The Campaign Builder's Guild

The Archives => Roleplaying (Archived) => Topic started by: Humabout on March 19, 2013, 11:03:07 PM

Title: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 19, 2013, 11:03:07 PM
–⊙– Mnemosyne: A Dream of Waters Past –⊙–

(http://i179.photobucket.com/albums/w285/humabout/ea59ae8d-fb02-4d22-b6cc-29c509a9bb3e_zpsc4a1a406.jpg)

Soundtrack: 1 (http://www.listenonrepeat.com/watch/?v=cXTZjmgFmYQ) • 2 (http://www.listenonrepeat.com/watch/?v=YtmsGWjBwCQ) • 3 (http://www.listenonrepeat.com/watch/?v=UGwQXL5igcM) • 4 (http://www.listenonrepeat.com/watch/?v=TLxv_g_zQkY) • 5 (http://www.listenonrepeat.com/watch/?v=ECmaKKCxlnU) • 6 (http://www.listenonrepeat.com/watch/?v=_BI-Df7jl-A) • 7 (http://www.listenonrepeat.com/watch/?v=4q2e8lnqwwk)

–⊙– Mnemosyne:  Discussion & Interest Thread –⊙– (http://www.thecbg.org/index.php/topic,209840.new.html#new)

The world is dying.  It has been for generations.  The elders sing songs of ancient times when our people use to sail vast oceans and bask in the heat of the day, but the world has grown colder, dryer.  Even the networks of canals that once fed seasonal snowmelt to the great cities of are little more than wounds that bleed red in the fading light of the sun.  The world is dying, yet we cling to life.

We live among the crumbling, crimson spires and cracked, winding avenues of ancient capitals laid low by the Long Drought.  We live among the rocks and ravines and badlands hunting the few creatures left hardy enough to survive the harsh wilderness.  We dwell beyond The Shelf, among the great blue-green forests whose roots dig deep through the ancient ocean floors in search of underground ice.  We infest labyrinthine passages and catacombs beneath the surface in whose depths moisture accumulates in small life-giving pools. And for these precious resources upon one another, we make war.

–⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙––⊙-–⊙––⊙––⊙––⊙––⊙––⊙–

Mnemosyne is a roleplaying turn-based strategy game set on a dying alien planet.  Players will lead tribes of aliens in their quest to survive by whatever means necessary.  Inspirations include the Barsoom series and Warhammer 40,000 among other pulpy science fiction sources.
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 21, 2013, 08:35:09 PM
[spoiler=Settlements]
SETTLEMENTS
Settlements are the foundation of the economy and military of a faction.  They provide resources, money, bases of operations, production capabilities, and more.

BUILDING SETTLEMENTS
Whether a faction wants to grow an existing settlement or found a new one, the rules are the same.  One build resource-producing capability.  As housing, food, and water become available, more population will immediately arrive, and thusly, the settlement will grow.  Similarly, a faction may decide to build other structures.  These need not be in a settlement, although they will need access to one, by road, train, flyer, or canal.

CONSTRUCTING BUILDINGS
To construct a building, a faction needs at least one Construction Crew and the greater of a turn's construction costs or 20% of the price of the finished building up front.  The Construction Crew must be in the hex where the building will stand, and the faction must pay 20% of the finished building cost.

The Construction Crew then begins building the structure at a rate of $35K per turn.  Multiple construction crews can be assigned to a project; any construction project requires at minimum of 1 turn to complete.  Any given construction crew can only work on one project at a time.

PAYING FOR CONSTRUCTION
Construction is paid for on a turn by turn basis dependent on how many $ per turn construction crews are currently building.  Construction crews can be told to build things at a slower pace if cash flow becomes an issue.  For example, a construction crew building a $1M building requires $200K to begin construction, and $35K each turn thereafter for 23 turns, unless assisted by additional construction crews.

CANCELING CONSTRUCTION
A faction may choose to put a construction project on hold at any time.  He simply states this in his orders, continues to list the building under his Construction tab with (Hold) next to it, along with the current $ amount built and $ amount remaining until completion.  Any construction crews working on that building are then free to work on other projects.
If a faction chooses, it may cancel construction of a building at any time.  It receives 20% of the money spent on the building to date, and the building ceases to exist in any fashion - its construction cannot be resumed at a later date.

SALVAGING BUILDINGS
A building that has already been completed may be salvaged at any point.  This yields 20% of the building's cost to construct and destroys the building.  Salvaging a building requires a construction crew and takes one turn, regardless of how expensive the building was.

FOUNDING SETTLEMENTS
A settlement is founded when enough food, water, and housing are supplied in a hex for a population to arrive.  The settlement is under the constructing faction's control and immediately begins producing revenue.

DEFENDING SETTLEMENTS
Defensive structures can be built to help forces defend settlements.  These are not cumulative.  Additionally, a settlement has a maximum total WT of elements that can effectively defend it equal to 1/500 times the settlement's population, rounded down.

RAIDING & OCCUPYING SETTLEMENTS
Any force who successfully defeats a settlement's defenders in battle have a number of options that generally do not bode well for the settlement.

RAIDING SETTLEMENTS
A force that wins a battle for a settlement - usually a siege - not only gets to pick over the loot from the battle, but may spend the rest of the turn raiding the settlement.  The force captures 3d6% of that settlement's current stockpiles of food and water, and $s equal to the lesser of 5d6x3% of the settlement's turn-based revenue or all of the faction's current $s.

OCCUPYING SETTLEMENTS
A force that has destroyed or driven off all resistance - that is, won a battle for the settlement - controls all of that settlement's resources, earns all of that settlement's revenue, and may use any of that settlement's buildings.  Of course, elements recruited from such cities will almost always be Disloyal, unless the population was already Disloyal to the settlement's previous owner.

DESTROYING BUILDINGS
An occupying force with any TS can destroy as many buildings as it desires in any week during which it was not engaged in any battles.  Destroyed buildings do not yield salvage revenues.
An occupying force with any TS can destroy a single building in a turn during which it was engaged in battle, but not until after the battle ends.  It is best to always specify which building is to be destroyed first and then list other buildings a force would like to destroy when writing orders.
[/spoiler]

[spoiler=Economy]
ECONOMY
An army needs money to function.  Money comes from the citizenry, which themselves require food and water to survive and a place to live.  These four resources - money (represented by $), food, water, and housing - form the basis of any city's economy.  Ample food, water, and housing allow the city to grow in population, which results in more revenue to run the military and produce more food, water, and housing.

POPULATION GROWTH
Populations grow each week to the maximum possible amount within that city.  Assume that at the beginning of the turn, people move into (or leave) the city to always maintain the maximum possible supportable population.  If a city is willing to distribute some of its stockpiled resources, it can temporarily swell its population, so long as sufficient housing exists, but once it stops distributing its stockpiles, the population will immediately shrink again.  A city that receives and distributes resources from another city can thus maintain a larger population than the local resources would suggest possible.

MAXIMUM POPULATION
People require a place to live and food and water to survive.  Thus, a city's maximum population is equal to the lowest of three factors:  Food Production, Water Production, or Housing.  Each of these resources can be increased by constructing appropriate buildings.

TAX REVENUES
Taxation produces $30/person per week that may be spent to build the city, expand the military, maintain an existing military, or trade with other cities.  This amount is calculated based on the total population at the beginning of the week and is available immediately.

FOOD AND WATER
Buildings that produce food or water produce all of their food and water at the beginning of the week.  Not all of this needs to be collected; e.g., a well doesn't have to pump its maximum capacity in a given week.  This may be useful if a city is at risk of being raided - resources that haven't been produced cannot be taken.  However, resources that have not been produced cannot be relied upon should something happen to production.  There is no limit to the amount of food or water that can be stockpiled.

HOUSING
Housing is the only resource that cannot be traded, but it still imposes a hard cap on the maximum sustainable population of a city.

TRADING
Cities may trade goods amongst themselves regardless of distance.  Doing so can be risky, however, as civilian transports laden with resources are easy targets.  To this end, military escorts are often recommended to ensure safe delivery of goods.

There is no maximum distance for trading, but transportation of goods takes time.  Merchants travel half as quickly as their Mobility would suggest, or at the pace of their slowest escorts (although usually military escorts are forced to slow down and keep pace with civilians).

There are no set prices for different resources.  Setting these is up to the cities and their merchants.
[/spoiler]

[spoiler=Communications]
COMMUNICATIONS
Players are allowed to pass as many messages between themselves as they wish via aerograph.  This can be done by posting messages and responses or by meeting in IRC and posting a transcript of the meeting.

INTERCEPTING MESSAGES
Anyone may attempt to intercept and decode another player's message or conversation by attempting a 3d6 roll against DC 17.  On a success, the message is decoded and the player may read that message or conversation.  On any failure, the message cannot be decoded and the message or conversation remains a mystery.

FACE TO FACE
Representatives of each character's city may agree to meet face to face.  Such meetings are always kept secret and not revealed until after the end of the turn.  They should be roleplayed out in IRC and a transcript submitted to the GM in advance of the end of that turn.
[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 21, 2013, 08:41:45 PM
[spoiler=Combat Forces]
COMBAT ELEMENTS

Combat elements represent small groups of troops (usually 10 to 15); individual vehicles and their crews; or a heavy weapon and its crew.  Each element has a number of statistics and can be combined with other elements to form a fighting force.  Each force has a command and may be divided into subordinate forces under subordinate commands.  Rear area supply forces are treated differently under Logistics Elements.

Elements are the building blocks of a fighting force.  Each element has a name and is rated for Troop Strength (TS), special class (Class), transport weight (WT), mobility (Mob), cost to raise (Raise), and cost to maintain (Maintain).

You can customize stock elements by selecting the following details:
If you customize an element, adjust its TS, costs, and possibly other characteristics based on your decisions, as described in the associated rules.

Also, when building a force, decide how many instances of the element the force incorporates.  Multiply TS, WT, Raise, and Maintain by number of elements.

TROOP STRENGTH (TS)
This is the measure of the element's default fighting strength.  IT incorporates weaponry, protection, fighting style, ferocity, skill, physical strength, etc.

PARENTHETICAL (SUPPORT) TS
Some elements have a Troop Strength in parentheses.  This indicates a support TS.  It means that the element's full TS can only be used when calculating special class superiority and only 10% applies when determining the TS ratio.  Support TS designates troops that can perform a particular tactical role, as indicated by Class, but  lack the ability to close with and destroy the enemy, and thus to win the battle on their own.

SPECIAL CLASS (CLASS)
Many elements belong to one or more special classes.  Some belong to no special class at all.  A force that has TS superiority in a particular class may enjoy an advantage in certain battles or reconnaissance.

AIR COMBAT (AIR)
The element is capable of air combat operations.

ARMOR (ARM)
These are land elements with sufficient heavy protection to ignore most ordinary opponents.  They usually have enough firepower to defeat other armored opponents, but this class is more about the ability to ignore small arms fire, melee weapons, and artillery fragments.

ARTILLERY (ART)
This represents batteries of large-caliber heavy weapons employed against areas rather than against point targets.

CAVALRY (CV)
These are fast-striking land elements that have much greater speed than a normal man on foot, which allows them to charge, pursue, and outflank the enemy.  Their advantages are limited in bad terrain or during a siege.

COMMAND, CONTROL, COMMUNICATIONS, AND INTELLIGENCE (C3I)
The element enhances the command's situational awareness through specialized intelligence-gathering, information warfare, and/or long-range surveillance capabilities of a higher order than those of Recon elements.

ENGINEERING (ENG)
These elements are trained and equipped for combat engineering operations, including siege warfare, bridging obstacles, and breaching or erecting barriers.

FIRE (F)
These are land elements capable of providing direct battlefield firepower at greater range than a pistol or a thrown javelin, but with less range or area of effect than artillery.

NAVAL (NAV)
These are water elements capable of sustained combat on or under water.  Elements not designed for sustained naval combat do not belong to this class but may instead by classed as neutralizing Naval.

RECON (REC)
These are land elements trained or equipped for patrolling, raiding, and scouting operations.  A force that lacks Recon is easier to surprise.

TRANSPORT (T)
An element with the Transport (T) capability can move other elements.  The number following the T is the maximum transport weight (WT) it can carry.  An element can't be carried if its individual WT exceeds the capacity of the individual carrier.

WT
This is the transport weight of the element, including all equipment and personnel.

Parenthetical WT
In the case of large vehicles, this is the maximum WT of elements available to defend the vessel against a boarding attempt.  All such elements are subsumed into the vessel's Costs and must be able to fit and fight within the vessel.  This typically results in infantry elements of some sort.

