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barracks [2020/10/13 20:11]
kyle
barracks [2020/11/19 12:19] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//Can we cut the arms budget by, I don't know, two percent? Enough to hang a few air fresheners up in here?//
  
-.+Adding a Barracks to a base lets you command squads of soldiers in its defense (and also sends a message to your referee that that's the kind of thing you'd be interested in doing). Squad combat also comes with its own tweaks on the standard battle system, to make commanding a hundred guys at once a little bit less arduous without abstracting away too much control over tactics. If you would like to take your adventurer out into battle with their troops, consider investing in the [[Commander]] archetype.
  
 ^[[#Barracks]] ^^Field soldiers. ^{{ra>leaf?24|Vitality}} | ^[[#Barracks]] ^^Field soldiers. ^{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Diversified]] |More troop types. |{{ra>queen-crown?24|Influence}} | |{{fa>caret-right?24}} |[[#Diversified]] |More troop types. |{{ra>queen-crown?24|Influence}} |
 +|{{fa>caret-right?24}} |[[#Lieutenants]] |Squad leaders. |{{ra>queen-crown?24|Influence}} |
 |{{fa>caret-right?24}} |[[#Quartermastery]] |Mass resource refills. |{{ra>diamond?24|Economy}} | |{{fa>caret-right?24}} |[[#Quartermastery]] |Mass resource refills. |{{ra>diamond?24|Economy}} |
 |{{fa>caret-right?24}} |[[#Reserves]] |Replenish the ranks. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Reserves]] |Replenish the ranks. |{{ra>leaf?24|Vitality}} |
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 ^ ^^^ ^ ^^^
-^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Military:** The base supports, trains, and outfits one squad of soldiers per point of Vitality rating. A base's soldiers will gladly defend the base or fight for its interests afield, and serve as the first line of defense against soldier squads fielded by other bases. See the Squads and Scaled Combat sidebars at the bottom of this page for the ways in which a squad acts and fights differently than an individual. \\ \\ {{fa>plus-circle?24&align=left}}**Soldier Stats:** All soldiers produced by a given base are level 5 and have a single shared statistic block, making them all functionally identical. Any classes known by the squads must be unlocked for general use in your campaign. Squads are prohibited from having any levels in [[Commander]] and any other classes that the referee feels aren't plausible for mass-production in your campaign world. \\ \\ {{fa>minus-circle?24&align=left}}**Not Adventurers:** Squads of soldiers are trained for combat against other squads or perhaps the occasional lone rampaging megabeast. They do not do well in a typical dungeon environment or other circumstances requiring uncommon courage, subtlety, and cleverness. More importantly, squads are a tool for having a specific type of fun with the game and can actively interfere with the normal type of fun (unless players really love the idea of sitting around doing nothing while NPCs do all the work and claim all the glory, I guess). The referee has the right to tell you no if you want to bring squads into situations that they're not meant for. \\ \\ {{fa>minus-circle?24&align=left}}**No Sharesies:** You may directly control the actions of squads under your command as if they were followers, but unlike true followers a squad does not and cannot share its resources (Provisions, Supplies, Mojo) with you even if you ask nicely. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Military:** The base supports, trains, and outfits one squad of soldiers per point of Vitality rating. A base's soldiers will gladly defend the base or fight for its interests afield, and serve as the first line of defense against soldier squads fielded by other bases. See the Squads and Scaled Combat sidebars at the bottom of this page for the ways in which a squad acts and fights differently than an individual. \\ \\ {{fa>plus-circle?24&align=left}}**Soldier Stats:** All soldiers produced by a given base are level 5 and have a single shared statistic block, making them all functionally identical. Any archetypes known by the squads must be unlocked for general use in your campaign. Squads are prohibited from having any levels in [[Commander]] and any other archetypes that the referee feels aren't plausible for mass-production in your campaign world. \\ \\ {{fa>minus-circle?24&align=left}}**Not Adventurers:** Squads of soldiers are trained for combat against other squads or perhaps the occasional lone rampaging megabeast. They do not do well in a typical dungeon environment or other circumstances requiring uncommon courage, subtlety, and cleverness. More importantly, squads are a tool for having a specific type of fun with the game and can actively interfere with the normal type of fun (unless players really love the idea of sitting around doing nothing while NPCs do all the work and claim all the glory, I guess). The referee has the right to tell you no if you want to bring squads into situations that they're not meant for. \\ \\ {{fa>minus-circle?24&align=left}}**No Sharesies:** You may directly control the actions of squads under your command as if they were followers, but unlike true followers a squad does not and cannot share its resources (Provisions, Supplies, Mojo) with you even if you ask nicely. |
 ^ ^^^ ^ ^^^
 ^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Restoration:** Lost members of a squad can be restored to it by spending 2 Dosh per member (up to a maximum of 10 members per squad as normal). This is the only way to replenish lost squad members. \\ \\ {{fa>minus-circle?24&align=left}}**Homebound:** Both the squad and whoever's paying to replenish it must physically be present inside its home base in order to have its lost members restored in this way. | ^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Restoration:** Lost members of a squad can be restored to it by spending 2 Dosh per member (up to a maximum of 10 members per squad as normal). This is the only way to replenish lost squad members. \\ \\ {{fa>minus-circle?24&align=left}}**Homebound:** Both the squad and whoever's paying to replenish it must physically be present inside its home base in order to have its lost members restored in this way. |
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 ^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Varied Troops:** The base has multiple different training tracks for its armed forces, allowing it to field different types of troop. Create +1 soldier statistic block for every 2 points of Influence rating the base has. For example, a base with an Influence rating of 2 could have one default troop type focused on melee combat named "Axemen" and a second troop type focused on archery named "Amazons." Once the base gains an Influence rating of 4, they could add a third troop type (maybe an amphibious striketeam called "Fishmen", or a mounted type called "Skirmishers", or whatever else they wanted.) Every time the base creates a new squad (by gaining another point of Vitality rating), they can choose for it to be composed of troops of any kind they have available. \\ \\ {{fa>plus-circle?24&align=left}}**Lieutenants:** If the base also has the Lieutenants facility, it is possible to have an equal number of different types of officer as well as multiple different types of squad. You can mix and match any officer type with any squad type if you wanna. | ^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Varied Troops:** The base has multiple different training tracks for its armed forces, allowing it to field different types of troop. Create +1 soldier statistic block for every 2 points of Influence rating the base has. For example, a base with an Influence rating of 2 could have one default troop type focused on melee combat named "Axemen" and a second troop type focused on archery named "Amazons." Once the base gains an Influence rating of 4, they could add a third troop type (maybe an amphibious striketeam called "Fishmen", or a mounted type called "Skirmishers", or whatever else they wanted.) Every time the base creates a new squad (by gaining another point of Vitality rating), they can choose for it to be composed of troops of any kind they have available. \\ \\ {{fa>plus-circle?24&align=left}}**Lieutenants:** If the base also has the Lieutenants facility, it is possible to have an equal number of different types of officer as well as multiple different types of squad. You can mix and match any officer type with any squad type if you wanna. |
 ^ ^^^ ^ ^^^
-^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Retraining:** If desired, a pre-existing soldier statistic block can be altered in the base by switching out known classes/abilities or the allocation of combat/resource ratings. Changes made in this way are instantly applied to all active squads of that type. \\ \\ {{fa>minus-circle?24&align=left}}**Proving Fee:** Altering a squad template in this way costs 5 Dosh per squad level you wish to change (e.g. changing one level costs 5, changing two levels costs 10, and so forth). |+^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Retraining:** If desired, a pre-existing soldier statistic block can be altered in the base by switching out known archetypes/abilities or the allocation of combat/resource ratings. Changes made in this way are instantly applied to all active squads of that type. \\ \\ {{fa>minus-circle?24&align=left}}**Proving Fee:** Altering a squad template in this way costs 5 Dosh per squad level you wish to change (e.g. changing one level costs 5, changing two levels costs 10, and so forth). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Field Commanders:** The base trains a few of its soldiers as officers instead of regular rank-and-file troops. Officers have their own separate statistic block of level 5 that is subject to all the same limitations as squad stat blocks and must include at least one level in the [[Commander]] class. All officers have the same statistics and are identical to each other, just like all squads are identical to each other. \\ \\ {{fa>plus-circle?24&align=left}}**Replacements:** If a commander dies in the line of duty (or for whatever other reason) they can be replaced with a new, identical one by spending 5 Dosh. |+^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Field Commanders:** The base trains a few of its soldiers as officers instead of regular rank-and-file troops. Officers have their own separate statistic block of level 5 that is subject to all the same limitations as squad stat blocks and must include at least one level in the [[Commander]] archetype. All officers have the same statistics and are identical to each other, just like all squads are identical to each other. \\ \\ {{fa>minus-circle?24&align=left}}**Small Graduating Classes:** A base has as many officers as its points of Influence rating. \\ \\ {{fa>plus-circle?24&align=left}}**Replacements:** If a commander dies in the line of duty (or for whatever other reason) they can be replaced with a new, identical one by spending 5 Dosh. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**New Tricks:** When a squad is used in action against an appropriate threat and survives until the end of the session, they gain +1 level. \\ \\ {{fa>plus-circle?24&align=left}}**Legacy of Excellence:** If a leveled-up squad loses members or gets wiped out, its replacement members are still leveled-up. You don't have to restart at level 5 if you lose your champions. \\ \\ {{fa>minus-circle?24&align=left}}**Parallel Tracks:** All your squads level up in the same way (gain the same new class/ability and the same increase to combat/resource ratings). If the base also has the Diversified facility, then each different troop type has its own unique advancement track that is nonetheless identical for all squads of that type. \\ \\ {{fa>minus-circle?24&align=left}}**Level Cap:** Squads can gain a maximum of +1 level in this way per 3 points of total Influence rating the base has. \\ \\ {{fa>plus-circle?24&align=left}}**Lieutenants:** If the base also has the Lieutenants facility, any officer embedded in a squad that earns a level-up will also level up (to the same maximum level as regular squads). |+^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**New Tricks:** When a squad is used in action against an appropriate threat and survives until the end of the session, they gain +1 level. \\ \\ {{fa>plus-circle?24&align=left}}**Legacy of Excellence:** If a leveled-up squad loses members or gets wiped out, its replacement members are still leveled-up. You don't have to restart at level 5 if you lose your champions. \\ \\ {{fa>minus-circle?24&align=left}}**Parallel Tracks:** All your squads level up in the same way (gain the same new archetype/ability and the same increase to combat/resource ratings). If the base also has the Diversified facility, then each different troop type has its own unique advancement track that is nonetheless identical for all squads of that type. \\ \\ {{fa>minus-circle?24&align=left}}**Level Cap:** Squads can gain a maximum of +1 level in this way per 3 points of total Influence rating the base has. \\ \\ {{fa>plus-circle?24&align=left}}**Lieutenants:** If the base also has the Lieutenants facility, any officer embedded in a squad that earns a level-up will also level up (to the same maximum level as regular squads). |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Hard Drilling:** A squad can be leveled up without needing to risk them in actual battle. Maximum level attainable is still limited by Influence as normal. \\ \\ {{fa>minus-circle?24&align=left}}**Drilling Fee:** Leveling up squads in this way costs 5 Dosh per level per squad. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Hard Drilling:** A squad can be leveled up without needing to risk them in actual battle. Maximum level attainable is still limited by Influence as normal. \\ \\ {{fa>minus-circle?24&align=left}}**Drilling Fee:** Leveling up squads in this way costs 5 Dosh per level per squad. |
 ^ ^^^ ^ ^^^
  
 ^  Sidebar: Squads  ^ ^  Sidebar: Squads  ^
-|{{fa>plus-circle?24&align=left}}**What's a Squad?:** A squad is a group of 10 identical soldiers that move, fight, live and die as a single unit. This abstraction is a way for the game to simulate mass combat between many individuals without slowing the action down to a crawl. \\ \\ {{fa>plus-circle?24&align=left}}**Size:** Squads occupy space, carry weight, and crew vehicles as a single creature two sizes larger than the squad's constituent members. In scaled combat, this means that they occupy space as a single creature of their size would do normally. \\ \\ {{fa>plus-circle?24&align=left}}**Multiattack:** Unlike a creature with levels in the [[Swarm]] class, every member of a squad is a fully-competent and contributing member to its success. When a squad takes an action, that action's effects are multiplied by the total members of that squad. This means that a fully-staffed squad's attacks hit 10 times simultaneously. \\ \\ {{fa>plus-circle?24&align=left}}**Stacked Health:** A squad has 50 Attention, Energy, and Flesh. However, every time Attention hits a breakpoint equal to a multiple of 5 (45, 40, 35, 30, etc) then any additional damage is dealt to Energy instead. Damage is similarly dealt to Flesh when Energy hits the same breakpoints. For every 5 total Flesh lost by a squad, the squad loses 1 member. Lost squad members do not make death&dismemberment rolls; they simply die. |+|{{fa>plus-circle?24&align=left}}**What's a Squad?:** A squad is a group of 10 identical soldiers that move, fight, live and die as a single unit. This abstraction is a way for the game to simulate mass combat between many individuals without slowing the action down to a crawl. \\ \\ {{fa>plus-circle?24&align=left}}**Size:** Squads occupy space, carry weight, and crew vehicles as a single creature two sizes larger than the squad's constituent members. In scaled combat, this means that they occupy space as a single creature of their size would do normally. \\ \\ {{fa>plus-circle?24&align=left}}**Multiattack:** Unlike a creature with levels in the [[Swarm]] archetype, every member of a squad is a fully-competent and contributing member to its success. When a squad takes an action, that action's effects are multiplied by the total members of that squad. This means that a fully-staffed squad's attacks hit 10 times simultaneously. \\ \\ {{fa>plus-circle?24&align=left}}**Stacked Health:** A squad has 50 Attention, Energy, and Flesh. However, every time Attention hits a breakpoint equal to a multiple of 5 (45, 40, 35, 30, etc) then any additional damage is dealt to Energy instead. Damage is similarly dealt to Flesh when Energy hits the same breakpoints. For every 5 total Flesh lost by a squad, the squad loses 1 member. Lost squad members do not make death&dismemberment rolls; they simply die. |
  
 ^  Sidebar: Scaled Combat  ^ ^  Sidebar: Scaled Combat  ^
barracks.1602641485.txt.gz ยท Last modified: 2020/10/13 20:11 by kyle