I'd rename Sidearms to "fists" because "sidearms" is also another term for certain types of guns in the US.
I'd drop the "Laser" from weapons, that's still sci-fi in the context of primary weapon. It is used to guide bombs by planes.
On types of boats, it seems to be missing the standard oil-based naval units of the 20th century.
Where this really breaks down though is that each air unit chasim & sea unit chasis would need thier own seperate lists of allowed weapons and shields.
There would even need to be speed limits based on techs. Motorized chasis travel much faster today than in WW II. And tanks in WW I weren't much faster than troops could march.
I think a unit list would be shorter than a realistic rules list ...
I'd drop the "Laser" from weapons, that's still sci-fi in the context of primary weapon. It is used to guide bombs by planes.
On types of boats, it seems to be missing the standard oil-based naval units of the 20th century.
Where this really breaks down though is that each air unit chasim & sea unit chasis would need thier own seperate lists of allowed weapons and shields.
There would even need to be speed limits based on techs. Motorized chasis travel much faster today than in WW II. And tanks in WW I weren't much faster than troops could march.
I think a unit list would be shorter than a realistic rules list ...
Originally posted by Ijuin
Some simple possibilities:
Weapons:
Sidearms (basic, attack 1, no extra cost)
Bronze spear (Bronze Working, attack 2, cost +10 shields)
Bronze sword (Weaponsmithing--requires Bronze Working and Warrior Code, attack 3, cost +20 shields)
Iron polearm (Iron Working, attack 4, cost +30 shields)
Iron sword (Feudalism, attack 5, cost +40 shields)
Musket (Gunpowder, attack 8, cost +50 shields)
Rifle (Military Tradition, attack 12, cost +60 shields)
Machinegun (Replacable Parts, attack 16, cost +70 shields)
Rocket Launcher (Rocketry, attack 20, cost +80 shields)
Laser (Lasers, attack 24, cost +90 shields)
Armor:
No armor (basic, def 1, no extra cost)
Wood/Leather armor (Warrior Code, def 2, cost +10 shields)
Bronze armor (Weaponsmithing, def 3, cost +20 shields)
Chain mail armor (feudalism, def 4, cost +30 shields)
Iron plate armor (metallurgy, def 6, cost +40 shields
Steel plate armor (Steel, def 9, cost +50 shields)
Titanium plate armor (Electronics, def 12, cost +60 shields)
Composite armor (Synthetic Fibers, def 16, cost +70 shields)
Armor can be boosted 50% in protection for a 100% increase in cost plus a -1 movement penalty for non-infantry units.
Chassis:
foot (basic, land, 1 move)
Horseback (Horseback Riding, land, 3 move for unarmored units but 2 move for armored units, cannot carry armor heavier than Iron plate)
Motorized (Motorized transport, land, 4 move for unarmored units but 3 move for armored units)
Clinker boat (Map Making, sea--sinks in ocean, 3 move)
Carvel boat (Navigation, sea, 4 move)
Steamboat (Steam Power, sea, 6 move)
Nuclear (Fission, sea, 8 move)
Prop plane (Flight, air, 6 operating range)
Jet plane (Rocketry, air, 12 operating range)
Cruise missile (rocketry, air, 6 range missile)
ICBM (satellites, air, unlimited range missile)
Some simple possibilities:
Weapons:
Sidearms (basic, attack 1, no extra cost)
Bronze spear (Bronze Working, attack 2, cost +10 shields)
Bronze sword (Weaponsmithing--requires Bronze Working and Warrior Code, attack 3, cost +20 shields)
Iron polearm (Iron Working, attack 4, cost +30 shields)
Iron sword (Feudalism, attack 5, cost +40 shields)
Musket (Gunpowder, attack 8, cost +50 shields)
Rifle (Military Tradition, attack 12, cost +60 shields)
Machinegun (Replacable Parts, attack 16, cost +70 shields)
Rocket Launcher (Rocketry, attack 20, cost +80 shields)
Laser (Lasers, attack 24, cost +90 shields)
Armor:
No armor (basic, def 1, no extra cost)
Wood/Leather armor (Warrior Code, def 2, cost +10 shields)
Bronze armor (Weaponsmithing, def 3, cost +20 shields)
Chain mail armor (feudalism, def 4, cost +30 shields)
Iron plate armor (metallurgy, def 6, cost +40 shields
Steel plate armor (Steel, def 9, cost +50 shields)
Titanium plate armor (Electronics, def 12, cost +60 shields)
Composite armor (Synthetic Fibers, def 16, cost +70 shields)
Armor can be boosted 50% in protection for a 100% increase in cost plus a -1 movement penalty for non-infantry units.
Chassis:
foot (basic, land, 1 move)
Horseback (Horseback Riding, land, 3 move for unarmored units but 2 move for armored units, cannot carry armor heavier than Iron plate)
Motorized (Motorized transport, land, 4 move for unarmored units but 3 move for armored units)
Clinker boat (Map Making, sea--sinks in ocean, 3 move)
Carvel boat (Navigation, sea, 4 move)
Steamboat (Steam Power, sea, 6 move)
Nuclear (Fission, sea, 8 move)
Prop plane (Flight, air, 6 operating range)
Jet plane (Rocketry, air, 12 operating range)
Cruise missile (rocketry, air, 6 range missile)
ICBM (satellites, air, unlimited range missile)
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