MOBILITY (MOB)
Mobility (Mob) indicates how an element moves.  An element that has "0" mobility cannot move unless transported by another element.  It is quite possible for an element to belong to the Air Combat or Naval special classes without having any form of air or water mobility.

LAND MOBILITY
WATER MOBILITY
AIR MOBILITY
COST
Cost consists of two statistics that rate the expense to form the element and operate it.  These values are measured in $.

COST TO RAISE
This is the combined cost of buying or making equipment, recruiting manpower, and training the element.  It is paid just once.  However, when replacing casualties, find the replacement cost by multiplying Raise by the percentage of casualties that need to be replaced.

COST TO MAINTAIN
This is the cost to provide the element with supplies, food, and pay for a turn, either in the field or during realistic training.

OPTIONAL FEATURES
The cost of a particular feature is given as a percentage increase (or decrease) to the element's base cost to raise and/or maintain.  However, some have GM-assigned values, and vary by situation.
These modifiers and those under Quality (below) are additive.  To find the final cost of an element, multiply the cost of the element by the sum all of the feature and quality modifiers plus one.  The sum of all features and quality modifiers may be negative, but may never be less than -80%.  Treat anything worse as -80%.
When adding features to a previously-customized element, be sure to use the base cost of the original element, not the modified cost.

AIRBORNE (ABRN)
Cost:  +20% to Raise and Maintain.
Applicability:  Land mobility elements.

This element is equipped and trained for deployment from air mobility elements.  To use this capability, the element must be carried by a Transport element with air mobility.

ALL-WEATHER (AW)
Cost: +20% to Raise and Maintain.
Applicability:  Air or water mobility elements or those with the Airborne feature (above).

In bad weather, air and water elements without this feature contribute half TS to the battle, while Airborne elements without this feature lose the use of the Airborne feature.

DISLOYAL (DLYL)
Cost:  Varies.
Applicability:  Any elements.
These troops are reluctant to serve and hostile to the force command.  If Disloyal troops make up more than 10% of a force's TS, there is a chance they may rebel.  After calculating TS but before resolving the battle, roll 3d6 against (disloyal element's percentage of TS/10) + 2.  On a failure, they rebel.

Should Disloyal elements rebel, add their TS to the other side's TS.  Additionally, a force facing rebellion loses any bonuses for defensive terrain or fortifications.

This feature is assigned based on circumstances and may come and go.  Commands who offer extra (or less) pay or succeed a Leadership roll against DC 13 may be able to prevent or ferment Disloyalty.

FANATIC (FAN)
Cost:  Special.
Applicability:  Any element.

As long as a fanatic element is fighting for its cause, it counts as Impetuous (see below).  Additionally, if a force is at least 10% fanatic elements by percentage of total elements or total TS, its commander must make a successful Leadership roll against DC 11 plus 1 per 10% fanatics, to choose to retreat or parley.  If he fails, fanatic leaders will attempt to depose or assassinate him.  Higher quality Fanatic troops are raised at reduced price (see Troop Quality).

FLAGSHIP (FLAG)
Cost:  No extra cost.
Applicability:  Naval elements only.

The force command may be designated a flagship at no cost.  It counts as a C3I element in naval or amphibious battles only.  Each force can only have one such element, but the designation may be switched between battles, if desired.

HOVERCRAFT (HOV)
Cost:  +80% to Raise and Maintain.
Applicability:  Any Coastal, or Motorized mobility element.

A Hoverercraft functions as if it had whichever of Coastal or Motorized would be most advantageous in that particular scenario.  Additionally, it treats Desert and Swampland terrain as open terrain.

IMPETUOUS (IMP)
Cost:  No extra cost.
Applicability:  Any element.

Impetuous elements are eager to charge the enemy.  If a force contains at least 10% impetuous elements by percentage of total elements or total TS, the force command gets +1 to his first round's Strategy roll (only) if he is on the offensive.  If the command begins a battle from a defensive stance, he must try a Leadership roll against DC 11 plus 1 per 10% of the force who are Impetuous (by number or TS, whichever is greater).  Failure means he gets -2 to Strategy instead.

LEVY (LEV)
Cost:  Special.
Applicability:  Any element within reason

These troops are obligated to serve.  They aren't raised and paid for by their command, but are supported instead by their own leaders or communities.  Assume that an ordinary element has no cost to raise and modify the cost to maintain as follows:  For up to two months a year, levies will serve at no cost to maintain as long as they are within two days' journey (at their speed) of their home, or at half cost if further away.  After that, they'll want to return home or be maintained as mercenaries.  Make a Leadership roll again DC 13 every six months.  On a success, they'll serve as mercenaries; otherwise, they'll take their pay or loot and attempt to return home (unless doing so would obviously be impossible).

MARINE (MAR)
Cost:  +20% to Raise and Maintain.
Applicability:  Land mobility elements.
These elements are equipped and trained for amphibious assaults.  It gets its full TS during an amphibious assault instead of half.  To use this capability, the element must be carried by a Transport element with water mobility.

MERCENARY (MERC)
Cost:  Special.
Applicability:  Any element.

Mercenaries elements are hired, not raised.  Because they are existing troops, they cost a government nothing to raise, but they are more expensive over the long term, because they aim to make a profit.  The cost to hire a mercenary element is normally 1.5 times the cost to maintain that kind of element.  Mercenaries hired for lengthy contracts (a year or more) may be available at 1.25 times maintenance cost.

Other options may be negotiated, especially if the mercenaries are hired to run a battle.  For instance, the mercenaries may be paid their normal cost to maintain and receive a bonus if their side wins the war, after they capture a particular objective, etc.

Remember that mercenaries are their own men and may change sides if offered a better deal or if their prospects are dire.  If so, they may gain Disloyal until conditions improve.

NEUTRALIZE (CLASS)
Cost:  +25% to Raise and Maintain.
Applicability:  Any element.

Elements may be given the ability to neutralize particular special classes.

NIGHT/DAY (NT/DAY)
Cost:  +20% to Raise and Maintain.
Applicability:  Any element.

This element can fight in the dark with little or no penalty either as a result of biology or equipment.  Elements without this feature have their TS halved at night or in low-light conditions.  Nocturnal elements call this feature "Day."

NOCTURNAL (NOCT)
Cost:  No extra cost.
Applicability:  Any element.

This feature is usually innate to an element rather than something that can be added later.  The element treats night as day and day as night.  A Nocturnal element that buys the Night feature (then called "Day") has no penalty.

SEALED (SLD)
Cost:  +20% to Raise and Maintain.
Applicability:  Any element.

The element can operate in environments that are otherwise completely hostile.  This isn't the same as gas protection; all elements are assumed to have that at no extra cost.  This is about unbreathable atmospheres or vacuum.

SUPER-SOLDIER (SS)
Cost:  +200% to Raise and Maintain.
Applicability:  Any element.

This element has powers or abilities over and above what's "normal" for the basic troop type.  Double the element's TS and apply the modifiers under Quality to the doubled TS, not base TS.  Elements with TS 0 cannot have this feature.

TERRAIN (TYPE)
Cost:  +20% to Raise.
Applicability:  Any land mobility element.

The element has an advantage in a particular type of difficult terrain.  The following options are allowed:
These terrain types normally impose logistical penalties if the element is operating without access to a road network and cannot fly.  Elements with the correct Terrain feature suffer reduced penalties.  The Terrain feature can also effectively double TS under some circumstances when operating in the indicated terrain.

The Terrain feature isn't permitted for certain terrain types that are common enough that standard element differentiation already covers operations in them.

QUALITY
Quality is rated for both equipment and troop quality.  Ordinary quality troops are unchanged and require no special notation.

EQUIPMENT QUALITY
Equipment quality levels are:
TROOP QUALITY
Troop quality is a rating of an element's fighting skill, training, cohesion, discipline, and morale.  Quality levels are:
* Halved for Fanatic troops.

RAISING A FORCE
Commands may begin play with a standing military or have to raise one.  Those who have their military decimated or simply wish to increase their might will all have to raise elements and assign them to forces.

COST TO RAISE
The cost of a force is the sum of the costs of all of its individual elements.

TIME TO RAISE
Raising a force takes time.  The minimum amount of time it takes to raise an element depends on the element's production structure output.  Each such structure can turn out a maximum $ amount per turn of elements.  If a single element costs more than this maximum output, it takes multiple turns to produce this element.  Find the production time by dividing the cost of the element by the allocated output of the production structure and round up to the nearest turn.

IMPROVEMENTS
Elements may be upgraded by adding additional equipment and training.  The time these upgrades take is based solely on the cost of the upgrades themselves.

[/spoiler]

[spoiler=Logistical Forces]
LOGISTIC ELEMENTS
Logistics capabilities are treated as a simplified whole.  Each force is rated for three Logistical Strength (LS) values:
STATISTICS
Logistic troops have simplified statistics:

Logistic Strength (LS):  The maximum total cost to maintain of combat troops that the logistics troops can support, expressed in $.  Don't count the cost to maintain the logistics troops themselves in this figure.
Cost to Raise:  This is the cost to raise the logistic force.  It is $5K x LS.  Multiply by 2 for naval LS or by 4 for air LS.
Cost to Maintain:  This is the per-turn cost to support the logistic force.  This is 10% of the cost to raise that force.  It doesn't count against LS.
Class:  Logistic troops are classed as follows:
MAINTAINING A FORCE
These rules provide costs for feeding, paying, and replacing troops.  An element must be maintained each turn if it is to stay functional.

First, work out the total cost to maintain both the fighting force and the logistic force.  The force's command then rolls 366 + Administration against DC 11, with results as follows:
Next, allocate the available funds by first paying the cost to maintain the logistic force - the rear always gets good supplies.  Then use whatever remains to pay the fighting force.  You may also allocate funds to replace losses in the force.  This represents medical treatment of casualties, repair of damaged equipment, and the arrival of replacement troops.

REDUCED READINESS
It's possible to pay less than the required amount to maintain a fighting force.  This may involve skimping on pay, deferring necessary maintenance, providing substandard food or housing, or other economies.  There are two levels of reduced maintenance:
MAINTAINING A FORCE IN BAD TERRAIN
Arctic (and cold, snowy winters in cool temperate or subarctic regions), Desert, Jungle, Mountain, Swampland, and Woodlands terrain impose additional logistical challenges for land elements.  For troops who spend all or most of a turn operating in such terrain, multiply cost to maintain by 2 (by 1.5 for Woodlands) unless the force remains tied to extant transportation networks - roads, rails, canals, etc. - that bypass the terrain (which gives a penalty on any recon rolls).

Elements with the appropriate Terrain feature reduce these multipliers by 0.5.

FORCE REPLACEMENTS
Replace casualties using the rules for raising a force.  Multiply cost and time by the percentage of the force being replaced.

DISBANDING ELEMENTS
An element may be disbanded.  If an element is disbanded in enemy territory, the owner receives no rebate.  Assume that equipment is abandoned or absconded with, while personnel scatter.
If the element is carefully disbanded in an organized fashion in friendly territory, the owner may receive a rebate of 20% of its cost to raise.  To get this, the element must spend at least two turns demobilizing, and the area must have the capability to buy or re-purpose the element's equipment and/or personnel.
[/spoiler]

[spoiler=Commands]
COMMAND
Each force must have a command.  This includes the actual commander, and his staff and advisors.  Each command is rated for ability with Strategy, Leadership, Administration, and ability to analyze Intelligence.  These begin at +2 and may increase with experience in the field.  Additionally, a command has a Risk rating from -3 to +3, representing the amount of risk they usually take in battles.  The higher the number, the more risk they take, but the more likely they are to suffer Misfortunes of War (see Fighting Battles).
[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 21, 2013, 08:42:16 PM
[spoiler=Movement & Encampments]
MOBILE FORCES
A force on the move is considered "mobile."  How fast a force moves depends on its mobility type and represents the average speed of a military column or formation.  This takes into account the logistic force's ability to keep up, time it takes to make and break camp, and the need to patrol and scout ahead to avoid ambushes.

The slowest element of a force usually sets the pace, but elements with Transport (T) capability can carry other elements.  Carried elements move at the speed of the transporting element.

