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Battle Rules

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1 Battle Rules on Wed Dec 14, 2016 11:33 am

In order for units to be able to do anything requires Tests to be passed.  The number of dice rolled is equal to a particular ability’s rank.  Degrees of success or failure is based on threes above or below the Test Number.
Major Change wrote:Powerful shock impact attacks like cavalry charges or siege equipment measure their degrees of success by three, normal attacks by six, and ranged attacks by nine.

First thing is to give them a order (Warfare Test vs their Discipline Modifier+Order Modifier).  If a Success, they follow the order.  A Failure resulting in them following any standing orders or nothing at all (if you fail the first order given).  A Critical Failure (fails of 6 or more) results in units doing nothing and not following standing orders.

If a force loses its command structure, it quickly disintegrates.  Each unit becomes disorganized and follows any standing orders.

Attack Tests are made using either Fighting or Marksmanship ability vs. Unit Defense.  If the result is a success, it scores a hit and deals its damage (according to unit type) multiplied by degree of success to the target’s Morale minus Armor Rating.

The basic capabilities of units are defined by their abilities.  Units start with every ability at rank 2, but can increase them by spending xp.

Defense functions as the base Difficulty that enemy units need to beat on Fighting or Marksmanship test to deal damage to the unit.  Unit Defense=Agility+Athletics+Awareness+Armor Penalty

Morale is how sustainable a unit before damage effects their ability to function.  Morale=Endurance*3

Movement is defined by the type of unit.  Sprinting units move four times as far as their regular movement.  Units with bulky equipment reduces their movement by 10 yards per unit of Bulk.  If a bulky unit is sprinting subtract from the base speed before the sprinting multiplier comes into play.
Infantry units move 40 yards, and sprint 160 yards.
Cavalry units move 80 yards, and sprint 320 yards.
Naval units move 60 yards, but can’t sprint.

Units armed with Marksmanship weapons are equipped with either Close Range or Long Range weapons.  Close Range weapons can attacks up to 20 yards.  Long Range can attack up to 200 yards.

Basic Equipment
Unit Type--------------------Armor Rating-Armor Penalty-Bulk
Archers----------------------------2-----------------[-1]----------0
Cavalry/Crusaders----------------5-----------------[-3]----------2
Commander/Personal Guards---6----------------[-3]----------2
Criminals--------------------------1-----------------[0]-----------0
Engineers--------------------------2-----------------[-1]----------0
Garrison---------------------------3-----------------[-2]----------0
Guerrillas--------------------------1----------------[0]------------0
Infantry----------------------------3-----------------[-2]----------0
Mercenaries-----------------------4----------------[-2]-----------1
Peasant Levies--------------------0----------------[0]------------0
Raiders-----------------------------2----------------[-1]-----------0
Sailors------------------------------0----------------[0]------------0
Scouts------------------------------2----------------[-1]-----------0
Special-----------------------------2----------------[-1]-----------0
Support-----------------------------0---------------[0]------------0
Warships---------------------------5----------------------------------

Unit Type---------------------------Fighting Damage----Marksmanship Damage
Archers-------------------------------[Athletics-1]--------[Agility+2, Long Range]
Cavalry-------------------------------[Athletics+3]------------------------------------
Commander/Personal Guards-----[Athletics+1]-------------------------------------
Criminals-----------------------------[Athletics+1]-----------------------------------
Engineers-----------------------------[Athletics-1]-------------------------------------
Garrison------------------------------[Athletics+1]-------------------------------------
Guerrillas-----------------------------[Athletics]----------[Agility+1, Close Range]
Infantry/Crusaders------------------[Athletics+1]-------------------------------------
Mercenaries--------------------------[Athletics+1]-------------------------------------
Peasant Levies-----------------------[Athletics-1]--------[Athletics-1, Close Range]
Raiders---------------------------------[Athletics+1]------------------------------------
Sailors----------------------------------[Athletics+1]------------------------------------
Scouts----------------------------------[Athletics]----------[Agility, Close Range]
Special---------------------------------[Athletics]----------[Agility, Close Range or Long Range]
Support--------------------------------[Athletics-1]-------------------------------------
Warships-------------------------------[Athletics+1]-------[Agility+1, Long Range]

Equipment Upgrades can be made by the expenditure of 1 Wealth to either the armor or weaponry.

