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PostSubject: Rules n shit   Sun 28 Aug 2011 - 20:14

The Mighty Empires Year
Each year consists of four Mighty Empires campaign rounds. The first three rounds represent the spring, summer, and autumn, respectively. Each of these rounds follows a standard Mighty Empires round sequence. The forth round represents the winter, which follows the winter round sequence. after the winter round then next year begins starting with the spring round.


Initiative
Initiative order is based on first in best dressed. events, challenges and conquest are chosen in order of players responding to the threads.

Spring, summer, autumn round sequence
On the first Monday of each month the GM will post the Events and Challenge topics. players then have until the thursday of that week to post their choices. On the friday revenue will be generated for each player by the GM. Player then have until the first monday of the next month to player their games and do their conquest.

Strategic Events
Player choose a single strategic event. players can not choose an event that has already been chosen or that they chose last round. player are also allocated a random campaign event generated by the GM on the friday.

Challenge
Players choose an opponent to battle this round. once a player has been chosen they can not issue a challenge.

Revenue
On the friday revenue will be generated for each player by the GM.

Battles
Players now have until the first monday of next month to play a game against their opponent.

Conquest
In the order of player’s getting their results in, they claiming/conquering tiles and building Castles, Cities or Mines.


Winter Turn sequence

At the end of each year, campaigning ceases for the duration of the winter. The winter may be inactive from the point of view of battles, but it is still a busy time for the rulers of the various empires. To represent this activity, the players work through the following phases. Note that the normal phases are not used during winter; the standard phases are replaced with the ones listed below.

Winter Events.
Roll on the Winter Events chart to determine any unexpected events within your empire.
Taxation.
Players may raise revenue by taxing the tiles in their empire.
Winter Magic.
Winter spells may be cast.





STRATEGIC EVENTS
Players choose an event from any of the 3 categories. Players can not choose a perviously chosen event or event they chose last round.
Military
ALL OR NOTHING
If you win your battle then you get double the empire points. you gets no empire points if you draw or loose the game.

ELITE ARMY
In any battles this campaign turn the minimum core requirement goes from 25% to 10%.

AMBUSH
Select 2 units in your army, these units get a vanguard move this round.

ARCANE KNOWLEDGE
1 wizard you control gains one extra spell.

HEAD HUNTER
You are awarded 100 VP for every enemy character slain during the battle.  Additionally you gain 3D6x5 Gold if you slay a general.

Empire
BUILDING BOOM
You may place a castle or mine, or upgrade any castle to a city in any tile you control.

LAND GRAB
The first tile you claim this turn only costs 1 empire point not 2.

EFFICIENT REVENUE
You re-roll any 1’s rolled on revenue dice this round.

WAR TAX
Gain 100 Gold to spend on (and only on) your battle this turn. This in not effected by penalties during revenue.

Espionage
ASSASSIN
After your opponent has deployed their army, you may pick one of their characters and attempt to assassinate them. On a roll of 4+, you inflict D3 Wounds on the character that may not be stopped in any way. If a general is targeted it may only be reduce to a minimum of 1 wound.

SABOTAGE
Pick one city, castle, or mine belonging to another player and roll a D6. Mines are destroyed on a 2+, castles on a 4+, and cities on a 6.

SPIES
You opponent must deploy their army before you deploy your army, and you get the first turn.

INCITE UNREST
Pick a player, that player loses 4D6x5 from there revenue this turn, to a minimum of 0.

PANTS PLAY
Your opponent for this round has to play the game with no pants on or they receive no empire points or revenue this round.

CAMPAIGN EVENTS
(Roll a 2d6 and consult the table below)
2 - UPRISING
The rebels are defeated, my Lord, but at great cost. Reduce this turns revenue by 4D6x10 Gold
 
3 - LOW MORAL
Gain 1 less empire point this turn, unless you achieve a solid victory or better.

4 - POOR DEFENSES
Opponents require 1 less Empire point to conquer 1 tile you control this turn.
 
5 - DISASTER
Disaster! You must roll a D6 for each Castle, City or Mine you control. On a roll of 1 it is destroyed.
 
6 - GOVERNMENT CORRUPTION
Dishonest bureaucrats fill their pockets at your Empire’s expense! You lose D6x10 gold this turn.

7 - ALL IS WELL
Nothing happens, all is well. how boring...
 
