---
# System prepended metadata

title: Warfare

---

# Warfare

## Units
The basic building block of your Army. Every unit has:
1. Traits (Armoured, Infantry, Aircraft, Amphibian, Multi-attack etc)
2. Cost (IP)
3. Movement speed
4. Hit Points
5. **Optional** Offense and Damage
6. Defense (Works as Armour Class)
7. Priority [list of traits] (Will try to target units with those traits first)
8. Can Target (Land/Air/Sea/Submarine)
9. Can Move (Land/Air/Sea/Submarine)
10. **Optional** Carry Capacity (Such that an APC or Helicopter could carry Infantry and increase their speed to it's speed)
11. **Optional** Terrain bonuses or maluses

## Cost
A unit reduced it's nations IP by it's IP amount and costs the same amount in MK if deployed. If stationed in a friendly base the MK upkeep is halved. Bases are a building like normal. All bases can host land and air units, coastal bases can also host naval units.

## Grouping
A Grouping consists of some combination of Units, moving at the speed of the slowest Unit.

## Turns
Each Warfare Turn is one day in real life and ~1.7 months in the RP. You give each Grouping an order, which gets simulataniously carried out at the end of the Warfare Turn. If your unit gets within one Hex of an hostile Grouping combat begins. (This means multiple Groupings can be involved in a battle).

## Orders
You can order groupings to:
- Move
- Withdraw
- Merge

## Movement
A Grouping moves at the speed of its slowest member. The movement speed is the amount of tiles you can move in one Warfare Turn. Some terrain types can give a penalty to movement speed unless the unit is specialized for that type of terrain. 

Each Grouping moves Movement Speed amount of tiles at a time (sorted randomly).

## Capturing territory and cities
When a Grouping moves into enemy territory it automatically captures the hex it's on and the ones around it, unless they are contested by an enemy Grouping. 

Capturing an enemy city requires a Grouping to spend at least one Warfare Turn within the city (in addition to the one where you moved there or captured it in a battle). **Collateral damage?**

What happens when a hex is captured, population and resources?

## Occupation
Add the population of all occupied cities and the ratio of the population occupied outside of cities. Take 50% of that IP/MK while occupying. Buildings are deactivated. If peace is reached and the territory is officially annexed efficiency will increase by 5% each year.

## Combat
Each Grouping can be involved in multiple battles (each neighboring hostile Grouping).

Unit HP is tracked per category and not per unit. This means that if you have 10 infantry with 5 hp each and infantry was targeted twice with 3 damage dealt each time you would have Infantry with 44 HP, counting as 9 infantry. This is persistent between battles.

Each unit of the grouping makes an attack to a random target, preferring units with a trait matching this units Priority list. To attack they roll a d20 + their Attack Modifier, if they get a roll at least equal to the enemy unit's Defense they then roll damage. A 20 is always a hit.

A Grouping is considered 'outmatched' if the enemy Groupings it's currently engaged with has a combined IP cost exceeding it's own by over 50%.

If A Grouping has lost more than 1/3 of it's IP cost and it's considered outmatched it will withdraw if possible. The grouping will withdraw to a neighboring allied hex. If that's not possible it will move to an unoccupied neutral or hostile hex. If that's not possible either combat will continue.

A unit that has lost 2/3 of it's IP in a battle, is outmatched and that has no option of withdrawal has a chance to surrender. (50% each War Turn?)

## Example Units
(not balanced, just examples)
```yaml
Armoured Personell Carrier:
    Traits: [Armored, Carrier]
    Cost: 0.25
    Speed: 3
    HP: 10
    Attack: 1, +4, 1d6+2
    Defense: 14
    Priority: []
    Targets: [Land]
    Moves: [Land]
    Capacity: 16

Helicopter:
    Traits: [Aircraft, Carrier]
    Cost: 0.25
    Speed: 4
    HP: 7
    Attack:
    Defense: 12
    Priority: []
    Targets: []
    Moves: [Air]
    Capacity: 8

Anti-Air Infantry:
    Traits: [Infantry]
    Cost: 0.2
    Speed: 1
    HP: 5
    Attack: 1, +5, 1d6+2
    Defense: 12
    Priority: [Aircraft]
    Targets: [Air]
    Moves: [Land]

Infantry Fighting Vehicle:
    Traits: [Armoured, Carrier]
    Cost: 0.25
    Speed: 3
    HP: 10
    Attack: 2, +5, 1d4+2
    Defense: 12
    Priority: []
    Targets: []
    Moves: [Land]
    Capacity: 8
```