Upgraded Equipment
Unit Type--------------------Armor Rating-Armor Penalty-Bulk
Archers----------------------------3-----------------[-2]----------0
Cavalry/Crusaders----------------9-----------------[-5]----------3
Commander/Personal Guards---10---------------[-6]----------3
Criminals--------------------------4-----------------[-2]-----------1
Engineers--------------------------5-----------------[-3]----------2
Garrison---------------------------5-----------------[-3]----------2
Guerrillas--------------------------3----------------[-2]-----------0
Infantry----------------------------4-----------------[-2]----------1
Mercenaries-----------------------5----------------[-3]-----------2
Peasant Levies--------------------2----------------[-1]------------0
Raiders-----------------------------5----------------[-2]-----------2
Sailors------------------------------2----------------[-1]------------0
Scouts------------------------------3----------------[-2]-----------0
Special-----------------------------6----------------[-3]-----------2
Support-----------------------------2---------------[-1]------------0
Warships---------------------------10----------------------------------

Unit Type---------------------------Fighting Damage----Marksmanship Damage
Archers-------------------------------[Athletics]-----------[Agility+3, Long Range]
Cavalry-------------------------------[Athletics+5]------------------------------------
Commander/Personal Guards-----[Athletics+2]-------------------------------------
Criminals-----------------------------[Athletics+2]-----------------------------------
Engineers-----------------------------[Athletics]---------------------------------------
Garrison------------------------------[Athletics+2]-------------------------------------
Guerrillas-----------------------------[Athletics+1]--------[Agility+2, Close Range]
Infantry/Crusaders------------------[Athletics+2]-------------------------------------
Mercenaries--------------------------[Athletics+3]-------------------------------------
Peasant Levies-----------------------[Athletics]-----------[Athletics, Close Range]
Raiders---------------------------------[Athletics+2]------------------------------------
Sailors----------------------------------[Athletics+2]------------------------------------
Scouts----------------------------------[Athletics+1]-------[Agility+1, Close Range]
Special---------------------------------[Athletics+1]--------[Agility+1, Close Range or Long Range]
Support--------------------------------[Athletics]---------------------------------------
Warships-------------------------------[Athletics+4]--------[Agility+3, Long Range]

Special Equipment
Ram Costs 1 Land (Battering) or 2 Land (Covered)
Battering Ram is equipped by one non-cavalry unit.  It adds +2d6 to Athletics Tests made to burst through doors and gates.
Covered Ram is equipped by one engineer unit.  It has an Athletics 8 for bursting through doors and gates, Movement (10 yards), Health 20, and Armor Rating 8.  Units manning the ram gain +5 Defense.  Once the Health reaches 0, the ram is destroyed.

Boiling Water/Oil 1/2 Wealth per unit equipped (Water) or 1 Wealth per unit equipped (Oil)
Boiling Water deals 5 damage (ignoring Armor Rating).
Boiling Oil deals 10 damage (ignoring Armor Rating).  If a unit hit by boiling oil is hit by a fire attack in the same round, the flames deal 1 damage (ignoring Armor Rating) for d6 rounds.  Units routed by this effect risk spreading the fire to other units.  Each time they pass by (or through) another unit, roll a d6 and on roll of 1 the fire spreads and deals 1 damage to the unit.

Mantlets 1 Wealth per unit armed
Mantlets can be equipped by any non-cavalry unit.  The unit’s Movement is reduced by -10 yards, but gain +5 Defense against Marksmanship attacks.
Scaling Ladders, Ropes, and Grapples 1/2 Wealth per unit armed
A unit equipped with ladders can not make attacks until they place the ladders.  Once in place, units using a ladders gain a +d6 to their Athletics Tests to climb fortifications.  Defending units can be ordered to clear the ramparts.  Each successful order negates one unit’s worth of ladders, ropes, and grapples; but take a -5 Defense penalty to Marksmanship Tests while doing so.

Siege Tower 2 Wealth per unit equipped
Siege Tower can hold one non-cavalry unit.  It has Movement (10 yards), Health 20, and Armor Rating 8.  Units manning the tower gain +5 Defense.  If the tower reaches the wall the unit does not need to roll Athletics Tests to climb the wall.  Once the Health reaches 0, the tower is destroyed.

