War Rules & Regs

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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 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.
*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==
==Alliances==
*While there are alliances that make sense within the Dragonlance theme, there will be no immortal imposed alliances outside of KoS vs DA.  
*While there are alliances that make sense within the Dragonlance theme, there will be no immortal imposed alliances outside of KoS vs DA.  
*All alliances will be forged by players through roleplay.   
*All alliances will be forged by players through roleplay.   
*Allied clans can combine territories in an effort to gain more recruits.
*Allied clans can combine territories in an effort to gain more recruits.
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==Clans==
==Clans==
(All bonuses are per member unless otherwise indicated)
(All bonuses are per member unless otherwise indicated)
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*Knights of Solamnia - 5% Attack Bonus(max 10%)
*Knights of Solamnia - 5% Attack Bonus(max 10%)
*Dragonarmies - 5% Attack Bonus
*Dragonarmies - 5% Attack Bonus
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*Mariner - Is able to travel by sea from port cities (takes all 3 mv pts)
*Mariner - Is able to travel by sea from port cities (takes all 3 mv pts)
*Mercenary - 10% Loot bonus (max 10%)
*Mercenary - 10% Loot bonus (max 10%)
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==Recruitment==
==Recruitment==
*You start off with your clan rank x recruitment rank x 10 troops.
*You start off with your clan rank x recruitment rank x 10 troops.
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**Conclave 1
**Conclave 1
**Holy Order 1
**Holy Order 1
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==Combat==
==Combat==
*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.
*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==
==Movement==
*You have three movement points (MP) per turn.
*You have three movement points (MP) per turn.
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**A single territory can have a maximum of 10% defense bonus.   
**A single territory can have a maximum of 10% defense bonus.   
**If a territory is conquered the fortifications remain.
**If a territory is conquered the fortifications remain.
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==Bonuses==
==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?)  
*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]).
*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]).
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==Death==
==Death==
*If all of your troops are killed, you will respawn, after a 1 turn penalty, back in your home city.   
*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.
*If your home city is occupied by the enemy, you may not respawn until your team holds one of the two major cities.
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==Conditions for Victory==
==Conditions for Victory==
*Control all of the territories OR  
*Control all of the territories OR  
*Defeat all opposing forces OR  
*Defeat all opposing forces OR  
*Get the blue crystal staff back to your home city and keep it there for two turns.
*Get the blue crystal staff back to your home city and keep it there for two turns.
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==Loot==
==Loot==
*Each time you defeat an enemy, you will receive gold pieces.  The amount will be their total number of troops divided by ten.   
*Each time you defeat an enemy, you will receive gold pieces.  The amount will be their total number of troops divided by ten.   
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**Bonus Territories have bonuses (mob quests)
**Bonus Territories have bonuses (mob quests)
**Mercenary bonus
**Mercenary bonus
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<pre>
<pre>
Price list:
Price list:

Revision as of 04:23, 8 September 2010

Contents

General Rules

Alliances

Clans

(All bonuses are per member unless otherwise indicated)

Recruitment

Combat

Movement

Bonuses

Death

Conditions for Victory

Loot

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