TRAVEL SPEED OF MOVING FORCES
LAND-MOBILITY TRAVEL SPEEDS
Foot:  16 hexes/turn on roads or 8 hexes/turn off-road.
Mounted (Mtd):  24 hexes/turn on roads or 12 hexes/turn off-road.
Motorized (Motor):  96 hexes/turn on paved roads, 48 hexes/turn on dirt roads, and 16 hexes/day off-road.
Mechanized (Mech):  64 hexes/turn on roads or 48 hexes/turn off-road.

AIR-MOBILITY TRAVEL SPEEDS
Fast Air (FA):  480 hexes/turn.
Slow Air (SA):  Elements effectively move at the same speed as foot elements; this represents their forward airbase or camp being moved forward.  However, they can range out to support combat within 80 hexes.

WATER-MOBILITY TRAVEL SPEEDS
Sea:  224  hexes/turn on open waters or along major navigable rivers or great lakes.
Coastal (Coast):  224  hexes/turn, but limited to a day's journey from land.

FACTORS AFFECTING MOVEMENT
Bad Weather:   Poor weather may cover roads, obscure vision, block mountain passes, and otherwise alter terrain.  The most common result is to treat dirt roads as "off-road."  In the air, violent winds and storms subtract 6d6x16 hexes/turn from the speed of Fast Air elements (minimum 0).  Similarly, bad weather prevents Coastal elements from operating and subtracts 4d6x10 hexes/turn from the speed of Sea elements (minimum 0).  None of these penalties apply to elements with the All-Weather feature.

Escorting Civilians:   Halve travel speed if escorting ordinary civilians (such as construction crews, prospectors, or refugees), whether on land, water, or by air.  Civilians suffer twice the casualties that military forces do on a failed forced-march roll.

Forced March:   On land, a commander may push his force to move at up to 1.5x normal speed.  For each day of forced march, the quartermaster must roll vs. Administration, at +3 for the first day but with a cumulative -1 per day after the first.  Switching to normal speed or encamping erases the penalty.  Any failure means the force takes 5% casualties – or 10% on a roll of 3 or 4 – exactly as if it had suffered combat losses.  This may represent injury, breakdowns, disease, desertion, straggling, or deaths.

Night:   On land, halve off-road speed at night unless the element has the Night feature.  The same is true for Nocturnal elements operating by day.

No Security:   A command can risk traveling without proper military security precautions.  This doubles speed but gives -5 in Reconnaissance Contests, should the march involve contact with the enemy.

Recon:   On land, a force with no Recon elements at all moving through poorly mapped terrain moves at half speed.

Splitting Forces:   A mobile force may be divided into several smaller forces with different commanders.  Slower elements may even be abandoned outright.  The disadvantage is that separate forces can be met and defeated individually.

ENCAMPED FORCES
A land force that is encamped or defending a fortification, a naval force that is anchored or in port, or an air force that is remaining over its base is "encamped."  It isn't doing nothing, however.  It may assume one of these three postures:

Patrolling:  The force sends out  patrols to secure the area.

Bunkered:   The force is entrenched, alert, and ready for battle.  This reduces the chance of the force being ambushed but prevents the force from ambushing anyone, as well.

No Security:   The force isn't taking any security precautions.  This is common for forces that don't expect trouble.  The command must roll against Leadership to keep its force from assuming the No Security posture when its believed there's no real threat.  Failure means the force effectively has No Security, even if another posture is ordered.
[/spoiler]

[spoiler=Battles]
RECONNAISSANCE
While battles can be fought by mutual arrangement, this is untypical.  Patrols or armies can blunder into ambushes, and advancing forces can collide in hasty battles in forests, night, and sandstorms.  If a battle is occurring by mutual arrangement, Reconnaissance isn't necessary – both forces are aware of each other.

THE RECONNAISSANCE CONTEST
When two enemy forces move into the same general vicinity, but each side is unsure of the other's location, it is time for a Reconnaissance Roll:  Each command rolls 3d6, adds its Intelligence rating and a variety of conditional modifiers.

If one side wins, note the margin of victory.  If it meets or exceeds the local Terrain Rating, he achieves surprise.  If he wins by at least five more than that, he gets an ambush.  Otherwise, he merely has initiative.

If the roll is a tie, roll 1d6.  A roll less than or equal to the Terrain Rating means a pitched battle.  Anything else means an encounter battle.

CONDITIONS
Some of these conditions are determined by the actual scenario and some by the GM – day or night, bad weather, and terrain.  These have a variety of impacts on combat element capabilities and also determine the margin of success needed to surprise the foe.

MOBILE FORCES
A force that is mobile – that is, moving – applies these modifiers:
ENCAMPED FORCE MODIFIERS
If a force is encamped, apply these modifiers:
SPECIAL CLASS SUPERIORITY MODIFIER
Determine Recon Superiority and Air Superiority as explained in Special Class Superiority (below).  A side with either may add its superiority bonuses here.

TERRAIN RATINGS
Terrain Ratings evaluate the military significance of various terrain types.  Each hex has a particular terrain type and Terrain Rating assigned to it.  Halve any Terrain Rating (round up) at night or underground; reduce it by 1 in bad weather; and halve it and then reduce it by 1 for both.

WINNING INITIATIVE
Winning initiative grants a +1 bonus to that side's Strategy Rolls for their first round of combat.  Additionally, if the losing force is encamped or mobile and moving at an equal or slower speed, the winner has the choice to withdraw and avoid the battle completely or bypass the losing force completely.

ACHIEVING SURPRISE
If one side has the advantage of surprise, it means that they've caught the enemy unaware but haven't actually ambushed them.  Achieving surprise results in the same benefits as winning initiative, except that losing force is confused on its first round of battle.

ACHIEVING AN AMBUSH
If one side achieves an ambush, it means that they're able to sufficiently surprise the enemy completely.  The ambushing side receives all of the bonuses of a surprise, plus an additional +2 bonus to the Strategy Roll for the first round of combat.

BASIC STRATEGY MODIFIER
A force's Basic Strategy Modifier is the most fundamental adjustment to its command's Strategy rating.  It is maintained from round to round even if the command changes – only casualties can change it.  Calculate the Basic Strategy Modifier for each side by comparing the forces present at the start of the battle, as detailed in the next few sections.  It's the sum of these parts:
Other circumstantial modifiers may apply each round, depending on the commanders' choices.

RELATIVE TROOP STRENGTH
Determine each force's Troop Strength by summing the TS of all elements involved as combatants on that side, with the exception of support elements (those with parenthetical TS).  Elements may have features that double or halve their TS under certain circumstances, such as at night or in particular terrain; see Troop Strength Modifiers (below).

After adding up each force's total TS, divide the larger TS by the smaller one to get an "odds factor."  Look this up below to find the associated Strategy bonus.  This bonus goes to the commander of the stronger force; the weaker side has no corresponding penalty.
SPECIAL CLASS SUPERIORITY
A force may receive a Strategy bonus if it has at least twice the TS that the enemy has in elements of a particular special class.  In a land battle, the following categories of "special class superiority" apply:

Additional types of superiority may apply in special situations:
Note that superiority follows special rules in general during amphibious assaults, naval battles, and sieges.

If neither side has any elements within a special class, ignore that class.

CALCULATING SUPERIORITY BONUSES
To determine the bonus for a particular type of superiority, add up each side's TS in elements of the relevant class only.  Elements with parenthetical TS do count here.  Then:
In an encounter battle, subtract one from Air Superiority, Artillery Superiority, and C3I Superiority bonuses – that is a force needs at least 3:1 to achieve +1, while 5:1 or more gives only +2.  This reflects the need for careful planning in these areas:
Multiple superiority bonuses are cumulative.

NEUTRALIZING SPECIAL CLASS SUPERIORITY
Some elements neutralize the superiority of the classes discussed above.  Elements like this have a class in parentheses.

When figuring special class superiority, count the TS of neutralizing elements as belonging to the class in parentheses for the side with the lower TS of that class.  However, this may never increase the side's special class TS above parity.

If the neutralizing unit also belongs to a special class for other purposes, it cannot count as both.

TROOP STRENGTH MODIFIERS
Certain situations affect TS of individual elements or an entire force.  These factors modify TS for the purposes of reconnaissance, battle, and assessing special class superiority.
FIGHTING THE BATTLE
A battle is fought in a series of rounds, each of which involves a couple of steps.

Step 1:  The Strategy Roll
The first step is to determine the commands' Strategy modifiers and rolling a contest between them.  For each commander, the following modifiers may apply:
Then each command rolls 3d6 plus the sum of these modifiers.  The command who wins notes his margin of success (winner's roll minus the loser's roll).

WINNING THE CONTEST OF STRATEGY
The force whose command won the contest of Strategy wins the battle round.  The command's margin of success determines how decisive the round was.  Look up this margin below to find the casualties on each side.  Additionally, he also gains or increases Position Bonus, or reduces his foe's PB; this represents successfully achieving objectives or pushing back the enemy.  This PB is added to his Strategy roll next round.


Margin of Success
Loser's Casualties
Winner's Casualties
0 (Tie)
-10%*
-10%*
1 - 3
-15%
-10%
4 - 6
-20%
-10%
7 - 9
-25%
-5%
10 - 14
-30%
-5%
15 - 19
-35%
0%
20+
-40%
0%
* A tie means there's no clear winner or loser; both sides take -10% casualties.

CASUALTIES
Depending on the winner's margin of victory, one or both forces may suffer casualties.  These appear on the table above, and are expressed as the percentage of a side's starting forces that have been killed or badly wounded, or that have fled.  Thus, casualties consider morale, not just physical losses.

Casualty percentages – from the table, strategies, forced marches, or any other rule – are cumulative and simply added.  Should casualties reach 100%, that force ceases to exist; everyone is dead, incapacitated, captured, or has fled.  It is possible to retreat or surrender first.

Similarly, any comparisons are between forces' additive casualty totals.

EFFECT ON COMBAT
Don't reduce TS for casualties during battle; do that after the battle ends.  During the battle, even relatively low casualties can have a significant effect on cohesion.  For every 5% casualties suffered, the commander suffers -1 to his Basic Strategy Modifier.

STEP 2: MISFORTUNES OF WAR
At the end of every round, the GM rolls 3d6 for each command to see if they were injured.  The chances of a  command becoming casualties depends on how significant its force's casualties were that turn.  If the result is meets or exceeds the target number, the command avoided any misfortune.  The DCs below assume a Risk of +0; add the command's Risk rating to the DC before rolling.
If a command fails its Misfortunes of War roll, critical members of the command are wounded or captured and must be immediately replaced.  On a roll of 3 or 4, those members are killed.  Any success avoids an ill fate.

Should a command become a casualty, the next in the chain of command immediately assumes command and makes a Leadership roll (usually with only a +2 bonus) against DC 11 to avert panic.  A failure mean the force is immediately confused and the new command must take a round of combat to regain control.

The GM may rule that a command is immune to these risks if sufficiently protected or removed from the actual battlefield.

STEP 3:  DETERMINE VICTORY
If either side reaches 100% casualties, the battle is over automatically.  Remember that casualties can represent soldiers fleeing as well as those who are too wounded to continue fighting.  It is possible for both sides to take 100% casualties.

Otherwise, victory occurs when one side retreats and the other does not.  The winner has possession of the battlefield and any objectives being fought over.  The losers retreat back the way they came (if mobile) one hex.  If victory has not yet occurred, fight another round of battle.

PURSUING A RETREATING FORCE
If the loser voluntarily retreats with some forces intact, the winning command may make a Leadership roll against DC 11.  If successful, he is able to control his forces and choose one of the options listed below.  If not (or in the absence of orders one way or the other), roll 1d6 for the force's reaction:
AFTER THE BATTLE:  CASUALTIES
The winning side's casualties are automatically halved after the battle, rounding down to the nearest 5%.  This represents recovery and repair of damaged vehicles, healing of the walking wounded, and rallying of scattered elements.

The losing side does not recover casualties.  Assume that half are dead or dying.  The rest flee (or surrender in a siege), abandon their equipment, and no longer count as troops.

If both sides are simultaneously reduced to 100% casualties, treat each side as having won for the purposes of reducing casualties.  Each force will reform on opposite sides of the hex in which the battle was fought.

CASUALTY DETERMINATION
After making the adjustments above, apply the final casualty percentage to the total TS of the entire force, rounding up all losses.  Assume that every element is reduced by this percentage across the board (and likewise that losses are divided evenly among a force's units).

OVERRUNNING THE ENEMY'S REAR
Assume that if a force is reduced to 100% casualties, its logistic force is similarly annihilated.  Otherwise, the retreating logistic force sustains no losses other than those inflicted by a pursuit or by a raids that target logistics forces.

