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Regroup|Two Actions: Spending but a few moments to rest, resupply, and recover the unit prepares its self for additional combat actions. Regrouping removes a stress point per phase and also counts as using First Aid, officers regrouping remove an additional stress point from their unit and regrouping allies with in 2 range increments. Regrouping cannot be done if being targeted by enemy attacks.
Regroup|Two Actions: Spending but a few moments to rest, resupply, and recover the unit prepares its self for additional combat actions. Regrouping removes a stress point per phase and also counts as using First Aid, officers regrouping remove an additional stress point from their unit and regrouping allies with in 2 range increments. Regrouping cannot be done if being targeted by enemy attacks.


Guard|One Action:  
Guard|One Action: Instead of focusing destroying the enemy the unit uses their weaponry to keep the enemy from effectively targeting an ally. Guarding units may automatically suppress an enemy unit if said target is attacking. Units may not guard if they are suppressed.


*Utility
*Utility
Move|One Action: The unit moves its speed once, retaining full aegis. Moving twice is done at -3 aegis, as the individual soldier is more likely to be advancing than taking cover.   
Move|One Action: The unit moves its speed once, retaining full aegis. Moving twice is done at -3 aegis, as the individual soldier is more likely to be advancing than taking cover.   
Breach|One/Two Actions: Using improvised explosives or a shaped charge the unit opens a wall or sealing. Units without special equipment require two actions to breach, while specialists can breach and then attack. 


First Aid(field medicine)|One Action The unit gets to reroll recovery checks for its wounded models, this action may not be used when suppressed or pinned.  
First Aid(field medicine)|One Action The unit gets to reroll recovery checks for its wounded models, this action may not be used when suppressed or pinned.  

Revision as of 00:47, 18 May 2011

Autumn is a tabletop wargame set in a Para-Modern world where five powers battle for economic and cultural superiority using conventional firearms and the mysterious Aetheric energies. The game is built around 20mm models and uses ten-sided dice to calculate results, but in so far no physical models have been produced, instead paper proxies are used in current play tests. Combining realistic and surreal weapons of war, Autumn is closer to Metal Gear Solid and The Red Star than to Warmachine or Warhammer. The un-cinematic system uses a one roll system and templates for most checks, with a "trait" system providing a range of abilities and limitations. Armor plays a small part in defense, rather you must use cover and suppression fire to button enemies when assaulting. A unique "strike" system allows officers to summon powerful attacks to vaporise any target, artillery and airstrikes can reduce an elite unit to ash without difficulty; properly representing the modern battlefield. At its core, Autumn uses modern combat as its inspiration but makes a few breaks from reality, such as nearly bulletproof super-heavy infantry and the introduction of "aether", a nearly invisible gaseous element. Also blatant fiction is the "resection" (also known as splicing or patching)which allows organs to be flawlessly grafted or repaired using foreign cells, recently dead tissue, or artificial fibers.

The Setting

Autumn is a world where nine human species live amongst each other. They coexist, more or less, in many countries with differences solved using underhanded politics and/or the occasional drawn-out war. Presently, the main five political spheres are at a stand-off. The Imperial powers of the "Aclarado" are the remnants of the old kingdoms, and as such they adhere to the old concept of conquering regions and creating subservient states to maintain the homeland. To oppose this old doctrine is the new concept of "Centralism". Centralism was created by Gallian General Anthony Hecht, who's many years of military campaigns and occupations prompted him to write his manifesto. Translated as "Centralism of the New Age", Hecht discusses the importance of military integration into a society, as well as economic autonomy through industrialization. These two powers have been at a stand-off for decades, and are considered the superpowers of the western hemisphere.


To the east is the Dominion and the Kievan pact. The Dominion alliance of rogue states that have been all but shunned by foreign powers. The Dominion lacks a specific political doctrine, but more often than not it is a tyrannical, aristocratic government formed around a feudal system. Dominion states are likely to be pro-slave and isolationist, with a tendency to refuse diplomacy with non-Dominion nations. The fourth power is the Kievan Pact, created to maintain the power of the Pereginus Kingdom created after the Great Conquest that spread their race across the globe. It is very diverse, being divided by smaller political lines. Like the Dominion, Kievan governments range from state to state, but most are lead by a king or czar.


