Battle Rules
Mar 17, 2019 14:33:44 GMT -5
Post by Nature Boy on Mar 17, 2019 14:33:44 GMT -5
BATTLE RULES
During the Battle Turn, each attack that occurred will be posted in the Battle Thread. Upon being posted, Rulers have 48 hours to send their tactics to the Admin running the battle for the first round of their respective battle(s). Tactics will be sent for each PC and NPC in the Battle, though a player can send their own tactics if they wish to override the Ruler's tactics. After the first round of battle has been completed, Rulers will have another 48 hours to submit tactics for the second round. This will continue until five rounds have finishes. If the Battle has not concluded by the fifth round, the Battle will carry over into the next month.
When a location is attacked, the defender will be given an estimated number of troops approaching and will be given the option to defend or to abandon the location. If a location is chosen to be defended, the defender can choose to meet the invader in a field battle or a siege battle. If a location is abandoned, the ruler or magistrate will have the option to choose an allying adjacent location to retreat to. When retreating, gold, food, troops, and arms can be transferred to the new location, though a penalty will be enacted in the haste of retreat. The penalty will be a 20% loss of each resource. A ruler or magistrate will be given 48 hours after the invasion post to respond. If no response is given, it counts as surrendering the location with all resources and NPCs to the invader.
TROOPS COUNT/TYPES
A character can only lead so many troops to battle. That number is determined by the characters Leadership and Charisma stats. A character can always lead a minimum of 100 troops.
Max Troops = 100 + Lead + Cha
*Requires skill to use.
**Need clean line of sight to attack (No other units blocking a straight path to the target unit. Not needed if musket unit is on Walls or Mountains).
`Can be crafted with CP in Personal Turn (Horses require Breeder skill, rest require Blacksmith).
† Heavy Infantry has 15% Damage reduction.
TERRAIN
Battlefields consist of different terrains. The terrain will change the way units move and attack. Each kind of terrain with their various effects are listed below. Terrain types also have a color to represent them on the battle map. The layout of the map and terrain is dependant on where on the map the battle is taking place. For example, a battle near Skargness will have more swamp on the battlefield while a battle near Sarton will have more forest.
Forest (Dark Green) - -1 overall movement, ranged units can only attack in melee, and cannot attack into.
Hills (Green) - -1 overall movement.
Mountain (Dark Grey) - -2 overall movement, +1 attack range with ranged units.
Plains (Yellow) - No penalties or bonuses.
Road (Brown) - +1 to overall movement.
Swamp (Dark Blue) - -2 overall movement.
Walls (Grey) - +1 attack range with ranged units, cavalry cannot move on these spaces. Can be attack, but has 50% Damage reduction, except when attack by siege weapons.
Water (Blue) - All movement to move through, deal 25% less damage.
EXAMPLE MAP
INITIATIVE
In battle, who gets to take their turn first is determined by their Initiative. Initiative is determined by the Leadership and Intelligence stat. In the case of a tie, the character with the higher Leadership stat will go first. If the Leadership scores are the same, the one with higher Intelligence will get initiative. If a third tie occurs, who goes first will be determined randomly.
Initiative = Lead + Int
DAMAGE
Combat is done by a character attacking or using a tactic on an enemy character. For most tactics and all normal attacks, the enemy will receive a counter attack. The amount of damage done with attacks is determined by the Leadership and Strength stats, along with the damage die rolled. The value of the damage die is determined by the troop type the unit is commanding. For every 25 soldiers a unit is commanding, an additional damage die is added. Counter attacks are calculated from the opponent’s starting troop numbers.
Base Damage = (Lead + Str)/20
Damage = Roll + Base Damage per die rolled.
An additional 20% damage is dealt to an opponent if two characters are surrounding an enemy unit. This damage is negated if the enemy unit has the Valor skill.
ACTION POINTS AND BATTLE TACTICS
While in battle, characters can use special battle tactics to swing the momentum of battle, whether it be by dealing high amounts of damage or disabling opponents. Battle tactics require a number of Action Points (AP) to perform.
AP = Lead + Int + Stwd
If a battle is extended into the next month, each unit that is still present in the battle regains 50 AP.
Aid (Int; 30) - Remove any negative conditions from a nearby ally. Range of 2 (4 with Aid skill). Roll + Int/12 > 12
Battle Cry (Cha; 40) - Give allies the “Inspired” condition for 2 turns (3 with Inspire skill). Roll + Cha/15 > 13
Charge (Lead/Str; 30) - Deal 1.5x damage while moving through the enemy unit. Has chance to trigger a duel. Roll + (Attacker’s Lead + Str)/10 - (Defender’s Lead+Str)/10 > 13
Confuse (Int; 25) - Give an enemy the “Confused” condition for 1 turn (2 with Confuse Skill). Range of 2 (3 with Confuse skill). Roll + Attack’s Int/10 - Defender’s Lead/10 > 12
Delay (Int; 30) - Slow an enemy unit, reducing their Initiative for the battle by 20. Range of 2 (3 with Delay skill). Roll + Attack’s Int/10 - Defender’s Lead/10 > 11
Double Attack (Str; 40) - Attack twice in a single turn, with the second attack dealing 75% Damage and receiving no counter attack. Cannot be used by Catapults or Muskets. Roll + Str/20 > 16
Duel (N/a; 10) - Challenge an enemy to a duel. Can be forced depending on enemy condition, otherwise can be accepted or declined.
Fire Attack (Int; 25) - Give an enemy the “On Fire” condition. Can only be used by ranged units, excluding muskets. Roll + Attacker’s Int/10 - Defender’s Int/10 > 11
Heal* (Int; 40) - Heal allied troops back to fighting capability. Heals Int/3 Troops. Cannot go over initial starting troop count. Roll + Int/15 > 14
Jeer (Cha; 30) - Lower target enemy’s morale. Morale damage = Cha/10. Range of 3. Roll + Cha/10 - Int/10 > 13
Normal Attack (Lead/Str; 0) - A basic attack.
Rally (Cha; 30) - Restore target ally’s morale. Morale increase = Cha/10. Range of 3. Roll + Cha/15 > 13
Raid (Lead/Int; 35) - Attack an enemy dealing 25% less damage, but also lowers enemy morale and steals food. Has chance to trigger a duel. Morale loss = Damage Dealt/6. Food Stolen = Damage Dealt * 4. Roll + (Attacker’s Lead + Int)/10 - (Defender’s Lead+Int)/10 > 14
Riot (Int/Cha; 45) - Cause a riot to erupt in target unit’s camp, lowering their troops and causing the “Confused” condition. Range of 2. Roll + (Attacker’s Int + Cha)/10 - (Defender’s Lead+Int)/10 > 15
Taunt (Cha; 30) - Give target enemy the “Enraged” condition. Range of 2 (3 with Taunt skill). Roll + (Attacker’s Cha)/10 - (Defender’s Int)/10 > 13
Thrust (Str; 25) - Attack an enemy, pushing them back 1 space. Roll + Str/15 > 12
Transfer (N/a; 0) - Move food, gold, or prisoners to an allied unit.
Volley (Lead; 40) - A ranged attack that hits multiple enemies, additional enemies must be adjacent to the original target. Cannot be used by Catapults or Muskets. Friendly fire may occur. Roll + Lead/15 > 15
MORALE
When going into battle, the training value of a unit directly affects its morale. The training value will be converted into the morale value. Each unit will have its own morale value. Morale can be lowered and raised throughout the course of battle through tactics and defeating units. If moral reaches a certain point, the unit will become Demoralized, and continue to be until the units morale is raised above the threshold. After the battle, troops will be pooled together and morale/training adjusted accordingly.
When a unit is defeated, it will result in a 20 morale swing. -10 Morale for the side of the defeated unit, +10 for the other. If a ruler is defeated in battle, it will result in a 30 morale swing. -15/+15 respectively.
100-50 = Normal
49-11 = Demoralized
10-1 = Chance for retreat
0 = Will retreat
CONDITIONS
When in battle, a character can have different tactics affect a units Condition. These conditions determine how the character will take their turn or fight. Negative conditions can be removed with the use of the Aid tactic, or with the Rally tactic with the Rally skill
Confused - The unit cannot make any action, has 40% Chance to be forced into Duel.
Demoralized - When a unit’s morale is too low. troops desert each turn and unit deals 20% less damage.
Enraged - The unit focuses on the source unit. Take extra damage from other sources, has 75% Chance to be forced into duel.
Inspired - The unit deals 10% extra damage and has increased chances to succeed on tactics (+2 bonus on rolls).
On Fire - The unit takes period damage to both troops and food. -10% Troops; 8% Food.
SIEGE RULES
If a defender chooses to defend in a siege battle, the battle will take place at the location itself. Each battle map will have a walled area where the defender begins. Along these walls will also be gates which will be identified in the battle thread post. Walls and Gates have their own Health Points (HP). Gates have a flat 200 HPwhile Walls are determined by the locations Safety stat. Walls and gates take 50% Damage against all non siege units. Each square of wall has its own individual HP, which will be reflected on the battle map in the battle thread posts.
Walls HP = Locations Safety stat + 50*
* + 80 if location has a castle
EXAMPLE BATTLE TACTICS
During the Battle Turn, each attack that occurred will be posted in the Battle Thread. Upon being posted, Rulers have 48 hours to send their tactics to the Admin running the battle for the first round of their respective battle(s). Tactics will be sent for each PC and NPC in the Battle, though a player can send their own tactics if they wish to override the Ruler's tactics. After the first round of battle has been completed, Rulers will have another 48 hours to submit tactics for the second round. This will continue until five rounds have finishes. If the Battle has not concluded by the fifth round, the Battle will carry over into the next month.