8 - FAME / INFAMY
Your reputation precedes you! You cannot be challenged this turn, but you may issue challenges as normal to anyone you wish, subject to Diplomacy.

9 - MAGIC FLUX
Gain 1 extra power and dispel dice this turn.
 
10 - SUPPORT OF THE PEOPLE
Gain 1 extra empire point as long as you don’t lose your battle.

11 - SWEET HARVEST
We have a bountiful harvest, my Lord! Gain 4D6x10 gold.
  
12 - TREASURE TROVE
A truly wondrous discovery! Select any 1 common Magic Item to the value of 50 gold from the Rulebook.  This item is available for your army this turn at no cost.  This item costs zero points in all regards to list creation. Revenue
Every Empire generates revenue each round. they then pay their empire upkeep and any penalties incurred. Remaining gold is added to the treasury.




REVENUE 
Cities Generate 1D6x10 gold per turn.
River Mines generate 2D6X10 gold per turn.
Mountain Mines generate 3D6X10 gold per turn.
 
Empire upkeep
Each player must pay 5 gold per tile in their empire. In addition to this they must pay 5 gold for each Castle, City or Mine they own.
 
Penalties
You must pay off any economic penalties to your Empire that occurred as a result of campaign events this turn. if this takes the revenue generated this round into the negatives, then zero revenue is generated this round. Negative revenue is not deducted from existing treasury gold from previous rounds.

Treasury
Any remaining gold is added to your empire treasury, this can  be spent on reinforcements this round or saved for future rounds.
 





CHALLENGES
Players can challenge an opponent. once a player has been challenged they can not issue a challenge nor be challenged again.





BATTLE
players decide how many points they want to play, where and when.

Each round a specific mission will be selected by the GM and played by all players.

Reinforcements
Players can now spend gold from their treasury to add points to their army at a 1 gold for 1 point rate. players can add up to 10% of the agreed points limit from spending gold.

Game outcome
After the game, players work out how many victory point each player has scored using the victory point system in the rule book. calculate the difference in VP between the players. then figure out what percentage of the games point limit that difference is. this will give you the games out come and empire points earned.
e.g. Matt and Dean play a 2000 points game. at the end Matt has 610 victory points and Dean has 970. the difference is 360 in Deans favor. 360 is 18% of the 2000 point game limit, which means Dean has scored a Solid victory and Matt Has a Loss. bad luck Matt Sad

Victory point Outcome Empire Points
       Loss         1
<10% Draw         2
11% - 15% minor victory 3
16% - 25% Solid Victory 4
26% - 50% Major victory 5
50%> Massacre 6





CONQUEST
In the order players get their results in they can now spend their hard earned Empire points.

Spending empire points
Empire points are spent as follows. Unspent empire points are lost at the end of the conquest stage, they don’t carry over to the next campaign round.

Claiming Tiles – 2 empire points
Place a banner on an unoccupied tile adjacent to one of your own tiles.

Conquer Tiles – 3 empire points
Remove other player’s banner and place your own banner on a currently occupied adjacent tile. You must have won a battle against the current occupant in the preceding battle phase. NB: It costs one extra empire point to conquer a tile with a city or castle.

Build – 1 empire point
Add a, castle or mine to one of your already claimed tiles. Or upgrade a castle to a city.

Raids – 1 empire point
Generate 2D6x5 gold.

Mountain tiles - +1 empire point
Mountain tiles cost an addition 1 empire point to claim or conquer.


TILE FEATURES
Castle
A tile containing a castle requires 1 more empire point to be conquered by opponents.

City
A tile containing a city requires 1 more empire point to be conquered by opponents. A city also generates D6x10 gold revenue. winter spell must originate from a city.

Mine
Mine’s generate revenue. If a mine on a river tile generates 2D6x10 gold but a roll of double 6 and it has been exhausted and is removed from the campaign map.  A mine on a mountain tile generates 3D6x10 gold but a roll of a triple of any number and it is also exhausted and removed from the map.

Features limits
Each player is limited to a certain number of each feature;
3 mines
3 cities
4 Castles


UNIQUE TILE FEATURES
All unique tile features can not be removed from their tile, nor can they be built by players. Tiles containing unique features can be claimed and conquered by players.  Players controlling a unique tile feature can’t build other features in that tile.

