ManifestDestiny
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Military Unit Generation

Go down

Military Unit Generation Empty Military Unit Generation

Post  Siggmund Sat Apr 11, 2009 8:52 pm

Okay, you warmongers. Get ready to party.

A military unit is part SOLDIER, and part EQUIPMENT. We'll talk about soldiers first.

In order to simplify down AS HARD AS POSSIBLE, military rules are based on a standard D20 modern character sheet, with some omissions.

When you muster a military unit, using the Muster Troops action (See GENERIC ACTIONS, above), you get to make a level one Ordinary character.

Ordinary is not just an adjective. Under d20 modern rules, an Ordinary is as close as you get to an NPC class. An ordinary still has classes like Strong, Fast, Tough, etc, and gain the benefits of those classes, EXCEPT:
An ordinary character has:

    * The standard starting ability score package(15, 14, 13, 12, 10, 8 distributed as you like them)
    * Random starting hit points (YES, use pure average.)
    * No action points
    * No class features (That means no Talents, and No bonus feats)
    * No levels in an advanced class

So, they still get the saves, the BAB, the skills, the saves, and the Defense bonus of the class, as well as Feats from first level, being human, occupations, and every 3 levels, and also Stat bonus every 4 levels.

Okay, so, you have this ordinary dude's character sheet. Now, it's time to transition him into a military unit that is representative of hundreds of him.

A Military Unit Has:

  • Hit Points: Hit points are converted into HITS. In order to convert, take its current HP, and divide it by five. Decimals of .5 or lower are rounded down, Decimals of .6 or higher are rounded up. If, somehow, your unit would have 0 hits, it has .5 hits.

  • Initiative: This is unchanged.

  • Speed: Divide speed by five: movement is done in squares, not feet.

  • Armor Class: This is unchanged.

  • Attacks: This is unchanged.

  • Damage: This is better covered under EQUIPMENT, below.

  • Saves: These are unchanged; however, in addition, there is a Morale save. Morale is equal to Will Save Plus half the character's level, rounded down.

  • Ability Scores: These are unchanged. Keep track of them.

  • Skills: These are unchanged. However, only certain skills are actually useful on the battlefield.

    • Climb
    • Concentration
    • Craft(Structural)
    • Demolitions
    • Disable Device
    • Drive
    • Hide
    • Jump
    • Knowledge: Tactics
    • Listen
    • Move Silently
    • Pilot
    • Repair
    • Spot
    • Swim
    • Treat Injury


  • Feats: These are unchanged. However, the effects of certain feats may need to be tweaked to ensure proper operation.


And that does it for that. Now there's only one other thing to keep track of: Upkeep.

  • Upkeep: A unit has upkeep equal to its level /2. Do not round this. This is the amount you must pay, in fissionables, each Spring to keep this unit. It is possible to have to pay half or a quarter fissionables: Just keep track of your decimals.

Now, there is one more thing that effects the nature of a unit: It's size.

At the beginning, you can only make Medium size units. The actual number of soldiers in this group is somewhat nebulous, but may range from 200 to 800: Remember, you convert a unit of population (1000 people) into a military unit, so whatever is appropriate for your society.
However, future understanding of warfare on Planet will allow you to have units of varying sizes.

Size affects a unit's initial training cost, its hits, its speed, its attacks, it's damage, its Face, and its upkeep.

  • Mustering Cost: Larger units cost more fissionables, and more population, to muster than smaller units. You cannot Muster unit smaller than medium, only split it up when training is complete.

    Medium: 1 Fissionables, 1 population unit.
    Large: 2 Fissionables, 2 population units.
    Huge: 3 Fissionables, 4 population units.

  • Hits: A unit of a larger size will have more hits than one of a smaller size. This is expressed in a hits multiplier:

    Tiny: Hits x .5
    Small: Hits x 1
    Medium: Hits x 2
    Large: Hits x 4
    Huge: Hits x 8

  • Speed: A smaller unit may move faster than a larger one, while the largest units tend to move at a snail's pace.

    Tiny: +2 speed
    Small: +1 Speed
    Medium: +0 Speed
    Large: -1 Speed
    Huge: -2 Speed

  • Attacks: A larger unit can pour on more fire than a smaller one: as such, it is more likely to score a telling hit. This is expressed in a modifier to attack.

    See Speed chart, replace "speed" with "Attack Modifier".

  • Damage: Damage is unchanged for unit size. However, when a larger unit attacks a smaller one, it is more likely to deal grievous damage if it hits. When a larger unit attacks a smaller unit, for every 5 points by which they beat the AC, they deal another hit of damage.

  • Facing: Typically, a unit takes up 1 square in size. A larger unit takes up more space.
    Large units: 1 square x 2 squares
    Huge units: 2 squares x 2 squares

  • Upkeep: It costs more to field a large unit than a smaller one.
    (Note: In all cases, round to the closest .25 fissionables.)
    Tiny: Upkeep x .25
    Small: Upkeep x .5
    Medium: Upkeep x 1
    Large: Upkeep x 2
    Huge: Upkeep x 3

Siggmund

Posts : 179
Join date : 2009-03-26

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum