Free Forum
To access all the features provided by this forum, please log in or register an account.

PMC Collab

Page 2 of 2 Previous  1, 2

View previous topic View next topic Go down

Re: PMC Collab

Post by Wehrmacht Cat on Sun 24 Feb 2013, 11:30 pm

Czech Republic

South Bohemia
*Plzen
*Ceske Budejovice
Karlovy Vary
River Vltara, South

North Bohemia
*Prague
*Hradec Kralove
Pardubice
River Vltara, North
River Elbe
Sudeten Mountains

Moravia
*Brno
*Ostrava
Olomouc
Karvina
River Morava
Carpathian Mountains

Cities marked by an asterisk (*) are required to control a sector

Each city is divided up into four Urban Zones. Control these four zones to control a city.
These are surrounded by eight Outskirt Zones. These zones are the primary buffer between the defenders and the attackers.
Those are also surrounded by twelve Rural Zones. These are where attackers will have the most control and probably set up camp.

Mountains and Rivers are controlled by an outpost or encampment. They restrict enemy movements and may allow transportation of goods, in the case of rivers.

Between cities there are stretches of land controlled by a fortified base.


Last edited by Oslo on Mon 25 Feb 2013, 11:06 pm; edited 1 time in total
avatar
Wehrmacht Cat
Forumer
Forumer

Location : In his armored closet

Back to top Go down

Re: PMC Collab

Post by Keval on Mon 25 Feb 2013, 5:55 pm

Nice.
avatar
Keval
Lurker
Lurker

Location : Nowhere

Back to top Go down

Re: PMC Collab

Post by Keval on Wed 27 Feb 2013, 9:58 pm

I think we're done.
avatar
Keval
Lurker
Lurker

Location : Nowhere

Back to top Go down

Re: PMC Collab

Post by Wehrmacht Cat on Thu 28 Feb 2013, 6:42 am

Mostly.

Still planning out structures but we're mostly done. I'll get it posted by tomorrow.
avatar
Wehrmacht Cat
Forumer
Forumer

Location : In his armored closet

Back to top Go down

Re: PMC Collab

Post by Wehrmacht Cat on Thu 28 Feb 2013, 10:35 pm

Base-building

In each zone you can order your forces to construct and set up various structures and defenses that will aid you in controlling territory. Each zone has a set of Strategical slots and Tactical slots. Strategical buildings are used for building up your forces, supplying areas, and maintaining control. Tactical buildings are used for direct defense of an area and can greatly boost a zone's ability to defend itself. Each zone also holds a Base of varying levels that can be upgraded. Stronger bases tend to be able to support more troops and take longer to be captured. Bases also have Tactical slots. If a base cannot support the number of troops that are in the zone, then a secondary Bivouac is created to house them. Bivouacs provide no defenses or Tactical Slots but can hold an infinite number of troops.

Base Types
Level 1: Camp
A disorganized huddle of tents or shacks. Supports 15. No defenses. 1 Tactical Slot.
Level 2: Combat Outpost
Organized grouping of tents and nearby structures. Supports 40. Sandbag perimeter. 2 Tactical Slots.
Level 3: Forward Operating Base
Hastily secured military base with plenty of space for troops. Supports 60. Razor Wire and Sandbag perimeter. 2 Tactical Slots.
Level 4: Advanced Forward Operating Base
Well-secured military base with even more space for troops, as well as room for defensive measures. Supports 100. Hesco Bastion and Concrete Barrier perimeter. 4 Tactical Slots.
Level 5: Main Operating Base. Fortified military establishment of permanent structures made of various materials, holding more supplies and enough troops to launch major operations. Supports 250. Hesco Bastion, Concrete Barrier, and Watchtower perimeter. 6 Tactical Slots.

Special Bases
Redoubt - Heavily fortified permanent concrete military fort. Extremely well defended and usually already has pre-built defenses. Usually built by former Czech generals before the county fell apart, and now usually holds their troops. Supports 400. Concrete Wall and Bunker perimeter. 6 Tactical Slots. Cannot be built. Always found garrisoned by Czech Military Remnants.

Fire Support Base - Specialized base that allots most of its space to holding artillery weapons and the like. Supports 20. Sandbag perimeter. 12 Tactical Slots. Built from Combat Outpost.

Bivouac - Large, mostly unprotected bases built to temporarily house large numbers of troops, automatically built if no base is currently existing in a zone. Supports infinite. No defenses. No Tactical Slots. Automatically built on occupied city zones.

