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War and Dragon Combat

This system covers PvE and PVP War and Dragon combat. Though it is unlikely that war will occure without dragon assistance, it still could happen, in which case the pieces relating to dragon combat can be ignored.  

War

Modifiers

Battle Modifier - Intelligence Modifer is used for all combat in this system.   Battle Commander Modifier - If the commander of an army or sub unit is from a Military Family then +1 is added to d20 roll   Speciality bonus - Once per battle the main army commander can deploy a family's specialised troops. This will over turn a defeat roll on any sub unit. If more than one family are in the army then that gives a bonus for each family.   Rolls will be taken for each 500 troops or parts thereof that are deployed to the battle.   Critical Strike or Failure - If a nat 20 is rolled that is an automatic success in that round. No opposing roll need be taken and -1 MS is allocated to opposition. If nat fail is rolled then no opposing roll need be taken and an automatic - 1 MS from your sub unit is given.  

Command

Players can command the whole army or can delegate sub units (a minimum of 1000) to other players to control.  

Morale

Each army and sub unit starts with a Morale Status (MS) of 5. For every roll loss, 1 MS point is removed. MS recovers at 1 point every IC week (3 days).  

Battle

The winner of a battle is the one whose MS is higher after 4 rounds of rolls. That being said there are options for an army to take before it comes to this point: The next explanation uses formation to describe sub units of 1000 men all the way up to full army.   Fighting withdrawal - If your formation has dealt MS damage to an opponent you can then roll for deception against your opponent. If you win your army can conduct a fighting withdrawal and break off from the battle.   Retreat - This can be called at any point but your formation will lose two MS points for the remainder of the campaign but you will avoid capture rolls. This may only be used once per whole campaign.     Surrender - At any point a formation can surrender but your troops may be rolled against to bolster the victor's army and the commanders leave themselves open to the mercy of the opposing commander.   Rout - This is when your formation is defeated. It can happen before the end of rolls if your MS reaches 0. At this point you will roll using the str modifier for escape or capture.To successfully pass the escape roll you must roll over 15.   If your formation escapes it becomes “defeated” in status and as such receives a - 2 MS score for future battles. If captured, your men become slaves and the commander hostage.  

Larger Armies

In the case of armies of uneven size the larger army commander has two options. These options must be announced prior to the start of a round of dice rolls:
  1. They can hold sub units in reserve and then when he sees a weakness he can deploy them to reinforce one of his own sub units to either save them or break the enemy, Situation dependent. If this is the case then the extra subunit rolls also against the opponent. Dealing extra MS damage if successful.  
  2. They can flank the other army. Striking at the outer units alongside friendly formations. This will add a +1 Flank modifier to the first rolls and deal extra MS damage if successful.
   

Dragons

Dragons are shock weapons of war, the mere presence of a dragon can strike fear into opposing armies. Armies fighting in a battle along-side a dragon get a +1 MS bonus. Dragons start with an MS of 6.  
  • Dragons are considered their own sub unit i.e equal to 1000 men.
  • Dragons are immune to critical strikes.
  • Dragons will behave exactly similar to armies in terms of morale, when they have “defeated” status.
 
Modifiers
Dragon Modifier - Dragons receive a +1 modifier on any roll their rider makes with his or her modifier. e.g Dragon rider rolls 7 + 1 (Int modifier) + 1 for dragon = 9    

Battle

Dragons can maneuver around the battle space with impunity. They are not fixed to engage any specific sub unit. Before each round of rolls are taken the dragon rider player must nominate if they are attacking and which sub unit they are attacking. Their attack if following a normal engagement will take an extra 1 MS from the opponent if successful.   Dragons will roll against 1000 troops. Against a dragon the mean of 2 rolls will be taken and used against the dragon. e.g Roll d20 x2 - 4,7. Add together = 11 divide by 2 - 5.5 rounded down = 5. Dragon rider rolls 6 then the dragon wins!  
Dragon vs Dragon combat
Whilst unusual this could happen so we need to have a process to deal with this. The following Modifiers will be added to the normal Intelligence modifier of the rider.   Bonded - If bonded with the same rider for 10 years or more +1 Age - If a dragon is aged 60 years old or over +1 Experience - If a dragon has experienced battle +1. If “defeated” then modifier will be -1 Fighter - If a dragon has fought another dragon +1 per dragon defeated  
  • For DvD combat the dragons will start with an HP of 4.
  • Riders will roll for initiative, highest starts.
  • Each loss of roll will result in a removal of 1 HP from losing roll.
  • When down to 2 HP the dragon rider can choose to flee.
  • This will require a str roll of 11 or more.
  • But the experience modifier for your dragon will then be -1 until it wins a fight.
  • If your dragon gets down to 0 then you will need to do a fatality roll.
 
Fatality Roll
In order to save from a fatality roll player must roll 11 or more. If a rider rolls under 11 on the fatality roll, then the rider must also then roll for fatality at the same threshold of 11. If a fatality roll is passed for the rider see PvP fatality for results of roll.   If rolling above 11 then the dragon will be badly wounded and will just make it back to the caves. Where it will need to heal in accordance with the ST.   11 - 15 Dragon is badly wounded, and returns to caves/stables. 15 - 20 Dragon is wounded and returns to caves/stables but will gorge on prey and recover for a full moon's turn.    

Mages

If an army deploys with a mage or mages then they act as special troops. Once per battle the mages can be used to over turn a defeat roll.     Scorpions Scorpions can be used by both NPC armies and player led armies (if RPd the procurement and building of them). A Scorpion can be used once per dragon in the battle. If used it over turns the dragon winning roll.

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