Turtle 1 Wealth per unit armed
Turtles can be equipped by one non-cavalry unit.  Their Movement is reduced by -10 yards, but gain a +10 Defense.  Units protected by the turtle can not make attacks.  Exiting the turtle requires an order for the unit to move.

Flamethrower 2 Wealth per unit armed (3 Wealth with black powder)
Flamethrower can be equipped by any non-cavalry unit, gaining a Close Range attack (black powder gets 60 yards range).  It deals 10 damage (ignoring Armor Rating) with 1 additional damage per degree of success.  The unit takes 1 damage (ignoring Armor Rating) for d6 rounds.  Units routed by this effect risk spreading the fire to other units.  Each time they pass by (or through) another unit, roll a d6 and on roll of 1 the fire spreads and deals 1 damage to the unit for d6 rounds.

Jelly Fire 5 Wealth per unit armed
Any unit armed with Jelly Fire adds +3 to their Discipline, making them harder to control.  If they take damage, roll a d6 and on a roll of 1 the Jelly Fire erupts and affects the armed unit instead.  Any attacks with Jelly Fire require a Marksmanship Test.  A Critical Failure results in the armed unit being hit by Jelly Fire instead.
Units hit by Jelly Fire take 7 damage (ignoring Armor Rating) with 1 additional damage per degree of success.  The unit hit takes 1 damage for 2d6 rounds.  Units routed by this effect risk spreading the fire to other units.  Each time they pass by (or through) another unit, roll a d6 and on roll of 3 or lower the fire spreads and deals 3 damage to the unit for d6 rounds.



Last edited by SilverDragonRed on Sun May 21, 2017 9:44 am; edited 4 times in total (Reason for editing : Had to change when the Bulk rule comes into effect with Movement. Added in Major Change notice.)

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2 Re: Battle Rules on Thu Dec 15, 2016 11:32 am

Siege Equipment
Ballista 3 Wealth
Health: 20
Range: 500 yards
Movement: Stationary
Armor Rating: 3
Damage: 6 (Ignores Armor Rating)

Catapult Costs 1 Wealth (Small), 2 Wealth (Medium), or 4 Wealth (Large)
Health: 10 (Small), 20 (Medium), 40 (Large)
Range: 300 yards (Small), 400 yards (Medium), 500 yards (Large)
Movement: Stationary
Armor Rating: 5
Damage: See Chart
Size-------------Stone Shot---------Boiling Oil--------------Jelly Fire
Small---------------3----------------------3-------------------------7
Medium------------5----------------------5-------------------------7
Large---------------7----------------------7-------------------------7
You may use the catapult to shatter walls and fortifications.  For the purpose of smashing objects, it has an effective Athletics 5 (Small), Athletics 7 (Medium), or Athletics 9 (Large).

Centipede 1 Wealth
Health: 10
Range: 300 yards
Movement: 10 yards
Armor Rating: 1
Damage: 1 (Ignores Armor Rating)
(Can fire Twice per Attack Order.)

Mangonel 3 Wealth
Health: 20
Range: 200 yards
Movement: 10 yards
Armor Rating: 3
Damage: 6
You may use the mangonel to shatter walls and fortifications.  For the purpose of smashing objects, it has an effective Athletics 10.  When used against units, the mangonel imposes a -1D on Warfare Tests.

Scorpion 1 Wealth
Health: 10
Range: 500 yards
Movement: 10 yards
Armor Rating: 1
Damage: 3 (Ignores Armor Rating)

Steam Cannon Costs 2 Wealth (Small), 3 Wealth (Medium), or 5 Wealth (Large)
Health: 15 (Small), 30 (Medium), 50 (Large)
Range: 200 yards (Small), 500 yards (Medium), 1,000 yards (Large)
Movement: Stationary
Armor Rating: 7
Damage: 5 (Small), 7 (Medium), 10 (Large)

Spitfire 2 Wealth
Health: 20
Range: 200 yards
Movement: 10 yards
Armor Rating: 2
Damage: 3 (Boiling Oil), 7 (Jelly Fire)

Trebuchet 4 Wealth
Health: 40
Range: 500 yards
Movement: Stationary
Armor Rating: 4
Damage: 7
You may use the trebuchet to shatter walls and fortifications.  For the purpose of smashing objects, it has an effective Athletics 12.



