War Rules & Regs
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==Clans== | ==Clans== | ||
(All bonuses are per member unless otherwise indicated) | (All bonuses are per member unless otherwise indicated) | ||
- | *'''Knights of Solamnia''' - 5% Attack Bonus(max 10%) | + | *'''Knights of Solamnia''' - 5% Attack Bonus (max 10%) |
- | *'''Dragonarmies''' - 5% Attack Bonus | + | *'''Dragonarmies''' - 5% Attack Bonus (max 10%) |
*'''Conclave''' - 1d1 added per mage | *'''Conclave''' - 1d1 added per mage | ||
*'''Rogue''' - | *'''Rogue''' - |
Revision as of 04:34, 8 September 2010
Contents |
General Rules
- You are allowed a single character per real person. Anyone we THINK is trying to violate this will just be outright removed from the war.
- The time period for each turn is a single week, results will be posted on Wednesday nights.
- All moves will be due on Sundays so results can be posted on Wednesday.
- There are no clan restrictions, but please be sensible with alliances.
- 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.
Alliances
- 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.
- Allied clans can combine territories in an effort to gain more recruits.
Clans
(All bonuses are per member unless otherwise indicated)
- Knights of Solamnia - 5% Attack Bonus (max 10%)
- Dragonarmies - 5% Attack Bonus (max 10%)
- Conclave - 1d1 added per mage
- Rogue -
- Wildrunner - 25% chance of “suprise” attack (one free dice roll with 1/2 of your total troops)
- Holy Order
- Light - recover 5% of troops lost in battle at the end of each round. <---healing
- Balance - 5% troop recruitment bonus
- Dark - 10% chance of blindness(-2d2 to enemy) at the beginning of the battle
- Wanderlust - Land Based Movement Bonus (max +1 per turn)
- Marauder - Land Based Movement Bonus (max +1 per turn)
- Seven Kingdoms - Defense Bonus
- Mariner - Is able to travel by sea from port cities (takes all 3 mv pts)
- Mercenary - 10% Loot bonus (max 10%)
Recruitment
- You start off with your clan rank x recruitment rank x 10 troops.
- You get 2 troops per territory.
- All recruitment troops start at your home territory.
- Each clan has a "recruitment rank" associated with them:
- Solamnic 3
- Dragonarmies 3
- Wildrunner 2
- Marauder 2
- Seven Kingdoms 2
- Mercenary 2
- Shadow 2
- Rogue 1
- Wanderlust 1
- Mariner 1
- Conclave 1
- Holy Order 1
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.
Movement
- You have three movement points (MP) per turn.
- You can spend movement points on the following
- Moving, 1 MP per territory.
- If in a port territory you can use all MP to sail out.
- Fortify your current territory:
- 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)
- Mercenary bonus
Price list: 25 troops = 50 gold 50 troops = 95 gold