1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Minimum is 2,000. Starting maximum is 5,000 Tons.] - Hull & Fittings: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-430 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -41 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, May, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
May 1st to May 7th
Empire of Oslad (15 Military Points) - Establish the Osladian Supply Corps (7 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (7 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (7 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (16 Military Points) - Request Supplies from the Osladians (10 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Form an Allied Army (16 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (19 Military Points) - Request Additional Forces from Memoital: (13 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (10 Military Points): [Establishes defensive front for April.]
Osladian Empire
450,000 Supplies [-114,000/Week]
Kalpian Republic
12,975 Supplies [-10,675/Week]
May 1st
An explosion killed 246 coal miners by carbon monoxide poisoning. The blast, at 10:28 pm at the D'Surrais Mining Company near D'Surrai, sent CO into two different shafts.
Thousands of Kalpian workers marched in the streets of Liubeth, the first in what would be a series of large protests in Kalpia's cities. These protests stemmed from the Kalpian Deregulation Act, which made it legal for Kalpian industrial companies to lower wages in order to "expand operations."
The Grand Exhibition begins in Aetoria, Tyria. A grand celebration of inventions both new and old, countries and inventors from all across the Continent are put on display. The Skyship is among the most elaborate and sought after exhibit. The Veletian Vert camera and the Kalpian farthing bicycle are also present. The Grand Exhibition is held in the Kreisbau, an immense architectural design that was renovated and remodeled by the Tarowska Heavy Industries firm and Rosiak Engineering company. The Exhibition is slated to last the entire month of May. - [Event: The Tyro-Redanian Empire hosts the Grand Exhibition, costing $3,800,000 in housing, remodeling and legal fees.]
May 2nd
After months of secretly scouting out the terrain and utilizing advanced cartography, the Tsardom of Radena proclaims the Malik Islands an official protectorate of the Tsardom. The expedition, led by Comandor Isayev Vadimovich, captain of the TRN Otvazhnyy made first landing on the island in early March. Port Ostrov, the first official settlement is finished today. The population there, about 75,000 in total is a mixed between native Malikans and former Hironese colonists from a failed attempt in the 1890's to colonize the island in the winter. Once established, the location of this base will be referred to as Port Ostrov. The Island itself, to honor the late Tsar Aleksandr III, shall be renamed Alek Island.
May 3rd
To the Esteemed Tsar and the Radenan General Staff,
Your request into the investigation for offensive operations against the Osladian machinen-gun units has been received. There is almost no information available to these new weapons of war, as the Radenan war machine has not seen fit to requisition any for personal use. Given that the only information we have is second and first hand accounts at range, any potential strategic initiative to create new protocols for outmaneuvering these devices is circumstantial at best.
Additionally, elements of the Zellonian Army--specifically those under the Memoital Corps--have seen defeats at the hands of the Osladians, it is believed, due to logistical and equipment shortages, not because of the existence of rapid firing and solitary entrenched weapons. It is unlikely that the Osladians would fare as well against a Continental Army that was as well equipped.
To look at the engagements that have taken place and request a facilitation of understanding would be asking a fisherman to stand at the sea side and scoop up the ocean water into a cup and ask him to study all the sea life in the world.
General of the Radenan Expeditionary Corps, Yuri Gerasimov May 3rd, 1900
May 4th
The Zellonian destroyer ZRN Destroyer is finished at the Vorl National Shipyards. Her crew take her to seas and begin her working up. With the war on however, Zellonian Naval Command has the option of forcing her into service or allowing her to work up, a process that requires about thirty days.
Zellonian destroyer, ZRN Destroyer, circa 1900.
May 5th
Forty miles of rail in the Empire of Hiron, between Senryu, Soya and Kunohe are finished. They are the first railroads in the nation's history and they open to much fanfare. For the first time, a passenger could ride from Senryu to Kunohe across the Noshu Wetlands and arrive in three and a half hours, a task that used to require a five hour detour through Soya to the Southeast. This task, handled by the Imperial Rail Authority, is seen as a complete success.
May 6th
In the Kingdom of Zellonia, another 14,000 rifles are finished from the Guntherson Foundry in Vorl. They are sent to the frontline, many of these rifles without even a serial number.
May 7th
While the Empire of Violette was experiencing a boon of civilian industry, the Tyro-Redanian Empire passed the Imperial Defense Act, ushering in nearly $24,000,000 in subsidies to go toward nationalized growth. Smolka Armaments opened a secondary factory in Kiesling, employing nearly 3,700 new workers. - [Event: Smolka Armaments [1] (Field Guns) gains +1 Skill level.]
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Minimum is 2,000. Starting maximum is 5,000 Tons.] - Hull & Fittings: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-430 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -41 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, April, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
April 22nd to April 30th
Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
564,000 Supplies [-114,000/Week]
Kalpian Republic
23,650 Supplies [-10,675/Week]
April 22nd
Funds are set aside in the Republic of Itherae for a single rail line to be furnished between the cities of Diopolis and the capital. Heavy handed politicians, swooning to garner more funds for the war in Karum eventually strip the legislation of most of it's working power. The railroad is not expected to begin until the fall and completed sometime in the spring of 1901.
April 23rd
In the Karum War, the city of Fetrograd falls. The Itharaen's there were battered but fled after only two weeks of fighting, retreating to well established Seronan lines. On the same day as the fall of Fetrograd, the diplomat Zhilin Pavlovich from the Tsardom of Radena arrives in Salaz. There, Pavlovich--who spoke fluent Karumi--met with not only Tsar Michel I, but also General of the Karumi Army Pasceuni and Foreign Minister Talnov. "Where the Slads of Oslad will reject you, the Slads of Radena will embrace you," Pavlovich allegedly said. By the end of the day, Pavlovich had effectively negotiated the Karumi-Radenan Pact, signing a non-aggression pact to last until April, 1905.
April 24th
The newest company in the Empire of Tara, GLT Industries is awarded the private contract of a railway between the capital of Rigour and the port city of Gagarin. The company, fledgling at best, immediately gets to work on the project, with expectations to be completed in the next six months.
April 25th
The Zello-Osladian War had been a learning experience for the Zellonians and Osladians but especially the Kalpians. While their military prowess was initially lackluster, it was the domestic home front that saw more pronounced challenges. The War at Sea was one that the Kalpians could not quite manage and found themselves hard at hand to keep their small force overseas well supplied. Minister of Economics Detlev Jost Rapp saw this as his opportunity to push his "A Rail in Every Town" initiative. His legislation was expected to have the support of the National Mirnist Party as well as the Kalpian Democratic Party. They offered the contract to the Kalpian National Rail Company to build a network of rails that would connect Karp, Liubeth, Herja and Tarist.