THE SPOILS OF WAR
The force that holds the field after a battle can recover equipment and weaponry from its own casualties and those of its enemies.  The value of the loot from a battlefield is worth 20% of the cost to raise the dead elements being looted.
[/spoiler]

[spoiler=Special Battles]
SIEGES
A siege is an attack on a "fortress," which might be any extremely strong position.  Examples include:
A fortress is rated for the Defense Bonus it grants, which depends on the position's strength:

A fortress's DB is only added to the defender's Strategy roll if its forces are encamped and chose to bunker themselves within - or if they retreated into the place during a battle.  It doesn't benefit forces outside the fortress.

A besieged city cannot contribute resources of any kind to any forces or settlements outside of its boundaries.  Similarly, besieged forces cannot receive resources (including pay) from outside of the besieged position.

AMPHIBIOUS ASSAULTS
An amphibious assault involves attacking across a significant body of water to take defended coastline or river line.  The Defender is the force that holds the line while the attacker is the invading force.

If there is only one point of crossing or one location where a landing is possible, assume a pitched battle (+1 to defender's Strategy roll).  Otherwise, use Reconnaissance rules to determine surprise and initiative.  In general, the attacker cannot bypass the defender, so battle will occur.

The defender receives a Defense Bonus - usually +3 for a minor river or canal, +4 for a major river or canal or a beach, or +5 for a small, rocky island or a beach with rocky cliffs.  In all cases, add +1 if the defender had sufficient time to improvise defenses or +2 for permanent fortifications.

NAVAL BATTLES
A naval battle is a battle that occurs at sea or on another large body of water.  It may be an ocean battle or a coastal battle, depending on the location.

BOARDING ACTIONS
A boarding action is an attack on the crew of a ship with the intent to capture the ship intact.  In effect, the ship itself becomes the setting for the battle.  This represents attempts to capture naval vessels or airships.

A ship is rated for the Defense Bonus it grants, which depends on the ship's nature:  civilian ships offer DB +5, while military ships offer DB +10.  A ship's DB only applies to the crew if they are aware of the boarding party's presence.

A vessel is also rated for maximum total WT of elements that can effectively defend it (after accounting for any noncombatants).  A ship cannot hold elements that are too large to transport.

Special rules apply during boarding actions.  These refer to the defending force as the crew and the opposing force as the boarding party.
[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 26, 2013, 11:47:42 AM
⚶ The Orphans of Civilization ⚶
Mnemosyte Theme (http://www.listenonrepeat.com/watch/?v=TLxv_g_zQkY)

Long ago, Mnemosyne was a rich, lush world with sprawling seas and oceans, great rivers, and warm nights.  The Ancients built vast cities that covered the continents, but their glory would last no longer than the Sovia's life-giving light.  As the life-star grew dimmer, the days grew colder and the water began to retreat north.  For long, the oceans and seas remained, but when the great drought struck, the rivers that fed those massive waters ran dry.  Over the millennia, Mnemosyne drank the lakes and the seas and the oceans.

The ancients first tried burrowing underground in search of the fading seas.  They built sprawling tunnel networks that were both warm, and for a while, damp, but even those did not last.  Finally, in their death throws, they built the vast network of canals to bring water from the north.  Now, as even those are slowly running dry, their progeny cling to the old ways as best they can.  They build cities along those canals, repel Sarkth raids with great flyers, and continue striving to uncover the mystery of the world's disappearing oceans.

[spoiler=Special Rules]
Starting Location:  Mnemosytes traditionally build their settlements along the ancient grand canals left behind by their ancestors.  This provides a wealth of water but also makes them a target for raids and invasion.  Less commonly, mnemosytes settle in mountainous regions, preferably near glaciers

Starting Structures:  Mnemosyte players being play with 100 Housing and sufficient Basic Farms and Wells (if not near a canal with water) to support a population of 10,000.  This gives an initial income of $300,000 per turn.  They also play with one Prospecting Crew, 4 Construction Crews, and a Training Ground.

Starting Resources:  Mnemosytes are forward-thinking and wealthy people.  Mnemosyte settlements begin play with $3,000,000, and no surplus food or water.

Levies:  Within a mnemosyte settlement, 40% of the population is sufficiently young, strong, and able-bodied enough to serve as levies, if the need arises.  They have Troop Poor quality, however.

Special Benefits:  Mnemosytes place a high premium on the sciences.  They can produce any class of combat element and add any special feature except Nocturnal to them.
[/spoiler]

[spoiler=Elements]
Land Elements
Infantry
Each of these represents a squad of men or a single man-portable weapon.  They usually form the bulk of Mnemosyte armies and are known for their bravery and honor on and off the battlefield.

Element
TS
Class
WT
Mobility
Raise
Maintain
Combat Engineers
32
Eng, F
1
Foot
48K
2.4K
Heavy Support Weapon
(40)
F
0.5
Foot
23K
1.2K
Mortar Team
(40)
Art
1
Foot
30K
1.5K
Warriors
32
F, Rec
1
Foot
48K
2.4K

Combat Engineers:  These warriors have received special training in disabling and destroying enemy fortifications.  They can bring down bridges, bunkers, walls, etc. with relative ease.  They do, however, lack the advanced survival training that makes warriors so effective at reconnoitering.
Heavy Support Weapon:  This is a squad of warriors equipped with a large, automatic weapon capable of sustained fire.  These are usually used to lay down suppression fire on heavily armed positions or to cover the advance of warriors.
Mortar Team:  Two to four soldiers with a light or medium mortar.  This element is most often used in support of other infantry to bombard enemy machinegun nests and other similar threats.
Warriors:  These soldiers are armed with rifles and carry both pistols and longswords as sidearms.  They are trained to fight in a skirmishing fashion when outnumbered and in formation otherwise.  Their training in using the environment to their advantage also makes them excellent scouts.

Vehicles
The Mnemosytes rely heavily on their flyer technology, even in their land vehicles.  They use a cheaper, lower-powered repulsor unit that allows their skimmers to hover and accelerate to high speeds (though not as high as a proper flyer can achieve).  Such vehicles can skim across water, swamplands, deserts, and open ground with equal ease.  Each element represents a single vehicle and its crew - usually two to five soldiers.

Element
TS
Class
WT
Mobility
Raise
Maintain
Antiaircraft Artillery, Skimmer
160
(Air), F, Hov
8
Motor
250K
3.1K
Antiaircraft Artillery, Light
32
(Air), F, Hov
2
Motor
49K
620
Armored Skimmer
32
Arm, Cv, F, Hov, Rec
4
Motor
230K
2.9K
Artillery Skimmer
(400)
Art, Hov
8
Motor
360K
4.5K
Assault Gun
80
Arm, Art, Hov
4
Motor
290K
3.6K
Recon Skimmer
8
Cv, F, Hov, Rec
1
Motor
43K
540
Transport Skimmer, Heavy
8
Hov, T2
4
Motor
25K
230
Transport Skimmer, Light
8
Hov, T1
2
Motor
16K
200
Troop Carrier
16
Cv, F, Hov, T1
4
Motor
88K
1.1K

Antiaircraft Artillery Skimmer:  This ponderous skimmer is little more than a hovering antiaircraft flak cannon.  
Light Antiaircraft Artillery:  This skimmer is armed with quad-linked heavy-caliber machineguns capable of tearing apart light flyers, other skimmers, and infantry alike.
Armored Skimmer:  These massive skimmers are about as large as they come.  They mount enormous artillery guns, but generally lack in armor and direct-fire capability.  For that reason, they are almost always kept in the rear where they can shell positions up to two hexes away.
Assault Gun:  Assault guns are literally massive cannons with repulsor units fastened to them.  They are generally intended for assaulting fortifications and strongholds or providing supporting artillery fire for infantry units.
Mortar Skimmer:  Mortar skimmers are medium-sized skimmers that combine the mid-long range artillery power of a mortar team with the speed of a skimmer.
Recon Skimmer:  This rugged fast, skimmer has minimal armor and nothing more than a single heavy machinegun, but serves diligently as an advanced scout unit.
Heavy Transport Skimmer:  This is a larger skimmer with a great deal of power used to transport infantry, supplies, or artillery - towed or onboard, if need be).
Light Transport Skimmer:  This is a small skimmer designed to move a squad of warriors, or a ton of equipment from one location to another.  It can also be used to tow Light Artillery.
Troop Carrier:  This armored, open-top skimmer is used to ferry infantry elements around a battlefield rapidly while providing minimal cover fire.

Towed Artillery
These heavy weapons rely on other vehicles for mobility.  They are typically mounted on hover platforms that allow them to be towed by skimmers or set down on a flat bed.  Each element represents a single heavy weapon and its crew.

Element
TS
Class
WT
Mobility
Raise
Maintain
Antiaircraft Artillery, Heavy
(160)
(Air, Arm)
4
0
120K
1.5K
Artillery, Heavy
(240)
Art
4
0
240K
3K
Artillery, Light
(48)
Art
2
0
48K
600

Heavy Antiaircraft Artillery:  These large cannons fire exploding bombs that use a timed detonator to spray fragments in a cloud through the air.  These explosions are sufficient to rock even armored targets and have been known to be used in a direct fire fashion against armored vehicles that stray too close.
Heavy Artillery:  These large cannons have sufficient range to be brought to bear on positions as far as two hexes away.  Unfortunately, their large size necessitates that they be towed by heavy transport skimmers or carried by larger transport flyers.
Light Artillery:  These cannons can be brought to bear on any target within one hex of their own position.  They can be towed or carried by transport skimmers easily enough.

Other
These elements do not easily fit into the other categories listed above.

Element
TS
Class
WT
Mobility
Raise
Maintain
Command Post
(40)
C3I
1
0
80K
1K

Command Post:  A command post is a center where all of the aerograph communications from various elements pass through and are correlated by staff to assist the command in seeing the larger picture of what is going on in

Water Elements
Canal Craft
Mnemosytes do not have an extensive wet navy and mostly use boats for transportation and to discourage others from stealing their water.  Still, their multi-decked galleys with their great, white sails and gleaming banks of oars stroking the water like small, thin solar fins can mount impressive weaponry.  Each element represents a single watercraft and its crew.

Element
TS
Class
WT
Mobility
Raise
Maintain
Barge
0
T7
-
Coast
35K
3.5K
Boat
0
T1
1
Coast
5K
500
Boat, Large
0
T2
1
Coast
10K
1K
Galley, Gunboat
240
(Nav), Art, F, T2
-
Coast
3.9M
39K
Galley, Light
100
(Nav), Art, F, T1
-
Coast
1.6M
16K
Galley, War
1,000
Art, F, Nav, T3
-
Coast
8.4M
84K

Barge:  This is a large, shallow-draft boat used to transport large amounts of equipment, supplies, people, or just about anything up and down canals.  They are usually towed, but may be powered (called a lighter) as well.
Boat:  This is a small boat with either a sail or oarsmen that can transport a single element up and down canals.
Boat, Large:  This is a larger boat capable of transporting two infantry elements or a single larger element.
Galley, Gunboat:  This relatively large galley has three banks of oars and two masts, and carries a variety of cannon and anti-personnel weapons.  They are used to harass fortifications along canals, assist in amphibious assaults, and patrol canals for pirates, privateers, and enemy vessels.
Galley, Light:  These small galleys are minimally equipped for ship-to-ship and ship-to-shore combat.  They tend to be faster and more maneuverable than larger galleys, but their light armor and armament leave them vulnerable to the heavy firepower of larger vessels.
Galley, War:  This 200-foot-long ship-of-war employs three to four decks of oarsmen, three masts, and mounts several artillery pieces and anti-personnel guns.  While not as fast as a light galley, they are the most heavily armed and armored watercraft in the navy and the only ones capable of long-term naval combat.

Air Elements
Capital Ships
Capital ships earned their name because each such flyer represents an immense amount of capital - so much so that they have become exceedingly rare.  In fact, most nations operation only the smallest of capital ships, with single cruisers and battleships serving as flagships for those wealthy nations lucky enough to salvage or capture one.  Their massive armaments allow them to devastate targets as much as two hexes away.  Each element represents a single massive airship, its crew, and any smaller flyer compliment it may have.

Element
TS
Class
WT
Mobility
Raise
Maintain
Battleship
15,000
Air, Art, Nav, T5
10*
FA
3.6B
30M
Heavy Cruiser
10,000
Air, Art, Nav, T4
7*
FA
2.4B
20M
Cruiser
7,500
Air, Art, Nav, T4
5*
FA
1.8B
15M
Destroyer
1,500
(Nav), Air, Art, T2
1*
FA
100M
480K
Frigate
1,000
(Nav), Air, Art
1*
FA
53M
550K
* Weight represents the maximum WT of elements that can defend against a boarding action.

