/b]: 
[b]Background [/b]: 
[b]Traits [/b]: 
[b]Quirks [/b]:
[b]Gold [/b]: 
[b]Prestige [/b]: 
[b]Counties [/b]: 
[b]Captains [/b]:


Last edited by Mordred on Sun Jun 30, 2013 12:07 am; edited 7 times in total

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jun 18, 2013 10:18 am

Combat, Movement and Raiding

General Information

Individual Characters : Characters on their own, including messengers, captains (without an army), main characters (without an army).

Groups: Must be led by a Captain or the Main Character. A Captain may command up to double their Command in units. Special quirk or trait troops like the "Paranoid" adventurers do not count towards this limit. A Main Character with "Marshall" quirk may command up to treble their Command in troops. If you wish to expand the size of an army, invest in better Captains, or link Captains together into an Army.

Armies: Where more than one Captain or Noble is present, they may combine to become an Army. Therefore a 1 Command Captain could attach to a 2 Command Captain and so allow 6 Units. In battle, the command value of the best Captain is used. Victories count for all involved!

Garrisons: All troops in a province that are not commanded count as the Garrison, and all will fight in defensive battles in that location!


Movement

Individual Characters may move as far as they like in one turn. 

Groups and Armies may move 2 hexes OR conduct a raid (they have to get there and back) per turn, they may however be subject to blockades or refusal of entry to particular Counties in which case their journey time may be increased. An army starting in Hex 5 could therefore march as far as 3, 9, 14 or 15 in one turn. It should be noted where armies are at any time (and in the case of Raiding, where they were based from). 

Main characters are blessed with teleportation, and may both conduct a strategic map action while also being at meetings or talking to other characters. They may still only undertake 1 Captain style action though.


Raiding and Combat

Raids in Pendor are NORMAL! It is highly advised to raid, and raid often. It will be a significant source of income, and one of the best early-game sources of Prestige. It is said that the most prestigious commanders are blessed with greater skills both on the battlefield and off. You will suffer NO penalty for raiding people, even if you lose!

Raids can be announced from any owned (self or Vassal) hexes, or from hexes with whom the Player has an "Open Borders" style agreement with to any neighbouring one. A Captain may only undertake one raid a turn, and may only lead as many men as they normally can (normally 2x Command in units). 

Raids can only be announced against adjacent hexes to where the captain is stationed at that time. An army with open borders does not need to return home each time with the loot, just being successful is enough (they will fall back to their starting hex automatically after the raid).

Raids result in a quick combat calculation on an excel spreadsheet available in the "Combat" section. If the raider gets a higher score, they win! Simple. 

A victorious raider gets 15 Prestige and Base Wealth (of the raided province)x5 in gold. Wealth bonuses from traits and quirks are ignored. The failed defence nets the loser -5 Prestige but no loss to wealth (the peasants lose their money, but still pay their taxes). There is no effect other than this.

There might of course be diplomatic repercussions, but remember RAIDING IS NORMAL! 

Any casualties are recorded with all units taking an equal amount of damage. So if 50 peasants die between 2 units, then each unit takes 25 loses. Damage is recorded, and units may fight understrength - and can be wiped out more easily as a result. 

A unit must have a minimum of 25 troops to remain after a battle, this is to prevent instances of there being 392 casualties between 4 units, leaving each unit with 2 men. Instead there would be 1 unit with 8 men, and the other three would be destroyed. Remaining troops are expected to reform in the surviving unit.

Units who take no action, and are not attacked will be restored to full strength on the next turn.


The Spreadsheet and Combat Mechanics

To make this easier, I will spare you the full break down of the mechanics. 

If you just want to experiment, you can find the spreadsheet here; 

---> http://stormwind.co.uk/image1/CombatCalcMystMountaun.xlsx <---

It is very much subject to change, and does come complete with some bugs I am still working on, for instance there is no way to carry damage done to units killed in excess of actual soldiers. Balance too is subject to change, but I will try and keep an up-to-date version linked here.

Green boxes can be edited, please leave the rest alone! You should only need to mess around with, and look at the "Results" tab the rest is just there for the math.