April 26th
The Tendo Sea Expedition begins from the Tarantese Empire. The Imperial Geographical Institute set sail to explore the various--mostly uncharted--isles of the Tendo Sea. The HMS basileis as well as destroyers HMS Falcom, HMS Hawk, HMS Talisman and HMS Marksman all set sail for the far fledged Tendo Sea.
Key members of the expedition team, aside from Captain Lascelles, include Lord Julian Fenton, a renowned polyglot from the University of Vallefay leading the languages staff, Professor Jacques Saint-Emilion, a naturalist from the same interested in any exotic flora and fauna, and Yves Millenau-Taunton, a noted geologist and cartographer on secondement from the Surveyor-General’s office, interested in the inorganic resources of the areas under exploration and the geological nature of the world in general. Aside from the sailors and their own staff, they are accompanied by a 200-man company of Royal Marines, under the command of Major Seb Tourville.
They are expected to arrive in the fall and be finished next year.
April 27th
The Marnish Offensive becomes political. King Sven IV of the Marnish Kingdom arrives in Confluence, Violette to hold a conference. There, he implores the great powers of the world--the Veletians, the Tarantese and the Tyro-Redanians to live up to their namesake and move to negotiate a peace and an end to the Zello-Osladian War as it has spilled now across the Marnish borders. "Not only do Zellonian soldiers trample our countryside, but Kalpians now stalk our mountaintops. It is only a matter of time before the Slads too trample upon Marnish lands. Additionally, King Sven IV requests permission from Empress Tsirina if the Marnish Royal Family may be relocated to Confluence until the fighting in Marnland has dissipated.
The second Kalpian convoy makes a delayed run at night, creeping across the channel. With several of it's merchant ships damaged, the Kalpian Navy decides to sends three merchant ships with a pair of destroyers as escorts during the night. They run the gauntlet and make the trip to Xerotith, unloading 9,000 supplies.
April 28th-April 30th
The Marnish Offensive is an indecisive affair. While Kalpians claim a 3.5:1 kill ratio with the Zellonians, they are unable to breakthrough due to the mountainous terrain. Even without the newfound machine guns, the Zellonians fought tenaciously for a war they believed they could still win. April 30th marks the end of the Marnish Offensive. The Zellonian 6th Army, which began the offensive two months prior with 90,000 men has now been reduced to 35,000 men and ceased to exist as an effective fighting force. The soldiers dig in, forming a huge crescent shape from the Osladians in the South, the Kalpians in the West and the expected arrival of Marns in the North. In the South, the front remains mostly quiet, with Osladian and Zellonian soldiers enjoying a quiet respite.
Efforts begin in Vorl by the Zellonian soldiers present to turn Vorl into a self-contained fortress. Barbed wire, embankments, entrenchments and the like are constructed.
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Minimum is 2,000. Starting maximum is 5,000 Tons.] - Hull & Fittings: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-430 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -41 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, April, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
April 15th to April 21st
Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
678,000 Supplies [-114,000/Week]
Kalpian Republic
25,325 Supplies [-10,675/Week]
April 15th
With the Zello-Osladian War continuing unabated. The Minister of the Navy Carrano--one of few who survived the governmental purge with Selidov's exodus--prompts a plan to expand the Osladian drydocks at Voskreya. The plan is signed off and in April, 1901 they are expected to be finished.
The Kalpian convoy KRC.Z3 departs Liubeth and heads toward toward Xerotith. With the Osladian 1st Fleet pulled back to the strait, the Inland Sea turns once again to a Zellonian lake. KRC.Z3 is escorted by 6 destroyers and a trio of light cruisers: Tarist, Leikap and Wittold. Originally three armored cruisers were slated to escort the fleet but for reasons known only to the Kalpian Navy, they were not listed in the final forms for rearming and refueling and thus remained at port when KRC.Z3 departed Liubeth.
April 16th
The Hironese Embassy in Gojong is established to much fanfare. A massive display of the Hironese and Gojong flags hanging from the rafter (with the Gojong flag coming down shortly after) is celebrated by jeering crowds. On the same day, the Crown Prince of Meung orders 10,000 armed soldiers to the Northern Gojong border, with a hand written note being delivered to the Hironese embassy in Yujin explaining it as a: "precautionary measure, as necessary when dealing with new--and often unstable--nation states."
April 17th
Third Battle of the Strait: The Zellonian 1st Fleet (7 CL, 3 DD) intercepts Kalpian Convoy KRC.Z3 (3 CL, 6 DD, 15 MS) halfway between Liubeth and Xerotith. With more guns and nearly the exact same speed, the battle began at 1201 and lasted until 1665 hours. The Kalpians showed immense resolve under withering fire from the Zellonians who nearly "crossed the T" in entirety. At the end of the battle two Kalpian light cruisers were floundering, with a single Zellonian light cruiser entirely crippled--but still afloat. The Kalpians lost a third of their merchant convoys. Escorting them en masse made for an easier duty, but to the Zellonians, easier targets. - [Kalpian Losses: 4 Merchant Ships, 2 Light Cruisers (Leipak, Wittold)] - [Zellonian Losses: 1 Light Cruiser [Heavily Damaged] (Staggering Bull)]
April 18th-April 21st
The Kalpian 23rd Infantry Division arrives at the newly established Marnish Front with orders to establish a counter attack against the Zellonians. General Gotthard Ulli Knef was a unique specimen. An educated die hard, he was the only college educated man in the entire theater, having completed a doctorate in Chemistry in 1891. With a penchant for intuitive thinking and two decades of Kalpian military thinking, Knef's one opportunity to move onto the offensive would not be wasted. The 23rd Infantry Division swept up the Oppland Plains, moved to the Northwest of the Zellonian offensive and descended from the plains on the morning of the 19th.
The battle lines were not well established. Kalpians and Zellonians fought in pockets that were swallowed and broke out by the hour. Zellonians firing at Osladians from the front suddenly came at fire from the flanks. Zellonians who turned to engage the Kalpians found themselves targets to the Osladians from the South. By the end of the week, the Kalpians had forced a sizable salient into the Zellonian offensive, risking cutting it off at the head.
Kalpian soldiers fire down on Zellonians during the Battle of Oppland.