Last edited by SilverDragonRed on Wed May 24, 2017 1:14 pm; edited 2 times in total

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3 Re: Battle Rules on Thu Dec 15, 2016 12:25 pm

Terrain Features----------------Effect
Coast-----------------------------Enables Warships
Community
Hamlet---------------------------Slow Movement
Small Town---------------------Cover [+1], Slow Movement
Large Town---------------------Cover [+2], Slow Movement
Small City-----------------------Cover [+2], Slow Movement, No Cavalry
Large City-----------------------Cover [+3], Slow Movement, No Cavalry
Desert*---------------------------Slow Movement
Grasslands-------------------------------------------------
Hill--------------------------------Slow Movement, +1D on Fighting or Marksmanship Tests**
Island-----------------------------Enables Warships
Mountains------------------------Very Slow Movement, +2D on Fighting or Marksmanship Tests**,
-------------------------------------No Cavalry, No Siege Weapons
Plain---------------------------------------------------------
Road-------------------------------Removes Slow Movement, Changes Very Slow Movement to Slow Movement,
-------------------------------------Enables Cavalry (in Mountains)
Ruin-------------------------------Cover [+2]
Wall--------------------------------Cover [+5], Blocks Movement
Water
Stream------------------------------Slow Movement
River--------------------------------Very Slow Movement, Slow Movement with bridge, Enables Warships
Pond---------------------------------Slow Movement, Enables Warships
Lake---------------------------------Blocks Movement, Enables Warships
Wetlands----------------------------Slow Movement
Woods
Light---------------------------------Cover [+2]
Heavy--------------------------------Cover [+5]
*Any Plains without Grasslands, Water, or Woods.
**This bonus applies to attacks made against opponents on lower elevations.

Slow Movement reduces Movement by 10 yards.
Very Slow Movement reduces Movement by 20 yards.

Visibility
In areas of dim light, units take a -1D penalty to Agility, Athletics, Awareness, and Fighting Tests.  Marksmanship Tests take a -2D penalty.

In areas of darkness, units take a -2D penalty to Agility, Athletics, Awareness, and Fighting Tests.  Marksmanship Tests take a -4D penalty.  All terrain counts as Slow Movement (or Very Slow Movement if already slow).

Weather
Rain comes in two varieties; light and heavy.  Light rain imposes no penalties.  Heavy rain imposes a -2 penalty to all Fighting and Marksmanship Tests.  Extensive rain changes the terrain to Slow Movement and changes Streams into Rivers.

Snow comes in two varieties; light and heavy.  Light snow imposes a -2 penalty to all Fighting and Marksmanship Tests.  Heavy snow functions like light snow but reduces visibility to darkness.

Fortifications--------------------Effect
Superior Castle------------------Cover [+12]
Castle-----------------------------Cover [+8]
Small Castle---------------------Cover [+6]
Hall-------------------------------Cover [+4]
Tower-----------------------------Cover [+3]
Temporary-----------------------Cover [+1]*
*If constructed by an Engineer unit, becomes Cover [+2].

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4 Re: Battle Rules on Thu Dec 15, 2016 10:14 pm

Formations and Flanking
Flanks- When an attacking unit hits an enemy at either of the sides, the attacking unit gains a +1 bonus to its Fighting Tests.

Rear- When an attacking unit hits an enemy at the rear, the attacking unit gains a +1D bonus to its Fighting Tests.

Surrounded- When several attacking units surrounds an enemy, units attacking from the front gain a +1 bonus to its Fighting Tests, units attacking from the flanks gain a +1D bonus, and units attacking form the Rear gain a +2D bonus.

Attacking the Attackers- A unit may attack enemies on its flanks, but at a -1D penalty to its Fighting Tests.  It can not attack enemies at its rear.

Facing Orders
Reverse- Difficulty +0
You command a unit to reverse its position so it points in the opposite direction.  On a failed Warfare Test, the unit still reverses, but the enemy still retains its flanking benefits for the next round.
[Standing Orders: Once ordered, the unit attacks any enemy unit in front or at its flanks.]