Arcane Tower
All your wizards channel extra casting and dispel dice on a 2+ rather than just a 6.

Stone Henge
Re roll any campaign event result or winter event result once per turn.

River Bridge
Generates 4D6x5 revenue in spring, summer and autumn.

Siege engine
When conquering tiles containing castles or cities, ignore the 1 extra empire point it requires.

Tower of Skulls
Equinox spells cost 50 gold instead of 100.




EXPERIENCE
A general gains xp equal to the empire points earned this turn for the battle just played out.

For every 5 xp the general levels up. roll on the advancement table. on a result of 1-4 choose either stat option and add 1 to that stat. Each stat can only be increased once to a max of 10. if the same result on the advancement table is rolled again at another level up the result may be rerolled.

Advancement Table
1 Strength or Toughness
2 Attacks or Wounds
3 Leadership or Initiative
4 Weapon Skill or Ballistic Skill
5-6 choose a skill group

Fighting skill (D6)
1 Always strikes first
2 Armor piercing
3 Devastating charge
4 Hatred, all
5 Impact hits (D3)
6 Killing blow

Shooting skills (D3)
1 Sniper
2 sharp shooter,no to hit penalty for moving, cover or long range
3 Multi shot x3 or quick to fire

Command skills (D6)
1 Tactical, redeploy 2 units immediately before turn 1 begins
2 Immune to psychology, + any unit they join
3 Presence, +6 to Command radius
4 Inspiringly Brutal, +1 to combat resolution
5 Lucky fate, re-roll any single dice roll once per game
6 Stubborn

Magic skills (D6)
1 Spell Focus, +1 to casting attempts
2 Spell Domination, +1 to dispel attempts
3 Knowledgable, choose 1 spell instead of rolling each game
4 Stable caster, ignore 1st miscast
5 magic resistance (+1)
6 Lore master, choose one and stick with it

Mutation ‘skills’ (D6)
Only available to; skaven, warrior of chaos, daemon and vampire count players.
1 flaming attacks
2 Frenzy
3 Scaly skin 5+
4 poison attacks
5 Magic resistance (+1)
6 Regeneration




WINTER ROUND SEQUENCE
1. Winter Events. Roll on the Winter Events chart to determine any unexpected events within your empire.
2. Taxation. Players may raise revenue by taxing the tiles in their empire.
3. Winter Magic. Winter spells may be cast.


WINTER EVENTS - 2D6 Result
2. Dragonrage. From the heart of the mountains at the centre of the world, great dragons come raging forth to raze the land and strike terror to all who lie in their path (see the rules for Dragonrage below).
3. Famine. Widespread famine makes it impossible for your empire to raise taxes effectively this year.  Halve the taxation you collect this winter.
4. Rebellion. An underling rebels against your rule. Randomly select a castle or city in your empire other than your capital — it joins the nearest opposing empire (decide randomly if two or more empires are equally close to the tile).
5. Peasant Revolt. Peasants refuse to pay your entirely reasonable taxes. Ungrateful scum — have you not protected them from the authoritarian rule of your enemies!?!! You generate no tax from farmland tiles or cities this winter.
6. Raids. Roll a D6 for each tile lying adjacent to an enemy held tile. On a roll of 1-3, you receive no taxes from the tile this winter.
7. Nothing. see bold text
8. Increased Revenue. Your merchants and traders have been very successful this year. The tax revenue from all of this activity adds 50 gold pieces to the royal coffers for every city in your empire.
9. Plentiful Harvest. The fine weather and hard work of your farmers has resulted in a bountiful harvest. Receive 10 gold pieces for every tile in your empire.
10. Special Tribute. Your minions selflessly levy an additional tax to pay for statues of you to be erected in every city in the empire, in gratitude for your just and enlightened rule. Collect an additional 2D6 x 10 gold pieces. What you do with this windfall is up to you!
11. Arcane might. Immediately cast an equinox spell for no cost.
12. Dragonrage. From the heart of the mountains at the centre of the world, great dragons come raging forth to raze the land and strike terror to all who lie in their path (see the rules for Dragonrage below).

