Erfworld Empires X
A play-by-post forum
game presented by Lt. D. R. Grounds, and Mr Ronaldo Calliari, B.S.C., S.S.C..
It happens every
hundred turns or so. One of the Great Empires crosses from East to West, or
West to East, attempting to destroy one of the other Great Empires. This is
fine, and normal, and as it should be. It just seems a shame that they have to
pass through Erflia, a region of hot and dusty deserts and rugged mountain
ranges. Life in Erflia is hard enough without some great power or other making
a regular trek.
They wipe out
everything, sack everything, pillage everything, and spend the Schmuckers on their
Wars of Conquest. When the dust finally settles, the whole region is ravaged
and laid waste. It takes dozens of turns for new sides to emerge and reclaim
what was destroyed. Then those sides spend dozens of turns fighting amongst
themselves, seeking to become the dominant power, and then one of the Great
Empires decides it is time to attack the other Great Empire, and everything
gets smacked down to rubble again.
But not this time.
This time, things are going to be different. You’ve learnt, see. Or at least,
your ruler learnt. They saw this coming. This time, your side sent you, the
heir, and a few choice units, and a whole heap of Schmuckers into hiding. The
casters fled to the Magic Kingdom. This time, when the dust settles, you’ll
still be here, ready to get a jump on the
still-blinking-newly-popped-baby-sides that are only just getting started.
This time, you’ll be
able to conquer the whole region and be ready for the Great Empires with one of
your own. You’ll be ruler of the whole of Erflia, and maybe, one turn, the
Some things you’ll need to know:
The top of the map is an uncrossable ocean. The bottom is an endless
desert. East and West are bordered by powerful Empires. The bit in between is
mostly sand and rock. And cactuses. But there are roads and some farms and
mines and city sites as well.
Movement Cost for
Roads – 1MP (2MP for flyers)
Ordinary (desert, plains, grassland (ocean for water capable units)) –
2MP (2MP for flyers)
Difficult (Cactus, Woods, Hills, Dunes) – 3MP (2MP for flyers)
Very Difficult (Heavy Cactus, Mountains) – 5MP (2MP for flyers)
Impossible Terrain (Heavy Mountains) – Cannot be entered by any unit.
Cost to Upgrade
Max. Garrison Size
*Only one city per side may be level 5.
Walls – defends against ground attack
Towers – defends against air attack
Dungeons – defends against subterranean attack
Barracks – produce troops of one kind – special troops might require
more than one barracks to produce a single unit
Workshop – produce non-units (siege towers, boats, weapons, etc)
Throne Room – Impress your friends and fiends!
Portal Room – Gain access to the Magic Kingdom!
There are various structures around the map that produce additional
income. In order to produce income, the structure must be controlled, upgraded,
and connected by road to one of your cities.
Mines and Farms may be upgraded at a cost of 200S per turn. Max level 5.
They produce 50S per level.
Hunting Sites may be upgraded at a cost of 100S per turn. Max level 5.
They produce 25S per level.
Every side can produce a number of
units. You choose the fluff and builds for each type of unit when you build the
first barracks for that kind.
A list of units your cities can pop
follows. Base stats are in the form of: Hits/Combat/Defense/Move
After the unit’s base stats are the
specials of the unit, followed by its customization points and the upkeep per
turn. During creation every unit gets a number of points you can use to
customize your units.
● Increase Hits by 1.5 for every point spent.
● Increase Move, Combat or Defense stats by 1
for every point spent.
● Some units can gain specials by spending
● A unit with>15 hits is always “heavy”, but
doesn’t gain additional benefit from it.
● Garrison Units are popped with 0 move, but can
be promoted to Field to gain Move. Garrison units cost half as much to
maintain, but only a certain number of units can be Garrisoned in a City. It
costs twice normal maintenance to promote a unit to Field status (so a Garrison
Stabber can be promoted to Field for 40S)
Infantry – One Barracks to Pop One
- (7/2/3/6)+4 (20)
- (5/5/1/6, ranged) (20)
(3/0/0/10/ scout) (30)
The “scout” special gives very limited
Special units are divided into two
classes, Knight (humanoid) and Beast (animal). Knights cannot be Mounts and
Beasts cannot be Riders.
Two Barracks Turns to Pop 1 Unit:
- (10/3/3/6/rider)+14 (60)
They may buy a single Simple special.