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Minimum is 2,000. Starting maximum is 5,000 Tons.] - Hull & Fittings: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-430 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -41 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, April, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
April 8th to April 14th
Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
792,000 Supplies [-114,000/Week]
Kalpian Republic
3,300 Supplies [-10,675/Week]
April 8th
The ships of Task Force A of the Osladian Empire continue the colossal effort to keep the Voskreya Army Group North supplied deep in Zellonian territory. The fourteen kilometer stretch of land between Xerotith and Voskreya was a parade ground of ships running the gauntlet back and forth between the two cities. Captains at the helm were pulling two and three day shifts, rotating only out of the line up long enough for clogged boilers and fouled propellers to be cleared. The Task Force was protected by the OIN Gerzog, a powerful armored cruiser, two light cruisers and a destroyer. They ran individual escorts or flanked a trio of merchant ships as they crossed the distance. - [Event: +30,000 Supplies to the Zellonian Front.]
At 0955 hours, observers from the destroyer OIN Chesma--headed north while escorting the convoy ship Yotka--spot a flotilla of ships from the East. Given that the Kalpians had run only a single supply convoy in the last month, the sailors assume it is a Kalpian merchant fleet inbound to Xerotith.
At 1014 hours, the same observers realize that the inbound ships are warships. Sailor Madic Sedov reports: "three battleships, an armored cruiser, six light cruisers, three destroyers. All Zellonian," to the captain. The OIN Chesma, several kilometers away from a corresponding escort, maintains her course and orders all battle stations. The Zellonian 1st Fleet under Admiral Arman Oxferd continues her intercept course on a north-northeasterly route.
First Battle of the Strait occurs at 1044 hours. The OIN Chesma, under weathering fire is sunk by the ZRN Kingdom Come, a Zellonian pre-dreadnought. The 10" shells ripped into the Chesma's forward magazines, causing her to erupt almost instantly. The Yotka, cruising at 11 knots, was sunk fourteen minutes later by the ZRN Wolf Pack, a light cruiser.
Zellonian battleship Kingdom Comes sees her first action of the war.
The Zellonian 1st Fleet loiters in the area for several hours, spotting ships to the South near Voskeyra but maintaining the position until nearly 1855 when she retires back toward Vorl. The First Battle of the Straits is a tactical Zellonian victory. Casualties -1 Merchant, -1 Destroyer (OIN Chesma) [Osladian Empire]
April 9th
In a session of the Academie des Sciences in Confluence, physicist Reynault Farriet presented the paper "Sur la reflexion et la refraction des rayons cathodiques et des rayons deviables du radium", describing, for the first time gamma rays, radiation that penetrated through shielding.
The Second Battle of the Straits occurs at 1402 hours when the Zellonian 1st Fleet intercepts a convoy headed from Voskeyra to Xerotith. Three merchant ships escorted by the armored cruiser OIN Gerzog, the light cruiser OIN Riasanovsky and the destroyer OIN Vzryv. The assembled 1st Fleet was nearly all there to engage in a single, decisive battle. The immolation of the OIN Vzryv was a spectacle that even Osladian sailors couldn't turn their eyes away from. The Osladian fleet, outgunned and outnumbered turned and headed south toward Voskeyra. The three merchant ships escorted were left for dead, a fact that was left off the after action report of the captain of the OIN Gerzog when he returned to port.
In 1881 the general consensus was thus: "If ever there was a man with a rifle not to be trifled with, he was a Kalpian and if ever there was a man to trifle with a Kalpian, he was Veletian.." The quote was attributed to Tarantese playwright, philosopher and statesman Harold Wilnes. Made with no ill-will toward the Kalpians, who undoubtedly possessed the most effective fighting machine on the Continent, the statement was instead a gesture toward the spectacular level of organizational and strategic specialization the Veletian Gendarmerie employed. The Kalpians had created an army to beat any other land based force in proximity. The Veletians had built a force to defeat the Kalpians. The Kalpians an Veletians held no bad blood--save for when the Kalpians tried unsuccessfully to colonize the Sumayan Strait in 1717 and forced a six month long trade war--and the Veletians often point to their army in response.
The Veletian Gendarmerie of 1900 was not the same indomitable machine of elan and espirit de corps of old. In fact, while well equipped, a severely underfunded army had begun to sag under the pressure of modernity. Among the many discrepancies that cost the Armee Nouveau to pale in comparison to it's older counterpart was that the food, once considered by a Veletian cavalry officer to be held in higher priority than rifle bullets, had waned in quality considerably. No longer did the nation's most prestigious cooks enlist in the Army. The variety had dropped from fourteen items in 1897 to just six in 1899 and to five in 1900. For an Osladian or a Radenan, a meal was a meal. To a Veletian, serving cold meat alongside canned vegetables was cause for mutiny. Minister Hebert of the Army reported that in April, 1900--the beginning of the fiscal year for the Veletian armed forces, that a significant portion of the new budget was to be placed to the dietary needs of the soldier. The announcement alone was cause for celebration. - [Event: Empire of Violette receives +9% Army Morale.]
April 11th
In the Tsardom of Radena, developments for a replacement for the aging Kirov.86 had been ongoing. Yevstingey Rifles, an inordinately small and mostly incompetent (at least as viewed by the Tsar's personal council. The design requirements were simple, almost childlike: "The design of the rifle should focus on reliability and ease of use." Nonetheless, they submitted their initial prototype for testing on April 11th, 1900. The Yevstingey Vintovka Model 1, or YV.1
The YV.1 was a 7.2mm bolt action rifle with a six round cartridge. Designed with a simple, almost archaic loading breach similar to the Kirov.86, the YV.1 was designed to be robust; able to take punishment in the field. Yevstingey Rifles' YV.1 design was based off the Osladian Otto slick breach, which could be retracted and adjusted in a single motion, as opposed to tradition three point breach loaders. The YV.1, in testing at the Dachne testing fields was proven to be effective approximately 60 meters, at which point the imprecise rifling caused significantly drop in sustained fire accuracy. Enlisted soldiers however noted that the rifle was a pound and half lighter than the Kirov.86. - [Event: Tsardom of Radena receives the YV.1 Prototype (Bolt Action Rifle). May Put into Service or Delay (1d6. 1 as a regression. 2-3 as no improvement. 4-5 as a minor improvement. 6 as a major improvement.)]
April 12th
The Pinnacle Programme continues in the Empire of Violette. The first Veletian railroad between Confluence and the local city of Nerrard is completed, a total distance of 144 kilometers. The track is a single rail with change links only at the Confluence hub. A pair of locomotives, each with four cars attached make daily runs between Nerrard and Confluence. One is a passenger locomotive and the other is a cargo train hauling supplies and non-perishable goods. Empress Tsirine the train as an "honor to Veletian modernity." - [Event: The Empire of Violette gains +3% Infrastructure.]
April 13th
Another convoy departs the Imperium of Hiron. The diplomat aboard the Tashikaru Maru was escorted by the destroyers TES Desishun, TES Dzutsun and TES Abiotsu. They expected to arrive in Liubeth, Kalpia in just a few short months.