Wheel- Difficulty +3
You command a unit to change its facing to the left or right.  Such a maneuver is more complex than a simple move, as the unit must move precisely to maintain its line.  On a failed Warfare Test, the unit still changes its facing, but the enemy still retains its flanking benefits for the next round.
[Standing Orders: Once ordered, the unit attacks any enemy unit in front or at its flanks.]

Formation Orders
Battle- Difficulty +0
Benefit: None
Drawbacks: None

Checkered- Difficulty +0
Benefit: +5 Defense against Marksmanship Attacks, +1D on Fighting Tests against Mobs
Drawbacks: +3 to Discipline, Slow Movement

Column- Difficulty +0
Benefit: None
Drawbacks: -1D on Fighting Tests

Mob- Difficulty -3
Benefit: None
Drawbacks: -5 Defense, +6 Discipline

Phalanx- Difficulty +6
Benefit: +5 Defense against Fighting Attacks
Drawbacks: -5 Defense against Marksmanship Attacks, Very Slow Movement

Shield Wall- Difficulty +6
Benefit: +5 Defense against Fighting Attacks* (from all sides), Negates benefits of Charge
Drawbacks: No Movement
*Units behind the Shield Wall gain +5 Defense.

Square- Difficulty +6
Benefit: Negates bonuses from Flank and Rear Attacks
Drawbacks: No Movement

Tortoise Shell- Difficulty +6
Benefit: +5 Defense (from all sides)
Drawbacks: No Attacks, Very Slow Movement

Wedge- Difficulty +3
Benefit: +1D on Fighting Tests related to Charges
Drawbacks: -5 Defense against Marksmanship Tests

Action Orders
Attack- Difficulty +0
Benefit: None
Drawbacks: None
[Standing Orders: Once ordered, the unit continues to attack adjacent enemy units each round if using Fighting weapons or against the closest enemy unit if using Marksmanship weapons.]

Charge- Difficulty +0
Benefit: +2 bonus to base damage
Drawbacks: -1D on Fighting Test
[Standing Orders: Once ordered, the unit continues to attack adjacent enemy units each round.]

Defend- Difficulty +0
Benefit: Agility Test replaces Defense for a round*
Drawbacks: None
[Standing Orders: Once ordered, the unit continues to defend each round.]
*Units with shields gain +1D for Agility Test.

Move/Sprint- Difficulty +0
Benefit: None
Drawbacks: None
[Standing Orders: Once a unit moves, it does nothing until it receives a new order.]

Organize- Difficulty +0
Benefit: Restores a unit from disorganized
Drawbacks: None
[Standing Orders: Once a unit organizes, it does nothing until it receives a new order.]

Ready- Difficulty +0*
Benefit: None
Drawbacks: None
[Standing Orders: Once ordered, the unit remains ready until the condition is met that allows the unit to act.  Thereafter, the unit attacks or does nothing, depending on its last action.]
*Ready Action must specify the next action for the unit as well as the condition that triggers the action.

Regroup- Difficulty +0
Benefit: Restores 1 point of Morale per degree of success
Drawbacks: None
[Standing Orders: Once a unit regroups, it does nothing until it receives a new order.]

Retreat- Difficulty +0*
Benefit: None
Drawbacks: None
[Standing Orders: Once a unit retreats, it moves away from the battle each round until it receives a new order.]
*On a Critical Failure, the unit becomes routed in addition to taking no action.

Surrender- Difficulty +0*
Benefit: None
Drawbacks: None
[Standing Orders: Once a unit surrenders, it is removed from play.]
* On a failure, the unit becomes routed.

Ambush- Difficulty +3
Benefit: Unit gains +2 bonus to damage for first round
Drawbacks: None
[Standing Orders: As Attack.]

Force Back- Difficulty +3
Benefit: Success in an opposed Athletics Test pushes enemy unit back 10 yards (subject to terrain).
Drawbacks: None
[Standing Orders: As Attack.]

Fighting Withdrawal- Difficulty +3*
Benefit: May move up to half the unit’s Movement after attacking
Drawbacks: -1D to Fighting or Marksmanship Test
[Standing Orders: Once ordered, the unit continues to move back to the Commander each round.]
*If test is a Critical Failure, the unit becomes disorganized in addition to taking no action.

Pincer- Difficulty +3*
Benefit: 2 Units gain +1D to Fighting Tests against the same enemy unit.
Drawbacks: None
[Standing Orders: As Attack.]
*Must be issued to two Fighting units.