River Observation Post - Small armed camp overlooking a major trade river, usually built to control a river and is usually supported by a nearby, larger base. Supports 10. Bunker perimeter. Supported by existing base. Automatically grants a Level 4 Arms Dealer and a Level 4 Equipment Dealer as long as it is controlled.



Strategical Structures:
Barracks - Permanent housing for troops, gives them a place to rest, relax, and generally feel more at home instead of sitting in a fox hole or pile of rubble. Upgrading a Barracks increases the maximum Courage a troop type can have.
Training Area - Firing range, obstacle course, and other facilities comprise a Training Area, which allows you to whip your soldiers into shape instead of having to pay for them to be trained outside of the country. Upgrading a Training Area increases the maximum Awareness and Experience a troop type can have.
Supply Depot - A large shed or warehouse retrofitted for holding munitions and equipment, allowing your troops to be properly geared and ready for battle. Upgrading a Supply Depot increases the maximum Gear Quality a troop type can have.
Arms Dealer - A black market contact that can purchase and ship weapons to your troops, at a heavy price. Upgrading an Arms Dealer grants access to new troop weapons and tactical structures.
Arms Factory - A rebuilt factory that can churn out weapons for your troops at a much reduced price. Upgrading an Arms Factory grants access to new troop weapons and tactical structures. Troops armed from a Factory have reduced cost.
Equipment Dealer - A black market contact that can purchase and ship equipment to your troops, at a heavy price. Upgrading an Equipment dealer grants access to new troop gear and vehicles.
Equipment Factory - A rebuilt factory that can churn out gear for your troops at a much reduced price. Upgrading an Equipment Factory grants access to new troop gear and vehicles. Troops geared from a Factory have a reduced cost.

Maximum Structure Level is 4.
Urban Zones can build 1 Strategical Structure.
Main Operating Bases and Redoubts can build 1 Strategical Structure.
The more Strategical Structures you own, the cheaper it is to hire troops.


Tactical Structures:
Fighting Pit - Fortified position for a few people and probably a gun of some sort. Can be upgraded to hold a Machine Gun, an Automatic Grenade Launcher, or a Recoilless Rifle.
Pillbox - Old-styled concrete structure for a few people, provides excellent protection from shrapnel and smaller explosions. Can be upgraded to hold extra fortifications, a Machine Gun, or an Automatic Grenade Launcher.
Bunker - Larger, better built concrete defensive position that holds more troops than a Pillbox, provides unrivaled protection against shrapnel and explosions, and has enough space to fit slightly larger weapons in there. Can be upgraded to hold a Heavy Machine Gun, an Automatic Grenade Launcher, or a Recoilless Rifle.
Watchtower - Somewhat exposed position great for watching large swaths of land and sniping people, but generally provides next to no protection against return fire. Can be upgraded to hold extra fortifications, a Machine Gun, or an Automatic Grenade Launcher.
Emplacement - Shallow hole in the ground with sandbags around it and sometimes a canopy over it, well suited for watching an overlook. Its main advantage is its ability to host large weapons. Can be upgraded to hold an Anti-Tank Gun, Anti-Air Gun, or Artillery Gun.
Nest - Slightly deeper and smaller hole than an Emplacement, but better well fortified. It serves a purpose much like an Emplacement. Can be upgraded to hold a Heavy Machine Gun, a Mortar, or a Guided Missile Launcher.
Entrenchment (Infantry) - A fighting line of fox holes, trenches, and basic barricades is established. Cannot be upgraded.
Entrenchment (Vehicle) - A vehicle is situated behind barricades and fortifications to mitigate enemy fire. Cannot be upgraded.

Fighting Pits, Emplacements, and Nests need a Level 1 Supply Depot built in an adjacent zone.
Pillboxes need a Level 2 Supply Depot built in an adjacent zone.
Bunkers need a Level 4 Supply Depot built in an adjacent zone.
All upgrades need Arms Dealer/Factory Level 2, Level 3, and Level 4, respectively.
All Tactical Structures increase the survivability and fighting power of troops stationed within a zone.
Troop types are automatically assigned to appropriate Tactical Structures, such as snipers going to Watchtowers, field guns moving to Emplacements, and infantry moving to the heaviest piece of cover they can find.
Urban Zones have 2 Tactical Slots.
Outskirt Zones have 1 Tactical Slot.
Rural Zones have 1 Tactical Slot.
avatar
Wehrmacht Cat
Forumer
Forumer

Location : In his armored closet

Back to top Go down

Re: PMC Collab

Post by Wehrmacht Cat on Fri 01 Mar 2013, 10:28 pm

Czech Republic, 2015

Political turmoil in the Republic erupts as a military coup overthrows the government. The coup is then overthrown by the people, who now rely on political leadership from politicians in the country. However, each politician is unique in their own way; they all want the reins of the country. Political instability erupts, as politicians hire para-military or remnants of the Czech military to eliminate opposing politicians and their martyr effect they have on the areas supporting them. A plea from the Czech representative to both the UN and NATO eventually stopped the incursion of said powers, though NATO forces were spotted on the borders of the Czech Republic several times.