The Marnish Offensive sees it's most bloody day, with 1,600 Zellonian soldiers dying in the span of six hours from the new Osladian machine guns. Cloudless skies and roving plains make the Marnish Lowlands into a certified killing ground. The offensive, nowhere near a breakthrough, begins to slow down.
April 14th
In the Kingdom Zengid, a disenfranchised Seljuk minority continues to cause domestic issues in the sovereign Zengid's outlying cities. The administration under King Akbayar Bahar understood that with every passing day, the Seljuk minority continued to grew spiteful of their political oppression. The Caliphate--the nickname of the Seljuk Empire--did little. The Zengid believed the Caliphate to nudge dissidents to activity, but there was little reason to believe they were actively undermining Zengid sovereignty.
On April 14th in the village of Kamun near the Seljuk border, the Suman Uprising begin. Nearly a hundred dissidents--calling themselves freedom fighters--stormed the local barracks, overpowering the guards and stealing over a hundred rifles. These men did not dally, nor did they delay. They rounded up the women, the child and men. Those who spoke Seljukii based on geographic proximity were not spared. Those that believed the Caliph was divine but whose blood was Zengid were not offered reprieve. They marched East, toward Seljuk.
April 14th, the Fourteen Mile March under Suman Pasha
Many believed they were going to be held ransom, and that these Seljukii--led by Suman Pasha (b.1861)--were soldiers who had crossed the border. After nearly fourteen miles, Pasha ordered the 1,400 Zengid stopped. They were lined up and forced to kneel. Historians who visited the site later hypothesize the executions took nearly seven hours in total to complete. After running out of ammunition, knives and sabers were used. No holes were dug. The small town of Ruman, quite literally became a ghost town. - [Event: The Kingdom of Zengid suffers -1 Relations with Seljuk Minority.]
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Minimum is 2,000. Starting maximum is 25000 Tons.] - Hull & Fittings: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-430 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -41 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, April, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
April 1st to April 7th
Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
876,000 Supplies [-114,000/Week]
Kalpian Republic
13,975 Supplies [-10,675/Week]
April 1st Thirty ships of the Osladian Empire, attached to Task Force A leave port to begin resupplying the exhausted Voskreya Army Group North. The trip from Voskreya to Xerotith can be made in a single day. The same ships that leave the harbor that day return by that afternoon with their hulls empty. The ships are escorted by a flight of four destroyers, two light cruisers and a single armored cruiser. The plan is for Task Force A to resupply the army for two weeks straight, a daunting task for a beleaguered merchant navy.
April 2nd 144 officers of the Veletian Gendarmerie arrive on the troopship Maulleau in the Grand Kingdom of Meung. The Yijun Military mission begins in earnest. Expected to last nearly six months, the officers of the Gendarmerie are expected to improve both the training and overall morale of an otherwise dilapidated Meungese Army. Ties between Yijun and Confluence are at an all time high, with 12 of the highest ranking Veletian officers receiving personal invitations by the Grand Prince himself to stay in the Palace of a Thousand Mirrors in Yijun. - [Event: The Empire of Violette receives +3% Army Morale, +2% Army Training.]
April 3rd With Task Force A hard pressed to keep up with the demands of the Osladian Army and the nearly 100,000 hungry mouths to feed, Minister of Naval Affairs Renzo Carrano forwards an executive order with assistance from the Prime Minister to sanction the construction of ten merchant ships to bolster the merchant marine. These vessels are expected to be finished around October, hopefully long after the end of the Zello-Osladian War. Though they may not be of use now, in future conflicts they should be a godsend.
April 4th The Saku, a Hironese merchant ship, departs the Hironese Sea, headed south to make the long trip around Serranthia, into the North Sea and eventually to Polnov, Radena, where a Hironese diplomat on board carries the responsibility to negotiate the sale of over 200,000 Kirov.86 rifles to the Imperium. The trip is a four month long excursion, but the Saku's last visual contact is with coastal observers in Taranese Settumu. It is not expected to be in reach of another port until late May.
April 5th
The Thomas Report is finalized and published. Eduard Thomas, a Tarantese doctor living in Almeida, Survia and responsible for performing the autopsy on the recently assassinated statesman Jose Maquin extracts the bullet fragments from the man's sternum. The report indicates that the weapon used was a Tyrian 7.2mm pistol.
A dam near Marneit, Kalpia, burst at 11:15 in the morning and sent a torrent of waters from the Marneit River rushing through the city center. The dam had been constructed only seven years earlier, and burst following four days of rain. More than 100 people were killed. The town of Lundlt, with a population of only 500 was reported to have been washed away.
April 7th In the Kingdom of Zengid, the recent death of their naval minister on May 2nd meant that a vacany had arisen. Osman Erdogan was immediately appointed, whose grandiose promises of the Osman Plan could not be ignored. A former captain who was enlisted both in the Tarantese Overseas Fleet as well as a man of genuine tactics, Erdogan--at least in the long term--promises to bring the Zengid National Nav back to prominence. - [Event: The Kingdom of Zengid appoints Osman Erdogan [+1% Navy Training, +1% Navy Supply & Logistics, +1% Navy Morale].]
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a destroyer must be between 300 and 600 tons and have a speed of 18 knots* - Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 18 knots. +1 Speed is in increments of 19 Tons. +1 = -19. +2 = -38, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
*By definition a destroyer must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - Name of Light Cruiser Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 8,000 Tons.] - Hull & Fittings: [-2,890 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-730 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - Colonial Service: [No.] [Yes. -350 Tons.] - Belt Armor: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] - 2.5" [-315 Tons] - 3.0" [-449 Tons] - Deck Armor: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - Turrets: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - Speed: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] [48 Mines. -60 Tons.] - Accommodations: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-44 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, March, 1900
Global Economy Roll 3 (0% Production Bonus).
March 16th-23rd
] Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
0 Supplies [-114,000/Week]
Kalpian Republic
13,975 Supplies [-10,675/Week]
March 24th The company Leikap Corp. unveils the Leikap D.B.-I. In 1895, the first four-stroke engine was ready for production. The 138 cc (bore 50 mm, stroke 70 mm) single cylinder engine with a surface carburetor produced 0.5 HP at an engine speed of 1500 RPM, a remarkably high speed for the time. For comparison: Veletia's Le Parnand reached 240 RPM, the Redanian Reitwagen motor ran at maximum 750 RPM. Johan Jost found out that the glowplug ignition was the obstacle to higher speeds. He developed a high voltage ignition system for the motor with circuit breaker. The dry battery for the ignition is located under the upper frame tube (in the case of a motor tricycle); ignition timing could be adjusted with a small lever. Side valves were driven via a gear-driven camshaft, with automatic snifting valve activation. The advantage of the design should have been very early (0-5 degrees before top dead centre) opening inlet valve. The cylinder head was removable and bolted with four bolts on the crank case. The weight of the existing cast iron engine including all auxiliary units amounted to less than 20 kg. "The benefits of this engine were simplicity and ease."