When a location is attacked, the defender will be given an estimated number of troops approaching and will be given the option to defend or to abandon the location. If a location is chosen to be defended, the defender can choose to meet the invader in a field battle or a siege battle. If a location is abandoned, the ruler or magistrate will have the option to choose an allying adjacent location to retreat to. When retreating, gold, food, troops, and arms can be transferred to the new location, though a penalty will be enacted in the haste of retreat. The penalty will be a 20% loss of each resource. A ruler or magistrate will be given 48 hours after the invasion post to respond. If no response is given, it counts as surrendering the location with all resources and NPCs to the invader.
TROOPS COUNT/TYPES
A character can only lead so many troops to battle. That number is determined by the characters Leadership and Charisma stats. A character can always lead a minimum of 100 troops.
Max Troops = 100 + Lead + Cha
*Requires skill to use.
**Need clean line of sight to attack (No other units blocking a straight path to the target unit. Not needed if musket unit is on Walls or Mountains).
`Can be crafted with CP in Personal Turn (Horses require Breeder skill, rest require Blacksmith).
† Heavy Infantry has 15% Damage reduction.
TERRAIN
Battlefields consist of different terrains. The terrain will change the way units move and attack. Each kind of terrain with their various effects are listed below. Terrain types also have a color to represent them on the battle map. The layout of the map and terrain is dependant on where on the map the battle is taking place. For example, a battle near Skargness will have more swamp on the battlefield while a battle near Sarton will have more forest.
Forest (Dark Green) - -1 overall movement, ranged units can only attack in melee, and cannot attack into.
Hills (Green) - -1 overall movement.
Mountain (Dark Grey) - -2 overall movement, +1 attack range with ranged units.
Plains (Yellow) - No penalties or bonuses.
Road (Brown) - +1 to overall movement.
Swamp (Dark Blue) - -2 overall movement.
Walls (Grey) - +1 attack range with ranged units, cavalry cannot move on these spaces. Can be attack, but has 50% Damage reduction, except when attack by siege weapons.
Water (Blue) - All movement to move through, deal 25% less damage.
EXAMPLE MAP
INITIATIVE
In battle, who gets to take their turn first is determined by their Initiative. Initiative is determined by the Leadership and Intelligence stat. In the case of a tie, the character with the higher Leadership stat will go first. If the Leadership scores are the same, the one with higher Intelligence will get initiative. If a third tie occurs, who goes first will be determined randomly.
Initiative = Lead + Int
DAMAGE
Combat is done by a character attacking or using a tactic on an enemy character. For most tactics and all normal attacks, the enemy will receive a counter attack. The amount of damage done with attacks is determined by the Leadership and Strength stats, along with the damage die rolled. The value of the damage die is determined by the troop type the unit is commanding. For every 25 soldiers a unit is commanding, an additional damage die is added. Counter attacks are calculated from the opponent’s starting troop numbers.
Base Damage = (Lead + Str)/20
Damage = Roll + Base Damage per die rolled.
An additional 20% damage is dealt to an opponent if two characters are surrounding an enemy unit. This damage is negated if the enemy unit has the Valor skill.
ACTION POINTS AND BATTLE TACTICS
While in battle, characters can use special battle tactics to swing the momentum of battle, whether it be by dealing high amounts of damage or disabling opponents. Battle tactics require a number of Action Points (AP) to perform.
AP = Lead + Int + Stwd
If a battle is extended into the next month, each unit that is still present in the battle regains 50 AP.
Aid (Int; 30) - Remove any negative conditions from a nearby ally. Range of 2 (4 with Aid skill). Roll + Int/12 > 12
Battle Cry (Cha; 40) - Give allies the “Inspired” condition for 2 turns (3 with Inspire skill). Roll + Cha/15 > 13
Charge (Lead/Str; 30) - Deal 1.5x damage while moving through the enemy unit. Has chance to trigger a duel. Roll + (Attacker’s Lead + Str)/10 - (Defender’s Lead+Str)/10 > 13
Confuse (Int; 25) - Give an enemy the “Confused” condition for 1 turn (2 with Confuse Skill). Range of 2 (3 with Confuse skill). Roll + Attack’s Int/10 - Defender’s Lead/10 > 12
Delay (Int; 30) - Slow an enemy unit, reducing their Initiative for the battle by 20. Range of 2 (3 with Delay skill). Roll + Attack’s Int/10 - Defender’s Lead/10 > 11
Double Attack (Str; 40) - Attack twice in a single turn, with the second attack dealing 75% Damage and receiving no counter attack. Cannot be used by Catapults or Muskets. Roll + Str/20 > 16
Duel (N/a; 10) - Challenge an enemy to a duel. Can be forced depending on enemy condition, otherwise can be accepted or declined.
Fire Attack (Int; 25) - Give an enemy the “On Fire” condition. Can only be used by ranged units, excluding muskets. Roll + Attacker’s Int/10 - Defender’s Int/10 > 11
Heal* (Int; 40) - Heal allied troops back to fighting capability. Heals Int/3 Troops. Cannot go over initial starting troop count. Roll + Int/15 > 14
Jeer (Cha; 30) - Lower target enemy’s morale. Morale damage = Cha/10. Range of 3. Roll + Cha/10 - Int/10 > 13
Normal Attack (Lead/Str; 0) - A basic attack.
Rally (Cha; 30) - Restore target ally’s morale. Morale increase = Cha/10. Range of 3. Roll + Cha/15 > 13
Raid (Lead/Int; 35) - Attack an enemy dealing 25% less damage, but also lowers enemy morale and steals food. Has chance to trigger a duel. Morale loss = Damage Dealt/6. Food Stolen = Damage Dealt * 4. Roll + (Attacker’s Lead + Int)/10 - (Defender’s Lead+Int)/10 > 14
Riot (Int/Cha; 45) - Cause a riot to erupt in target unit’s camp, lowering their troops and causing the “Confused” condition. Range of 2. Roll + (Attacker’s Int + Cha)/10 - (Defender’s Lead+Int)/10 > 15
Taunt (Cha; 30) - Give target enemy the “Enraged” condition. Range of 2 (3 with Taunt skill). Roll + (Attacker’s Cha)/10 - (Defender’s Int)/10 > 13
Thrust (Str; 25) - Attack an enemy, pushing them back 1 space. Roll + Str/15 > 12
Transfer (N/a; 0) - Move food, gold, or prisoners to an allied unit.
Volley (Lead; 40) - A ranged attack that hits multiple enemies, additional enemies must be adjacent to the original target. Cannot be used by Catapults or Muskets. Friendly fire may occur. Roll + Lead/15 > 15
MORALE
When going into battle, the training value of a unit directly affects its morale. The training value will be converted into the morale value. Each unit will have its own morale value. Morale can be lowered and raised throughout the course of battle through tactics and defeating units. If moral reaches a certain point, the unit will become Demoralized, and continue to be until the units morale is raised above the threshold. After the battle, troops will be pooled together and morale/training adjusted accordingly.
When a unit is defeated, it will result in a 20 morale swing. -10 Morale for the side of the defeated unit, +10 for the other. If a ruler is defeated in battle, it will result in a 30 morale swing. -15/+15 respectively.
100-50 = Normal
49-11 = Demoralized
10-1 = Chance for retreat
0 = Will retreat
CONDITIONS
When in battle, a character can have different tactics affect a units Condition. These conditions determine how the character will take their turn or fight. Negative conditions can be removed with the use of the Aid tactic, or with the Rally tactic with the Rally skill
Confused - The unit cannot make any action, has 40% Chance to be forced into Duel.
Demoralized - When a unit’s morale is too low. troops desert each turn and unit deals 20% less damage.
Enraged - The unit focuses on the source unit. Take extra damage from other sources, has 75% Chance to be forced into duel.
Inspired - The unit deals 10% extra damage and has increased chances to succeed on tactics (+2 bonus on rolls).
On Fire - The unit takes period damage to both troops and food. -10% Troops; 8% Food.
SIEGE RULES
If a defender chooses to defend in a siege battle, the battle will take place at the location itself. Each battle map will have a walled area where the defender begins. Along these walls will also be gates which will be identified in the battle thread post. Walls and Gates have their own Health Points (HP). Gates have a flat 200 HPwhile Walls are determined by the locations Safety stat. Walls and gates take 50% Damage against all non siege units. Each square of wall has its own individual HP, which will be reflected on the battle map in the battle thread posts.
Walls HP = Locations Safety stat + 50*
* + 80 if location has a castle
EXAMPLE BATTLE TACTICS
Carson Fay 73*-80-60-40-50 Charge, Drill, Leader, Weapon Master, Valor
Initiative; 133
AP; 173
Base Damage; 7.7
150 Swordmen
2000 Food
Actions:
1. Start at square A2. Follow road towards enemy.
2. Charge any enemies that come within range.
3. Use Aid on any allies who become Confused or Enraged.
Duel:
Accept any duels with anyone with 90 Str or under.
Initiative; 133
AP; 173
Base Damage; 7.7
150 Swordmen
2000 Food
Actions:
1. Start at square A2. Follow road towards enemy.
2. Charge any enemies that come within range.
3. Use Aid on any allies who become Confused or Enraged.
Duel:
Accept any duels with anyone with 90 Str or under.