Battleship:  These truly gargantuan flyers blot out the sun as their 1,000-foot-long mass drifts overhead.  Bristling with cannon and buzzing with supporting craft, they are the most frightful and most devastating weapons the Mnemosytes can hope to bring to bear. Unfortunately, their cost is easily as massive as the ships themselves, and very few remain in operation today.
Heavy Cruiser:  These behemoths of the sky were originally designed as a lighter, faster battleship, but they proved simply less effective.  Still nations who could not afford the titanic battleships often settled for cheaper heavy cruisers.
Cruiser:  Cruisers are the smallest flyers capable of sustained independent operations.  They are perhaps half as large as a battleship, but can carry nearly as many soldiers, and are still able to dominate a battlefield single-handedly.
Destroyer:  These large flyers are designed to harass escort ships, such as frigates, team up against large flyers, like cruisers and battleships, raid supply lines, attack civilian flyers, or otherwise make life hell for the enemy.
Frigate:  These are the smallest of the capital ships and serve as escorts to larger vessels, like cruisers and battleships.  They also escort civilians and patrol supply lines to protect against raids by destroyers.

Flyers
These flyers are far smaller than capital ships, but also faster and more maneuverable.  They comprise the bulk of most air forces and in large enough numbers can bring down even mighty battleships.  Each element represents a single flyer and its crew.

Element
TS
Class
WT
Mobility
Raise
Maintain
Close Air Support Flyer
(400)
Air, F
8
SA
1.1M
55K
Fast Attack Flyer
(150)
(Nav), Air
8
FA
3.8M
31K
Ground Support Flyer
100
Air, F
8
FA
4.7M
39K
Gunship Flyer
400
(Nav), Air, Art
1*
FA
26M
230K
Reconnaissance Flyer
(200)
C3I, Rec
4
FA
6M
50K
Scout Flyer
(80)
(Air), Rec
4
SA
110K
5.6K
Utility Flyer
(40)
Air, T1
8
SA
110K
5.5K
* Weight represents the maximum WT of elements that can defend against a boarding action.

Close Air Support Flyer:  Cutting a path of death before them, these flyers come in low and slow over the battlefield.  They easily neutralize enemy firepower and tear apart lesser air-to-ground flyers, transport flyers, and skimmers.  Their biggest drawback is their limited range.
Fast Attack Flyer:  These heavily-armed flyers are the little cousin of the gunship.  Still capable of horrific damage to capital ships, they remain far less heavily armed and armored.  Still, air forces have learned to employ ample escorts to protect against these little winged deathbringers.
Ground Support Flyer:  These flyers buzz battlefield laying down streams of devastation.  Equipped with automatic weapons and a mortar-like cannon, they can bring sudden death to dug-in enemy positions. Indeed, such air strikes are either an infantryman's best friend or worst enemy.
Gunship Flyer:  These large flyers are smaller than capital ships, but still mount heavy artillery and rain it down upon the battlefield and other flyers alike.  Their powerful cannons are little different from those of a destroyer, but gunships cannot mount nearly as many as a capital ship.
Reconnaissance Flyer:  These larger, powerful flyers hover high above a battlefield and relay what they see to the force's command.  Their superior purchase gives them unparalleled glimpses of the action while remaining well-removed from the action itself.
Scout Flyer:  This is a fast, light flyer used to reconnoiter around an advancing force and sniff out potential ambushes.  
Flyer:  This short-range flyer is most often used to transport squads of infantry to or from a battlefield, and occasionally airlift wounded.  They have minimal air-to-air firepower.

Transport Flyers
These flyers provide unprecedented mobility to land units, allowing even infantry to travel as fast flyers.  They are key to boarding operations, invasions, crossing difficult terrain quickly, and avoiding the need to circumnavigate otherwise impassible obstacles.  Each element represents a single transport flyer.

Element
TS
Class
WT
Mobility
Raise
Maintain
Light Transport
50
Air, T1
8
FA
2.1M
18K
Medium Transport
75
Air, T3
16
FA
3.4M
28K
Heavy Transport
100
Air, T6
-
FA
4.8M
40K
Assault Transport
150
Air, T10
1*
FA
7.3M
61K
* Weight represents the maximum WT of elements that can defend against a boarding action.

Light Transport:  These small flyers can ferry a squads of infantry long distances at great speeds.  They are often used to deliver elite troops to distant locations.
Medium Transport:  These larger flyers transport companies or even entire skimmers.
Heavy Transport:  The largest dedicated transport skimmers, heavy transports can move several squads of infantry several light skimmers, or a few medium skimmers.
Assault Transport:  These invasion platforms can carry huge numbers infantry or even the largest of skimmers and often serve as the flagships of invasion fleets.
[/spoiler]

[spoiler=Structures]
Civilian Units
The following units have no TS or LS and serve very specific purposes.

Element
Class
WT
Mobility
Raise
Maintain
Construction Crew
Hov
4
Motor
500K
5K
Prospecting Crew
Hov
2
Motor
50K
0.5K

Construction Crew:  Construction crews are used to build new structures.  The rate at which they can do this is dependent on how much the structure costs and how many crews are working on the structure.  A single crew can produce 35K of structure per turn.

Prospecting Crew:  Prospecting crews scour the land looking for signs of water.  When a prospecting crew spends an entire turn in a hex for the first time, roll 3d6 against DC 7.  On a success, the crew definitively determines if there is any water or not.  On a failure, they don't find any water, even if it is there, but they aren't certain of their results.  On a roll of 3 or 4, they determine definitively that there is no water present, even if there is.

If a prospecting crew did not find a deposit of water the first time they enter a hex, they can stay there additional turns there, adding a cumulative +1 to subsequent rolls every week until they get a definitive result (correct or otherwise).  After that, they have no reason to continue looking there.  Only a different prospecting crew who makes a successful 3d6 roll against DC 13 can discover signs that a previous team missed hidden water in a hex, after an incorrect definitive conclusion has been reached.

Resource Structures
These structures produce either food or water, or provide housing for residents.  Food production consumes water at a very high rate but is necessary to keep a population alive.  In the end, a population can be no larger than the smallest of its food production, water production, and housing capability.

[ic=Basic Farm]
This is a low-efficiency farm that produces bitter-tasting, but nutritious bluegreen kelp.  This is a very water-intensive means of producing food.

Cost:  3K
Upkeep:  500 water.
Production:  100 food.[/ic]

[ic=Advanced Farm]
A series of irrigation upgrades drastically improves water conservation, and special lighting and planting techniques ensure maximum crop yield.

Cost:  9.8K
Upkeep:  375 water.
Production:  200 food.
Special Rules:  This is an upgrade to Basic Farm that both requires and replaces it. [/ic]

[ic=Food Vats]
These high-tech vats constantly grow a gooey stew of slimy goodness that can be reduced into food tablets.  These tablets are tasteless (which is an improvement on kelp!), and supply a day's nutritional requirements.  They are costly to construct, but extremely water-efficient.

Cost:  47K
Upkeep:  250 water.
Production:  500 food. [/ic]

[ic=Well]
Water still lurks underground for those who can reach it.  These wells drill deep into the planet's crust in search of the lifegiving liquid.  When they are lucky enough to tap into an underground reservoir, they pump the water to the surface where it can be used to sustain Mnemosytes or grow crops.

Cost:  60K
Upkeep:  10 food.
Production:  2,000 water.
Special Rules:  Wells require underground liquid water or they do not produce any water. [/ic]

[ic=Improved Well]
This advanced well uses more powerful pumps and pressurized gasses to force every last droplet of water from a well.

Cost:  170K
Upkeep:  10 food.
Production:  4,000 water.
Special Rules:  This is an upgrade to a Well, which it both requires and replaces. [/ic]

[ic=Mist Farm]
In low-lying areas, water vapor condenses on rocks, buildings, and any other surface exposed to the air as the night cools.  These farms suspend special sheets and water collectors to harvest the morning dew.

Cost:  620K
Upkeep:  20 food.
Production:  12,000 water. [/ic]

[ic=Permafrost Mine]
Water is often frozen into the ground itself.  These mines excavate such ground, melt the water, and process the dry soil for other industrial uses.

Cost:  3.4M
Upkeep:  50 food.
Production:  50,000 water. [/ic]

[ic=Improved Mist Farm]
An advanced mist farm with more sheets and more efficient water collection systems.

Cost:  2M
Upkeep:  20 food.
Production:  32,000 water.
Special Rules:  This is an upgrade to a Mist Farm, which it both requires and replaces. [/ic]

[ic=Improved Permafrost Mine]
Improvements to permafrost mines can greatly increase production through greater efficiency.

Cost:  11M
Upkeep:  50 food.
Production:  130,000 water.
Special Rules:  This is an upgrade to a Permafrost Mine, which it both requires and replaces. [/ic]

[ic=Canal System]
This costly system of canals and locks taps into preexisting canals and siphons off water to support a settlement.  More extensive canal systems are comprised of multiple structures.  Additionally, because water transportation is easier than any other form, the presence of such a system can greatly improve local industry and reduce build times for other structures.

Cost:  29M
Upkeep:  50 food.
Production:  210,000 water.
Special Rules:  Canal systems must tie into rivers, lakes, seas, or some other body of water from which the water that fills them flows - that is, they must be in the same or an adjacent hex; canal systems can tie into each other.  They also provide a means of easy transportation for industry, reducing build times by 1 turn. [/ic]

[ic=Improved Canal System]
This is a larger, more extensive canal system that more efficiently brings water to the population.  IT requires fewer tenders, which means less water going to food to feed them.  It is also larger and more extensive than a regular canal system.

Cost:  91M
Upkeep:  100 food.
Production:  680,000 water.
Special Rules:  Canal systems must tie into rivers, lakes, seas, or some other body of water from which the water that fills them flows.  They also provide a means of easy transportation for industry, reducing build times by 1 turn.  This is an upgrade for a Canal System that both requires and replaces it. [/ic]

[ic=Housing]
This is a simple housing complex that can provide domiciles for up to a hundred Mnemosytes.  They may not be luxurious, but they are efficient and heated against the cold, dark night.

Cost:  3K
Build Time:  3 weeks.
Production:  100 domiciles.
Special Rules:  A settlement's population cannot exceed its total number of domiciles.[/ic]

Military Training and Manufacturing Structures
Mnemosytes may fancy themselves as peaceful people who prefer to focus on the arts and sciences, but in the end, they fight to survive like any other people.  Their weapons of war are bolstered by their science, and their art shapes their flyers into beautiful harbingers of death.  Still, such things must be produced somewhere, and that is where the structures below fit in.

[ic=Flyer Factory]
This factory manufactures the great airships of the Mnemosyte air force.  From humble scout flyers to the massive, majestic battleships, they all come from flyer factories.

Cost:  $30/$1 of production capability per turn, minimum $1M
Production:  Based on cost, minimum 150K/turn.
Special Rules:  Allows you to produce Fast Air and mechanical Slow Air mobility elements. [/ic]

[ic=Heavy-Weapons Factory]
This factory produces massive artillery pieces capable of instantly reducing buildings to rubble and entire squads of infantry with a single shell.

Cost:  $30/$1 of production capability per turn, minimum $1M
Production:  Based on cost, minimum 150K/turn.
Special Rules:  Allows you to produce elements with "0" mobility class.  It is also required to produce any elements with the Artillery special class. [/ic]

[ic=Shipyard]
Producing the various boats, barges, and galleys of the Mnemosyte wet navy, shipyards often dot the edges of great canals where settlement have sprouted up.

Cost:  $30/$1 of production capability per turn, minimum $1M
Production:  Based on cost, minimum 150K/turn.
Special Rules:  Allows you to produce Coastal and Sea mobility elements.  Shipyards must be built on water. [/ic]

[ic=Training Grounds]
New recruits are shaped into warriors here.  Infantry learn swordplay, shooting, stalking, patrolling, and other soldierly skills.  By the end of their course, they are deadly warriors who fear the same as any, but have learned the courage to defeat that fear as well as their enemies.

Cost:  $30/$1 of production capability per turn, minimum $1M
Production:  Based on cost, minimum 150K/turn.
Special RulesAllows you to produce Foot mobility elements. [/ic]

[ic=Vehicle Factory]
Vehicle factories produce land vehicles in scores.  This is where the ubiquitous skimmer begins its life of faithful service.