The final faction is the Cabal, a circle of rebels, warlords, and marauders. The Cabal is a mishmash of para-military organizations united by their need to fight the world's nations and superpowers. The lesser species are common members of the Cabal, often working in tandem with rebels to end opposing governments. Their forces and lands very, but are often poorly equipped and rely on mobility, stealth, and ambush to combat superior forces. The shadowy nature of the Cabal allows many to make secret dealing with them. Cabal units were involved in the invasion of Siev by the Confederates. Special "Overcast" Confederate units were teamed up with Immorti Askari to hunt royalty and flush insurgents.


Concepts and Themes

Autumn is contemporary fantasy, so it's only logical to have contemporary themes. At first glance some people might think Autumn is a war between races, or a battle between "good" and "evil" powers. In reality the driving force behind this setting is humandkind's fear of itself, and the ambition to control the world through political and armed might. There aren't any clear-cut "good" or "evil" factions, as everyone has their own agenda and a will to carry it out.

The Core Rules

This is a rough assembly of the basic rules for Autumn.

Basic terms

Phase- Turns are measured in Phases, each representing a short period of time. This time is abstract, it can represent anything from two minutes to twenty depending on the complexity of the actual maneuvers.

Range Increment- Ranges are measures in six inch segments called range increments. Those who prefer metric can redefine a range increment to fifteen centimeters. Range is a constant, with weapons defining range penalties based on each range increment. Range is drawn from the closest attacking model to the closest defender, all models are counted as being part of that range increment.

Line of Sight- Line of sight is abstract, and cannot be perfectly measured. Infantry models are cast in dynamic and exciting poses, and will not always accurately depict the soldier’s current position. Infantry will crouch, crawl, and lean to avoid detection from the enemy, the shooting can’t start until the enemy can be located

Action- Actions are spent to fulfill orders like shooting and moving. Standard infantry generally has two actions, both of which may be used to attack and move. Certain units have more than one action, while some just have one.

Rolling

Autumn uses a d10 as the unknown variable, which is compared to a "target" statistic like aegis. Rolling in Autumn uses an incremental system of success, matching the target number is the base level of success. One above the target number does nothing, but two above is another increment of success.

ex. A unit of Confederate Peacekeepers open fire on a unit of unthinking Husks. The Confederates score a total of seven against the Husks' Aegis of four. Matching their aegis means one casualty, as the attack also beat the Husk's aegis by three another wound is taken on the Husks' end. The remaining one is ignored as it is not sufficient to defeat the enemy's defensive training and armor.

Actions

All infantry actions are organized under offensive, defensive, and utility. All factions will have at least a few unique actions, or modify a universal one. Below are the basic actions that all combat units can preform with few exceptions.

  • Offensive

Shoot|One Action: The squad targets one or more enemy targets by placing the appropriate kill zone in their line of sight (center must be directly connected to at least one shooting model). Covering half the targeted unit causes it to become suppressed, causing it to go to ground once and receive a stress point. Shooting uses two rolls, one is the accuracy roll which is a sum of the weapon's range bonus, models' Ballistics score, against the target's Aegis. All of the hit models are "wounded" and placed on their sides. A second Lethality roll uses the weapon's Stopping Power against the target's Armor, successes will only remove wounded models. Weapons with a high Accuracy rating are more likely to bog down the enemy with the wounded, while weapons with greater stopping power are more likely to immediately kill off their victims.

Bust/Crack|Two Actions: Infantry's greatest asset is its limitless methods of attack. Even infantry given nothing more than a rifle and a uniform will improvise solutions to otherwise impossible situations. Busting generally relates to destroying enemy cover, or creating an entry with some explosives. Cracking is using the entire squad's arsenal to penetrate armor with what ever they have at hand. Using specialized equipment like Light Anti-Tank Weapons is common for infantry, but heavier satchel charges and anti-armor grenades may be used as well. A Bust or Crack action is Dependant on the unit's equipment, but if no such equipment exists in the units inventory then a d5 is used as the weapons lethality. Crack and Busting actions always have the Armor Piercing weapon trait.

Assault|Two Actions: Abandoning cover, the unit surges forward to close with the enemy. Assaulting units can only attack the unit they're assaulting.

  • Defensive

Regroup|Two Actions: Spending but a few moments to rest, resupply, and recover the unit prepares its self for additional combat actions. Regrouping removes a stress point per phase and also counts as using First Aid, officers regrouping remove an additional stress point from their unit and regrouping allies with in 2 range increments. Regrouping cannot be done if being targeted by enemy attacks.

Guard|One Action: Instead of focusing destroying the enemy the unit uses their weaponry to keep the enemy from effectively targeting an ally. Guarding units may automatically suppress an enemy unit if said target is attacking. Units may not guard if they are suppressed.

