War Rules & Regs

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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. 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.
*The time period for each turn is a single week, results will be posted on Wednesday nights.
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*'''All moves will be due on Sundays so results can be posted on Wednesday.'''
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*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.
*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 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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*As a general rule, the submission order of move notes will matter.  (i.e: Bob and Tim both post notes wanting to go to territory 38, if Tim posts the note first then he gets the territory and Bob has to fight him for it).
==Alliances==
==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 Knights of Solamnia vs the Dragonarmies.  
*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.
==Clans==
==Clans==
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===Bonuses===
(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%)
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*'''Dragonarmies''' - 5% Attack Bonus (max 10%)
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*'''Conclave'''
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**'''White''' - 5% Defense Bonus (max 10%)
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**'''Red''' - 25% of perception spell (counters WR suprise)
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**'''Black''' - 5% Attack Bonus (max 10%)
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*'''Rogue''' - 10% chance to flee instead of dying when defeat is certain
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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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**'''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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**'''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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*'''Marauder''' - Land Based Movement Bonus (max +1 per turn)
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*'''Seven Kingdoms''' - 5% Defense Bonus (max 10%)
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*'''Mariner''' - Is able to travel by sea from port cities others cannot travel from. (takes all 3 mv pts for mariner and passenger)
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*'''Mercenary''' - 10% Loot bonus (max 10%)
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*'''Shadow''' - 10% chance of spreading disease (time based damage 2d[attacker clan rank] every turn to victim)
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*Knights of Solamnia - 5% Attack Bonus(max 10%)
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===Grouping===
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*Dragonarmies - 5% Attack Bonus
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In order to get a clan's bonus you must be a) in that clan or b) grouped with a member of that clan.  If you are grouped you follow whoever your group leader is around territories. The second you split from the group you lose that bonus.
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*Conclave - 1d1 added per mage
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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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*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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**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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*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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*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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*Mercenary - 10% Loot bonus (max 10%)
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==Recruitment==
==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 recruitment rank x 10 troops.
*You get 2 troops per territory.
*You get 2 troops per territory.
*All recruitment troops start at your home territory.
*All recruitment troops start at your home territory.
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*Each clan has a "recruitment rank" associated with them:
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{| border="1"
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|-
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! Recruitment Rank 3
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! Recruitment Rank 2
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! Recruitment Rank 1
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|-
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| Solamnic
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| Wildrunner
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| Rogue
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|-
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| Dragonarmies
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| Marauder
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| Wanderlust
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|-
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|
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| Seven Kingdoms
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| Mariner
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|-
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|
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| Mercenary
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| Conclave
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|-
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|
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| Shadow
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| Holy Order
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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==
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===Movement & Territories===
*You have three movement points (MP) per turn.
*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 may leave troops behind in an area, but troops cannot move without a player guiding them.
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Moving, 1 MP per territory.
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*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.
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IIf in a port territory you can use all MP to sail out.
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*If there are troops in a territory when you move into it, combat will be initiated.
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Fortify your current territory
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*Territories with minuscule looking borders (i.e: 29 -> 25 or 49 -> 46) do not actually border.
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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.
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===Movement Points===
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You can spend movement points on the following:
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*Moving, 1 MP per bordering territory.
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*The blue line on the map indicates a path that is allowed to be traveled (so as not to keep KoS island locked).
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*Fortifications, see fortifications header for more information.
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===Ports===
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*If in a port territory you can use all MP to sail out (it costs 3 MP to move through a port).
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**The following ports are accessible to all: 19, 10, 17, 67, 29, 38 (see the map)
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**No KoS or allies of KoS may port at 38 (Sanction) and no DA or allies of DA may port at 10 (
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**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.)
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**If you, or your group has the blue crystal staff in your possession you may not use any ports, you need to walk the entire way to your home territory.
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==Map==
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*Here is the link to the [http://ansalon.cmldesigns.com/wiki/index.php?title=File:WAR-MAP.jpg Territory Map].
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*And here are the starting territories for clans:
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[[File:startingt.png]]
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Bonuses
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==Fortifications==
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Some random territories will have a “boss” thereIf 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?)
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*Every MP spent counts as a 2% defense bonus (damage deduction).   
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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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*A single territory can have a maximum of 10% defense bonus.  
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*If a territory is conquered the fortifications remain.
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==Bonuses==
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*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. 
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*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.
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*Whoever lands the last blow on the quest mob will also get a bonus object, and all participants a bag of coupons.
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Death
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==Player Killing==
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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.
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*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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*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.
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==Death==
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*If all of your troops are killed, you will respawn, after a 1 turn penalty, back in your home city. 
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*If your home territory is occupied by the enemy, you may not respawn or recruit new troops until your home territory is re-captured by an allied force.
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Conditions for Victory
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==Conditions for Victory==
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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.
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*Control all of the territories OR  
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*Defeat all opposing forces OR  
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*Get the blue crystal staff back to your home city and keep it there for two turns
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Loot
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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.
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You can get “War Gold the following ways:
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At the end of a battle - groups carry 1 war coin per 10 troops
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Bonus Territories have bonuses (mob quests)
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Merc bonus
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==Loot==
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*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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*"War Gold” can be used to buy upgrades for your troops, or even purchase extra troops.
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*You can get “War Gold the following ways:
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**At the end of a battle - groups carry 1 war coin per 10 troops
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**Bonus Territories have bonuses (mob quests)
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**Mercenary bonus
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<pre>
Price list:
Price list:
25 troops = 50 gold
25 troops = 50 gold
50 troops = 95 gold
50 troops = 95 gold
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</pre>
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Territories
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1. Sancrist - Solamnic Homebase
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38. Neraka - Dragonarmies Homebase
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Anyone can sail from the following ports #, #, # to these ports #, #, #
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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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Latest revision as of 03:47, 16 September 2010

Contents

General Rules

Alliances

Clans

Bonuses

(All bonuses are per member unless otherwise indicated)

Grouping

In order to get a clan's bonus you must be a) in that clan or b) grouped with a member of that clan. If you are grouped you follow whoever your group leader is around territories. The second you split from the group you lose that bonus.

Recruitment

Recruitment Rank 3 Recruitment Rank 2 Recruitment Rank 1
Solamnic Wildrunner Rogue
Dragonarmies Marauder Wanderlust
Seven Kingdoms Mariner
Mercenary Conclave
Shadow Holy Order

Combat

Movement

Movement & Territories

Movement Points

You can spend movement points on the following:

Ports

Map

Startingt.png

Fortifications

Bonuses

Player Killing

Death

Conditions for Victory

Loot

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