rules
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| rules [2026/04/20 06:49] – [Magic] swedishberry | rules [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:// | + | The rules are based on the [[https:// |
| 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, | 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, | ||
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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, | + | Marching armies stretch 1 km of road per 3 000 infantry and noncombatants, |
| 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, | + | 0. Defender, |
| - | 1. Both sides suffer | + | 1. Both sides suffer |
| - | 2–3. Victor suffers | + | 2–3. Victor suffers |
| - | 4–5. Victor suffers | + | 4–5. Victor suffers |
| - | 6+. Victor suffers | + | 6+. Victor suffers |
| | | ||
| - | If a battle is impossible for one side to win (a +11 net bonus or higher), the loser suffers an additional | + | If a battle is impossible for one side to win (a +11 net bonus or higher), the loser suffers an additional |
| The losing army retreats 1 hex (or as appropriate), | The losing army retreats 1 hex (or as appropriate), | ||
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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. | ||
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| + | There' | ||
| ==== Harrying ==== | ==== Harrying ==== | ||
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| By default, a spell' | By default, a spell' | ||
| - | **Mass Heal** | + | **Grace of the Eternal Emperor** |
| - | * Reduce casualties by 2d6% after a battle. | + | * 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** | **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. | ||
rules.1776667786.txt.gz · Last modified: by swedishberry