Attacker Command : The command rating of the attacking Captain x5 entered as as decimal percentile. 1 Command translates as a +0.05 bonus.
Defender Command : The command rating of the defending Captain x5 entered as as decimal percentile. 1 Command translates as a +0.05 bonus.
Fort Bonus : Still tweaking this one, but enter the defensive fortification bonus in the same way as above.
Attacker Random : Randomise a number between -25 and +25. Enter it in the same format as above (+12 would be +0.12)
Defender Random : Randomise a number between -25 and +25. Enter it in the same format as above (+12 would be +0.12)

The Random numbers add an element of chance to the battle. The more skilled your commanders, or the better you commanders the less of an impact this could have. This is primarily to stop people building cookie-cutter armies built specifically to counter someone elses. 

As a rule, spear type units beat mounted units, are beaten by archers. Melee units are damage absorbers, and Mounted are deadly in melee combat. Further, combined arms worked better in my testing.



If you do want to understand how it actually works, read this;

Spoiler:
You need to know that each unit has an attack value, melee defence value, first strike defence value and a ranged defence value. 

Ranged units get to attack first, hitting all enemy targets depending on their % of the total force. So if an army has 3 units of peasants, and 1 of archers, then the peasants will take 75% of the damage, and the archers 25%. All units take damage, divided by their Defence value. Therefore some units will take less damage in each phase than others. Heavily shielded units tend to be highly resistant to Ranged attacks for instance.

First strike units then get their turn, using the same mechanics as above. 

Finally all units fight in melee (even those who have already struck, they tend to have lower attack values and armour to balance this), again using the same mechanics.

In this way Ranged and First Strike have a chance to inflict casualties before the enemy even reaches them, but are liable to get dominated if the foe does get through!

Simultaneous Attacks

If the two armies are allied, they will attack at the same time (see Allied Attacks below).

If they are not allied with each other, then they are resolved one after the other following a random die roll deciding initiative.

Only the first gets the prestige.

Each attack after the first earns 1/2 gold from the raiding (cumulative, so if there was a 3rd attack, they only get 1/4). This is done by doing the normal raided gold roll, then applying the penalty, rounding up.

Victorious commanders will each earn a "Victory" as normal.

Allied Attacks (and Mercenaries)

Prestige earned in battle will be shared just as though they were allied forces, and this is shared depending on combat score contribution.

So an Army A of 500 peasants (500 points) allied with Army B of 200 Footmen (400 points) being rewarded with a typical 20 prestige from a raid would earn;

900 Points total.
Army A : 55% = 11 Prestige
Army B : 45% = 9 Prestige

Surplus prestige goes to the highest contributor, with evens determined by die roll.

Gold is shared in the same way.

Victorious commanders will each earn a "Victory" as normal.


Last edited by Mordred on Thu Aug 22, 2013 4:31 am; edited 13 times in total

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Wed Jun 26, 2013 7:35 am

Quirks

This is a very clever system which allows continued development of characters throughout the game, something sorely missing from Aftermath vanilla. The idea here is that a Player may exchange Prestige for quirks which flesh out the character and provide in-game benefits. 

Note, Quirks can also be granted to characters as a result of other actions, for example through Eastern Council decrees.

There are two types of Quirk, Noble Quirks and Common Quirks. Noble Quirks can only be taken by the main character, while Common ones may also be given to Captains to improve their ability.

All quirks cost 30 Prestige as a base. Most characters begin with 0 quirks, with the exception of the "Created Title" background. 

Scholars only pay 20 Prestige for quirks bought for the main character, quirks for Captains remain 30 Prestige however.


Noble Quirks

Natural Commander : +1 Command (stacks with everything)
Bureaucrat : +2 Wealth when stationed in a county (may not take other actions)
Rabble Rouser : +300 Spearmen temporarily when defending (may not take other actions, except Garrison))
Paranoid : +35 Adventurers permanently accompany Noble (cannot be assigned to others)
Siege Engineer : +2 Command when fortifications are involved.
Fierce Friends : +20 Order Knights permanently accompany Noble (cannot be assigned to others)
Sly : +1 Vote at Eastern Council meetings.
Independently Wealthy : +10 Gold /turn (can undertake other actions).
Marshall : May lead an army up to the size of 3x their Command. A character with 2 Command can therefore lead 6 Units.