Sap- Difficulty +3*
Benefit: Restores fortification Cover by 1 point upon success of a Warfare Test against 12**
Drawbacks: -5 Defense
[Standing Orders: Once a unit begins the sapping, it does nothing until it receives a new order.]
*Can only be given to Engineers.
**Some fortifications are so large that the sapping only affects a small portion of it.

Scale Walls- Difficulty +3
Benefit: None
Drawbacks: None
[Standing Orders: Once a unit attempts to scale the walls, it keeps trying until it succeeds or it receives a new order.  If the unit encounters an enemy unit on the wall, it attacks.]

Set for a Charge- Difficulty +3
Benefit: Deals double base damage to attacking unit
Drawbacks: None
[Standing Orders: As Attack.]

Slash and Burn- Difficulty +3
Benefit: Reduces enemy Population and Wealth by 1 point per round
Drawbacks: None
[Standing Orders: Once a unit slashes and burns, it does nothing until it receives a new order.]

Suppressing Fire- Difficulty +3**
Benefit: Increases Difficulty of enemy Orders upon success of Marksmanship Test*
Drawbacks: None
[Standing Orders: As Attack.]
*Success increases Difficulty by +3 with an additional +1 per degree of success
**Attack deals no damage until two degrees of success (base damage)

Trample- Difficulty +3*
Benefit: +5 base damage to first enemy unit attacked
Drawbacks: -1D to Fighting Tests against any other units attacked
[Standing Orders: As Attack.]
*Can only be given to Cavalry.

Blitz- Difficulty +6*
Benefit: None
Drawbacks: -1D to Fighting Test against any other units attacked
[Standing Orders: As Attack.]
*Same as trample, but only given to non-cavalry.

Envelop- Difficulty +6
Benefit: Free Attack if enemy unit tried to retreat or disengage
Drawbacks: Successful Marksmanship Tests damage both units
[Standing Orders: A unit continues to envelop its enemy.  Once the enemy moves away, the unit does nothing until it receives a new order.]

Hammer and Anvil- Difficulty +6*
Benefit: After a successful Athletics Test, the enemy unit is thrown half it Movement into a ready unit who receives a free Attack with a +1D bonus
Drawbacks: None
[Standing Orders: As Attack.]
*Requires another unit to already have the Ready order.

Probing Attack- Difficulty +6
Benefit: +2 Defense until start of next round
Drawbacks: -1D penalty for Fighting Tests
[Standing Orders: As Attack.]

Rally- Difficulty +6
Benefit: Restores a unit from routed, becomes disorganized
Drawbacks: None
[Standing Orders: Once a unit rallies, it does nothing until it receives a new order.]

Split Attack- Difficulty +6
Benefit: Split Fighting or Marksmanship dice amongst two different enemy units
Drawbacks: None
[Standing Orders: As Attack.]


Damage and Morale
>0 Morale- unit is acting as normal.

Disorganized- unit is now -1D on all Tests and Discipline Modifier is +3 above base.  If a unit becomes disorganized a number of times equal to its Endurance the unit is destroyed.  If a disorganized unit receives more damage it becomes routed.  Reorganize order, if successful, removes all damage but the penalties remain; penalties are accumulative.

Routed- unit’s formation changes to mob, and it sprints away from the attacking enemy unit.  If it routs past the boundary of the battle it is removed from play.  A routed unit that receives damage becomes destroyed.  A rally order, if successful, changes the unit to disorganized.

Destroyed- Three ways to become destroyed: a routed unit gets hit, accumulative penalties from disorganization equals the units Endurance, or the unit receives damage in excess of twice its Morale in a single hit.  Destroyed units are removed from play.

When the first unit routs, all units that can see it must take a Warfare Test for Morale to see if they rout as well (using the leader's Warfare rank).  It is based on the training level of the routed unit:
Green +0
Trained +3
Veteran +6
Elite +9
When at least of the quarter of the units are routed or destroyed, add +3 to the Test above.  When its half the units, an additional +3 is added to the Test above.