The Dragonrage
Dragonrage can be triggered once each winter by a roll of 2 or 12 on the Winter Events table. Once it has been triggered, any further rolls of 2 or 12 that winter count as 3 or 11 respectively.
Randomly select a mountain tile when the Dragonrage is triggered. 2D6 Dragons will pour forth from this tile. Use anything you like to represent the dragons — small coins work well. Randomly select a tile adjacent to the mountain and place one dragon in it. Then randomly select a new tile adjacent to the one where the dragon was just placed, and put a dragon in it to, and so on, leaving one dragon per tile, until all of the dragons have been placed. Note that it is possible for a tile to receive two or more dragons.
No taxes may be raised on a tile with a dragon. In addition, if the tile has a marker such as a city, castle, or mine, then 1D6 is rolled for each dragon on the tile, and the marker is destroyed on a roll of 4+.

WINTER TAXATION
The money that they raise is added to the player's treasury and can be used along with the revenue raised during the campaign season to pay for additional troops. Each tile in a player's empire has a taxation value, as shown below. Simply roll the appropriate number of six-sided dice, multiply the score by 10 (or 5 in the case of a marsh, tundra, or desert), and add the resulting revenue to your treasury.


TAX TABLE
Tile Type        Taxation Value
Mountain        Zero
Marsh 1D6 x 5 Gold Pieces
Desert 1D6 x 5 Gold Pieces
Plains 1D6 x 10 Gold Pieces
Forest 1D6 x 10 Gold Pieces
Farmland         2D6 x 10 Gold Pieces
River         2D6 x 10 Gold Pieces
City         +1D6 x 10 Gold Pieces

Empire upkeep - Each player must pay 5 gold per tile in their empire. In addition to this they must pay 5 gold for each Castle, City or Mine they own.


Isolated Tiles
During the course of the campaign, empires expand outward. Newly conquered territory will usually be linked to the existing friendly tiles. However, as the campaign progresses, this link may be broken as interlinking tiles fall to the enemy. If a tile can no longer draw a route along friendly tiles to a friendly city, it is said to be isolated. Isolated tiles are part of the empire in all respects except that they provide no revenue during spring, summer, autumn and no tax during winter.

Blighted Crops & Famine
Some events and spells reduce the amount of tax a tile or empire can raise. If several of these things affect a tile, then their effects are cumulative. For example, an empire hit by blighted crops and famine would have its taxes halved, and then halved again.
When halving any taxes, round any fractions up.

WINTER MAGIC
Determine which spell is available to each player by rolling on the winter spell table. players can then choose to cast that spell and declare any target. casting a spell costs 100 gold. Once all player have done so, GM rolls all 2D6 for each spell. If the result is equal to or greater than the number of tiles from one of that player’s city to the target, then the spell takes full effect; otherwise it fails and has no effect. the GM then resolves any spell effects.

Winter Spells
2. Failure. The spell fails to work.
3-4. Abundance. This spell has no target tile. every tile in the players empire blossoms with life throughout the year. The player doubles the taxation generated this winter (modifiers for famine or blighted crops, etc. still apply). A player can only cast this spell once per winter turn, reroll duplicate of this result.
5-6. Blight Crops. This spell is cast on a tile in an enemy empire but affects the empire as a whole. Crops shrivel and fail, reducing the yield of the entire harvest. Taxes are halved for the empire this winter. A player can only cast this spell once per winter turn, reroll duplicate of this result.
7. Quake. The city or castle in the target tile are devastated by an earthquake leaving the settlement devastated. Remove the city or castle from the target tile on a roll of 2+.
8. Deluge. This spell must be directed against a river tile, causing the river to swell, forming a tidal wave of destruction. Any marker in the tile is destroyed on a roll of 3+. Any marker lying downstream(away from mountains) of the tile is destroyed on a roll of 5+.
9. Trail of Howling Doom. This spell unleashes a trail of magical wind and storms beginning in the target tile. Any marker in the tile is destroyed on a roll of 4+. The spell then moves one tile in a randomly determined direction and affects it in the same way. The spell will keep on moving randomly until a 1 is rolled on the dice when rolling to see if a marker is destroyed.
10. Transform Gold. This spell must be cast upon an opponent's city or mine. Up to D6 x 100 gold pieces in the opponent's treasury are transmuted from gold into worthless lead!
11-12. Tornado of Peril. This spell creates a whirling tornado of magical energy that devastates the tile, destroying any marker in the target tile and remove any players flag..
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