  • Utility

Move|One Action: The unit moves its speed once, retaining full aegis. Moving twice is done at -3 aegis, as the individual soldier is more likely to be advancing than taking cover.

Breach|One/Two Actions: Using improvised explosives or a shaped charge the unit opens a wall or sealing. Units without special equipment require two actions to breach, while specialists can breach and then attack.

First Aid(field medicine)|One Action The unit gets to reroll recovery checks for its wounded models, this action may not be used when suppressed or pinned.



Model Variables

Ballistics (BAL) The models familiarity and training with their ranged weaponry. Ballistics are added to accuracy rolls. Ballistics is also used in spotting enemy targets.

Close Quarters (CQR) how efficient this model is at hand to hand combat and point blank shooting. Close Quarters is used for indoor engagements, shooting under one range increment.

Discipline (DIS) The Units resolve and training is represented by discipline. Certain actions cause squads to gain stress points.

Speed (SPD) this is the distance in inches a unit may move per move action.

Aegis (AEG) this statistic represents experience, defensive training, and equipment. This does include armor, but this represents complete stoppage of the round.

Armor (ARM) models who suffer hits from an enemy may still recover from their injuries. Armor is both natural stamina and defensive equipment.


Weapon Variables

Range: Each weapon class has a set of range bonuses and penalties that add to the model's accuracy. Slow firing weapons will have a penalty at short ranges, while rapid fire ones will have inferior range bonuses at greater distances.

    • Range increments are measured two to a foot

Battle Rifle -4/-2 0/2 2/0 -2/-4 -6/-6

               1    2   3    4     5

Assault Rifle 4/2 0/0 -2/-4 -6/-6

               1    2    3     4

Machinegun 6/4 2/2 0/0 -2/-2 -6/-6

               1   2   3    4     5

Submachinegun 6/2 0/-2 -4/-6

               1    2    3 

Ordnance 0/0 -1/-1 -2/-2 -3/-3 -4/-4 -5/-5 -6/-6

               1     2    3     4     5     6      7

Fire modes

when a weapon attacks it must either fire its standard mode or one of its alternates. Different modes may have kill zones, which limit the casualties can take. Only models in the kill zone can be removed, starting with the closest one to the shooter.

Suppression: One or more kill zones are placed over a model in the targeted squad. If this template covers half or more of the squad the unit is suppressed and spends one action to hide.

Aimed: No kill zone is placed, and the attacking units will not suppress the enemy unless every model his dies.

Snipe: A 1.5 inch kill zone is placed on the targeted model. If the target is immobile and not hiding it is hit instantly, but hiding and moving targets must be rolled against. Snipe cannot be used against Pinned (using both actions to hide)units.

Unit Variables

Unit variables represent the total efficiency of the squad and it's weaponry.

Accuracy: This combines the weapons accuracy bonus with the model's Ballistics score. Accuracy is added to the weapon's range modifier.

Lethality: The general lethality of the weapon, this is often static but certain equipment like explosive or mercury ammunition can increase this.

Tactical Assault: Contemporary warfare rarely reaches close quarters, but when it does it prefers a walking pace with guns at the ready. Tactical assaults allow a force to destroy weaker foes without risking being overrun. Tactical assault combines CQS with the weapon's assault bonus.

Rapid Assault: When it comes down to it, you can win almost any assault by simply over running the enemy. Rapid Assault is often -3 less than tactical assault.

The Elements

All units are categorized as some sort of Element. Elements are sort of the basic classifications of all combat assets. Aircraft, Armor, Artillery, Beasts, Infantry, Strikes, Super Heavies, and Transports. All of these elements will have some sort of behavior that sets it apart from the other elements.