Cost:  $30/$1 of production capability per turn, minimum $1M
Production:  Based on cost, minimum 150K/turn.
Special Rules:  Allows you to produce Mechanized and Motorized mobility class elements.[/ic]

Defenses
These military structures serve to protect a settlement or fortify a location, either by providing advanced warning or direct defenses against the enemy.

[ic=Perimeter Wall]
These large walls can easily withstand small arms fire and even if destroyed by artillery, demolitions, or heavy weapons, their rubble impedes the advance of infantry and vehicles alike.

Cost:  1M
Special Rules:  Increases the settlement's Defense Bonus by +1. [/ic]

[ic=Fortifications]
Bunkers, military bases, pill boxes, strategically-placed weapon emplacements, etc. can all fortify a settlement tremendously.  These fortifications transform a settlement into a citadel and protect the population from sieges and raids.  Constructed away from a settlement, they can provide advanced warning and deny the enemy strategically valuable positions, like mountain passes, bridges, canals, etc.

Cost:  25M
Prerequisite:  Requires and replaces Perimeter Wall.
Special Rules:  Increases the settlement's Defense Bonus to +10. [/ic]

Infrastructure
While an expensive investment, infrastructure allows a faction to move its people - military included - from one location to another at greatly increased speeds.  This increased mobility is essential for maintaining supply lines, protecting settlements, and reaching the enemy before he reaches you.  In the long term, a good infrastructure can make the difference between victory and defeat.

[ic=Unpaved Road]
Packed, level dirt or gravel roads that make transport easier for infantry and skimmers alike.  Wheeled vehicles have a rougher time traversing such roads, but Mnemosytes generally do not employ such mechanisms.

Cost:  10K/hex.
Special Rules:  The pricing above assumes ground that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier:
[/ic]

[ic=Paved Road]
This is a specially-prepared road with and extremely good and hard surface that is particularly level.  It makes for a smoother ride in wheeled vehicles and skimmers can achieve about double their usual travel speeds on them.

Cost:  1M/hex.
Special Rules:  The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads. [/ic]

[ic=Low-Speed Railway]
Railways allow repulsor trains to operate around the clock without having to stop to make camp or otherwise lose time.  As a result, these slow-moving trains cover far more ground than any other form of land transportation.  They can also supply forces along their lines in difficult terrain without incurring any penalties.

Cost:  100K/hex.
Special Rules:  The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads.  Trains can transport WT 8 or less elements (and provide land-based logistical support) to any point along their route, regardless of the surrounding terrain.  Movement speed for transporting elements is 192 hexes/turn. [/ic]

[ic=High-Speed Railway]
These advanced aerodynamic repulsor trains may require a lot of expensive equipment and precision-made, well-maintained railways, but they more than make up for their costs in speed.  Second only to flyers in sheer speed of travel, these trains can transport infantry, supplies, and some vehicles vast distances in frighteningly fast times.

Cost:  5M/hex.
Special Rules:  The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads.  Trains can transport WT 2 elements and smaller to any point along their route, regardless of the surrounding terrain.  Movement speed for transporting elements is  384 hexes/turn. [/ic]

[ic=Bridge]
Bridges spam otherwise impassible gaps in the ground.  This allows roads, railways, and even canals to cross canyons, crevasses, canals, gorges, etc.  They cannot span a distance greater than a hex.

Cost:  1M.
Special Rules:  The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads. [/ic]

[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 27, 2013, 02:49:42 PM
⚴ The Savages of the Chaos Wastes ⚴
Sarkth Theme (http://www.listenonrepeat.com/watch/?v=ECmaKKCxlnU)

In the ancient kelp forests, among the crumbling ruins of the ancients, in their cave-homes carved into the cliff faces of the Chaos Wastes, the Sarkth lurk, hunt, prowl.  These uncivilized, diminutive creatures have reverted to a smaller, more compact form than their tall, slender ancestors.  Their dark flesh is thick and their eyes bulbous - all the better for hunting at night, and their smaller proportions let them survive on fewer resources.  While still poor, uneducated, uncouth, and savage by Mnemosyte standards, they do retain the proud dignity and sense of honor that all Mnemosytes share.

The Sarkth are largely lacking in technology.  They pilfer and pillage what they can from the Mnemosytes and have long made their own guns, but they lack the resources and knowledge to produce complicated machines like engines and flyers.  Instead, they often ride beasts of war or use hit-and-run tactics to pick away are larger foes who are unfamiliar with the lay of the land within the labyrinthine Chaos Wastes.  And when the invading force is weak and lost, the endless tide of long-toothed, yellow-eyed, black-green, pygmies pours over them with wicked blades and roaring guns.

[spoiler=Special Rules]
Starting Location:   Sarkth always start play in desert or mountain locations, often inhabiting old ruins or rugged terrain.  The terrain of their starting hex determines their Terrain feature (see below).

Starting Structures:   Sarkth players being play with 100 Housing and sufficient Basic Farms and Wells (if not near a canal with water) to support a population of 10,000.  This gives an initial income of $300,000 per turn.  They also play with one Prospecting Crew, 4 Construction Crews, and a Training Ground.

Starting Resources:   All of Sarkth society is geared around survival and warfare.  They begin play with $2,000,000 of combat elements and structures, and up to $1,000,000 on hand.

Levies:   All Sarkth have the potential to be ferocious fighters.  A Sarkth settlement can provide up to 80% of its population as levies; elements raised this way have inferior Troop Quality.

Special Benefits:   All Sarkth are compact and efficient creatures.  They require less food and water than most.  Sarkth population is based on 1.25 x Food and Water production.

Special Rules:  All Sarkth elements should have the Terrain feature for whatever terrain they inhabit.  This makes them very hard to assail, but less effective outside of their native homelands.  Sarkth who expand to regions without the terrain of their homeland may change their Terrain feature to suit that location.
[/spoiler]

[spoiler=Elements]
Land Elements
Infantry
These are the meat of the Sarkth military force.  They are foot warriors armed with swords and rifles charging headlong into combat with few thoughts other than spilling the blood of their enemies.  Each element represents a squad of men.

Element
TS
Class
WT
Mobility
Raise
Maintain
Heavy Support Weapon
(40)
F, (Terrain)
0.5
Foot
28K
1.2K
Screamers
16
F, (Terrain)
1
Foot
22K
900
Skirmishers
12
F, Rec, (Terrain)
1
Foot
22K
900
Wreckers
12
Eng, F, (Terrain)
1
Foot
22K
900
Wyrd
(50)
C3I, Rec, (Terrain)
1
Foot
84K
4.2K

Heavy Support Weapon:   This is a rapid-fire weapon used by the Sarkth primarily to defend positions.  Occasionally, they are mounted on moriths and used as a spearhead to break enemy lines.
Screamers:   A squad of strong, well-armed and armored infantry wielding carbines, pistols, and heavy chopping swords.
Skirmishers:   A squad of sneaky warriors who know the lay of the land well and how to harry and raid an enemy with hit-and-run tactics.
Wreckers:   A squad of clever warriors learned in destroying enemy fortifications.
Wyrd:   A single psychic oracle and his retinue who give glimpses of the battle and channel communications for the command.

Cavalry
These are zorn-mounted warriors.  Each element represents several cavalry troops and their mounts.

Element
TS
Class
WT
Mobility
Raise
Maintain
Chargers
20
Cv, F, Rec, (Terrain)
2
Mtd
100K
5K

Chargers:   These zorn-mounted warriors charge fearlessly into battle with their guns blazing until they are close enough to draw their thick, curved longswords and begin to cut apart their enemies.

Towed Heavy Weapons
While the Sarkth have a distinct love of massive, loud shooty things, they have some difficulty producing them.  Their artillery is usually less powerful than similar Mnemosyte weapons.  Each element represents a single heavy weapon.

Element
TS
Class
WT
Mobility
Raise
Maintain
Artillery, Antiaircraft
(100)
(Air, Arm), (Terrain)
2
0
85K
950
Artillery, Heavy
(190)
Art, (Terrain)
4
0
230K
2.4K
Artillery, Light
(40)
(Arm), Art, (Terrain)
2
0
58K
630

Antiaircraft Artillery:   Flak guns capable of somewhat defending against flyer attacks.
Heavy Artillery: Massive cannons capable of targeting positions up to two hexes away.
Light Artillery:   Small artillery pieces capable of bombarding targets up to one hex away.

Draft Teams & Mounts
These elements represent animal-drawn transportation, animals used strictly for transportation, and non-cavalry mounted animals - primarily moriths.  Each element represents a single draft team or morith, or a squad of beasts.

Element
TS
Class
WT
Mobility
Raise
Maintain
Draft Team, Morith
10
T4, (Terrain)
8
Foot
46K
1.9K
Draft Team, Zorn
0
T2, (Terrain)
2
Mtd
20K
850
Karths
1
Cv, (Terrain)
1
Foot
4.6K
190
Morith
80
Arm, F, (Terrain)
4
Foot
250K
11K
Morith Artillery
80
Arm, Art, (Terrain)
4
Foot
290K
12K
Zorns
0
T1, (Terrain)
1
Mtd
10K
420

Morith Draft Team:   A team of two moriths either carrying a litter or harnessed to tow any wheeled load of no more than their Transport Rating.
Karths:   This is a team of semi-domesticated karths typically released into enemy ranks to spread confusion and fear as the vicious beasts rip through and devour the enemy.
Morith:   This is a single armored morith with a platform mounting a heavy support weapon.
Morith Artillery:   This is a single armored morith with a platform mounting a light artillery piece.  It is typically used to target other moriths or skimmers.
Zorns:   This is enough zorns for an infantry unit to ride to battle, where they dismount to fight.  It allows more rapid travel.

Water Elements
The Sarkth distrust large bodies water.  While, they will cross them by bridge, they shun boats of all sorts.

Air Elements
Flying Cavalry & Mounts
These brave and somewhat touched sarkth warriors actually choose to mount malagors and even the great and ferocious skirrs.  Each element represents a troop of malagor cavalry or a single skirr and its riders.

Element
TS
Class
WT
Mobility
Raise
Maintain
Malgor Cavalry
(20)
Air, (Terrain)
2
SA
54K
2.3K
Malagors
(1)
Air, T1, (Terrain)
1
SA
17K
850
Skirr
40
Air, (Terrain)
4
SA
220K
9K
Skirr Cavalry
(80)
Air, F, T1, (Terrain)
4
SA
280K
12K

Heavy Flying Cavalry:   A single skirr fitted with a platform capable of carrying a squad of infantry and equipped with a heavy support weapon.  These are often used in conjunction with boarding actions.
Light Flying Cavalry:   A troop of malagor-mounted screamers.
Malagors:   Enough malagors for a squad of infantry to ride.  This allows rapid transportation and attack within a fixed distance of the main bulk of troops.
Skirr:   A single skirr trained to attack at the command of its masters.
[/spoiler]

[spoiler=Structures]
Civilian Units
The following units have no TS or LS and serve very specific purposes.


Element
Class
WT
Mobility
Raise
Maintain
Builders
(Terrain) ]
4]
Foot]
350K]
3.4K
Dowsers
(Terrain) ]
2]
Foot]
35K]
340


Builders:  Construction crews are used to build new structures.  The rate at which they can do this is dependent on how much the structure costs and how many crews are working on the structure.  A single crew can produce 35K of structure per turn.

Dowsers:  Prospecting crews scour the land looking for signs of water.  When a prospecting crew spends an entire turn in a hex for the first time, roll 3d6 against DC 7.  On a success, the crew definitively determines if there is any water or not.  On a failure, they don't find any water, even if it is there, but they aren't certain of their results.  On a roll of 3 or 4, they determine definitively that there is no water present, even if there is.

If a prospecting crew did not find a deposit of water the first time they enter a hex, they can stay there additional turns there, adding a cumulative +1 to subsequent rolls every week until they get a definitive result (correct or otherwise).  After that, they have no reason to continue looking there.  Only a different prospecting crew who makes a successful 3d6 roll against DC 13 can discover signs that a previous team missed hidden water in a hex, after an incorrect definitive conclusion has been reached.
Resource Structures
These structures produce either food or water, or provide housing for residents.  Food production consumes water at a very high rate but is necessary to keep a population alive.

[ic=Hunter-Gatherer Troop]
These civilian elements have Foot mobility and range about the land searching for food and game to feed the settlement.  While more water-efficient than farms, they can only produce up to a limited amount of food in a given hex.