You've either been hired or came by your own accord, towing along your Private Military Company to reap a profit in this warring land. Get to it.






Character/Operator
Name:
Age:
Gender:
Physical Appearance:
Clothing:
Armor:
Bio (Optional):
Faction:
Weapons:
Items:
Other:
Salary: (For non main-character Operators)



Faction Sheet
Name:
Date Founded:
Description:
Insignia:
Funding: (1-100)
Support: (1-100)
Reputation: (1-100)
Description:
Uniform, if Any:
Bio:

You get 200 points to spend on any of the three traits above.
Funding determines how much money you get through out-of-country contracts that support your in-country operations.
Supports determines how much the local populace likes you. Higher support means locals are less likely to fight you and support you instead, such as building free buildings. Low support increases chance of Insurgents appearing in occupied Zones.
Reputation determines how the UN and NATO will view your actions in the country. High Reputation means they will support your endeavors and provide indirect assistance such as high-quality vehicles or extra funding. Low Reputations means they will denounce your actions and attempt to launch investigations or black market crackdowns that decrease funding and restrict access to better weapons, equipment, and vehicles.







Troop Sheet
Name:
Archetype:
Experience Level: (1-100)
Courage Level: (1-100)
Awareness Level: (1-100)
Equipment: (Four Maximum)
Clothing:
Armor, Head:
Armor, Torso:
Armor, Shoulder:
Armor, Arms:
Armor, Legs:
Weapons: (Two Maximum)
Gear Quality: (1-100)
Tactics: (Two Maximum)
Other:
Cost: (Attached by admin reviewer)

Archetype refers to the basic defining qualities of the troop. They ignore normal restrictions.
General - No Change
Operative - Increased Experience Level, Increased Courage Level, Increased Awareness Level, Greatly Increased Cost
Agent - Greatly Increased Gear Quality, Uses 4 Tactics, Greatly Increased Cost
Soldier - Increased Awareness Level, Increased Gear Quality, Increased Cost
Irregular - Decreased Experience Level, Decreased Courage Level, Decreased Awareness Level, Greatly Decreased Cost
Partisan - Uses 4 Tactics, Decreased Gear Quality
Conscript - Greatly Decreased Cost, Decreased Gear Quality, Decreased Experience Level
Guerrilla - Automatically Uses Flanker and Ambusher Tactic, Decreased Courage Level
Support - Can Carry 6 Equips, Increased Cost
Revolutionary - Automatically Uses Sprinter Tactic, Increased Courage Level, Decreased Cost, Decreased Awareness Level, Decreased Experience Level
Scout - Greatly Increased Awareness Level, Automatically Uses Watcher Tactic, Greatly Decreased Courage Level, Increased Cost
Gunner - Can Carry 3 Weapons, Increased Cost
Militia - Can Carry 1 Weapon, Can Carry 2 Equips, Greatly Decreased Cost

Experience Level is how well your troop performs in direct combat with armed enemy combatants, such as responding to enemy manuevers appropiately. High experience troops are hard to take down, while low experience troops tend to shoot inaccurately. Restricted by quality of training areas.
Courage Level is how long your troop can last in prolonged combat before fleeing, as well as how well they respond to propaganda, explosives, and anti-infantry techniques. High Courage makes troops fight for a long time and continue despite grenades, tanks, or flamethrowers. Low Courage makes them run away at the sight of, well, anything. Restricted by quality of barracks.
Awareness Level is how easily your troop can detect infiltrators on guard duty, and how well they can respond to changing battlefield conditions or enemy manuevers. High Awareness makes them hard to sneak up on whereas Low Awareness makes them susceptible to tricks or flanking. Restricted by quality of training areas.

Equipment is the stuff your troops carry into battle and can use, such as grenades. Restricted by quality of equipment dealers/factories.
Clothing is what your troops wear. May affect how well the blend in to environments.
Armor keeps your troops alive. Mostly. Restricted by quality of equipment dealers/factories.
Weapons lets your troops kill things. Restricted by quality of arms dealers/Factories.
Gear Quality is how well maintained your troops equipment, armor, and weapons are. Low Gear Quality sees your troops in battle with rusty guns and unreliable grenades. High Gear Quality sees your troops in battle with polished and clean weapons and brand-new armor. Restricted by quality of supply depots.