  • Aircraft: More often than not these will be propeller based aerocraft, jets and turbo propeller craft simply move too quickly to be represented as being in one place. Aircraft ignore cover when they move, the only exception is when the craft is "grounded", as this represents the vehicle hovering under ten feet. Aircraft have a unique variable called CLIMB (CLB) that limits the change in altitude this vehicle can make in one phase. Altitude is a rough estimation of the vehicles' height from the ground. Grounded allows the vehicle to count cover, as well as reducing the chance of a radar lock. Low Altitude gives the best ground attack bonuses, but it makes any craft vulnerable to infantry weaponry. Medium Altitude is a good balance between ground attack and anti-air support, at this point the most serious threat is enemy aircraft and light anti-air. High altitude is reserved for powerful and well protected craft. Radar guided missiles will have no problem plucking you from the sky, but other than that you are mostly immune to the enemy's attacks. Attacking an altitude below you gives you +2 to your ballistics, while attacking targets above forces a -2 penalty for each altitude above.
  • Armor: Armor is always heavy, even mobile wheeled IFVs distribute their weight on many high strength tires. Armor can power through cover and obstacles with ease. Armor vehicles will not lose speed from difficult terrain until it matches the vehicle's MOBILITY (MOB), in which case they may proceed at half speed until the difficulty matches its mobility.
  • Artillery: Artillery is armed with a weapon that is designed to fire at extreme distances. Measuring would be pointless, relatively short ranged infantry mortars would have you measuring over two thousand inches. So instead artillery has limitless range, all that is required is for an allied unit to designate a target or to conduct direct fire. Artillery may also be allowed to conduct a Strike against enemy forces, consuming all of its fire-control.

The World

Autumn is about a world fairly different from our own. There are two moons, eleven continents, and nine human species. However, some of the greatest differences aren't very conspicuous. For example, petroleum doesn't exist, forcing machines to run on ethanol, hydrogen, et cetera. Others are quite obvious, like the longer and harsher winters that even war can't ignore. Few countries stay allies for long, and there isn't any major organization that polices the nations of the world. Justice and human rights are totally relative region-to-region. Places like Rhos of the Aclarado consider all men equal, while the Dominion champions slavery and fights to the death for its acceptance in the world.

Aether & the Outfield

Throughout time man has attributed complex feats and functions to "magic", undefinable powers with infinite potential. Witches were either honored or hunted for their mysterious abilities. But as science developed, so, too, did our understanding of this power. A Gallian astronomer known as Louie of Beurch was the first to imagine that an invisible substance was responsible for the innate abilities that some had. His observations would inspire Francis the Great to not only discover aether, but also to create the first Aetheric lens that allowed man to view this strange substance. Throughout the span of his life, he studied aether vigorously. His invention of the Aetheric lens allowed him to realize just how common the substance was. In addition to this,he discovered that it was a mutation in the nerves that allowed aether control in humans. Aether is considered part of something known as the "Outfield", a special group of energies that only partially have tangible manifestations and effects on our mass and energy, with a good part of their interactions manifesting in an entirely different field of physics yet to be fully understood by modern science. Along with aether, several other elements are considered part of the Outfield. The slave-ore also known as "famulum" is a solid material, so brittle and black that it could be passed off as graphite. Famulum can be easily manipulated by moving aether currents. Unlike other materials where aether simply "flows" around them, aether attempts to move through Famulum, transferring kinetic energy by doing so. Alone, famulum is a fairly useless material, but it can be smelted into ores to create tools and weapons easily handled by witches and other aether users.

The Nine

The nine species of man are not considered equals. While every species generally considers itself the others' superiors, there is a common sentiment that the races are organized as greater, common, and lesser species. This list of nine is loved by those listed as greater, accepted by those who are common, and detested by those who are described as lesser. Unfortunately for them, this list is here to stay, and all of man shall forever be judged by their rank within the Nine.

The Greater Species

Primoris

Traits: Primoris have excellent memory and charisma, and are black-skinned to protect themselves from their land's scorching sun. They are adapted to hot climates, and will almost never suffer heat stroke. While not as common as Rimorian traders, there is a significant minority of Primoris merchants who often operate in ports in regions normally hostile to outsiders. Immorti and Adnihilo often seek out Primoris traders for their willingness to trade with so called "lesser species".

History: While they were the first human species to exist, they were not the first to reach civilization, having little need for advanced shelter and irrigation techniques on their fertile continent. Primoris would eventually found the great Babylon, and while their great empire no longer exists today they are still respected for their long history of honor and resilience.


Angeleus

Traits: The Angeleus are an ancient people who's long history is filled with violence against the weak and "undesirable". Their religion teaches the idea that man is imperfect, and only by breeding the strong and culling the weak can they reach divine perfection. Through this ideology the bodies of the Angeleus have changed. Males have been bred to have an extra set of lesser, three fingered arms; limbs they often hide to blend in with others. Women were spared this odd mutation, with the only significant anatomical differences being slightly denser muscles. This odd quirk wasn't even selected through their history of strict eugenics, but rather an unforeseen advantage after years of genetic bottle necking. The Angeleus homeland is inhabited by the Pereginus, a consequence of the Angeleus' inability to stop their Great Conquest. The Angeleus skin is a light tan and most Angeleus are above average in height.