Cost:  1.2K
Upkeep:  10 water.
Production:  15 food.
Special Rules:  Hunter-gatherers in a specific hex can produce no more than that hex's maximum food yield per turn.  Hunger-gatherers have Foot mobility and can come under attack by enemy soldiers; they have TS 0 - losses are usually catastrophic. [/ic]

[ic=Basic Farm]
This is a low-efficiency farm that produces bitter-tasting, but nutritious bluegreen kelp.  This is a very water-intensive means of producing food.

Cost:  3K
Upkeep:  500 water.
Production:  100 food. [/ic]

[ic=Advanced Farm]
More efficient irrigation and planting techniques increases crop yield while reducing water consumption.

Cost:  9.8K
Upkeep:  375 water.
Production:  200 food.
Special Rules:  This is an upgrade to Basic Farm that both requires and replaces it. [/ic]

[ic=Well]
Water still lurks underground for those who can reach it.  These wells drill deep into the planet's crust in search of the lifegiving liquid.  When they are lucky enough to tap into an underground reservoir, they pump the water to the surface where it can be used to sustain sarkth or grow crops.

Cost:  60K
Upkeep:  10 food.
Production:  2,000 water.
Special Rules:  Wells require underground liquid water or they do not produce any water. [/ic]

[ic=Improved Well]
This advanced well uses more powerful pumps get every last droplet of water from a well.

Cost:  170K
Upkeep:  10 food.
Production:  4,000 water.
Special Rules:  This is an upgrade to a Well, which it both requires and replaces. [/ic]

[ic=Mist Farm]
In low-lying areas, water vapor condenses on rocks, buildings, and any other surface exposed to the air as the night cools.  These farms suspend special sheets and water collectors to harvest the morning dew.

Cost:  620K
Upkeep:  20 food.
Production:  12,000 water. [/ic]

[ic=Permafrost Mine]
Water is often frozen into the ground itself.  These mines excavate such ground, melt the water, and process the dry soil for other industrial uses.

Cost:  3.4M
Upkeep:  50 food.
Production:  50,000 water. [/ic]

[ic=Improved Mist Farm]
An advanced mist farm with more sheets and more efficient water collection systems.

Cost:  2M
Upkeep:  20 food.
Production:  32,000 water.
Special Rules:  This is an upgrade to a Mist Farm, which it both requires and replaces. [/ic]

[ic=Improved Permafrost Mine]
Improvements to permafrost mines can greatly increase production through greater efficiency.

Cost:  11M
Upkeep:  50 food.
Production:  130,000 water.
Special Rules:  This is an upgrade to a Permafrost Mine, which it both requires and replaces. [/ic]

[ic=Housing]
This is a simple hives of housing that can provide domiciles for up to a hundred Sarkth.  They are usually somewhat cramped and cold, but this only serves to toughen the sarkth.

Cost:  3K
Build Time:  3 weeks.
Production:   100 domiciles.
Special Rules:   A settlement's population cannot exceed its total number of domiciles. [/ic]

Military Training and Manufacturing Structures
Sarkth are known throughout Mnemosyne for their violence.  It goes without saying that they have significant military production facilities.

[ic=Heavy-Weapons Factory]
This production factory employs vast numbers of noncombatants who work tirelessly to produce the massive weapons of war that give the Sarkth a fighting chance against Mnemosyte invasion.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce elements with "0" mobility class.  It is also required to produce any elements with the Artillery special class. [/ic]

[ic=Roost]
Roosts breed malagors and skirrs for battle, and the brave, unhinged sarkth who will ride them to war.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce living Slow Air mobility elements. [/ic]

[ic=Stables]
Stables breed and train zorns and moriths for battle, and the warriors who will mount them.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce Mounted mobility elements. [/ic]

[ic=Training Grounds]
Sarkth learn the art of warfare here.  From screamers to wyrds, they train in the arts of war, slowly molding their minds and their bodies through rigorous exercise and constant fighting.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce Foot mobility elements. [/ic]

Defenses
These military structures serve to protect a settlement or fortify a location, either by providing advanced warning or direct defenses against the enemy.

[ic=Perimeter Wall]
These large walls can easily withstand small arms fire and even if destroyed by artillery, demolitions, or heavy weapons, their rubble impedes the advance of infantry and vehicles alike.

Cost:   1M
Special Rules:   Increases the settlement's Defense Bonus by +1. [/ic]

[ic=Fortifications]
Bunkers, forts, pill boxes, strategically-placed weapon emplacements, etc. can all fortify a settlement tremendously.  These fortifications transform a settlement into a citadel and protect the population from sieges and raids.  Constructed away from a settlement, they can provide advanced warning and deny the enemy strategically valuable positions, like mountain passes, bridges, canals, etc.

Cost:   25M
Prerequisite:   Requires and replaces Perimeter Wall.
Special Rules:   Increases the settlement's Defense Bonus to +10. [/ic]

Infrastructure
While Sarkth are not known for their prolific construction, they do understand the important of infrastructure.  They often beat down paths between settlements and fortifications, and along trade routes in order to more quickly move their horde around in times of trouble.

[ic=Unpaved Road]
Packed, level dirt or gravel roads that make transport easier for infantry and cavalry alike.

Cost:   10K/hex.
Special Rules:   The pricing above assumes ground that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier:
[/ic]

[ic=Bridge]
Bridges spam otherwise impassible gaps in the ground.  This allows roads, railways, and even canals to cross canyons, crevasses, canals, gorges, etc.  They cannot span a distance greater than a hex.

Cost:   1M.
Special Rules:   The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads.[/ic]

[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 27, 2013, 02:50:08 PM
⚘ The Plant People of Mnemosyne ⚘
Luria Theme (http://www.listenonrepeat.com/watch/?v=_BI-Df7jl-A)

Little is known of the Luria other than their appearance and that their mindset is alien to Mnemosytes and Sarkth alike.  These blue-hued plant-men have large, sucking orifices in the middle of noseless faces.  Their heads have bulbous eyes on stalks and sit atop uncannily long, thin necks.  While definitely bipedal, Luria are slightly hunched with a tale and only have three fingers on a hand - two normal and one opposable.  Their feet are clawed, and their tale has sharp ridges running along its sides.

The Luria don't seem to build cities so much as grow them.  They have no vehicles or inorganic technology, but they have learned to shape and mold plants and animals into suitable forms for their use.  They can grow organic weapons, bioplastic armor, and breed frightening war beasts.  While the individual firepower of any one of these remains insignificant next to the might of a Mnemosyte cruiser, their sheer numbers more than make up for this.  If this is not enough, they have learned to use their highly developed cerephic lobes to bolster their latent psychic abilities and actually mentally link to one another and their creations.  Combined, they make for a fearsome foe on the battlefield.

[spoiler=Special Rules]
<Under Construction>
[/spoiler]

[spoiler=Elements]
<Under Construction>
[/spoiler]

[spoiler=Structures]
<Under Construction>
[/spoiler]
Title: Re: –⊙– Mnemosyne: Rules –⊙–
Post by: Humabout on March 27, 2013, 02:50:37 PM
✸ The Otherworlders ✸
Phthan Theme (http://www.listenonrepeat.com/watch/?v=4q2e8lnqwwk)

A thousand years ago, a star was spotted streaking across the sky, over deserts and dry lakebeds.  Those near enough to see where it struck did not live to tell the tale, but as years passed and generations lived and died, rumors began to circulate about a strange race of massive, pale aliens who did not lay eggs like normal Mnemosytes, but rather gave birth to living young spontaneously and grafted machines to their bodies.

These aliens are said worship strange, green-glowing capsules within their ziggurat temples deep in the wastes where the falling star was said to have landed.  The few reports of encounters with these otherworlders tell of pale, fifteen-foot tall, two-armed men growing armor, arms, and weapons from their flesh.  Their machines emit an eerie green light, and their weapons fire terrifying arcs of energy that seem capable of ripping the toughest armor asunder.  Strangest of all, these disciplined cyborg soldiers are all identical.

[spoiler=Special Rules]
Starting Location:    The Phthan may start in any terrain.

Starting Structures:    Phthan players being play with 100 Housing structuresand sufficient Basic Farms and Wells (if not near a canal with water) to support a population of 10,000.  This gives an initial income of $300,000 per turn.  They also play with one Waterseeker Spyder, 4 Construction Construction Spyder Swarms, and a Training Ground.

Starting Resources:    The Phthan are ever mindful of filling their warchest.  They begin play with $3,000,000.  They will have exhausted their winter surpluses of food and water, however.

Levies:    Because of the extensive preparation required to create their soldiers, Phthan cannot raise levies from their populations.

Special Benefits:   The Phthan can create units of any special or mobility class and apply any features they desire, except for the Nocturnal feature.

Special Rules:   All Phthan have the Night feature.  Most are Impetuous, if not Fanatic about serving the Phthanic Lords.
[/spoiler]

[spoiler=Elements]
Land Elements
Infantry
Armed with powerful weapons that belch fiery green death rays that rip foes apart atom by atom and armored in an mysterious metal that seems to pulsate with the life of the Phthan it is surgically attached to, Phthan infantry is an inexorable force of death and destruction.  Each element represents a squad of soldiers or a single crew-served weapon.

Element
TS
Class
WT
Mobility
Raise
Maintain
Arc Cannon
(100)
F, Night
0.5
Foot
67K
3.4K
Disassembler Spyders
(100)
Eng, Night
0.5
Foot
67K
3.4K
Hunter Drones
50
Cv, F, Night, Rec
1
Mtd
300K
16K
Phthan Destroyers
200
(Arm), F, Night
1
Foot
330K
17K
Phthan Immortals
200
Cv, F, Night
1
Foot
1M
50K
Phthan Soldiers
160
F, Night, Rec
1
Foot
290K
14K
Plasma Cannon
(240)
(Arm), Night
0.5
Foot
130K
6.5K

Arc Cannon:   This powerful rapid-fire weapon lays down a constant stream of blinding lightning that arcs from target to target, melting armor and burning flesh.
Disassembler Spyders:    This horde of mechanical robots swarms over or burrows beneath to undermine and destroy enemy fortifications.  Little strikes fear into a besieged enemy like dozens of small, green glowing eyes in the night.
Hunder Drones:   This is a decade of fast, nimble tripedal drones that mount disintegrators and specialize in reconnaissance.
Phthan Destroyers:   This squad of soldiers boasts surgically-implanted heavy disintegrators capable of burning through vehicle armor like flesh.  Their synaptic-link is filtered through a special targeting matrix that keeps their aim true.
Phthan Immortals:   These elite soldiers have had both of their legs removed and their torso fitted to an antigrav sled that gives them increased mobility on the battlefield.  In addition, they have the heaviest available armor grafted to their flesh and synaptic-guidance systems control two shoulder-mounted disintegrators, leaving their hands free to use other weapons.
Phthan Solders:   These are the standard phthan soldiers who comprise the bulk of most fighting forces.  They are armed with disintegrator guns and have a living metal exoskeleton grafted to their bones.
Plasma Cannon:   This is a man-portable plasma cannon for use against armored vehicles and tanks.

Vehicles
From the gangly autonomous machine stryders to the towering, monolithic Nephalic Destroyer, the greenish glow of devastating energies courses from Phthan vehicles, bespeaking the imminent destruction of their enemies.  Armed primarily with arc weapons and particle cannons and armored in a mysterious metal etched with glowing green glyphs, nothing can stand before the tide of the Phthan.  Each element consists of a single vehicle and its crew.




Element
TS
Class
WT
Mobility
Raise
Maintain
Devastator Barge
200
(Arm), Cv, F, Night
4
SA
2.5M
120K
Nephalic Destroyer
2,000
(Air), Arm, Art, F, Night
8
SA
20M
1M
Stryder
250
Arm, F, Night
S
Mtd
880M
44K
Transport Barge
(400)
Arm, Cv, F, Night, T1
4
SA
2.8M
140K

Devastator Barge:   Armed with a single powerful particle cannon and an arc array to hold lighter threats at bay, devastator barges serve to remove the threat of armor from the battlefield.
Nephalic Destroyer:   Towering above the battlefield, these spire-laden ziggurat-shaped vehicles float inevitably forward with the impending tide of the Phthan onslaught.  They are armed with multiple batteries of arc cannons and a single powerful particle cannon that can rip through armor with ease.  Some have postulated that they also serve as some sort of psychic focal point, as well.
Stryder:   These gangly, three-legged spider-like constructs mindlessly serve as disposable heavy firepower platforms for chewing through enemy infantry.  It lashes out with whips of white-hot lightning at anything nearby with a single super-charged arc array.
Transport Barge:   This armored troop transport rapidly carries soldiers to the battlefield, but also uses its thick armor and powerful weapons to double as an APC during the battle itself.

