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rules [2026/04/10 09:19] – [Ships] swedishberryrules [2026/05/25 16:40] (current) swedishberry
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 ====== The Rules, or How To Play ====== ====== The Rules, or How To Play ======
-The rules are based on the [[https://docs.google.com/document/d/1iKPvuuBMyDo4imzIbZiVTIvr_s2XJb7PZzuJ123Tg5Y/edit?tab=t.0|CATAPHRACT ruleset]] by Sam Sorensen. Lightly revised to fit with metric measurements and Gunpowder and Age of Sail gameplay. v1.0.1 on the 3rd of April 2026.+The rules are based on the [[https://docs.google.com/document/d/1iKPvuuBMyDo4imzIbZiVTIvr_s2XJb7PZzuJ123Tg5Y/edit?tab=t.0|CATAPHRACT ruleset]] by Sam Sorensen. Lightly revised to fit with metric measurements and Gunpowder and Age of Sail gameplay. v1.1.1 on the 25th of May 2026.
  
 The map is composed of 10 kilometer hexes (5 kilometers to a side, about 65 square km). Hexes have a terrain (such as flatland, hills or forest) and a settlement score. A hex's settlement score equals its population per square kilometer, and is given in multiples of 10. Thinly-populated, near-empty hexes have 10 settlement, densely populated hexes close to cities have 40 settlement. The map is composed of 10 kilometer hexes (5 kilometers to a side, about 65 square km). Hexes have a terrain (such as flatland, hills or forest) and a settlement score. A hex's settlement score equals its population per square kilometer, and is given in multiples of 10. Thinly-populated, near-empty hexes have 10 settlement, densely populated hexes close to cities have 40 settlement.
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 You can raise armies from the areas surrounding [[Strongholds]] you control. It takes one month to raise an army, which rallies at the stronghold or another nearby point of your choosing. A stronghold can raise troops from hexes closer to it than another stronghold, with larger strongholds taking preference in case of ties. Your [[Game Master|referee]] will tell you how many troops you raise. You can raise armies from the areas surrounding [[Strongholds]] you control. It takes one month to raise an army, which rallies at the stronghold or another nearby point of your choosing. A stronghold can raise troops from hexes closer to it than another stronghold, with larger strongholds taking preference in case of ties. Your [[Game Master|referee]] will tell you how many troops you raise.
  
-Recruiting from the same area a second time within a year carries a 1-in-6 chance of triggering a revolt; double if recruiting in newly conquered territory. Revolts produce 500-10 000 basic infantry led by a local military commander.+Recruiting from the same area a second time within a year carries a 1-in-6 chance of triggering a revolt; double if recruiting in newly conquered territory. Revolts produce 3d6% of the region's population as basic infantry led by a local military commander.
  
 Cannons/artillery is purchased separately and staffed with basic soldiers. For the sake of simplicity a cannon requires a crew of 10 and a Battery, the smallest unit of cannon is 5 cannons. Cannons/artillery is purchased separately and staffed with basic soldiers. For the sake of simplicity a cannon requires a crew of 10 and a Battery, the smallest unit of cannon is 5 cannons.
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 An army can spend a day foraging its current hex and adjacent hexes. A hex produces foraged supplies equal to its settlement rating × 1 000. After being foraged five times, a hex cannot be foraged again until next spring.  An army can spend a day foraging its current hex and adjacent hexes. A hex produces foraged supplies equal to its settlement rating × 1 000. After being foraged five times, a hex cannot be foraged again until next spring. 
  
-Foraging a second time within a year of the last carries a 2-in-6 chance of triggering a revolt; 3-in-6 if foraging in unfriendly territory. Revolts produce an army of 1d20 × 500 infantry, led by a local revolutionary commander. +Foraging a second time within a year of the last carries a 2-in-6 chance of triggering a revolt; 3-in-6 if foraging in unfriendly territory. Revolts produce an army of 3d6% of the region's population as infantry, led by a local revolutionary commander. 
  