History: They were the first civilized men, and would eventually go on to spread civilization to the Artifex and Primoris, who would quickly unite their land (with Babylon being founded by the Primoris). The Primoris and Artifex were convinced they were gods, and for centuries this continued. The day when the Angeleus cult collapsed two very separate reactions were had by the Babylonians and the Artifex: The former would exile every Angeleus from their lands, while the latter would accept them as the men they were. However, to this day Angeleus are considered daemons by the superstitious, and manipulative schemers by others. They must hide themselves to avoid violence against their kind, often fronting as taller Pereginus, who share their light skin.

Artifex

Traits: To the far east is a land where the sun rarely penetrates the thick clouds and pouring rain. In this land live the Artifex. Strange and vibrant, the Artifex naturally have a heightened sense of creativity that shows through their history of culture and art. Some see them as mentally unstable; anger and lust never being too far from their minds. Nevertheless the Artifex have a strong charisma about them. The Artifex are gray-skinned with sharp features, setting them apart from most others.

History: The Artifex Kingdom is one of the older ones still in existence, rivaled only by the Aclarado powers. As of such their culture has evolved into a hybrid of ancient rituals and modern practices. Those from western lands often find the Artifexes' culture is depraved and sinful; brutal fights to the death serve to entertain the citizens, while the higher classes enjoy private galas filled with drunken glee and debauchery. Though these actions paint a picture of a savage race, the Artifex have some of the highest standards of living for their people (slaves are not considered people) and have the most advanced healthcare services in the world.

The Common Species

Rimor Traits: Rimor are considered to be mentally balanced and with a strong sense of will. Their coppery skin sets them apart from the Pereginus, who otherwise look remarkably similar. The Rimor are predominately religious, with the Aclarado state technically being a theocracy under the "Order of the Prophet".

History: The Rimor are a people of the west who's curiosity prompted them to explore, map, and conquer many parts of the world. Their homeland of Rhos isn't very large, but acts as the crown for their vast commonwealth (something that they conquered back in the days when most of the world was mostly an untamed wilderness filled with marauding bandits).


Phobus

Traits: The Phobus are named so for their cultural obsession with the sun. To them, the sun represents life, progress, and truth. Living on a chain of islands isn't the ideal ecosystem, and their skin is darker than that of Rimor or Pereginus but is lighter than the Primoris', reflecting their tropical surroundings. Phobus also evolved superior muscle generation to combat predators, with Phobus in peak condition being able to lift about 850 kg.

History: For most of their legacy they lived upon a chain of islands northwest of Babylon. They were primitive and couldn't defend themselves properly when the Rimor Empires came to conquer their lands as a gift to Babylon. Forced from their homes, they wandered north until they found Makazi, the home of the Umma, commonly known as the "Montis". The Umma allowed them to take refuge on the western shores, as the Montis were not pressed for space. For less than a century the two people lived without hostilities, but when the Great Conquest reached Makazi this small time of peace ended. The Umma effectively combatted the Pereginians until "Red Mouth" crossed the species barrier and decimated the Umma. Now alone in this seemingly hopeless fight, the Phobus turned to science to even the odds. Discovering a strange flammable powder, the Phobus began to create weapons of the future. The Pereginus remember that day well; the day when their aetheric powers failed to protect them from this new weapon: the gun. Able to fight for their right to live upon this continent, the Phobus would eventually end the war. Bordered by an unfriendly power calling itself "Siev", the Phobus united under the banner of Centralism and were one of the founders of the Confederacy.

Pereginus

Traits: The Pereginus homeland is a cold place where harsh winters and rainy summers keep the region cool year round. Pereginus have good control over their body temperature and can easily stay warm or cool. Coming from a cold region Pereginus skin is a light tan, and their hair is thick.

History: In times long past the Pereginus were nomads, straying place to place in hopes to find a land of promise. They used their aetheric abilities to take what they needed. Yakiv, one of the tribal leaders, was the first to envision a united Pereginus. He spoke of a warrior race conquering the world, spreading the idea that they were meant to rule the planet. They trained themselves to better use their special gift, and soon organized into a force to be reckoned with. Finally ready to wage war, entire armies fell before the Pereginus, who's aetheric abilities granted them domination in the battlefield. Even Babylon feared the day when they would be the last free nation. The enemies of the Pereginus either fell or strengthened under the pressure. But all legacies end, and when Yakiv died he left a message of peace. While their future was far from peaceful the Pereginus have settled and given up their way of the marauder.