Other
These units defy any easy categorization.



Element
TS
Class
WT
Mobility
Raise
Maintain
Antiaircraft Arc Array
(400)
(Air), Night
8
0
290K
3.6K
Sarcophagus
(200)
C3I, Night
1
SA
720K
36K
Seeker Swarm
(50)
Night, Rec
1
SA
67K
3.4K

Antiaircraft Arc Array:   This large obelisk generates massive charges of iridescent green energy that congeal into burning bolts of white-hot plasma lightning and lash out at passing aircraft with a furious crackling thunder.
Sarcophagus:   These levitating pod-like structures pulsate and glow with the psychic energies of those entombed within.  They reach out with amplified psychic energy to gain a better grasp of the battle, strategize, and direct soldiers.
Seeker Swarm:   These buzzing head-sized spheres peer at the world through a single, glowing, green eye and relate their findings to command.  They serve as the bulk of a column's scouts and with Hunter Drones and Stryders, the vanguard of an invasion force.

Air Elements
Aircraft
The Phthan aircraft defy any explanation by Mnemosyte scholars.  They do not employ the same ray tanks that allow Mnemosyte airships to sail on the sun's rays - a fact that seems to allow them to perform incredible high-speed maneuvers.





Element
TS
Class
WT
Mobility
Raise
Maintain
Deathwing
(1,000)
(Arm), Air, F, Night
4
FA
33M
280K
Dragonwing
(0)
Air, Night, T10
-
FA
1.6M
13K
Ghost Sycthe
(2,000)
Air, Night
8
FA
48M
400K
Seraphic Scythe
(3,000)
(Arm), Air, Night
8
FA
87M
730K
Storm Scythe
(100)
Air, F, Night, T4
16
FA
3.5M
29K

Deathwing:   This smaller, slower aircraft carries tremendous firepower in the form of multiple turreted arc cannons and a devastating particle cannon that can melt the heaviest of armor.  It is employed as close ground support, cruising at slower speeds over the battlefield annihilating anything that could pose a threat to advancing warriors.
Dragonwing:   A heavy transport aircraft capable of moving an entire company or several fighting vehicles simultaneously.  It has no weapons, however. 
Ghost Scythe:   These supersonic aircraft scream through the air and executing impossible maneuvers and chewing through enemy aircraft with twin arc cannons, denying the airspace to anyone but the Phthan.
Seraphic Scythes:   Where a deathwing mows down enemy formations and removes the threat of armored vehicles, seraphic scythes rain apocalyptic fire on a battlefield, destroying armor, infantry, and fortifications alike, with firepower to spare on other aircraft.
Storm Scythe:   These transport craft bring the inevitable tide of defeat to the enemy with all of the rapidity of a flyer.  Their cargo capacity is staggering for their size, and the four arc cannons they carry to lay down suppression fire is often sufficient to end an engagement on its own.
[/spoiler]

[spoiler=Structures]
Civilian Units
The following units have no TS or LS and serve very specific purposes.

Element
WT
Mobility
Raise
Maintain
Construction Spyder Swarm
4
Mech
500K
5K
Waterseeker Spyder
2
Mech
50K
0.5K

Construction Spyder Swarm:  Construction spyders swarm over a site, slowly erecting the gray-back edifices that mark a settlement as being of Phthan origins.  The rate at which they can do this is dependent on how much the structure costs and how many spyders are working on the structure.  A single spyder swarm can produce 35K of structure per turn.

Waterseeker Spyder:  Waterseeker spyders scour the land looking for signs of water.  When a waterseeker spyer spends an entire turn in a hex for the first time, roll 3d6 against DC 7.  On a success, the spyder definitively determines if there is any water or not.  On a failure, it doesn't find any water, even if it is there, but it isn't certain of its results.  On a roll of 3 or 4, it determines definitively that there is no water present, even if there is.

If a waterseeker spyder did not find a deposit of water the first time it enters a hex, it can stay there additional turns, adding a cumulative +1 to subsequent rolls every week until it gets a definitive result (correct or otherwise).  After that, it has no reason to continue looking there.  Only a different waterseeker spyder that makes a successful 3d6 roll against DC 13 can discover signs that a previous team missed hidden water in a hex, after an incorrect definitive conclusion has been reached.

Resource Structures
These structures produce either food or water, or provide housing for residents.  Food production consumes water at a very high rate but is necessary to keep a population alive.

[ic=Food Vats]
These high-tech vats constantly grow a gooey stew of slimy algae that is reduced to a liquid form that is intravenously injected into Phthan as food.

Cost:   47K
Upkeep:   250 water.
Production:   500 food.[/ic]

[ic=Well]
Water still lurks underground for those who can reach it.  These wells drill deep into the planet's crust in search of the lifegiving liquid.  When they are lucky enough to tap into an underground reservoir, they pump the water to the surface where it can be used to sustain Phthan or grow crops.

Cost:   60K
Upkeep:   10 food.
Production:   2,000 water.
Special Rules:   Wells require underground liquid water or they do not produce any water. [/ic]

[ic=Improved Well]
This advanced well uses more powerful pumps and pressurized gasses to force every last droplet of water from a well.

Cost:   170K
Upkeep:   10 food.
Production:   4,000 water.
Special Rules:   This is an upgrade to a Well, which it both requires and replaces. [/ic]

[ic=Mist Farm]
In low-lying areas, water vapor condenses on rocks, buildings, and any other surface exposed to the air as the night cools.  These farms suspend special sheets and water collectors to harvest the morning dew.

Cost:   620K
Upkeep:   20 food.
Production:   12,000 water. [/ic]

[ic=Permafrost Mine]
Water is often frozen into the ground itself.  These mines excavate such ground, melt the water, and process the dry soil for other industrial uses.

Cost:   3.4M
Upkeep:   50 food.
Production:   50,000 water. [/ic]

[ic=Improved Mist Farm]
An advanced mist farm with more sheets and more efficient water collection systems.

Cost:   2M
Upkeep:   20 food.
Production:   32,000 water.
Special Rules:   This is an upgrade to a Mist Farm, which it both requires and replaces. [/ic]

[ic=Improved Permafrost Mine]
Improvements to permafrost mines can greatly increase production through greater efficiency.

Cost:   11M
Upkeep:   50 food.
Production:   130,000 water.
Special Rules:   This is an upgrade to a Permafrost Mine, which it both requires and replaces. [/ic]

[ic=Water System]
Water systems use a series of pipes and automated pumping stations to transport water from their sources to where it is needed.  These systems can do so in vast quantities that rival the Mnemosyte canal systems.

Cost:   29M
Upkeep:   50 food.
Production:   210,000 water.
Special Rules:   Water systems must tie into rivers, lakes, seas, or some other body of water from which the water that fills them flows - that is, they must be in the same or an adjacent hex; water systems can tie into each other. [/ic]

[ic=Improved Water System]
This water system has larger pipes and more powerful pumping stations, allowing it to transport even more water to and throughout a settlement.

Cost:   91M
Upkeep:   100 food.
Production:   680,000 water.
Special Rules:   Water systems must tie into rivers, lakes, seas, or some other body of water from which the water that fills them flows.  They also provide a means of easy transportation for industry, reducing build times by 1 turn.  This is an upgrade for a Water System that both requires and replaces it. [/ic]

[ic=Housing]
This structure contains a hundred spartan quarters, a mess hall, infirmary, and repair shop.  It also supplies sufficient power to recharge any energy supplies as needed.

Cost:   3K
Build Time:   3 weeks.
Production:   100 domiciles.
Special Rules:   A settlement's population cannot exceed its total number of domiciles. [/ic]

Military Training and Manufacturing Structures
Mnemosytes may fancy themselves as peaceful people who prefer to focus on the arts and sciences, but in the end, they fight to survive like any other people.  Their weapons of war are bolstered by their science, and their art shapes their flyers into beautiful harbingers of death.  Still, such things must be produced somewhere, and that is where the structures below fit in.

[ic=Aircraft Assembler]
This factory manufactures the great airships of the Mnemosyte air force.  From humble scout flyers to the massive, majestic battleships, they all come from flyer factories.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce Fast Air and mechanical Slow Air mobility elements. [/ic]

[ic=Heavy-Weapons Assembler]
This factory produces massive artillery pieces capable of instantly reducing buildings to rubble and entire squads of infantry with a single shell.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce elements with "0" mobility class.  It is also required to produce any elements with the Artillery special class. [/ic]

[ic=Training Grounds]
New recruits are shaped into warriors here.  Infantry learn swordplay, shooting, stalking, patrolling, and other soldierly skills.  By the end of their course, they are deadly warriors who fear the same as any, but have learned the courage to defeat that fear as well as their enemies.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce Foot mobility elements. [/ic]

[ic=Vehicle Assembler]
Vehicle factories produce land vehicles in scores.  This is where the ubiquitous skimmer begins its life of faithful service.

Cost:   $30/$1 of production capability per turn, minimum $1M
Production:   Based on cost, minimum 150K/turn.
Special Rules:   Allows you to produce Mechanized and Motorized mobility class elements. [/ic]

Defenses
These military structures serve to protect a settlement or fortify a location, either by providing advanced warning or direct defenses against the enemy.

[ic=Perimeter Wall]
These large walls can easily withstand small arms fire and even if destroyed by artillery, demolitions, or heavy weapons, their rubble impedes the advance of infantry and vehicles alike.

Cost:   1M
Special Rules:   Increases the settlement's Defense Bonus by +1. [/ic]

[ic=Fortifications]
Bunkers, military bases, pill boxes, strategically-placed weapon emplacements, etc. can all fortify a settlement tremendously.  These fortifications transform a settlement into a citadel and protect the population from sieges and raids.  Constructed away from a settlement, they can provide advanced warning and deny the enemy strategically valuable positions, like mountain passes, bridges, canals, etc.

Cost:   25M
Prerequisite:   Requires and replaces Perimeter Wall.
Special Rules:   Increases the settlement's Defense Bonus to +10. [/ic]

Infrastructure
Despite their fast response capabilities, the Phthan advance is ponderously slow, and even slower when infrastructure is not present.  It is said that this is a result of the original Phthan having been a planetary assault ship that had drifted off course and crash landed.  Use to the transportation systems in place on their home world or literally falling on top of their enemies and establishing a foothold, the Phthan were and remain unprepared for rapid movement over long distances.  Thus, they greatly value improvements to infrastructure.

[ic=Unpaved Road]
Packed, level dirt or gravel roads that make transport easier for infantry and skimmers alike.  Wheeled vehicles have a rougher time traversing such roads, but Phthan vehicles rarely touch the ground.

Cost:   10K/hex.
Special Rules:   The pricing above assumes ground that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier:
[/ic]

[ic=Low-Speed Railway]
Railways allow repulsor trains to operate around the clock without having to stop to make camp or otherwise lose time.  As a result, these slow-moving trains cover far more ground than any other form of land transportation.  They can also supply forces along their lines in difficult terrain without incurring any penalties.

Cost:   100K/hex.
Special Rules:   The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads.  Trains can transport WT 8 or less elements (and provide land-based logistical support) to any point along their route, regardless of the surrounding terrain.  Movement speed for transporting elements is 192 hexes/turn. [/ic]

[ic=High-Speed Railway]
These advanced aerodynamic antigrav trains may require a lot of expensive equipment and precision-made, well-maintained railways, but they more than make up for their costs in speed.  Second only to flyers in sheer speed of travel, these trains can transport infantry, supplies, and some vehicles vast distances in frighteningly fast times.
Cost:   5M/hex.
Special Rules:   The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads.  Trains can transport WT 2 elements and smaller to any point along their route, regardless of the surrounding terrain.  Movement speed for transporting elements is  384 hexes/turn. [/ic]

[ic=Bridge]
Bridges spam otherwise impassible gaps in the ground.  This allows roads, railways, and even canals to cross canyons, crevasses, canals, gorges, etc.  They cannot span a distance greater than a hex.

Cost:   1M.
Special Rules:   The pricing above assumes terrain that is relatively flat, level, and clear.  For other terrain types, apply the appropriate modifier for Unpaved Roads. [/ic]
[/spoiler]