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[Skanarri Eventline] Event Rules for the Skanarri War


Javert
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Event General Rules

With the size of the Skanarri eventline and the amount of management that is necessary to make sure the Event goes smoothly, the leaders of Norland and the Skanarri event team have created a list of general rules that both Norland and the Skanarri must follow throughout the entirety of the eventline.

Credit to @Qaz_The_Great for the idea of establishing event rules and creating most of the rules seen below.

 

A Camp is a temporary location which IRP allows a group to have supplies so long as the routes to its supporting hub are uncontested. To contest a Camp requires both the Norlandic and Skanarri to agree on a date to host a raid, and that a forum post be published by the attackers outlining raid intent:

  1. There are four types of raid intents:

    1. Capture - Take control of an enemy camp, the target is the individual who the group is attempting to capture

    2. Destroy - Destroy the enemy camp, the target is the whole camp and all occupants

    3. Isolate - Cut off all logistical routes to an enemy camp, the target is the gates and logistical routes

    4. Pillage - Claim the resources of the opposing side from the camp, the target is the storehouse

The structure of a Camp at minimum requires a storehouse to hold the Resource Tokens and resting areas.

 

A Hub is an established location which IRP acts as a logistical hub where camps pull their supplies from. To contest a Hub requires both the Norlandic and Skanarri to agree on a date to host a siege, and that a forum post be published by the attackers outlining intent:

  1. There are three types of siege intents:

    1. Capture - Capture an RO/PRO or the defending commander as hostage; the target is the individual who the group is attempting to capture

    2. Isolate - Cut off all logistical routes to an enemy camp; the target is the gates and logistical routes

    3. Pillage - Claim the ⅓ of the enemies resources within the Hub; the target is the storehouse

The structure of a Hub at minimum requires a hard stone structure, walls, and a storehouse to hold the Resource Tokens.

 

Both sides start with a number of resources:

  1. There are four types of Resource Tokens - food, shelter, arms, and coal

    1. Food - Any food stuff, represented by wheat, which is a single day worth of rations for a single soldier

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  1. Shelter - Any tent or building, represented in game by structures, which is a place where soldiers may rest and plan if they remain in the same location for more than a day

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  1. Arms - Any arms and armor, represented by a ferrum ingot, which is a full set of armor and weapons for a single soldier

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  1. Coal - Any coal/charcoal product, represented by coal/charcoal, which is a fuel to maintain 

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  • Skanarri Camps/Hub are considered

    • Nueva Tierra (Manned)

  • Norlandic Camps/Hubs are considered

    • Varhelm (Manned)

    • Elysium (Manned)

    • Luemont (Manned)

    • Ironguard Keep (Manned)

    • Lunner Keep (Unmanned)

 

Captured Players, in accordance with good spirit and decency there will be no torture RP unless it is 100% agreed upon and consensual and captured players will be held in accordance to the server’s 3hr limit so long as they continue to get sufficient roleplay.

 

Event Movement Rules

Skanarri units have 3 unit structures - Scouting Party, Raiding Party, and the Skanarri Warband

  • (S) Scouting Party - 3 to 20 Soldiers

  • (M) Raiding Party - 21 to 100 Soldiers

  • (L) The Skanarri Warband - 101 to 500 Soldiers

Norlandic units have 3 unit structures - Ranging Party, Skirmisher Company, and the Norlandic Host

  • (S) Ranging Party - 5 to 20 Soldier

  • (M) Skirmisher Company - 21 to 50 Soldiers

  • (L) The Norlandic Host - 51 to 500 Soldiers

 

Movement of Forces is any movement of 3+ enemy units so as to achieve a goal in the conflict; players who move around the map are authorized to do so as long as they do not transport supplies or move around so as to position themselves for any goals in the war. All movement of supplies or troops must be made clear to the event leader.

 

Movements of the Scouting and Ranging Parties require one (1) Food Token and one (1) Arms Token per tile movement.

 

Movements of the Raiding Party and Skirmisher Company require three (3) Food Tokens, one (1) Arms Token, and three (3) Coal Tokens per tile movement.

 

Movements of the Skanarri Warband and Norlandic Host require five (5) of each token and a sheltered structure to stop their movement at per tile movement.

 

Supply Movement is any movement of supplies from a hub to a camp, or a hub to a hub. Each side must support themselves via logistical routes between hubs and camps. These Supply Movements will occur twice per week at minimum, adding a supply movement per camp owned (i.e. 2 + Number of Camps = required Supply Movements/week). A supply movement is a scheduled event where either a small or middling unit transports a sum of Resource Tokens in /walk along a supply route. Opposition small or middling units may raid these routes.

 

Event Combat Rules

Combat is initiated when two opposing units clash and any number of either side directly attacks the other.

Initiative is the order in which two sides take turns during combat.

Emote Round is the complete cycle where each side has taken their own turn, once an Emote Round concludes the turn order is repeated until the end of combat.

Single Turn is measured by 2 OOC minute where each player on one side is allowed to emote and move. At the end of the minute the event runner will react to all actions taken before ending the turn.

 

When engaging in combat there are three ways to determine initiative:

            1. Equal Engagement - Any time two units knowingly engage each other with the intent to defend or attack. Initiative in this type of engagement is determined by chance, with each side’s leader rolling 1d20 against each other. The side who rolls highest may choose to go first or last.

            2. Surprise Engagement - Any time a unit is unknowingly engaged without knowing an engagement was to occur. Initiative in this type of engagement is granted to the attacker

            3. Siege/Raid Engagement - Any time an attacking unit attempts to Siege or Raid a Hub or Camp the defenders will have guards posted who can report any attackers. The defenders roll 2d20 if it is a Camp and 4d20 if it is a Hub, the attackers roll 1d20. The side who rolls highest may choose to go first or last.

 

Attack is any offensive action taken on an individual’s turn. An attack must be directed at a specific player or point in-game. Attackers will roll 1d20, to succeed an attack you must beat the Defender’s roll.

Defense is the reaction taken against an attack. A defense must be in reaction to an attacker(s). Defenders will roll 1d20, to succeed an attack you must beat the Attacker’s roll. A defensive action can be taken as an action during that player’s turn to gain advantage on any defensive rolls until the next Emote Round.

 

 

If there are any questions or concerns regarding the rules above, contact Javert#3430 or Qaz#6969 on discord.

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...Not even participating in this war and these rules look great. Not going to lie, I am slightly jealous. Props to everyone who got this event organized!

Edited by Mannamannaa
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