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rules [2026/04/19 15:44] – [Special Detachments] 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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 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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 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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 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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 By default, a spell's power is limited by what the Department of Enhanced Inquiry has sanctioned. Example Spells include: By default, a spell's power is limited by what the Department of Enhanced Inquiry has sanctioned. Example Spells include:
-**Mass Heal** + 
-  * Reduce casualties by 2d6% after a battle. weeks to learn.+**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 moraleweeks to learn.
 **Knock** **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.   * 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.
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 Other spells are available. Some spells are wont to attract DEI attention, and as such, must be sought out and purchased. Example: Other spells are available. Some spells are wont to attract DEI attention, and as such, must be sought out and purchased. Example:
 +
 **Stanag's Scouring** **Stanag's Scouring**
   * Cause 3d6% casualties in a hex, -1 morale and a morale check. 4 weeks to learn.   * Cause 3d6% casualties in a hex, -1 morale and a morale check. 4 weeks to learn.
 **Arthoniel's Blessing** **Arthoniel's Blessing**
   * Choose an army whose position is known to you. It moves half as fast for a week and has -1 to battles, as the ground underneath its feet is enveloped in a permanent mire. 2 weeks to learn.   * Choose an army whose position is known to you. It moves half as fast for a week and has -1 to battles, as the ground underneath its feet is enveloped in a permanent mire. 2 weeks to learn.
- 
-More powerful spells may attract unwanted attention. 
 ==== 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.1776613475.txt.gz · Last modified: by swedishberry

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