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== GENERAL RULES == === TROOPS AND CHARACTERS === ==== Troops ==== Troops are the average soldier on the battlefield. They might have unique attacks or abilities based on what kind of troop they are, but they pale in comparison to characters. Characters are the personal unit of a player. They act as commanders of lesser troops, and have more abilities and power than the average soldier. ==== Manpower ==== In battle, both sides have a “Manpower” stat which is determined by the number of people in either side’s group. Manpower is used to show how many soldiers you can bring into battle, with different units costing different amounts of Manpower. A faction's Manpower is determined by the number of people in it multiplied by two. Manpower Values for different units are specified later. Characters do not cost Manpower. ==== Items ==== Units can be upgraded using Items. Units that are given Items cost extra Manpower, but are given new abilities by their newfound gadgets and weapons. Special Items, such as Artifacts, have to be found before they can be used. Once an Artifact is found, it can be used by the faction that owns it until it is taken from them when the Artifact’s wielder is slain in battle, or is traded away. ==== Abilities ==== Certain units or items have abilities, which can be activated to perform special actions, grant buffs, or inflict debuffs. Abilities can be selected to occur similarly to an attack, or can simply automatically happen when certain conditions are met. The activation conditions are specified in the ability’s card. === CONSEQUENCES OF FAILURE === If a larger army loses a battle against a smaller army, or they suffer a pyrrhic victory (Where they are left with 15% of their original soldiers alive), they roll on the debuff table as their army is weakened by their failure. Simultaneously, the smaller army rolls on the buff table, as they benefit from their improbable victory. Debuffs and buffs remain until they are removed with an ability, the affected army wins a battle, or the war ends. Units with the Expendable trait do not count towards a pyrrhic victory when they are killed, but simultaneously do not benefit from buffs. ==== Debuff Table (Roll 1d6) ==== 1-2: Army Demoralized: All units suffer a -2 to all RA and MA checks. 3-4: Equipment Damaged: All damage rolls suffer a -1 penalty. 5-6: Recruitment Slowed: The affected army has 10% less Manpower. ==== Buff Table (Roll 1d6) ==== 1-2: Morale Boosted: All units gain a +2 to all RA and MA checks. 3-4: Stole Enemy Equipment: All damage rolls gain a +1 bonus. 5-6: Recruitment Inspired: The affected army has 10% more Manpower. === MAKING PEACE AND FORMING ALLIANCES === Peace can be made in a multitude of ways. It can be achieved by one side conquering all of their war objectives, one side surrendering, or by forming a peace treaty with certain terms and conditions for both sides (Think of the Treaty of Versailles, or something similar). Alliances can be made either by agreement between the leaders, a condition in a treaty, or similar diplomatic arrangements such as a political marriage. Alliances and treaties make for fun role playing scenarios, so be sure to try to implement that aspect if you and your enemies/allies like the idea of roleplaying a defeated leader begrudgingly signing a defeat treaty, or a disgruntled prince/princess suddenly discovering that they are to marry some random guy from a rival faction because their parent doesn't want war.
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