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Attacker moves into attack range. Attacker attacks. Defender counter-attacks, if possible. Next player (defender).

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NCON BATTLE RULES

“[The] Intelligent use of "power" treats force as a tool best used when it remains implicit. One's superior strength is used, not to obliterate an enemy, but to force surrender, ideally without battle.”

-- the Dune Encyclopedia

Developed by the New Coalition of Nations

Editor: The United Technocratic Realm of Athretvari Version 0.3, December 2012 – February 2013

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Absolution Tracker Military Statistics = the number of military units each country can use in a battle.

NationStates Indexes = the technological attack and defense level of each country's military units.

TURN ORDER - During a battle, each player takes turns moving, attacking, and defending, starting with the attacker. Each player must be in or move into attack range before attacking or counter-attacking.

Attacker moves into attack range.

Attacker attacks.

Defender counter-attacks, if possible.

Next player (defender).

CALCULATING ATTACK AND DEFENSE POINTS

Attack Points = AttackingUnits * NS:DefenseForces * NS:Industry:ArmsManufacturing + AttackBonus Defense Points = DefendingUnits * NS:DefenseForces * NS:Industry:InformationTechnology + DefenseBonus

DETERMINING BATTLE OUTCOME If AttackPoints > DefensePoints, Then Defender destroyed.

If AttackPoints = DefensePoints, Then Defender damaged.

If AttackPoints < DefensePoints by greater than Attacker's DefensePoints + DefenseBonus Then Attacker destroyed.

ATTACK AND DEFENSE BONUSES ATTACK BONUS

GROUND attacks GROUND = 5 GROUND attacks NAVY = 2 GROUND attacks AIR = 1

NAVY attacks GROUND = 6 NAVY attacks NAVY = 4 NAVY attacks AIR = 2

AIR attacks GROUND = 8 AIR attacks NAVY = 6 AIR attacks AIR = 3

DEFENSE BONUS

Defender is (in) a Fortress = 20 Defender is (in) a Fort or base = 10 Defender is (in) a Capital city = 5

Defender is (in) a Large city = 4 Defender is (in) a Small city = 2

Defender is (in) Infrastructure or other map object = 1

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ATTACK AND DEFENSE POINT CALCULATION FACTORS Units = ABSOLUTION MILITARY STATISTICS

ARMY DIVISIONS - the number of ground force units that can be deployed and used in a battle.

Base location: Friendly base, fort, fortress, or city

Max mobility range from a base location: Industry:AutomobileManufacturing x 10 hexes Max speed = Industry:AutomobileManufacturing hexes before opponent's move

Attack range = NS:Industry:ArmsManufacturing hexes

Attack restriction(s): May only attack when deployed on ground. May not attack when being transported or in storage.

NAVY SQUADRONS - the number of naval force units that can be deployed and used in a battle.

Base location: Friendly naval base or coastal city

Max mobility range from a base location = Industry:AutomobileManufacturing x 4 hexes Max speed = Industry:AutomobileManufacturing hexes before opponent's move

Attack range = NS:Industry:ArmsManufacturing x 2 hexes

Attack restriction(s): May only attack when deployed at sea. May not attack when docked or anchored.

AIR WINGS - the number of air force units that can be deployed and used in a battle.

Base location: Friendly base, fort, fortress, airport, capital city, or aircraft carrier Max mobility range from a base location: Industry:AutomobileManufacturing X 6 hexes Max speed = Industry:AutomobileManufacturing x 4 hexes before opponent's move Attack range = NS:Industry:ArmsManufacturing x 2 hexes

Attack restriction(s): May only attack when deployed from an air base or aircraft carrier. May not attack when in storage.

NATIONSTATES INDEXES

DEFENSE FORCES (NS:DefenseForces) - the "fighting strength" of your military forces as measured by the NationStates Defense Forces Index.

Special: If NS:DefenseForces <= 0, then NS:DefenseForces = 1

INDUSTRY: AUTOMOBILE MANUFACTURING (NS:Industry:AutomobileManufacturing) - the

"mobility strength" of your military forces as measured by the NationStates Industry Automobile Manufacturing Index.

Special: If NS:Industry:AutomobileManufacturing <= 0, then NS:Industry:AutomobileManufacturing = 1 INDUSTRY: ARMS MANUFACTURING (NS:Industry:ArmsManufacturing) - the "technological attack strength" of your military forces as measured by the NationStates Industry Arms Manufacturing Index.

Special: If NS:Industry:ArmsManufacturing <= 0, then NS:Industry:ArmsManufacturing = 1

INDUSTRY: INFORMATION TECHNOLOGY (NS:Industry:InformationTechnology) - the "technological defense strength" of your military forces as measured by the NationStates Industry Information

Technology Index.

Special: If NS:Industry:InformationTechnology <= 0, then NS:Industry:InformationTechnology = 1

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SPECIFYING AND SPECIALIZING UNITS

The Absolution site provides Military Statistics for each country, which we interpret as the number of different military assets that can be tracked and used in role-play.

Each player may specialized each type of generic military unit as follows—

An Army Division may be specialized to consist of:

10 = number of ballistic missiles, or

100 = number of heavy tanks, ground assault aircraft, cruise or anti-ballistic missile systems, or

500 = number of light to medium tanks, anti-aircraft, helicopters, or troop transport, or

2,000 = number specialized armored-suit troops, or 10,000 = number troops

A Navy Squadron may be specialized to consist of:

1 = number of Aircraft Carriers (can carry 1 Air Wing or equivalent), or 5 = number of Amphibious Assault Ships, Cruisers, Destroyers, Frigates, or Submarines, or

10 = number of Littoral Combat Ships, or 25 = number of Support and Transport Ships

1 Navy Squadron = 1 (Naval) Air Wing (see air wings for number of equivalent naval aircraft) 1 Space Squadron = 1 (Space) Air Wing (see air wings for number of equivalent spacecraft) An Air Wing may be specialized to consist of:

1/2 = number of space-based ballistic missile

1 = number of space-based Assault Craft Carrier (can carry 1 Air Wing or equivalent)

20 = number of space-based Assault Craft 40 = number of space-based FighterCraft

1 = number of airborne military aircraft carrier (can carry 1 Air Wing or equivalent), or

5 = number of military bomber aircraft, or

25 = number of military fighter/interceptor aircraft, or 50 = number of military assault helicopters, or 100 = number of military drones

In order to deploy a type of asset, the player must build or purchase the asset. These figures simply denote the maximum number of each type of military asset the player can deploy as part of a military unit (Army division, Navy Squadron, or Air Wing) in any RP.

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Derived Time Units

Time in RP is accelerated in an attempt to accomodate the requirements of RP and NationStates high population growth.

Derived RP Time units are as follows:

! 1 Real-Life (RL) minute = 15 Role-Play (RP) minutes

! 10 RL minutes = 3 RP hours

! 15 RL minutes = 4 RP hours

! 30 RL minutes = 6 RP hours

! 1 RL hour = 12 RP hours

! 2 RL hours = 1 RP day

! 12 RL hours = 1 RP week

! 1 RL day = 2 RP weeks

! 2 RL days = 1 RP month

! 1 RL week = 3 RP months

! 2 RL weeks = 1/2 RP year, or 6 RP months

! 1 RL month = 1 RP year, or 12 RP months

! 1 RL year = 1 RP duodecade, or 12 RP years

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Version History:

0.1 First draft of base battle rules.

0.2 Specifying and Specializing Units section added.

0.3 Derived RP Time section added, cosmetic changes.

References

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