Tactics is what your troops do in battle. Unless modified by Archetype, the maximum is 2 tactics.
Flanker - Attempts to avoid middle field attacking head-on, moves in a pincer around the middle to strike the enemy's sides.
Charger - Maintains a direct attack in the shortest possible path, ignores possiblity of flanking.
Defender - Maintains distance from target, stays in cover and defensible positions.
Offender - Attempts get as close as possible to target, uses cover sparsely.
Supporter - Uses equipment much more often.
Suppressor - Maintains fire superiority by shooting as much as possible at expense of accuracy.
Conserver - Maintains accurate shooting by using primarily single shots.
Ambusher - Maintains a less noticeable presence to catch enemies unaware.
Baiter - Maintains a more noticeable presence to draw enemy attention.
Sprinter - Advances quickly but pays less attention to surroundings and is easier to catch unaware.
Watcher - Advances slowly but pays more attention to surroundings and is difficult to catch unaware.

After submitting a Troop sheet, a final reviewed sheet is given that has cost attached and any extra modifiers put into Experience/Courage/Awareness Level, Tactics, and Gear Quality, and any structure requirements.






Czech Republic

South Bohemia
*Plzen
*Ceske Budejovice
Karlovy Vary
River Vltara, South

North Bohemia
*Prague
*Hradec Kralove
Pardubice
River Vltara, North
River Elbe
Sudeten Mountains

Moravia
*Brno
*Ostrava
Olomouc
Karvina
River Morava
Carpathian Mountains

Cities marked by an asterisk (*) are required to control a sector

Each city is divided up into four Urban Zones. Control these four zones to control a city.
These are surrounded by eight Outskirt Zones. These zones are the primary buffer between the defenders and the attackers.
Those are also surrounded by twelve Rural Zones. These are where attackers will have the most control and probably set up camp.

Mountains and Rivers are controlled by an outpost or encampment. They restrict enemy movements and may allow transportation of goods, in the case of rivers.

Between cities there are stretches of land controlled by a fortified base.





Base-building

In each zone you can order your forces to construct and set up various structures and defenses that will aid you in controlling territory. Each zone has a set of Strategical slots and Tactical slots. Strategical buildings are used for building up your forces, supplying areas, and maintaining control. Tactical buildings are used for direct defense of an area and can greatly boost a zone's ability to defend itself. Each zone also holds a Base of varying levels that can be upgraded. Stronger bases tend to be able to support more troops and take longer to be captured. Bases also have Tactical slots. If a base cannot support the number of troops that are in the zone, then a secondary Bivouac is created to house them. Bivouacs provide no defenses or Tactical Slots but can hold an infinite number of troops.

Base Types
Level 1: Camp
A disorganized huddle of tents or shacks. Supports 15. No defenses. 1 Tactical Slot.
Level 2: Combat Outpost
Organized grouping of tents and nearby structures. Supports 40. Sandbag perimeter. 2 Tactical Slots.
Level 3: Forward Operating Base
Hastily secured military base with plenty of space for troops. Supports 60. Razor Wire and Sandbag perimeter. 2 Tactical Slots.
Level 4: Advanced Forward Operating Base
Well-secured military base with even more space for troops, as well as room for defensive measures. Supports 100. Hesco Bastion and Concrete Barrier perimeter. 4 Tactical Slots.
Level 5: Main Operating Base. Fortified military establishment of permanent structures made of various materials, holding more supplies and enough troops to launch major operations. Supports 250. Hesco Bastion, Concrete Barrier, and Watchtower perimeter. 6 Tactical Slots.

Special Bases
Redoubt - Heavily fortified permanent concrete military fort. Extremely well defended and usually already has pre-built defenses. Usually built by former Czech generals before the county fell apart, and now usually holds their troops. Supports 400. Concrete Wall and Bunker perimeter. 6 Tactical Slots. Cannot be built. Always found garrisoned by Czech Military Remnants.

Fire Support Base - Specialized base that allots most of its space to holding artillery weapons and the like. Supports 20. Sandbag perimeter. 12 Tactical Slots. Built from Combat Outpost.

Bivouac - Large, mostly unprotected bases built to temporarily house large numbers of troops, automatically built if no base is currently existing in a zone. Supports infinite. No defenses. No Tactical Slots. Automatically built on occupied city zones.