 An army can spend a day to torch its current hex and adjacent hexes, removing the possibility of foraging until next spring. 1-in-6 chance to trigger a revolt when torching, as above; double if torching hostile territory.  An army can spend a day to torch its current hex and adjacent hexes, removing the possibility of foraging until next spring. 1-in-6 chance to trigger a revolt when torching, as above; double if torching hostile territory. 
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 On roads, armies move 20 kilometers per day, marching up to 5 days per week, for a total of up to 100 kilometers per week. Off-road, reduce the speeds by half. Wagons and artillery cannot travel off-road.  On roads, armies move 20 kilometers per day, marching up to 5 days per week, for a total of up to 100 kilometers per week. Off-road, reduce the speeds by half. Wagons and artillery cannot travel off-road. 
  
-A forced march increases this to 30 kilometers per day, marching up to 7 days per week, for a total of up to 210 kilometers per week. Armies of exclusively cavalry double their forced march pace. Once per cumulative week of forced march, lose 1 morale, then check morale. +A forced march increases this to 30 kilometers per day, marching up to 7 days per week, for a total of up to 210 kilometers per week. Armies of exclusively cavalry double their forced march pace. Every day of forced march, there is a 1-in-6 chance to lose 1 morale and make a morale check.
  
 An army undergoing a night march travels 10 kilometers per night, or 20 kilometers at a forced march. At the end of the night, check morale. If the road forks, 2-in-6 chance to take the incorrect path. Armies cannot night march off-road.  An army undergoing a night march travels 10 kilometers per night, or 20 kilometers at a forced march. At the end of the night, check morale. If the road forks, 2-in-6 chance to take the incorrect path. Armies cannot night march off-road. 
  
-Marching armies stretch 1 km of road per 3 000 infantry and noncombatants, 1 250 cavalry, or 30 wagons and artillery. Armies (or groups of armies marching in a single column) stretching longer than 10 kilometers travel only 10 kilometers per day, for total of 50 miles per weekor 20 kilometers per day at a forced march (for a total of 140 km)+Marching armies stretch 1 km of road per 3 000 infantry and noncombatants, 1 250 cavalry, or 30 wagons and artillery. Armies (or groups of armies marching in a single column) stretching longer than 20 km take -2 Out of Formation penalty to battlesincreasing with an additional -1 for each 10 km of length beyond that. The penalty reduces by -2 for each day spent stationary.
  
 When fording a river (rather than crossing a bridge), each mile of infantry in the column requires a half-day to cross. Cavalry ford at their regular speed. Wagons and artillery cannot ford rivers.  When fording a river (rather than crossing a bridge), each mile of infantry in the column requires a half-day to cross. Cavalry ford at their regular speed. Wagons and artillery cannot ford rivers. 
  
 Armies march and camp in formations ordered by their commanders.  Armies march and camp in formations ordered by their commanders. 
 +
 +A Commander travelling on their own moves at 40 km per day and does not need to track Supplies, they are assumed to be able to stay at lodgings along the road.
  
 ==== Scouting ==== ==== Scouting ====
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 Grenadiers (heavy infantry) count double for the purposes of determining numerical advantages in field battles. Lancers (heavy cavalry) count quadruple. Grenadiers (heavy infantry) count double for the purposes of determining numerical advantages in field battles. Lancers (heavy cavalry) count quadruple.
  
-There are two types of cannon to equip your artillerists with, available for purchase at most Strongholds:+By default, there are two types of cannon to equip your artillerists with, available for purchase (outside of starting armies) at cities of tens of thousands and larger as well as forts:
   * 6-pounder: it costs 200 doubloons, is crewed by 10 artillerists, and having at least 20 counts as +1 to sieges.   * 6-pounder: it costs 200 doubloons, is crewed by 10 artillerists, and having at least 20 counts as +1 to sieges.
   * 18-pounder: it costs 1 000 doubloons, is crewed by 10 artillerists, and having at least 10 counts as +1 to sieges.   * 18-pounder: it costs 1 000 doubloons, is crewed by 10 artillerists, and having at least 10 counts as +1 to sieges.
 +
 +Wartime markups may apply.
  
