War Rules & Regs
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*'''Knights of Solamnia''' - 5% Attack Bonus (max 10%) | *'''Knights of Solamnia''' - 5% Attack Bonus (max 10%) | ||
*'''Dragonarmies''' - 5% Attack Bonus (max 10%) | *'''Dragonarmies''' - 5% Attack Bonus (max 10%) | ||
- | *'''Conclave''' | + | *'''Conclave''' |
**'''White''' - 5% Defense Bonus (max 10%) | **'''White''' - 5% Defense Bonus (max 10%) | ||
**'''Red''' - 25% of perception spell (counters WR suprise) | **'''Red''' - 25% of perception spell (counters WR suprise) |
Revision as of 00:59, 15 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.
- If Sundays are bad for you we may be able to work something out though I would prefer not to make too many exceptions, talk to Sargonnas in game.
- 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 Knights of Solamnia vs the Dragonarmies.
- 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
- White - 5% Defense Bonus (max 10%)
- Red - 25% of perception spell (counters WR suprise)
- Black - 5% Attack Bonus (max 10%)
- Rogue - 10% chance to flee instead of dying when defeat is certain
- 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 others cannot travel from. (takes all 3 mv pts for mariner and passenger)
- Mercenary - 10% Loot bonus (max 10%)
- Shadow - 10% chance of spreading disease (time based damage 2d[attacker clan rank] every turn to victim)
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:
Recruitment Rank 3 | Recruitment Rank 2 | Recruitment Rank 1 |
---|---|---|
Solamnic | Wildrunner | Rogue |
Dragonarmies | Marauder | Wanderlust |
Seven Kingdoms | Mariner | |
Mercenary | Conclave | |
Shadow | Holy Order |
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 may leave troops behind in an area, but troops cannot move without a player guiding them.
- Just moving through a territory will claim it as your own, you have the option of leaving troops behind to protect your territories or leaving them unoccupied.
- If there are troops in a territory when you move into it, combat will be initiated.
- You can spend movement points on the following:
- Moving, 1 MP per territory.
- Fortifications, see fortifications header for more information.
- If in a port territory you can use all MP to sail out.
- The following ports are only reachable if you have a Mariner with you: 10, 12, 13, 52, 53, 54, 55, 56, 57, 79 (These are all of the island ports other than those marked with a blue line.)
- The blue line on the map indicates a path that is allowed to be traveled (so as not to keep KoS island locked).
Map
- Here is the link to the Territory Map.
- And here are the starting territories for clans:
Fortifications
- 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 10% of your TOTAL TROOPS bonus added to your troop totals, dropped in your starting city.
- Whoever lands the last blow on the quest mob will also get a bonus object, and all participants a bag of coupons.
Player Killing
- 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]).
- Jailing a PK victim will have absolutely no affect on the war at all. The only way to have an affect on the war with player killing is the above rule.
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