Last edited by SilverDragonRed on Thu May 25, 2017 10:14 am; edited 1 time in total

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5 Re: Battle Rules on Fri Dec 16, 2016 2:35 pm

ANATOMY OF A BATTLE
Step 1: Battlefield
The battle map is presented with descriptions of the terrain, weather, visibility, etc.

Step 2: Unit Deployment and Leader Placement
Both sides set up their forces on their designated side of the map and roll for formation orders.  Concealed units must be set up in areas (or behind obstacles) that obscure line-of-sight.  Army commanders have to be placed in any units the controlling player wishes.  If a Commander unit is present then the option is available to deploy the army commander with a small entourage in a separate unit.

Step 3: Parlay and Terms
Either side can send a messenger to give terms and/or negotiate peace.  If an agreement is made, the battle is avoided.

Step 4: Siege Weapons
If either side has an Engineer unit equipped with siege weapons, this is when they are fired.  The Engineer unit uses its Warfare skill to fire the weapons against the enemy unit’s Defense.

Step 5: Main Order Phase
Players get to issue orders to every unit in their army.  (# of Dice equal to Commander’s Warfare ability vs. unit’s Discipline plus Difficulty of order)

Step 6: Second Order Phase
Players get to issue a number of orders to their units equal to their Command ability.  (# of Dice equal to Commander’s Warfare ability vs. unit’s Discipline plus Difficulty of order +3 per number of previous orders)

Step 7: Repeat
Repeat Step 4 through Step 6 until one army either surrenders, retreats, or is destroyed.

Step 8: Resolution
After the battle is over, its time to define what was won and lost.
Glory
Both sides get 1 Glory for participating in the battle.  Additional Glory is earned according to accomplishments achieved in the battle:
Circumstances-----------------------------------------Glory Earned
Defeated 3 or fewer units----------------------------------1
Defeated 4 to 6 units----------------------------------------2
Defeated 7 to 9 units----------------------------------------3
Defeated 10 or more units----------------------------------4
Won outnumbered 3:2--------------------------------------1
Won outnumbered 2:1--------------------------------------2
Won outnumbered 3:1 or more----------------------------3

Resources
Defense
If the stronghold wasn’t destroyed in the fighting, the winner claims the stronghold and however much investment was tied into it.
Land
The winner seizes the local Land and however much investment was tied into it.
Law
The loser loses d6 Law.  If the winner occupies the land for 3 months (turns) they also lose d6 Law.
Population
The loser loses d6 Population.  If the winner occupies the land for 3 months (turns) they gain d6-1 Population.
Power
Any units that are lost reduces the House’s Power by the cost of the unit.
Wealth
If the lands taken includes a stronghold or community, the victor increases his Wealth by d6-1.  The loser loses 2d6 Wealth.  In addition, any Wealth investments tied into the land becomes part of the winner’s possession.

Surviving Units and Training
Roll a d6-(# of times the unit was disorganized) to determine their ultimate result.
No Damage [0 or less]-2 training, [1]-1 training, [2-4] Intact, [5]+1 training, [6]+2 training
Damage [0 or less]-2 training, [1]-1 training, [2-4] Intact, [5]+1 training, [6]+2 training
Disorganized [0 or less]-3 training, [1]-2 training, [2]-1 training, [3-5] Intact, [6]+1 training
Routed [0 or less]Destroyed, [1]-3 training, [2]-2 training, [3]-1 training, [4-6] Intact
Destroyed [2 or less]Destroyed, [3]-3 training, [4]-2 training, [5]-1 training, [6] Intact

Casualties
No Damage 0%
Damage 2d6-6%
Disorganized (# of times disorganized/Endurance rank)%
Routed 35+(d6 per # of times disorganized)%
Destroyed 50+(d6 per # of times disorganized)%

If the army commander is in a unit that becomes disorganized or worse (or the unit takes damage in excess of half its Morale), roll a d6.
Disorganized On a roll of 1, the commander dies.
Routed On a roll of 2 or lower, the commander dies.
Destroyed On a roll of 3 or lower, the commander dies.



Last edited by SilverDragonRed on Thu May 25, 2017 12:25 am; edited 2 times in total

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6 Re: Battle Rules on Mon Dec 19, 2016 3:09 pm

SAMPLE BATTLE
House Chlothar Forces:
[1-3] Crusader, Trained (DM+6) Defence=6,Morale=12, Fighting=4
[4-8] Infantry, Trained (DM+6) Defence=5, Morale=15, Fighting=4
[9-14] Infantry, Green (DM+9) Defence=5, Morale=9, Fighting=2
[15-19] Levies, Green (DM+15) Defence=8, Morale=6, Fighting=2, Marksmanship=2
[20] Archers, Trained (DM+9) Defence=9, Morale=6, Marksmanship=4
[21-22] Merc, Veteran (DM+6) Defence=7, Morale=15, Fighting=6
[23] Noble, Elite (DM-3) Defence=7, Morale=18, Fighting=8
[24-26] Cavalry, Trained (DM+3) Defense=6, Morale=6, Fighting=5
[C] Commander, Trained (Bern Cola Wolfgang) Defense=6, Morale=6, Command=5, Fighting=3, Warfare=4
House Moonsword/Amberheart/Runelight Forces:
AMBERHEART
[1-5] Garrison, Trained (DM+3) Defence=6, Morale=12, Fighting=4
[6] Cavalry, Veteran (DM+0) Defence=8, Morale=6, Fighting=5
[7] Garrison, Trained (DM+3) Defence=6, Morale=12, Fighting=4
[8] Infantry, Trained (DM+6) Defence=6, Morale=9, Fighting=5
[9] Archers, Trained (DM+9) Defence=9, Morale=6, Marksmanship=4
[10] Engineers, Trained (DM+9) Defence=5, Morale=15, Fighting=4, Warfare=3
Manning a Centipede
[C] Commander, Veteran (Bern Silvina Moonlight) Defence=6, Morale=6, Command=7, Fighting=5, Warfare=4
[11-17] Levies, Trained (DM+12) Defence=12, Morale=6, Fighting=2, Marksmanship=2
House Chlothar- 23,620 men
House Moonsword- 16,220 men
Parlay & Terms: Cola Wolfgang is wanting to control all the lands of the Storm Valley and demands that House Moonsword and their vassals surrender.  The term was outright rejected.


Formation Orders:
Chlothar:
All: Battle Line.  All Passed.
Moonsword:
All: Battle Line. All Passed
Turn 1:
Siege:
Centipede fires at Chlothar[20].  Warfare Test Result=12, Damage done=2.
Chlothar Orders:
[20]: Sprint; passed.  All others: Move. [15-19] failed the Test.
Moonsword Orders:
[9]: Ready (Fire at Chlothar[20] when it enters range.); passed.  All others: Hold. All passed.
[9] fires at Chlothar[20]. Marksmanship Test Result=19, Damage done=((6*3)-2)=16. Chlothar[20] destroyed.
Second Orders:
Chlothar:
[21-16]: Move. All passed.
Moonsword:
[9]: Attack Chlothar[25C], TN 12; passed. Marksmanship Test Result=15, Damage done=((6*3)-5)=13.  Chlothar[25C] destroyed; Cola Wolfgang survives, but injured.
[9]: Attack Chlothar[24], TN 15; passed. Marksmanship Test Result=14, Damage done=((6*2)-5)=7. Chlothar[24] is disorganized.
[9]: Attack Chlothar[26], TN 18; passed. Marksmanship Test Result=19, Damage done=((6*4)-5)=19. Chlothar[26] destroyed.
[6]: Charge Chlothar[24], TN 3; passed. Fighting Test Result=12, Damage done=(((5*2)+2)-5)=7. Chlothar[24] is routed.  Routing Test for army: All rout but Chlothar[23].
[6]: Charge Chlothar[23], TN 6; passed. Fighting Test Result=22, Damage done=((5*5)-6)=19. Chlothar[23] is disorganized.
[6]: Attack Chlothar[23], TN 9; passed. Fighting Test Result=13. Damage done=((5*2)-6)=4. Chlothar[23] is routed.
[6]: Trample Chlothar[23]&[24], TN 15; passed. Fighting Test Results=17&13. Damage done=((5*2)-6)&((5*2)-5)=4&5. Chlothar[23]&[24] destroyed.


The rest of House Chlothar’s forces retreat from House Amberheart’s lands.  Chlothar sustains 1,354 dead and 1,286 wounded for Moonsword loses of 2 dead and 5 wounded.

House Moonsword gains 5 Glory while House Chlothar only gets 1.

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