 To calculate the effect of artillery in battle, compare the number of cannon on each side (18-pounders count quadruple). Having more cannon than the opposing side gives +1, then an additional +1 for each 100% more cannon. To calculate the effect of artillery in battle, compare the number of cannon on each side (18-pounders count quadruple). Having more cannon than the opposing side gives +1, then an additional +1 for each 100% more cannon.
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 ==== Battles ==== ==== Battles ====
-When two or more hostile armies meet, the referee provides each commander with their current information and the lay of the land. Commanders draw up a brief plan of battle, then each roll 2d6, adding the follower modifiers:+When two or more hostile armies meet, the referee provides each commander with their current information and the lay of the land. Commanders draw up a brief plan of battle including their objectives, then each roll 2d6, adding the follower modifiers:
  
 === Positive: === === Positive: ===
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 The higher of the two rolls is the victor and achieves their objective; the loser does not. Then, compare rolls and apply the difference as result: The higher of the two rolls is the victor and achieves their objective; the loser does not. Then, compare rolls and apply the difference as result:
-  0. Defender, if there is one, holds the objective. Attacker, if there is one, loses 1 morale. Both sides suffer 5% casualties.   +  0. Defender, if there is one, holds the objective. Attacker, if there is one, loses 1 morale. Both sides suffer 2d6% casualties.   
-  1. Both sides suffer 10% casualties. Loser loses 1 morale.  +  1. Both sides suffer 3d6% casualties. Loser loses 1 morale.  
-  2–3. Victor suffers 5% casualties, loser suffers 10% casualties. Loser loses 2 morale, victor gains 1. +  2–3. Victor suffers 2d6% casualties, loser suffers 3d6% casualties. Loser loses 2 morale, victor gains 1. 
-  4–5. Victor suffers 5% casualties; loser suffers 15%. Loser loses 2 morale, victor gains 2. 1-in-6 chance loser commander captured. +  4–5. Victor suffers 2d6% casualties; loser suffers 4d6%. Loser loses 2 morale, victor gains 2. 1-in-6 chance loser commander captured. 
-  6+. Victor suffers 5% casualties; loser suffers 20%. Loser loses 2 morale, victor gains 2. 2-in-6 chance loser commander captured. +  6+. Victor suffers 2d6% casualties; loser suffers 5d6%. Loser loses 2 morale, victor gains 2. 2-in-6 chance loser commander captured.  
 +   
 +If a battle is impossible for one side to win (a +11 net bonus or higher), the loser suffers an additional 2d6% casualties, but the victor gains no morale
  
 The losing army retreats 1 hex (or as appropriate), then checks morale. On a failure, it routs: lose 1d6 × 10% of your supplies, the army retreats a further 1d6 hexes away (as much time as that takes) out of control, then regroups. If retreat is impossible, reduce the army’s size and supplies by half, spend 1d6 days out of control, and stay in place. Lost supplies may be acquired by victorious commanders.  The losing army retreats 1 hex (or as appropriate), then checks morale. On a failure, it routs: lose 1d6 × 10% of your supplies, the army retreats a further 1d6 hexes away (as much time as that takes) out of control, then regroups. If retreat is impossible, reduce the army’s size and supplies by half, spend 1d6 days out of control, and stay in place. Lost supplies may be acquired by victorious commanders. 
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 Captured strongholds can provide supplies, where X equals the number of weeks the stronghold underwent siege before capture. Towns provide 1d6-X × 10,000, fortresses provide 1d6-X × 1,000, and cities 1d6-X × 100,000. Captured strongholds can provide supplies, where X equals the number of weeks the stronghold underwent siege before capture. Towns provide 1d6-X × 10,000, fortresses provide 1d6-X × 1,000, and cities 1d6-X × 100,000.
 +
 +There's also a cooldown period after taking a stronghold in order to pacify the local population and establish the local adminstration. Forts take 1 day, towns 1d6 days, cities 2d6 days.
  
