Rules

Players issue their orders weekly. This includes the objectives for any troops they intend to mobilize during that period, what their troops are expected to do should they meet the enemy in the field, etc. Events are resolved in real time, and a text-only summary of the day's events (representing rumors and the reports of scouts regarding that day's troop movements and battles) will be posted daily on this blog. Once per week, a new map will be uploaded showing the current known location of troops before orders are issued for the next week.

Time passes in 1-for-1 time, paralleling the passage of time in the Procedural Wastelands RPG. 

Battles will be resolved by the Referee using a scaled-down version of Domains at War: Campaigns rules for high-level battles, or by some other time-efficient manner mutually agreed upon by players.

Movement speeds:

  • Light Infantry Units generally move 4 hexes/day
  • Heavy Infantry Units generally move 3 hexes/day
  • Mounted Units generally move 6 hexes/day
  • Wolf Riders move 5 hexes/day
  • All Orc troops move 4 hexes/day
  • All Gnoll troops move 3 hexes/day
  • Units may move via lake hexes at a rate of 2 hexes/day

Reinforcements:

Factions receive reinforcements according to the rules for that specific faction.

Special Locations

Chaotic (Beastmen, Armies of Immianthe) and Neutral (Men of Hambley) factions may spend 1 day raiding a settled hex. Doing so yields the possibility of gold and prisoners as defined in Domains at War: Campaigns.

Lawful (Principality of Oraving, Wood Elves) and Neutral (Men of Hambley) factions can recruit Dwarven mercenary companies from the Bronzeborn Mine (033,013). Doing so requires a commander of 5 HD or higher to travel to the Mine and spend 1 day recruiting per unit. There are 1d4 units of random dwarven mercenaries per week available to be recruited.

Chaotic (Beastmen Hordes, Armies of Immianthe) factions may instead choose to raid the Dwarven mine. Doing so depletes any troops there, may be a source of treasure and slaves, and prevents the lawful factions from recruiting the dwarves as mercenaries.

Ruins (Annalysorian, The Overgrown Necropolis, and the Ruins Outside of Oraving) may possess magical items, forbidden lore, and so on. When occupied, Ruins can be searched for a period of 1d3 days, which will yield anything important they might have to offer. 

The Trollwood: Any troops moving through the Trollwood, other than the Men of Hambley, have a possibility (1-in-3) of encountering trolls. Chaotic (Beastmen Hordes, Armies of Immianthe) factions may attempt to recruit these trolls to their cause.

Win Conditions

The game lasts 28 days (4 weeks), or until all Lawful settlements are destroyed.

If all Lawful settlements are destroyed, the Chaotic faction with the most slaves and loot wins. 

If all Lawful settlements are not destroyed, then the Lawful faction fielding the most units wins.

The Neutral faction (The Men of Hambley) win, and the game immediately ends, if they ever control more settlements than any other faction.


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