Kalpian D.B.-I, circa March 1900
The D.B.-I motor tricycle went into production in February, 1900 weighing just under 80 kg, with an output of 1.5 HP at 1,800 RPM from its 211 cc motor, although the engine had already been established in a prototype tricycle in 1895. The tricycle with track width of 92 cm was chosen, because according to Jost "a bike appeared too fragile for this purpose." The drive was achieved via a pair of gears from the motor directly to the rear axle. A differential balanced the different curve radii. The relatively high purchase price amounted to 1000 to 1500 Kalpian marks.
March 25th Rations for Voskeyra Army Group North run out. Soldiers begin looting the already embarrassed citizens of Kreogen for whatever they can get their hands on. The Marnish Offensive, a Zellonian attack through Marnland into the Voskreya flank begins to pick up speed as Osladian soldiers without rations are forced onto the defensive. Kalpian soldiers of the 23rd Infantry Division in the south maintain their full ration and continue entrenching outside of Vorl.
March 26th The Socialist Party is founded in the Tsardom of Radena by a committee meeting in Sloslia from members of the Social Democratic and National Agrarian parties. It's membership is 317.
March 27th The flooding of the drydock of the Imperium of Hiron's pre-dreadnought Eiyuu mean extensive reworkings must be done on the ship. It is delayed an additional six months and the drydock is considered unusable. - [Event: Imperium of Hiron loses 1 Dockyard Level down to 9,000 tons.]
March 28th In the Empire of Violette, the government finally votes and approves the third Pinnacle Programme bill, allocating new funds and national operations to job training that will go into heavy industry, shipping and railways. These bills allocate new funds for several private companies to be able to hire, train, maintain and expand their employee bases within the year. Additionally, the bill appropriated several tax credits to several leeward inventors who fawned over recently purchased motorized tricycles and the idea of les voitures. - [Event: Empire of Violette receives +$64,000/Year, +1 to Sandao Imperial [1] (Field Guns) [Privatized], +1 to Gracieux S.A. [1] (Shipping) [Privatized] and Creation of Parnand Automobile de Violette (P.A.V.) [1] (Automobiles) [Privatized].
March 29th The first immigrants from the Kingdom of Gojong begin entering the Imperium of Hiron. Due to loosened immigration laws from last year, the first thousand Gojong immigrants arrive, among them is Gojong physicist and naval expert Park Moo-Young Han, who is immediately hired by the Imperial Hironese Navy to continue work on several of his ideas regarding submersible mines.
March 31st As part of the third Pinnacle Plan, legislation took effect in Violette, reducing the workday for Veletian women and children from 12 hours to 11 hours. The law provided further that on April 1, 1902, the workday would go to 10 1⁄2 hours, and to ten hours by April 1, 1904. This law does not effect Thecian workers. - [Event: Empire of Violette receives -1 Relations with Thecian Minority. +$11,000/Year.]
- Cost of Active Duty soldiers decrease from $300/Turn to $25/Turn. - Cost of Reserve Duty soldiers decrease from $100/Turn to $15/Turn. - Dockyards and Shipyards have been changed into Docksize.
[End of March. Send orders for Turn 6 (April-June)]
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Month you gain 4 Military Points. Each Month, your nation will have 3 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, March, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
March 16th-23rd
] Empire of Oslad (11 Military Points) - Establish the Osladian Supply Corps (6 Military Points): [+5,000 free Supplies/Week]. - Operation Hanhault (6 Military Points): [Launch a Major Offensive that lasts 45 days. +25% Morale. +5% Training during that time.] - Marnish Aid (6 Military Points): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes Pro-Osladian.]
Kalpian Republic (12 Military Points) - Request Supplies from the Osladians (9 Military Points): [50% Chance that Oslads hand over -10,675 Supplies]. - Prepare for a May Offensive: (5 Military Points): [+10% Morale, +4% Training for 23rd Division. Cannot fight in April.] - Form an Allied Army (15 Military Points): [Forms the Kalpo-Osladian Army with shared control. +20% Morale. +12% Training for available forces.]
Kingdom of Zellonia (20 Military Points) - Request Additional Forces from Memoital: (12 Military Points): [50% Chance that Memoital sends additional forces.] - Establish Defensive Line: (9 Military Points): [Establishes defensive front for April.] - Fortress Vorl: (5 Military Points): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.]
Osladian Empire
32,000 Supplies [-114,000/Week]
Kalpian Republic
24,650 Supplies [-10,675/Week]
March 16th
James Malcolm, the Tarantese Governor of Settumese Taicao, issued a proclamation ending slavery on the island.
The Siege of Fetrograd notches up, when the Tsardom of Karum sends in an additional two infantry divisions to support the city. The Itheraen Volunteer Corps continues to lead the fight, while taking heavy casualties under sustained artillery fire.
March 17th
An order of 34,400 Mawka II rifles is finished in the Tyro-Redanian Empire. - [Event: Tyro-Redanian Empire receives +4% Army Supply & Logistics.]
March 18th
The second legislation of the Pinnacle Programme in the Empire of Violette is voted on in government. The reorganization of national and colonial administration and leadership will take years, but should end up with those most competent in the exact position that they need to be in.
March 19th
In the Kalpian Republic, a law that would help reduce corruption in the government is voted down because, as quoted by Minority Leader Rudenloff: "Speaks neither to the national spirit of Kalpia, nor to the inexactness of what this bill would do. I have practiced Mirnism and spoke Kalpian all my life and by Mirn and in Kalpian, I tell you this: I have no idea what this bill would do. I cannot vote for it."
March 20th
In Tyrian Madasta in Serranthia, a survey of the lands is finished. With a population of 375,000, the colony is small--though it's agricultural base is promising. Without any soldiers or naval presence, the Madastans there are already growing tense. The Survians were unable to keep the colony because of a lack of military presence there, the Tyrians hesitance to do the same may have similar effects.
March 21st-23rd
The Marnish Offensive by the Zellonian 6th Army under General Kenway Hawthorne begins (90,000 men, 80 field guns, 44,400 rifles). With more than half of these soldiers without guns, the offensive's effectiveness is expected to be limited at best. Although it's likely that because the Osladians are pouring into Kreogen, they may be caught unaware.