 ==== Harrying ==== ==== Harrying ====
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 The Held Loot of a Stronghold is ten times its tax value. The Held Loot of a Stronghold is ten times its tax value.
  
-Additional attempts to raise taxes within the same timeframe carries a stacking 1-in-6 chance of causing a revolt, 1d20x500 yada yada. I.e. second tax is 1-in-6, third is 2-in-6 and so on.+Additional attempts to raise taxes within the same timeframe carries a stacking 1-in-6 chance of causing a revolt consisting of 3d6% of the region's population as basic infantry. I.e. second tax is 1-in-6, third is 2-in-6 and so on.
  
 === Losing Money === === Losing Money ===
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 Operations are activities undertaken by individuals or small teams outside the purview of an army, including intelligence and espionage.  Operations are activities undertaken by individuals or small teams outside the purview of an army, including intelligence and espionage. 
  
-By default, an operation costs 1 000 doubloons. More difficult or complex operations may cost more.+By default, an operation costs 1 000 doubloons and travels at 40 km per day over land, 240 km over sea. More difficult or complex operations may cost more.
  
 Examples, though keep in mind **every Operation is unique**: Examples, though keep in mind **every Operation is unique**:
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 Wizards function as their own one-person detachments within a larger army. They count as infantry.  Wizards function as their own one-person detachments within a larger army. They count as infantry. 
  
-Wizards must memorize spells to cast; once cast, they forget the spell. Memorizing a spell requires a wizard to rest with the appropriate spellbooks for 14 weeks, depending on the spell. Transported, the spell’s books, accoutrements, and assistants requires space for 1 000 supplies. +Wizards must memorize spells to cast; once cast, they forget the spell. Memorizing a spell requires a wizard to rest with the appropriate spellbooks for 1-4 weeks. This time does not need to be consecutive andfor commanders, can be done while your troops rest. Transported, the spell’s books, accoutrements, and assistants requires space for 1 000 supplies.  
 + 
 +By default, a spell's power is limited by what the Department of Enhanced Inquiry has sanctioned. Example Spells include: 
 + 
 +**Grace of the Eternal Emperor** 
 +  * Reduce casualties by 1d6% after a battle. 1 week to learn. 
 +**Miraculous Bone Growth** 
 +  * Reduce casualties by 2d6% after a battle, but -1 morale and check morale. 2 weeks to learn. 
 +**Knock** 
 +  * Opens the gates of a Stronghold, making it easier to assault, but the phasmipheric shockwaves causes everyone to learn your position. 2 weeks to learn. 
 +**Gamsiya's Eye** 
 +  * Scry a hex on the map and its surrounding hexes, learning its status. 1 week to learn. 
 +**Kaeros' Rule** 
 +  * Cause/stop bad weather in a hex and its surrounding hexes. 2 weeks to learn. 
 + 
 +Other spells are available. Some spells are wont to attract DEI attention, and as such, must be sought out and purchased. Example:
  
-A spell’power is limited roughly by the maxim ”what could 10 properly trained and equipped Guys do in a day”. Examples include: +**Stanag'Scouring*
-  reduce casualties by 2d6% after a battle +  * Cause 3d6% casualties in a hex-1 morale and a morale check. 4 weeks to learn
-  * blow a breach in a fortresswhich makes assaults easier+**Arthoniel's Blessing** 
-  scry (=scout) a hex (any hex!) and its surrounding hexes. +  * Choose an army whose position is known to you. It moves half as fast for week and has -1 to battles, as the ground underneath its feet is enveloped in a permanent mire. 2 weeks to learn.
-  * cause/stop bad weather in hex and its surrounding hexes.+
 ==== Duels ==== ==== Duels ====
 In single combat between commanders, each rolls 1d100 over their age: if both succeed or both fail, the more experienced fighter wins. Regardless, those who fail roll for death & dismemberment. In single combat between commanders, each rolls 1d100 over their age: if both succeed or both fail, the more experienced fighter wins. Regardless, those who fail roll for death & dismemberment.
rules.1775812759.txt.gz · Last modified: by swedishberry

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