The Lesser Species

Montis

Traits: Montis have good reflexes, and are extremely fast when their bodies are pumped with adrenaline. This, in addition to good dexterity, makes them excellent with hand-to-hand combat. The effects of Red Mouth also include overproduction of adrenaline, and affect brain chemistry. The right hemisphere of the brain is weakened, and heightened aggression is common. These effects are less profound in females than they are in male Montis. Red Mouth also causes the already slim form of the Montis to wither past the natural. Most Montis have very thin, starved appearances due to their suffering of this disease. The use of Brown Root, a psychoactive stimulant when smoked or injected, adds to their overly slight appearance with side effects like loss of appetite and increased metabolism

History: The Montis were once considered "noble savages", and classified as a common species. However, when the great conquest arrived upon Makazi, the Umma were forced into a massive war. For a while they held their ground, but when "Red Mouth" started afflicting it effectively ended the war, and forced the Montis population into the Angan Mountains. The disease spread and the uninfected became desperate. It wasn't long before they took to the streets and started exterminating the infected masses, who were too weak and in constant agony to fight back. When some of the infected started rising from their pain and fought back, they were named "the undying" or "Immorti", by a foreign herald. Eventually, through this bloody civil war, uninfected Montis no longer existed and the Montis race as a whole was lowered to a lesser species.

Adnihilo

Traits: In the far southern wastes there is little to support human populations. Adnihilo evolved to be predators of both man and beast. Their pale skin gives them natural camouflage in snow, and their hearing and sight is sharpened to spot and track prey at great distances. Physically, an Adnihilo is fairly different from most other species. Slightly longer fingers and more canine teeth allow them to consume flesh easily, as well as providing superior natural weapons. Adnihilo generally don't have a problem with eating humans; it isn't immoral or taboo in their culture. This rather unsettling aspect of their society makes them feared and hated by many, forcing them to hide their race. Some Adnihilo can resist their urges to eat the flesh of man, but their natural desire to devour others will never fully wane.

History: The Adnihilo have never really been able to settle anywhere beyond their cold far Southern and Northern homeland, with the few that live outside of it being either raiders, adventurers, or in hiding. Babylon wished to exterminate them all, but never made the effort to attack their home. Adnihilo have always been on the fringe of society, and dominate the illegal underground. Recently an army has been formed by the Adnihilo, acting as a Terrorist Organisation named "Black Odyssey".

Factions

Los Aclarado The "Enlightened" are a union of several Imperialist countries and commonwealths. At it's heart is the Rhosian Empire, coordinating the west. It has done so since they inherited control from Babylon. There was a time when many expected the Aclarado to become the new world order. However, when relations with the Kievan Pact diminished it no longer seemed likely that they would be able to unite the world. The Aclarado armed forces are well drilled and very fanatical. What they lack in technological superiority they make up with their mobility and numerous forces. The largest member of the Aclarado, the Rhos Empire, has a conservative leaning when it comes to politics and its military, preferring tried and true methods over innovation. This lack of progress cost the Aclarado in the early months of the North Sea War, the first engagement against the Centralist Confederacy. Stories of Confederate armor being nearly impenetrable by Aclarado anti-armor guns were a testament to their need to re-think their doctrine.

The Centralist Confederacy The doctrine of Centralism is based on the idea that limiting one's population and dependence on the rest of the world is the key to maintaining one's interests. Industry is the primary Confederate method of attaining equilibrium between population and the available labor. The middle class is the true power of the Confederacy, the well educated populace is expected to maintain their part of the economy; with the government concerned mostly with wartime production and research. Many states make up the Centralist Confederacy, many are small enclaves or regions wishing to adopt a new economic model; but others like the mild Gallia and the hard-line Jericus are economic superpowers. Though in theory those under the Confederacy should reap the benefits of their efficient economy, most of the economic surplus goes to the strained Confederate war effort, leaving little in the way of luxury for its citizens.

Kievan Pact United under the old banner of the "Great Conquest", the Kievan Pact is a loose organization between the Eastern Pereginus peoples. Their society is dominated by two cultures, these being the Industrialist and Agricultural Pal'Nyk (burners) named for their history of using fire to clear fields, and the Vershnyk who are nomadic horticulturalists. These two have always been Rivals, but the recent destabilized nature of the world and its trade has forced cooperation between these peoples. The Kievan Pact gets its strength from its plentiful infantry and tough armor, best used in Combined Arms attacks.


'up next: special weapons, traits, and mechanized warfare'