War Rules & Regs

From Unofficial Ansalon Wiki

(Difference between revisions)
Jump to: navigation, search
(Bonuses)
(Ports)
 
(29 intermediate revisions not shown)
Line 3: Line 3:
*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.
*'''All moves will be due on Sundays so results can be posted on Wednesday.'''
*'''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.
*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.
 +
*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==
-
*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 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==
 +
===Bonuses===
(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 (max 10%)
*'''Dragonarmies''' - 5% Attack Bonus (max 10%)
-
*'''Conclave''' - 1d1 added per mage
+
*'''Conclave'''
-
*'''Rogue''' -  
+
**'''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)
*'''Wildrunner''' - 25% chance of “suprise” attack (one free dice roll with 1/2 of your total troops)
*'''Holy Order'''
*'''Holy Order'''
Line 24: Line 31:
*'''Wanderlust''' - Land Based Movement Bonus (max +1 per turn)
*'''Wanderlust''' - Land Based Movement Bonus (max +1 per turn)
*'''Marauder''' - Land Based Movement Bonus (max +1 per turn)
*'''Marauder''' - Land Based Movement Bonus (max +1 per turn)
-
*'''Seven Kingdoms''' - Defense Bonus
+
*'''Seven Kingdoms''' - 5% Defense Bonus (max 10%)
-
*'''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 others cannot travel from. (takes all 3 mv pts for mariner and passenger)
*'''Mercenary''' - 10% Loot bonus (max 10%)
*'''Mercenary''' - 10% Loot bonus (max 10%)
 +
*'''Shadow''' - 10% chance of spreading disease (time based damage 2d[attacker clan rank] every turn to victim)
 +
 +
===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==
Line 33: Line 44:
*All recruitment troops start at your home territory.
*All recruitment troops start at your home territory.
*Each clan has a "recruitment rank" associated with them:
*Each clan has a "recruitment rank" associated with them:
-
**Solamnic 3
+
{| border="1"
-
**Dragonarmies 3
+
|-
-
**Wildrunner 2
+
! Recruitment Rank 3
-
**Marauder 2
+
! Recruitment Rank 2
-
**Seven Kingdoms 2
+
! Recruitment Rank 1
-
**Mercenary 2
+
|-
-
**Shadow 2
+
| Solamnic
-
**Rogue 1
+
| Wildrunner
-
**Wanderlust 1
+
| Rogue
-
**Mariner 1
+
|-
-
**Conclave 1
+
| Dragonarmies
-
**Holy Order 1
+
| Marauder
 +
| Wanderlust
 +
|-
 +
|
 +
| Seven Kingdoms
 +
| Mariner
 +
|-
 +
|
 +
| Mercenary
 +
| Conclave
 +
|-
 +
|
 +
| Shadow
 +
| Holy Order
 +
|}
 +
 
==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.
==Movement==
==Movement==
 +
===Movement & Territories===
*You have three movement points (MP) per turn.
*You have three movement points (MP) per turn.
-
*You can spend movement points on the following
+
*You may leave troops behind in an area, but troops cannot move without a player guiding them.
-
**Moving, 1 MP per territory.
+
*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 in a port territory you can use all MP to sail out.
+
*If there are troops in a territory when you move into it, combat will be initiated.
-
*Fortify your current territory:
+
*Territories with minuscule looking borders (i.e: 29 -> 25 or 49 -> 46) do not actually border.
-
**Every MP spent counts as a 2% defense bonus (damage deduction).   
+
===Movement Points===
-
**A single territory can have a maximum of 10% defense bonus.   
+
You can spend movement points on the following:
-
**If a territory is conquered the fortifications remain.
+
*Moving, 1 MP per bordering territory.
 +
*The blue line on the map indicates a path that is allowed to be traveled (so as not to keep KoS island locked).
 +
*Fortifications, see fortifications header for more information.
 +
===Ports===
 +
*If in a port territory you can use all MP to sail out (it costs 3 MP to move through a port).
 +
**The following ports are accessible to all: 19, 10, 17, 67, 29, 38 (see the map)
 +
**No KoS or allies of KoS may port at 38 (Sanction) and no DA or allies of DA may port at 10 (
 +
**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.)
 +
**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.
 +
 
 +
==Map==
 +
*Here is the link to the [http://ansalon.cmldesigns.com/wiki/index.php?title=File:WAR-MAP.jpg Territory Map].
 +
*And here are the starting territories for clans:
 +
[[File:startingt.png]]
 +
 
 +
==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==
==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 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==  
==Player Killing==  
Line 65: Line 113:
==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 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.
 +
 
==Conditions for Victory==
==Conditions for Victory==
*Control all of the territories OR  
*Control all of the territories OR  

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
Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox