Hello there! This is a Nation Roleplay set in the Warhammer Fantasy Battles universe. To those who are unacquainted, might I suggest you start [url=http://warhammerfantasy.wikia.com/wiki/Warhammer_Wiki]here.[/url] With that out of the way, here is the map our roleplay is to use. Depending on who applies for what faction, I shall be cutting off unnecessary segments of the map. [hider=Maps :D] [img]http://i.imgur.com/FMBmzwQ.png[/img] [img]http://i.imgur.com/GOCis6X.png[/img] [/hider] Finally, here is the proposed ruleset for the RP. Players should approach me to help them come up with special rules for their faction. [hider=Proposed rules] Warhammer End Times Nation Roleplay combat system For a no special rule nation the following is in effect: Each province that they own produces them 2 gold coffers. Any province adjacent to their initial holdings that they conquer will produce 1 gold coffer. A province that they conquer with legitimate historical or political claims to will produce 0 gold for 2 turns, before producing 1 gold for 2 turns, and from then on will be fully integrated as a territory in their faction. A territory that a faction has no claim to will produce 1 gold coffer per turn. The land units a faction may purchase are as follows: 3 gold coffers for melee infantry. 4 gold coffers for ranged infantry. 6 gold coffers for cavalry, artillery 8 gold coffers for flying units, characters, monstrous troops. 10 gold coffers for temporary light fortifications 16 for temporary medium fortification 20 for temporary heavy fortifications 27 for permanent light fortifications 34 for permanent medium fortification 42 for permanent heavy forts Most units can travel 2 provinces per turn with a few exceptions. Additionally, for each direction from which you attack an enemy your army receives a +10 bonus to their totally. Attacks may only be performed from tiles directly adjacent to the tile you desire to attack. Finally, each tier of fortification provides a d13 roll for your army. If an army is encircled, all attacks against it receive an additional +20. Units must be raised at least 2 provinces away from the nearest conflict. Each unit of melee infantry has a 0.5 base. A player must then roll a d1.50. The 0.5 is added to the resulting roll, and then this number is multiplied by the results of a d3. If attacking, for each unit an 0.5 is taken away. If defending, a 1 is added for each melee unit. This is expressed as M * (0.5 + D1.50) * 3 + mM With M as amount of melee units, D being a dice, and m being the modifier of +1 or -0.5 depending on attack or defence. As an example, let us assumed I am attacking with eleven melee units, having rolled a 1.11 for the die. My addition to the total would be 11 * (0.5 + 1.11) * 3 - 0.5 * 11 = 47.63 Ranged infantry will each provide a +4.2 to a player’s current total, absent of any dice rolling. This can be expressed simply as a 4R with R being the number of ranged units. Artillery will multiply the total amount of enemy troops by the number of your units of artillery, then divide by 4, round upwards, and then add the result to your current total. This can be expressed as A * E / 4 ≈ For example: I posses 5 units of artillery. The enemy possess 29 units in total. The addition to my army will be 5 * 29 / 3 ≈ 49, rounding to a 49 from a 48.333... added to my current total Cavalry will work identically to melee infantry, except that the modifiers for attack and defence are switched. Additionally, cavalry can travel 4 provinces every turn. Each flying unit adds a +5 to an army’s total, simply expressed as 5F. Flying units can travel 5 provinces per turn, but also traverse, stay on, and attack from impassable terrain, as well as being able to attack an enemy from the direction “above.” Characters work with roots, with √1.3C * A with C as amount of characters, and M your current army total. Monstrous troops can travel 3 provinces per turn, each add a +12 for combat rolls. Additionally, they can re-roll their casualty rolls, with the better option always taken. After a battle a series of events occurs. First, if a defending army is defeated it must move to a different province. Both players roll a d6 until one gets a higher result, and the winner decides to which province the loser retreats. If a defeated army was encircled when attacked, it gets annihilated in entirety unless special rules intervene. When rolling for casualties both sides must take a d100 roll to see what percent of their army is damaged, with the defeated getting a +10 percent and the victor a -1%. Additionally, for the victor the number is always rounded down when one must take a decimal part of a unit, while for the loser it is rounded up. Then the parties must make another roll to see what percent of that unit is simply out of action (meaning it cannot do anything for the next term) rather than dead. To finalize the base rules a single province cannot hold more than a force that costs more than a total of 750 gold coffers worth of units. However for each factions any of this can be modified by special rules, of which you can find below. [/hider] However, if players do not like this math heavy system it can be simplified or even completely removed for a narrative and writing based system. However, if players indeed show interest in this system it can conversely be expanded and more detail added to various things. Finally, I am looking for a Co-GM.