Special A/B -
Three Barracks Turns to Pop 1 Unit:
- (12/3/3/4)+18 (100)
Five Barracks Turns to Pop 1 Unit:
Special D -
Naval units have an extra stat after
move, cargo. A unit can hold an amount of light units equal to its cargo & heavy
units equal to half of its cargo. Ships can only take ranged for a special.
Naval Units are built by Workshops in Water Adjacent Cities.
One Workshop Turn:
- (6/2/2/12/8/water-capable)+5 (60)
Good for little more than carrying
Two Workshop Turns:
- (8/3/3/8/16/water-capable)+10 (90)
A moderately powerful ship which can
be used effectively in naval combat.
Four Workshop Turns:
- (10/5/5/8/30/water-capable)+20 (130)
Very powerful, doubling as battleships
and huge troop carriers.
Units need a Character
Present to act ‘intelligently’. Stacks without Characters present will continue
to follow the previous turn’s orders until they receive a direct order from a
Characters may only be
popped in your Capital.
100S per turn to try and Pop a Character. There is no guarantee that a unit
will pop (the more Characters your side has, the lower the chance). Your
Character might be:
- (6/0/0/5) (25)
Command units responsible for
supervising cities and maintaining “domestic” affairs, as well as Ambassadors
to Foreign Powers. Technically a Command Unit that can provide some intelligent
reactions in the field.
A Warlord -
(10/4+1d4/4+1d4/5/leadership, rider) (100)
Command units that form the strategic
backbone of a side. Above and beyond simply having Leadership, they have
strategic thinking skills and can independently plan and carry out campaigns or
critical large-scale battles. A warlord has a 5% chance of being popped with a
Simple Special or Dance-fighting.
A Caster -
Command units capable of using magic.
More on casters later… maybe.
You Might Deliberately choose to pop an Heir
Heir (Designate) - (10/4+1d4/4+1d4/6/leadership, rider) (500)
A Command unit that will become the
Ruler if the current one is croaked. Such title may be popped (an Heir) or
bestowed upon an existing Command unit (an Heir Designate). If popped this unit
has a 20% chance to get a Special as Warlords do. Promoting a unit increases
its upkeep by 400 schmuckers, and does not change stats. Stats do not change
when such a unit becomes Ruler.
Your side must have a ruler to exist.
- (10/8/8/6/rider, leadership) (0+0/lvl)
A Ruler holds absolute authority over
a side. Through natural thinkamancy they know the status of every unit on their
side, and can issue very simple orders to units anywhere. The Ruler sets all
cities’ production, and has final authority to End Turn. They also have the
ability to disband their own units at any time, except when a unit is captured
by the enemy.
There are 3 kinds of specials, simple,
complex and D-class. Knights and all Special Units may buy Simple specials,
only Special Units may buy Complex specials, and D-Class specials are reserved
- (2) Allows the unit to pass through terrain without getting movement
penalties. These units cannot be attacked by melee infantry without flight or
ranged unless they engage them in melee.
- (2) (6 for Flyers) Allows the unit to make ranged attacks making them able to
hit units that normal troops are not able to hit (such as flying units, units
on walls, etc).
- (2) Whenever this unit deals damage to a stack that stack takes damage equal
to ½ of the unit’s combat.
- (2) Allows the unit to attack walls.
- (2) Once per day, the unit can restore 1 hit/level to another unit
- (3) Enemy units in the engaged stack lose leadership bonuses equal to the
highest level frightening unit in the engaging stack.
- (3) If the unit ends turn with full move, it becomes veiled until it attacks
or leaves the hex.
Allows up to 1+(hits/10) light units to mount this unit. If they do not have
the rider special they take a -4 penalty to combat.
- Allows the unit to ride units with the mount special without taking a -4
penalty to combat.
(Terrain) Capability - A unit with terrain capability does not
receive penalties from it’s chosen terrain. It also gives the unit a 50% bonus
in combat while attacking or defense while defending.
- The unit gains +6 to Move. This special can be purchased multiple times.
- Natural Findamancy that allows the unit to follow ground units
- Unit can create simple items in the field – ladders, ropes, etc. Could be
used to build Naval Units, etc.
- Burrowing units can move underground, avoiding attack and terrain pentalties.
A burrowed unit cannot attack, but can unburrow at will to surprise attack
- Once per combat, the target stack cannot engage in melee
- The unit cannot leave the city it is created/popped in, but gains an
additional bonus equal to the level of the city.
