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New War Rules.


Harri

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Cassus belli / Reasons to go to war

A capital city/primary region for a group may not be forcefully conquested, unless the defenders in the war scenario have completed an act of insurrection against the attackers. Normal aggressions will only permit for a pillage of the city, or for occupation with minimal changes to the actual city’s terrain. If abuse of this is afoot, then a conquest may be forced (people continue to aggress against the Attacker, even after having been pillaged multiple times).

 

War chest and War fees

The war chest will be like a coffer, where each side will place their respective ‘payment’ towards the war (whether this be the attacking fee or the fee for building defences). At the end of a battle, the winner may be allowed to take what is left over.

  • Base attacking fees may not be reclaimed by either side.

  • 50% of any additional fees a side pays may be reclaimed after the battle by the victor.

The initial cost to go to war will be 1000 minas. For every 1000 blocks travelled to reach a battle, another 500 minas will be charged. Travelling across a continent will cost 1000 minas no matter what. Defenders may be granted LC to build defences, however the cost of the blocks will be 50x what they would be normally, for using LC normally. Of course, Moderators will still determine when something is ‘too much’ or ‘too silly’ still.

 
 

Breach system

The new system we’re going to be using is going to be referred to as the Breach system, for reference. The way it works is as follows:

 

Breach of landmass

A battle must be had to land on a different continent or landmass. This can be a rather creative battle, but will normally follow a naval-esque theme: Naval battle, a D-Day landing battle, etc. If the defender is already on the continent that the attacker is on, this step may be skipped.

 

Breach of borders

Once on the same landmass, an open field battle must be had against the Defenders. The Defenders may choose where. This will function as the usual side vs side battle, unless either side wishes to innovate it.

 

Breach of defences

Once the Defender’s borders have been breached in an open field battle, the Attackers must now attack one of the surrounding major settlements/keeps of the Defender’s capital/primary region. The Attackers have a choice of which one this is (as long as it still makes fairly valid sense in role-play). This battle will be a siege battle.

 

Final breach

Once the attackers have completed every previous step, they are finally ready to siege the capital. This will be a normal siege, and the following actions and future of the capital/primary region must follow the cassus-belli specific rules.

 

Failure of a step on the attacker’s part will result in having to repeat it.

 

Siege changes

Upon the successful announcement of a siege, a war camp will be set up for the Attackers, filled with whatever would be needed to reside within it. Siege engines will be bought and placed down within the camp prior to the war claim, and may only be purchased/repaired after a war claim has been finished (so normally that Saturday - Sunday period). A war zone may be set up between the war camp and the sieged area if wished upon.

 

However, what will happen throughout the week will be agreed upon ‘Skirmishes’ where Defenders may sally out in the hopes of destroying siege engines to prevent their usage in the coming war claim. However, as this is going on, Attackers may fire and use siege weapons to try and damage the sieged area, which will carry through to the battle. At least two 30-45 minute skirmishes must be granted to the Defenders to try and attack, unless they state otherwise.

 

War consequences

Severity, whilst nice in theory, doesn’t really work - why would anyone willingly choose something where the enemy faction’s leader doesn’t have to PK? So, it’s been decided that if a nation leader is slain in battle and their faction loses, there can be a triple roll to see if they are captured. If then executed in captivity, they must forcefully PK.

If 14+ is rolled three times, the enemy leader is captured.

 

Siege engine pricing

Siege Engines - Ammunition will need to have a physical representation built next to the respective engine: Trebuchets will need a pile of stone shots (cobblestone blocks), Ballistae will need a rack of shots (fences, possibly tipped with iron bars).


Success/hit is determined at 15/20. Every two points higher determines a degree of success, aka, making the brush size one point larger to illustrate the damage/movement.

Trebuchet/Catapult
Cost: 750
Players operating: 3
Ammunition: Stone Shot (100 mina per, or the nexus version may be used for free).
Result: Moderate to heavy damage to all structures and terrain.

Ballistae -
Cost: 500
Players operating: 3
Ammunition: Heavy iron shovels or iron lances.
Result: Light to moderate damage to a wooden structure.

Siege Tower -
Cost: 800
Players operating: 10
Result: Movement forward.

Battering Ram -
Cost: 400 minas
Players operating: 6
Result: Damaging gates. Each hit removes health from the gate. Gate health is dependent on the time it takes to destroy the material of the gate by hand.

 

Goliath/Atronach

Cost: 750+(150 per obelisk)

Players Operating: 1

Ammunition: N/A

Result: Damage depending on spell. Can halt friendly and offensive attacks in favor or protect allied siege weapons/structures.

Materials:

Wood: Takes heavy damage from everything. (+1 on air brush if hitting goliath, +2 from ballista shot) -150

Stone: Takes heavy damage from treb.  

Metal: Weak damage from everything. (-2 on the air brush if hitting goliath) +150

Obelisk must be within 8 blocks of the goliath. If this distance changes in any way, the connection is broken.

 

More extensive info is available on the lore page.

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