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Topics - Gen Fears

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General Discussion / Renaissance Colonial Mini Empires
« on: January 31, 2016, 04:10:23 PM »
I have hearby started to host a Renaissance/Colonial MERP, and would like to gain players. Discuss it and its rules here.


--THE RULES--

AMOUR BUFFS
Heavy: -2 to swords/non-blunt polearms, -1 to non-gun ranged
Medium: No modifier
Light: -2 to blunt, +1 to non-gun ranged

WEAPON BUFFS
Pike: +2 against cavalry
Sword: -1 on untrained units
Guns: -1 to untrained crew/units

UNIT TYPES
Cavalry: +2 against Musketeers
Pikemen: +2 against Cavalry
Musketeers: +2 against Pikemen
Guns: +1 against All

RANGES
Pistol: 10 range
Pike: 3 range
Musket: 16 range
Gun: 32 range
Bow: 20 range

FLANKS
Front: No modifier
Side: +1 against non-Pikeman; +2 against Pikeman
Rear: +2 against non-Pikeman; +3 against Pikeman

TRAINING
Untrained: -1 to all Weapons
Trained: +0 to all Weapons
Veteran: +1 to all Weapons
Elite/Hero: +2 to all Weapons

FOREIGN RELATIONS
Hero purpose: +2 to language rolls (roll a d10)
Other: -2 to language rolls
NATIVES:
ALL units have -4 to language with natives

FAMILY
Having a family/company is required--they act as heroes (diplomatic units and morale boosters), who control your nation. They can issue orders (direct control), but orders may have repercussions, such as rebellions and boycotts.
CHARACTER TYPES:
General: +1 to Pikeman rolls
Hunter: +1 to Musketeer rolls
Cavalier: +1 to Cavalry rolls
Diplomat: +1 to Language rolls
Governor: +1 to Repercussion rolls
Admiral: +1 to Gun rolls

REPERCUSSIONS
The host and SUPER admins will administer repercussions. Any action that leads to negative effect, or is against an ally, has a chance to give a repercussion, such as a rebellion or strike.
Modifiers:
Liked: Has had 2 or more positive effects: +2 to Repercussion roll
Disliked: Has had 2 or more negative effects: -2 to Repercussion roll
Ally: -1 to Repercussion roll

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