Common Quirks

Marauder : Raids generate Wealth x7 instead of Wealth x5.
Raider : +2 Command when raiding.
Defender : +2 Command when defending (stacks with Garrison Commander and Army Type Commander)
Attacker : +2 Command when attacking (stacks with Raider, Besieger and Army Type Commander)
Besieger : +2  Command when attacking a fortification
Cavalry Commander : +2 Command when army is 50% or more cavalry.
Infantry Commander : +2 Command when army is 50% or more melee infantry.
Defensive Commander : +2 Command when army is 50% or more first strike infantry.
Archery Commander : +2 Command when army is 50% or more ranged.
Skirmisher Commander : +2 Command when army is 50% or more skirmishers.
Garrison Commander : +2 Command when army is defending a fortification.

See here for the different categories that troops fall under.
Spoiler:

Cavalry
Heavy Horsemen
Knights
Order Knights

Infantry
Peasants
Footmen
Men at Arms

Defensive
Spearmen
Pikemen
Halbardiers

Archery
Bowmen
Archers
Longbowmen
Rangers

Skirmishers
Light Horsemen
Crossbowmen
Adventurers
Dismounted Knights*

If any specialist Commander quirks apply during a battle, please be sure to note it in your orders (including Garrison duty!). I WILL forget to check otherwise.

Combat Quirks
(Has victory requirements, but are granted free once the threshold is reached. This rewards combat use for captains and allows them to still remain useful in other situations).

Inexperienced Commander : 1 Command : All Nobles and Captains begin with this.
Experienced Commander : +1 Command : Requires 3 Victories.
Confident Commander : +1 Command : Requires 9 Victories.
Veteran Commander : +1 Command : Requires 18 Victories.
Exceptional Commander : +1 Command : Requires 30 Victories.
Masterful Commander : +1 Command : Requires 45 Victories.

Personal Quirks
(These cannot be bought, only earned.)

Lucky - If a random combat die roll comes up negative, add 5 to the number, to a maximum of 0.


Last edited by Mordred on Sat Sep 14, 2013 1:35 am; edited 9 times in total

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Wed Jun 26, 2013 11:14 am

Orders and Commands

I intend to keep things as open as possible, so each week I will ask a Player to crunch the data and update everyone's status. I will try to develop some tools as we go to make this as painless as possible, but it will probably take around an hour a week of your time (considering what you get out of this, I think it is only fair that everyone chips in to keep things administered!)

As such please place your Dynasty orders in a single thread (one for each Player) and use it every week. Then please use the below template to ensure information is giving over as concise as possible.

Weekly Orders

Code:
[size=16][b]Week [/b]: [/size]

[b]County [/b]: 
[b]Construction [/b]: (if any)
[b]Troops Raised[/b] : (if any)

[b][size=16]Actions[/size][/b]

[b]Captain [/b]: 
[b]Current Location[/b] : 
[b]Action[/b] (and new location) : 
[b]Current Troops[/b]:
X/X
X/X

[b][size=16]Expenditure[/size][/b]

[b]Gold [/b]:
Before / Change / New

[b]Prestige [/b]:
Before / Change / New

[b][size=16]Miscellaneous Orders[/size][/b]

Please out anything else here, for instance if you are spending prestige on a new title, or have to pay extra taxes to the Eastern Council.

Example;
Spoiler:

Week : 1 

County : 5
Construction : Build Manor
Troops Raised : 100 Peasants (1 Unit)

Actions

Captain : Sir Jon the Awesome
Current Location : 5
Action (and new location) : Raiding 4
Current Troops :
100/100 Peasants
100/100 Peasants
100/100 Peasants (newly built)
25/25 Adventurers

Budget

Gold :
+20 Gold from County 5 (Wealth=2 x10)
-10 Gold for a Manor
Total = +10

Prestige :
0 - No Change

Miscellaneous Orders

Throw the King the middle finger.

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Re: Aftermath Reborn Rules

Post by Mordred on Thu Jul 04, 2013 3:56 am

Counties

Counties are the basis of noble power throughout Pendor, and are the standard measure of land ownership on the strategic scale. While a Count may have tens if not hundreds of lesser nobles under their control, they do not usually show up on a full map of the kingdom.

Counties are geographic entities, and are entirely reliant on the resources present within that particular parcel of land. This is indicated through two values, Wealth and Manpower.

Wealth (Yellow numbers on the map)

Wealth is simply the income available to the Count, either through taxation of peasants, merchant tolls, or the direct ownership and sale of local resources. Each turn, the Count will earn gold based on the wealth of their provinces by multiplying this digit by 10. So a County with a wealth of 5, will earn 50 Gold. Base Wealth scales from 1 - 5 in each County.

Summary;

Wealth x 10 = Gold Income/turn

Manpower (Green numbers on the map)

Manpower is an indication of how populous a County is, and represents the maximum scope for military development in that location. Essentially, each point of manpower refers to one village or small town. Thanks to the Noble Wars, many of these peasants enjoy a degree of independence and so long as they pay their taxes on time enjoy a large amount of freedom - it is therefore up to the local Count or Countess to construct a Manor and employ a Baronial figure to administrate the parcel of land properly, and restore these peasants to serfdom. In exchange, the Baron will raise 100 peasants (for free) who can be further upgraded and better equipped with further investment (see Baronies in the Price section). So a County with 3 Manpower could build 3 Manors, and so raise 300 soldiers. Base Manpower scales from 2 - 10 in each County.

Each County begins with 2 Manors built at the start, so all Counts can raise 2 units of 100 Peasants from turn 1.

Summary;

1 Manpower = 1 Barony (with a Manor)
1 Barony = 100 soldiers
Maximum Manpower = Maximum Army Size.

_________________
GM of Aftermath Reborn - and by GM, I mean Grand Maestro!

Mordred
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Re: Aftermath Reborn Rules

Post by Mordred on Tue Jul 23, 2013 3:59 am

Captains

There seems to be a little confusion about Captains, so I will lay out here more clearly what they are for, and what they provide.

Who are they?

Captains are characters who can directly impact game play, and may be used instead of the main character to perform actions. They are your diplomats, your commanders, your governors. Any character can be made into a Captain, but not ever character IS a Captain. This is a very important distinction.

Captains cost 30 Prestige to create (so you could raise a Baron to become a Captain and begin to use them to perform actions), or if you are Charismatic, you get one for free. For every Captain you have, the cost increases by 5 Prestige (ignoring free Charismatic captains).

For all intents and purposes, you main character acts as a Captain, and may perform the same Actions (and some more besides).

Actions

A Captain may undertake 1 Action per turn, and ONLY the Captain may do these. There will be some exceptions, and those will be made clear, but if in doubt assume you need a Captain to do it. If you want to give additional orders each turn, get more Captains.

Lead Troops : Each Captain may lead a maximum of 2x their Command in units.
Earn Quirks : Captains may spend prestige to earn Common Quirks (or in the case of your Main Character, Noble Quirks also)
Raiding : A Captain can announce a raid against neighbouring Counties.
Move Troops : A Captain may move troops from one hex to another (2 hex range).
Help the People : Comes in a number of forms, but if you want to dedicate manpower to helping your people, you will need a Captain. In this instance there is no limit to the number of units he may use.
Patrol Against Bandits : 1 Prestige per unit involved.

Actions which do NOT require a Captain

Caravan Escorts : Trade Mission, temporary.
Garrisons : You may keep as many troops in your home county as you please. If a Captain is present and inactive then he will take command of your defences in the case of an attack or raid. He will earn Victories for this.

Note; this list is not exhaustive, and I will continue to add to it as game play progresses and people find creative uses for them.

_________________
GM of Aftermath Reborn - and by GM, I mean Grand Maestro!

Mordred
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Counties Ruled: All of them

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Re: Aftermath Reborn Rules

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