Dance-fighting - The unit gets a +4 bonus to combat. With
leadership this can be applied to all led units in the same stack.
- All units in the stack gain a bonus equal to the leader’s level. A unit with
leadership can command other units as a Warlord would, but lacks the
sophisticated understanding of large-scale strategy that Warlords have.
Units with this special grant a leadership bonus equal to the number of
Packmind units in the stack. Units must all be of the same type to benefit.
- Once per combat, the target unit suffers -2 to combat and defense for the
rest of the turn.
- When the unit’s stack scores a crit or croaks an enemy, the unit gains a
cumulative +1 Leadership bonus.
- Units riding this unit use its defense score in place of their own
- CRAP! While flying, the unit may double their base attack while attacking
ground targets. (Prerequisite: Flying)
The unit may double its base attack bonus when surprise attacking ground units
while burrowing. (Prerequisite: Burrowing)
- While on the ground, the unit may double its base attack bonus when attacking
other grounded units. (Prerequisite: Sonic Breath)
- Unit gains +5/+3+3/+0 and cannot ride Mounts
Speed Boost+ - (4) The unit gains +16 to Move. This is
special can be purchased many times.
Breath weapon - (4-6) The breath weapon gives the unit a
bonus to its combat. This does not count as a ranged attack unless the unit
also buys the ranged special.
- (6) Breath a stream of fiery doom over your enemies. The unit gets a +8 bonus
Lightning - (6) Breath a line of lightning (shocking
:o). The unit gets a +8 bonus to combat.
Sonic - (6) Blast your enemy with soundwaves. The
unit gets a +6 bonus to combat and the free siege special.
- (4) -3 to target stack combat and defense stat during combat.
Smoke - (4) Target stack cannot give or receive
Bubble - (4) Target unit is immobilized until the start
of its next turn.
Unique Unit Abilities
Promote to Heavy (100S)
● Unit gains +5/+3/+3/+0 and cannot ride Mounts
● Promote basic Infantry for 100S
● Unit gains the specials of a Knight, and an
increase in stats equal to half the points spent designing the “on-pop”
Promote to Warlord
● Promote any infantry for 500S
● Gains Leadership and increases Loyalty
Chief Warlord (1 per side)
● Appointed for 500S
● Greatly increases Loyalty
● Increases Leadership score by 2
● Provides 30% of Leadership Score to all units
on the side, and an extra 50% to those in the same hex.
● May End Turn
Heir Designate (1 per side)
● Appointed for 1500S
● Greatly increases Loyalty
Will be ignored except in exceptional
Movement & Scouting
All Movement “rounds down”, meaning a
unit must have the full Move required to enter a hex. So if for example a unit
with 2 Move left attempts to enter a Mountain hex, they fail. Regardless of
terrain type, units treat their own city hexes as having a Move cost of 1. This
benefit extends to allied units.
Scouting is an important part of
maintaining your side:
● Scouts reveal the hex they are in, as well as
all adjacent hexes. Once a hex is revealed, a side will continue to see what
happens in that hex – although no details of units.
● Scouts will always see the terrain type,
structures, or other upgrades in adjacent hexes, and spot units in adjacent
hexes, but can only count number of stacks and note the presence or absence of
leadership in said stacks.
● Scouts have a Thinkamancy range of 6 hexes
within which they can communicate with Command units.
"relay" information through other Scouts within their range.
No unit may move into an unrevealed hex. I
know, I know, you’re all like “what? No way!” Well too bad, hypothetical
objectionist. That’s the way it is.
Only scouts can reveal hexes. You need a scout
on a naval unit to reveal hidden water hexes.
Number of Units per Hex:
A maximum of 75 units may be in a single hex.
A maximum of 16 units may be in a stack. A maximum of 5 stacks may be in a hex.
Unless specified by the player, stacks will form to maximum (and with random
A stack with up to 8 units will gain an
additional attack for each unit in the stack.
So, you want to play?
Good for you.
Name your side, give some appropriate
descriptions, and choose a representative colour.
You are a ruler unit. Name your ruler.
You have a warlord. Name your warlord.
You have 10 Stabbers, 3 Scouts, and 10
Archers. Name and design your units.
You have 2 Special “A” class beasts. Name and
design your units.
You have a Treasury of 4000S (You and your Warlord
each carry a purse with 2000S).
Pick a number between 1 and 100.
Did you decide to hide out near the coast,
near the mountains, or near the deep desert?