Playing the War Game

Emberforge has been tasked with hosting this year’s Bloodberry Festival. This year’s festival has a secret: it is the cover for the center of the war against the Eclipse. The Eclipse may not take too kindly to that, so it is in everyone’s best interest to make it look like there is an actual festival going on.

The war game is the centerpiece of the war operation. The war game will look and play similar to a board game, but will be played in real time. Any PC may come to the board and move any unit. No need to be a local or a veteran. If you think you have a brilliant move in mind, show the wastelands what you got.

HOW TO PLAY: 
Each unit on the field has three important features. The first is the “power level.” This represents its total strength and ability to fight. The second is that unit's unique “special ability.” Finally, each unit has a “speed.” This represents how many spaces that a unit can transverse in a single turn.
Once an hour, a friendly unit may move up to its speed in hexes. This represents that unit moving to a new area.
If a unit does not move and is not engaged in combat that unit heals ONE power to a maximum of its starting power listed on the units sheet, or TWO if they do this in their listed Home Hex.

ENGAGING THE ENEMY:
When a unit moves into another hex with an enemy unit already inside, the unit that was there first is the Defender and the unit that was there second is the Attacker. Compare Power Levels and enact any special rules, such as from a special ability. The weaker unit loses power equal to the difference in the two combating units' power levels. (Defender A has 10 Power, Attacker B has 15 Power. The Attacker wins the battle, and the Defender loses 5 Power). The losing unit must then retreat to its Home Hex as listed on its sheet. The winner takes half this damage (rounded down). If a unit reaches 0 Power due to any reason, that unit is DESTROYED and is removed from the game for the rest of the event. In the case of a tie, the Defender always wins. Unless otherwise stated, only one unit can occupy a hex at any time. 

INCREASING POWER:

A unit can have their power go over their listed starting power (or have their power restored) in three ways. 

A: reinforcements. For every PC that comes to NPC land and donates an hour (or more) of their time, a unit of their choosing gets +1 power for that time. (NOTE: if that unit is destroyed, the PC’s reinforcing it will suffer consequences).

B: donations of material goods. Crafted items such as ammo, weapons, gizmos, meals, and brews can help increase power. The higher the power it has already, the more gear you’ll need to give them to go further. 

C: plot related tasks. 


Unless otherwise stated, once a unit is destroyed, it is gone for good. Be careful about sending in your allies without doing a little recon first. Unless, of course, you have a good reason to want that unit dead as door nails.


Players will be given a handful of allied units to play with at the start, but these are not your only units for the entire event. Talk to your allies, see who comes into town, make cunning deals, and see who is willing to support the war and lend you their troops. Not every group will be easy to convince, and allying with some factions may lock you out of others. Remember that they are entrusting their soldiers’ lives with you.

The war game will commence shortly after game-on and be around for most of the weekend. Moving pieces requires Story Director (Jason) or Story Coordinator (Austin) approval.

Come and bring the fight right to the Eclipse and see if you can defeat them before they claim the entire Anvil in their name.

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From Inside New Pontis.