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Turn you gain 4 Military Points. Each Month, your nation will have 2 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, March, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
March 8th-15th
Osladian Empire
146,000 Supplies [-114,000/Week]
Kalpian Republic
35,325 Supplies [-10,675/Week]
March 8th
Tarantese citizens in Orison celebrated as Empress Liliana made a rare visit to the city in celebration of the Tarantese peace made with the Mauwanti.
The Survians, who were having a diplomatic crisis of succession regarding Prince Regent Joan VI for the last six months, finally see the issue end when the Opposition Party Leader of La Republica Nationalé, José Maquin is shot and killed by an unnamed man who approached him as he left his hotel in Almeida. While an ongoing police investigation attempts to discern the truth of the matter, Prince Regent Joan VI is installed to the throne to avoid a potential civil war or coup d'etat.
Prince Regent Joan VI, Crowned King Joan VI on March 8th, 1900
Joan VI was one of few political minds in Survia that was not against the recent "seizure" of Madasta from the Tyrians. "A nation that cannot rule justly, is a nation that does not deserve to rule at all," he said in a Parliamentary meeting in early February. In fact, King VI believed rather adamantly that Tyria-Redania was among the most prestigious of the Great Powers on the Continent. Free from it's single colony, a long standing friendship with the Tarans was erased with the Tyrians seizure of Madasta, and any potentiality of an amicable agreement with the Veletians was swept when the Pro-Veletian José Maquin died on the steps of the Hotel de Almeida.
On the steps of the Parliament, King Joan VI gives a brief speech: "It is today, as your first act as King, lest the Lord be my witness, that I promise a reign of stability, freedom, justice, equality and peace. I would assign to this Parliament, that as the first act as my King, that a Non-Aggression Pact be signed with the Tyrians for a period of 5 years, to be extended to a mutual defensive pact in 1905 if they have not entered a war in that time, as an investment to peace now and in the future." - [Event: This requires an IC Response by the Tyro-Redanian Empire.]
March 9th
The Gloire was a 3,600 ton merchantman laid down in 1889. She'd made the trip from Confluence, to La-Bastide Clairence in the South Serranthian State to Sandao over three hundred and thirty six times. She had carried tea mostly, but given recent military communiques from Confluence regarding possible subversion in the Kikitomi Isles, she had aboard her ship on the arrival to Sandao on March 9th, orders from Veletian High Command of a significantly classified level. These communications were being brought via civilian vessels to ensure that there were no visible levels of heightened military command.
Her registry indicated she was carrying 1,400 tons of tea for consumer sale. When military police boarded her at 1950 hours that night--minutes after she docked--they found thousands of cases of ammunition, grenades, artillery shells, mines. This was intentional, and a very, very intelligent move by the Veletians--who understood now that it was a real possibility (although no tangible proof was evident) that additional Hironese personnel were present and recording every detail of Veletian movements on the Settumese island chain.
Merchantman Gloire in 1900, days before her explosion
The Explosion of the Gloire was thus a subject of intense (albeit private) debate between local authorities on the island. While an investigation currently gets underway, and without the possibility of Confluence being aware until sometime later in the week, a significant majority of military commanders--especially army--in Sandao believed very firmly that the Hironese were up to this. The more cautious naval commanders, who were far and few in between, raised skepticism that the Hironese could know such detailed information and further more have any justification to attempt to destroy the Gloire.
March 10th
Convoy KRC.23 leaves from the port of Liubeth. Expected to arrive on the 12th or 13th at Xerotith, the closest allied held port. KRC.23 was a large fleet of over a dozen merchant ships with 3 light cruisers and 6 destroyers protecting her. The hope was that the Imperial Fleet of Oslad would rendezvous with her halfway across the Inland Sea and take her the rest of the way to Xerotith.
Task Force A of the Osladian Merchant Navy leaves Voskreyra and reaches Xerotith later that afternoon. Over 26,000 supplies and 15,000 soldiers unload there, with both being hauled to the front immediately.
In Zellonia, the 6th Army under Kenway Hawthorne (90,000 men, 80 field guns, 44,000 Z.88) begins falling back. The city of Kreogen is opened and the Osladian Army Group North enters from the North and South. The city of Kreogen, after months of warfare and thousands dead, has fallen to the Osladians. Similarly in the South, the 8th Army under General George Harrison (32,000 men, 60 field guns, 21,300 Z.88) also retreats, this time falling back to the city of Vorl with orders to: "Make a stand inside the city and make the Osladians pay for every inch of land they take. Along with support from the coastal fleet that will pound the advancing Osladians forces should weaken the Osladians." [Zell, PM]
The 8th Army falls back with ease--though fails to tell the Radenan Volunteer Corps, leaving 6,000 men to guard the entire Southern front. The Radenans under General Leventy Gerasimov similarly ordered his troops back to Vorl, establishing defensive lines along the northeastern edge of the city.
The ruined prize of Kreogen, after months of fighting
March 11th
Convoy KRC.23, with it's escorts, 3 light cruisers and 6 destroyers, attempts to make contact with the Imperial Osladian Fleet. Bad storms the night of the 10th and the 11th delay and then slightly impair the fleet, who find navigating a maelstrom slightly unnerving. The destroyer KRN Kronprinz is separated from the convoy, unable to take on the swells and rampant downpour.
Amidst the darkness, observers on board the KRN Tarist identified a ship to their starboard side. "The Osladians," one of them said, almost a question. The other sailor wiped clean his binoculars and took another look, then turned and bolted from the deck toward the cabin. It was the Zellonians. The 1st Light Fleet under Admiral Boch was not as large as the Kalpian fleet, but the presence of the ZRN Gathering Storm, an armored cruiser that had already sunk three other Kalpian vessels in the war, could easily turn the tide. The Zellonian 1st Light Fleet possessed an armored cruiser, four light cruisers and a destroyer, the ZRN Avenger.
Lithograph of the KRN Tarist, Kalpian light cruiser, flagship of 2nd Escort Fleet, 1900
"Battlestations, battlestations," a voice on the Tarist called. Waves swamped the deck as men ran to their assigned quarters. Their clothes were soaked. Waters splashed up from the waves below and fell from the skies above. It wasn't but a minute later that the pom-pom-pom-pom-pom of the Tarist's 3" and 4" guns opened fire one after another. Men looked ahead for hits against Gathering Storm but in the depths of the black sky and the dark waves, determining where a shell landed was impossible.
Flashes of orange haze in the black dark of the night flicked into life--then out just as fast--as the ZRN Gathering Storm opened fire with her 8" guns. Men silently braced themselves, hoping to be killed quickly, painlessly. There was no explosion, no fire. Just off the bow a wild splash that rained a deluge of water across the men meant that a shell impacted just there. Reloaded, the Tarist's guns opened fire. Behind her, the destroyer KRN Albrech turned hard to starboard, then a pair of torpedoes leapt from their tubes and dove into the water.
A break in the clouds saw the moon cast her light down onto the world, and for the briefest of moments both sides saw the enemy. The three rows of merchant ships, dipping and rising and diving with every wave that crashed against them. The battle line of ships led by the Tarist. For the Kalpians, the glean of the moon off the Gathering Storm and her escorts as they moved on a direct intercept. The moon disappeared beneath a blanket of swollen clouds again, the ships hidden in near darkness until the next strike of lightning.
Zellonian sailor's later rendition of the seas during the Battle of Convoy KRC.23, 1900
"Concentrate fire on the cruiser," the Kalpian admiral said. The men attempted to signal these orders to the battle line, to no avail. A second attempted ended when the wind and rain ripped the flags right out of the signalman's hands. The ZRN Gathering Storm was nearly across the front of the convoys, her own light cruisers in tow. The Kalpian battle line turned South to match with the Zellonian's and both sides opened fire. In the 14 minutes before the explosion of the ZRN Gathering Storm (predicted by military historians who studied the battle decades later to be by torpedoes launched by the KRN Albrech), both sides fired nearly 670 shells at each other with 3 recorded hits. The Zellonian light cruiser ZRN Heavenly Might scored a hit on the Tarist, knocking out her rear 4" gun while two Kalpian destroyers pinged hits on the ZRN Gathering Storm, to no effect.
The ZRN Gathering Storm went up like a merchant ship carrying fireworks. The Kalpians would never know the ship limped into battle, already wounded from a previous engagement. The Zellonians, who chose not to dock her for repairs, took a risk. The burning wreck of the Gathering Storm illuminated the seas, which suddenly became to the detriment of the Kalpian Merchant fleet, who came under withering fire from the Zellonian light cruisers ZRN Heavenly Might and ZRN Hidden Weapon. Within twenty-two minutes, five of the thirteen merchant ships were hit, with four of them sinking.
The Zellonians, outgunned and without orders to continue on, turned about and fled north under the cover of the storm. Three hours and seventeen minutes later, they returned. This time, with a battleship. The Kalpian destroyer KRN Tritten was picking up survivors from the sinking merchant Kumar when observers spotted the incoming ship. They turned their 2" guns on the monstrosity moving toward them. Pom. Pom.
The light cruiser Tarist and the others were nowhere to be found. They had turned south with the rest of the merchant fleet to try and move out of the storm. The loss of the KRN Tritten would be remembered only by the men who died while serving aboard her.
Osladian soldiers march into Kreogen after packing their gear and hesitantly advancing to discover that the Zellonians pulled back. The Kreogen municipal building now hoists an Osladian flag. Officers--those privileged few--are given sanctimonious assignment of any available bed. The wounded are given priority in several hotels, many of which were nearly destroyed during the fighting.
The Zellonian 6th Army, acting from orders from Zeel, begin crossing into the Marnish Kingdom, without their permission. Their hope to make a large sweeping maneuver back into Zell and commence a huge flanking attack to smash the Osladian force there.
Zello-Osladian War, March 12th, 1900
March 13th
Kalpian convoy KRC.23 arrives at Xerotith, unloads it's soldiers and supplies and heads toward the front.
The Kingdom of Gojong accepts the Hironese embassy in Zhumei. King Yi Ja-chun, a staunch pro-Hironese supporter immediately admonishes the Dragon Emperor's visit to his nation, citing "the Hironese attempts to rile up a continent that might as well be a powder keg." In response, the Grand Kingdom of Meung stations 2 Infantry Division on the Gojong border.
March 14th
The Marnish Kingdom announces that due to trespassing, it is now at a state of war with the Kingdom of Zellonia. Though not officially allied with the Osladian Empire or the Kalpian Republic, they announced to their local embassies that Marnish lands would be open to troops from either side. The Marnish Army has only two available infantry divisions, which are far away from the Zellonian front. They begin moving South, toward the new front, immediately.
1. Osladian Empire - None 2. Kalpian Republic - - Increased Stability by 1. (August, 1899) 3. Empire of Tara - None 4. Tyro-Redanian Empire - Increased Die Roll of Action by 1 (October, 1899) 5. Empire of Violette - Increased Stability by 1. (October, 1899)
- 1. For your Political Clout actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. Declaring War without an Event or Cassus belli incurs -2 Stability.] - 5. All Actions/Events are open to interpretation by the GM.
I. Clout 1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Clout. 3. Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may receive an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
II. Great Power Status
There are 5 Great Powers in The World as We Know It. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure].
Great Power Privileges: Once per Year, a Great Power may use one of the following: - May call a Conference for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an Innovation or Major Success). - Increase/Decrease Relations by 1 with a non-Great Power nation. - Mobilize or Demobilize without the use 1 Clout.
III. Designing Weapons of War
During the game, a nation may require new weapons of war. They may do this by using 1 Clout to Request a Design Competition. [Only 1 Clout can be used].
Request a Design Competition [Only 1 Clout can be used]. * Please use the Following Form: - Type of Weapon: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - Companies Involved: [Name of Company] [Skill of Category], [etc, etc] - Design Requests: [What general specifications are hoped to gain with this design]
Design Process: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's Skill and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the Design of a Company who developed a Weapon initially higher than their Skill, they will gain +1 Skill.
IV. Building a Fleet
Design a Ship (Use the following form below) [Requires 1 Clout]
- Name of Minelayer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - Hull & Fittings: [-125 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-35 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - Speed: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - Engine Focus: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - Mines: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - Accommodations: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
- Name of Destroyer Class: [Name Here] - Intended Ships in Class: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - Displacement (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - Hull & Fittings: [-175 Tons.] [Can be altered with future Naval Advancements.] - Machinery: [-105 Tons.] [Can be altered with future Naval Advancements.] - Naval Range: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - Colonial Service: [No.] [Yes. -35 Tons.] - Speed: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - Engine Focus: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - Mines: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - Accommodations: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - Main Guns: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires Double Gun Technology] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires Double Gun Technology] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires Double Gun Technology] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires Double Gun Technology] Main Gun Ammunition: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] Torpedoes - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [2x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] Fire Control Stations: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] Cost: [Tons Actually Used x $80 = Ending Cost]
V. Mobilization
There are three stages: Demobilized, Partial Mobilization and Full Mobilization.
1 Political Clout in Army must be used to move from [Demobilized] to either of the two forms of Mobilization as well going from Mobilized to Demobilized.
Demobilized is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists.
Partial Mobilization calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists.
Full Mobilization calls up your Reservists, turning them into Active Duty soldiers.
VI. Civilian Industry
Each Civilian Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Imperial & Royal Railways [1] (Railways) [Nationalized]
An Industry can only build the units of the category it's in.
Civilian industries are either Private or Nationalized.
Private Industries generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the Global Economy Roll.
National Industries generate work when ordered to.
Each Armaments Industry is listed in the following way: Name of the Company [Skill of the Company], (Category of the Company) and [Status of the Company] - Example: Guntherson & Co [1] (Small Arms) [Nationalized]
An Industry can only build the units of the category it's in.
Armaments industries are either Private or Nationalized.
Private Companies fulfill Production Orders using Economic Clout. - Creating a Private Company: Every turn, roll 1d100 then subtract Global Economy Roll and 1 for every -$500,000 debt you have. Once you accumulate 400 points, you may spend 1 Clout to generate a Private Company based on demand or spend 2 Clout to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with Skill and Global Economy Modifiers. On a roll of 18-20, a Private company will add an additional Category to its repertoire.
Nationalized Companies fulfill Production Orders using Economic Clout. - Creating a National Company: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the Global Economy Roll. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with Skill and Global Economy Modifiers. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.]
Armaments Categories: [Small Arms] [Field Guns] [Machine guns*] * Requires that Technology or an Export License.
I. Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale.
II. Waging war will occur in the following timeline.
I. Create Armies & Fleets based on Theaters.
Create Armies: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater.
Available Theaters: A theater of war where soldiers can actively be deployed to fight.
Potential Theaters: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.
II. Assign Commanders: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet.
Theater Objectives: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill.
IV. Military Points: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Turn you gain 4 Military Points. Each Month, your nation will have 2 Issues/Crises/Decisions.
V. Military Points Timeliness: If a month is completed before your IC response is posted, the event is simply skipped.
Opening Potential Theaters
Addressing Commander Issues
Addressing Military Crises
[b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here]
Supplying your Troops I. All Colonial Troops and Overseas Troop (during war), require Supplies. II. These Supplies can only be sent via Convoys. III. Convoys are sent via Merchant Ships. A Merchant Ship is a 3,000 ton ship. 1 Merchant Ship can send 1,000 tons a week. IV. While at Peace, you must simply assign Convoys to keep your colonial ships supplied. V. While at War you must send Convoys.
Convoy Form (You may fill out as many of these as necessary) 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA]
The Continent, March, 1900
Global Economy Roll 3 (-1 to Kapian Market Deregulation Act)
March 1st-7th
Osladian Empire
360,000 Supplies [-114,000/Week]
Kalpian Republic
12,000 Supplies [-10,675/Week]
March 1st
The Tyro-Redanian flag was formally hoisted at Heffa, the capital of Madasta, and Klaus Wennemann became the colony's first governor. the Sultan Neffa, who had fought against the Survians, and Chief Mezza, who had been the puppet ruler during Survian occupation, reconciled. Neffa was named as the Paramount Sultan of the Madasta colony, although Tyro-Redania's King-Emperor Adalar von Wolfram was designated as the Paramount King-Emperor.
The Tyro-Redanian flag is raised at Madasta, March 1900
Tyrian Madasta was a fairly complete colony, although it was seriously lacking in any civilian and military infrastructure. The colony was cut in half by the Maku River, a sweeping and wild piece of nature with less than three serviceable bridges that could be crossed to reach Teothis in the south. The former Survian military outpost of Fort Almeida sat on the northern side of the Maku, with six long range, late 19th century cannonades displayed in a fierce fang of metal teeth jutting out from the battlements.
Tyrian Madasta, March 1900
March 2nd
The Second February Offensive begins around the city of Kreogen by the Imperial Oslad Army. Elements of Voskreya Army Group North assault the plains around Kreogen, instead of attacking Kreogen directly. The hope here was to finish the Kreogen Pocket. The Zellonians--while without adequate armament, were not without rations. They were fighting on their homeland.
Military observers around Vorl predicted that the expectation was that if the Zellonians broke here, the flat lands into Greater Zellonia would be broken wide up. As expected, the Osladians began their assault with a massive artillery barrage. This time, the Zellonian counter barrage was weak at best.
March 3rd
In the Republic of Itherae, attempts to pass a bill that might subsidize local businesses to fund their growth falls flat in the National Parliament after six hours of debate. Minority Leader Nikolaos Plastiras argued: "This bill fails to mention any method, any tool, any proof that government funds will go to these businesses in any meaningful way. The Majority Party appears content to give money away without expectation or reason, much like the lives of soldiers of it's own army." Members of the Minority Party stood in applause, as did a few members of the majority party.
March 4th
The first railway in Serranthia is finished in the Southern Serranthia State, a Veletian colony, from the city of Namunir to the port of Sadir. Built by the Veletian colonial government, the railroad track extended for 122 1⁄2 miles and cost 1,000,000 Veletian crowns. - [Event: The Empire of Violette gains +2% Infrastructure.]
South Serranthian State, March 1900
March 5th
Forty-six coal miners were killed at the Gagarain mine outside of Lochowa, Osladian Empire. "The victims were not burned to death", noted an account, "but were killed by being hurled violently by the force of the explosion. Skulls were fractured and limbs broken-- some in many places. So great was this force that the air driven out of the mine piled the coal cars in heaps in front of its entrance."
A new era in transportation safety began on reports of the first successful transmission of wireless signals from a passenger ship to a distant receiver. The Tyrian steamer SS Adalar von Wolfram der Grosse, carrying 1,500 passengers, transmitted from on ship to Tannerburg, fifty miles away.
March 6th
The Second February Offensive, called so as a continuation of the first, continues. The Zellonians are beginning to learn the hard way that commanding men without weapons to "collect them" is a great way to mount their casualties up a notch, as Zellonians wandered about in the lull of the fighting to attempt to get Z.88 or Otto.89 rifles off their former owners.
The Battle of Kreogen is at it's apex. In a stroke of wild luck, the snows had begun melting away on March 4th, and by March 6th the soggy grounds around Kreogen were frozen, but clear. This was the Osladian's chance. Whistles were blown. The men went into action. Many of them would be dead by noon.
Zellonian soldiers Kreogen, notice how some soldiers are without a rifle
March 7th
On the Southern Front, the Kalpian 23rd Infantry Division begins it's offensive. The men have not been supplied since February 16th and their rations will last only last the rest of the week. Without a resupply, these soldiers will be starving and out of ammunition. Still, impeccably trained, the Kalpian 23rd goes into battle with a ferocity and competence that makes Osladian military observers quite envious.
Terrain the Kalpian 23rd must fight through, south of Kreogen, March 1900