River Observation Post - Small armed camp overlooking a major trade river, usually built to control a river and is usually supported by a nearby, larger base. Supports 10. Bunker perimeter. Supported by existing base. Automatically grants a Level 4 Arms Dealer and a Level 4 Equipment Dealer as long as it is controlled.



Strategical Structures:
Barracks - Permanent housing for troops, gives them a place to rest, relax, and generally feel more at home instead of sitting in a fox hole or pile of rubble. Upgrading a Barracks increases the maximum Courage a troop type can have.
Training Area - Firing range, obstacle course, and other facilities comprise a Training Area, which allows you to whip your soldiers into shape instead of having to pay for them to be trained outside of the country. Upgrading a Training Area increases the maximum Awareness and Experience a troop type can have.
Supply Depot - A large shed or warehouse retrofitted for holding munitions and equipment, allowing your troops to be properly geared and ready for battle. Upgrading a Supply Depot increases the maximum Gear Quality a troop type can have.
Arms Dealer - A black market contact that can purchase and ship weapons to your troops, at a heavy price. Upgrading an Arms Dealer grants access to new troop weapons and tactical structures.
Arms Factory - A rebuilt factory that can churn out weapons for your troops at a much reduced price. Upgrading an Arms Factory grants access to new troop weapons and tactical structures. Troops armed from a Factory have reduced cost.
Equipment Dealer - A black market contact that can purchase and ship equipment to your troops, at a heavy price. Upgrading an Equipment dealer grants access to new troop gear and vehicles.
Equipment Factory - A rebuilt factory that can churn out gear for your troops at a much reduced price. Upgrading an Equipment Factory grants access to new troop gear and vehicles. Troops geared from a Factory have a reduced cost.

Maximum Structure Level is 4.
Urban Zones can build 1 Strategical Structure.
Main Operating Bases and Redoubts can build 1 Strategical Structure.
The more Strategical Structures you own, the cheaper it is to hire troops.


Tactical Structures:
Fighting Pit - Fortified position for a few people and probably a gun of some sort. Can be upgraded to hold a Machine Gun, an Automatic Grenade Launcher, or a Recoilless Rifle.
Pillbox - Old-styled concrete structure for a few people, provides excellent protection from shrapnel and smaller explosions. Can be upgraded to hold extra fortifications, a Machine Gun, or an Automatic Grenade Launcher.
Bunker - Larger, better built concrete defensive position that holds more troops than a Pillbox, provides unrivaled protection against shrapnel and explosions, and has enough space to fit slightly larger weapons in there. Can be upgraded to hold a Heavy Machine Gun, an Automatic Grenade Launcher, or a Recoilless Rifle.
Watchtower - Somewhat exposed position great for watching large swaths of land and sniping people, but generally provides next to no protection against return fire. Can be upgraded to hold extra fortifications, a Machine Gun, or an Automatic Grenade Launcher.
Emplacement - Shallow hole in the ground with sandbags around it and sometimes a canopy over it, well suited for watching an overlook. Its main advantage is its ability to host large weapons. Can be upgraded to hold an Anti-Tank Gun, Anti-Air Gun, or Artillery Gun.
Nest - Slightly deeper and smaller hole than an Emplacement, but better well fortified. It serves a purpose much like an Emplacement. Can be upgraded to hold a Heavy Machine Gun, a Mortar, or a Guided Missile Launcher.
Entrenchment (Infantry) - A fighting line of fox holes, trenches, and basic barricades is established. Cannot be upgraded.
Entrenchment (Vehicle) - A vehicle is situated behind barricades and fortifications to mitigate enemy fire. Cannot be upgraded.

Fighting Pits, Emplacements, and Nests need a Level 1 Supply Depot built in an adjacent zone.
Pillboxes need a Level 2 Supply Depot built in an adjacent zone.
Bunkers need a Level 4 Supply Depot built in an adjacent zone.
All upgrades need Arms Dealer/Factory Level 2, Level 3, and Level 4, respectively.
All Tactical Structures increase the survivability and fighting power of troops stationed within a zone.
Troop types are automatically assigned to appropriate Tactical Structures, such as snipers going to Watchtowers, field guns moving to Emplacements, and infantry moving to the heaviest piece of cover they can find.
Urban Zones have 2 Tactical Slots.
Outskirt Zones have 1 Tactical Slot.
Rural Zones have 1 Tactical Slot.
avatar
Wehrmacht Cat
Forumer
Forumer

Location : In his armored closet

Back to top Go down

Re: PMC Collab

Post by Sponsored content


Sponsored content


Back to top Go down

Page 2 of 2 Previous  1, 2

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum