18.02.2024 - 21:04 DIESEL ✙ BLOOD ☩ Introduction ☩ Diesel and Blood is a strategy role-playing game based on World of 1920+, by Jakub Rozalski, Scythe, by Stonemaier Games, and Iron Harvest, by KING Art Games. set in the alternate reality of 1920+, just after the end of the Great War. This forum game will let you, as a Player, control a battalion of 300 troops taking decisions to win the upcoming conflict in the continent. Tradition clashes with scientific and technological progress, while Europe is still recovering from the brutal battles of the World War. Cities are being rebuilt and in the countryside, the era of Diesel and Blood has begun. Farmers are uncovering the remains of the majestic walking machines that had fought on the battlefields of the Great War, new conscripts are being trained as tension rises between the global powers and the skies are filled with black smoke from the factories. In the midst of this chaos, a new threat appears that will put Europe's very existence at risk. Secret forces are putting everything they can towards destabilization of entire countries, determined to set the world on fire once again and finally seize control. ☩ Information ☩ The game will support 10 Players, one player per nation. The 300 troops are equal between all factions and the success of all combat/actions will be decided by dice rolling (3d6 + modifiers). Players must show where they want to attack and ChatGPT will work it out after we get all the rolls. ☩ Troops ☩ Troops are divided in eight types: Infantry, Cavalry, Elite, Artillery, AFV (Armored Fighting Vehicle), Mecha, Armored Train, Biplane, Airship. Each one of them has its own Attributes:
Infantry Cohesion: +0.06 Power: +0.02 Defense: +0.03 Damage: +0.03 Cavalry Cohesion: +0.02 Power: +0.04 Defense: +0.01 Damage: +0.03 Biplane Cohesion: +0.08 Power: +0.04 Defense: +0.01 Damage: +0.02 Artillery Cohesion: +0.03 Power: +0.08 Defense: +0.01 Damage: +0.24 AFV Cohesion: +0.05 Power: +0.09 Defense: +0.06 Damage: +0.08 Elite Cohesion: +0.05 Power: +0.05 Defense: +0.06 Damage: +0.06 Mecha Cohesion: +0.04 Power: +0.12 Defense: +0.07 Damage: +0.06 Armored Train Cohesion: +0.08 Power: +0.14 Defense: +0.14 Damage: +0.16 Airship Cohesion: +0.09 Power: +0.14 Defense: +0.18 Damage: +0.16 All battalions will start the game with 145 Infantry, 45 Cavalry, 32 Artillery, 25 Elites, 25 AFVs, 12 Mechas, 12 Biplanes, 2 Armored Trains, 2 Airships. The starting modifiers for every player will be (rounded down): Starting Modifiers Cohesion: +15 Power: +12 Defense: +9 Damage: +18 ☩ Leaders ☩ Every nation has a governing body composed of 6 different Leaders, each with their own functions and distinct efficiency. A Leader's efficiency is given by a number from 3 to 18, determined by the player's initial roll (3d6) for each of them. Players are allowed to re-roll the lowest result.
☩ Battalion ☩ Every Player controls one battalion composed of 300 units. It is commanded by a single captain and can be divided into 2 companies (150 un.), 12 platoons (25 un.), or 36 squads (8 un.). When a player wishes to assign one of these military detachments to attack or defend a specific location, he must immediately name the detachment (e.g. 22nd Company or 10th Squad of His Majesty) and its leader which may be the captain, a lieutenant, a sergeant, or even a corporal. Battalions display 4 Attributes that may be used in several different actions:
☩ Action Cards ☩ Every turn, ChatGPT will deal 4 Action Cards to everyone. Players must choose only 2 Actions to perform on their turn, after that they must also choose the order in which they wish to execute them. The description of a card is composed of an action and/or effect, to make it easy to read, all actions are written in italic on the table below. There are 4 different actions:
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