War Rules & Regs

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General Rules

You are allowed a single character per real person. The time period for each turn is a single week, results will be posted on Wednesday nights. 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 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 10 troops. You get 2 troops per territory. All recruitment troops start at your home territory.


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. IIf in a port territory you can use all MP to sail out. Fortify your current territory 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.


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) Merc bonus

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

Territories 1. Sancrist - Solamnic Homebase 38. Neraka - Dragonarmies Homebase Anyone can sail from the following ports #, #, # to these ports #, #, # 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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