War Rules & Regs

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(General Rules)
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==General Rules==
==General Rules==
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You are allowed a single character per real person.  
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*You are allowed a single character per real person.  
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The time period for each turn is a single week, results will be posted on Wednesday nights.
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*The time period for each turn is a single week, results will be posted on Wednesday nights.
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There are no clan restrictions, but please be sensible with alliances.
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*There are no clan restrictions, but please be sensible with alliances.
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If a clan wants to participate then an active <L> must note to immortal declaring the clan eligible for the war and stating the number of active players to sign up with the clan (remember, 1 character per real person).  If there is no active <L> then the players within the clan that want to participate should select a liaison.
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*If a clan wants to participate then an active <L> must note to immortal declaring the clan eligible for the war and stating the number of active players to sign up with the clan (remember, 1 character per real person).   
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*If there is no active <L> then the players within the clan that want to participate should select a liaison.
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Alliances
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==Alliances==
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While there are alliances that make sense within the Dragonlance theme, there will be no immortal imposed alliances outside of KoS vs DA.  
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*While there are alliances that make sense within the Dragonlance theme, there will be no immortal imposed alliances outside of KoS vs DA.  
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All alliances will be forged by players through roleplay.   
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*All alliances will be forged by players through roleplay.   
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Allied clans can combine territories in an effort to gain more recruits.
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*Allied clans can combine territories in an effort to gain more recruits.
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==Clans==
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(All bonuses are per member unless otherwise indicated)
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Clans - All bonuses are per member unless otherwise indicated
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*Knights of Solamnia - 5% Attack Bonus(max 10%)
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Knights of Solamnia - 5% Attack Bonus(max 10%)
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*Dragonarmies - 5% Attack Bonus
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Dragonarmies - 5% Attack Bonus
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*Conclave - 1d1 added per mage
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Conclave - 1d1 added per mage
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*Rogue -  
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Rogue -  
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*Wildrunner - 25% chance of “suprise” attack (one free dice roll with 1/2 of your total troops)
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Wildrunner - 25% chance of “suprise” attack (one free dice roll with 1/2 of your total troops)
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*Holy Order
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Holy Order
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**Light - recover  5% of troops lost in battle at the end of each round. <---healing
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Light - recover  5% of troops lost in battle at the end of each round. <---healing
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**Balance - 5% troop recruitment bonus
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Balance - 5% troop recruitment bonus
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**Dark - 10% chance of blindness(-2d2 to enemy) at the beginning of the battle
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Dark - 10% chance of blindness(-2d2 to enemy) at the beginning of the battle
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*Wanderlust - Land Based Movement Bonus (max +1 per turn)
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Wanderlust - Land Based Movement Bonus (max +1 per turn)
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*Marauder - Land Based Movement Bonus (max +1 per turn)
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Marauder - Land Based Movement Bonus (max +1 per turn)
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*Seven Kingdoms - Defense Bonus
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Seven Kingdoms - Defense Bonus
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*Mariner - Is able to travel by sea from port cities (takes all 3 mv pts)
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Mariner - Is able to travel by sea from port cities (takes all 3 mv pts)
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*Mercenary - 10% Loot bonus (max 10%)
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Mercenary - 10% Loot bonus (max 10%)
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Recruitment
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==Recruitment==
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You start off with your clan rank x 10 troops.
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*You start off with your clan rank x 10 troops.
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You get 2 troops per territory.
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*You get 2 troops per territory.
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All recruitment troops start at your home territory.
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*All recruitment troops start at your home territory.
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==Combat==
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*When two armies face each other, there will be a dice roll to determine the outcome of the battle. (i.e: 100 troops = 100 hp and a 10d10 roll).  You get one “hit point” per troop, as well as 1d1 per 10 troops.
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Combat
 
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When two armies face each other, there will be a dice roll to determine the outcome of the battle. (i.e: 100 troops = 100 hp and a 10d10 roll).  You get one “hit point” per troop, as well as 1d1 per 10 troops.
 
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==Movement==
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Movement
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*You have three movement points (MP) per turn.
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You have three movement points (MP) per turn.
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*You can spend movement points on the following
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You can spend movement points on the following
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Moving, 1 MP per territory.
Moving, 1 MP per territory.
IIf in a port territory you can use all MP to sail out.
IIf in a port territory you can use all MP to sail out.

Revision as of 04:05, 8 September 2010

Contents

General Rules


Alliances

Clans

(All bonuses are per member unless otherwise indicated)


Recruitment

Combat


Movement

Moving, 1 MP per territory. IIf in a port territory you can use all MP to sail out. Fortify your current territory Fortifications work as such: Every MP spent counts as a 2% defense bonus (damage deduction). A single territory can have a maximum of 10% defense bonus. If a territory is conquered the fortifications remain.


Bonuses Some random territories will have a “boss” there. If you walk through that territory, your team gets to be in a mob quest. You will have a time limit. If you kill the “boss” in that time, you get a bonus to your troops (10% more troops? Bonus to recruitment? Permanent armor upgrade for your troops?) PlayerKills can count towards killing of your victim’s troops. You must not loot, or jail your victim if you would like a dice roll against their troop’s lives. (Dice roll is 3d[victim_clan_rank]).


Death If all of your troops are killed, you will respawn, after a 1 turn penalty, back in your home city. If your home city is occupied by the enemy, you may not respawn until your team holds one of the two major cities.


Conditions for Victory Control all of the territories OR defeat all opposing forces OR get the blue crystal staff back to your home city and keep it there for two turns.


Loot Each time you defeat an enemy, you will receive gold pieces. The amount will be their total number of troops divided by ten. “War Gold” can be used to buy upgrades for your troops, or even purchase extra troops. You can get “War Gold the following ways: At the end of a battle - groups carry 1 war coin per 10 troops Bonus Territories have bonuses (mob quests) Merc bonus

Price list: 25 troops = 50 gold 50 troops = 95 gold

Territories 1. Sancrist - Solamnic Homebase 38. Neraka - Dragonarmies Homebase Anyone can sail from the following ports #, #, # to these ports #, #, # Mariners can sail from the following ports: 17, 19, 67, 4, 10, 9, 2, 72, 17, 44, 51, 52, 53, 54, 55, 56, 57, 13, 12, 79

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