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Basic Battle Rules
Battles directly against other RPers and not through their Bannermen are known as either Duels or Naval Warfare depending on the location. Duels are land battles between up to 4 different Player Characters on land while Naval Warfare occurs in open sea landmarks. Both of these types of combat share some basic rules of engagement that must be followed for a fight to be considered valid. For Starters, an approved Player Character and valid Warship if needed. When engaging with a target in a Westeros, the aggressor may start their assault in the RP thread or landmark and the defender will make a new thread for the fight itself. If there is no attack and is instead a direct challenge as will be more often ( or if taking place in the Fighting Pits ), then the faster PC is allowed to attack first and make the thread. With equal speed, then an official roll will take place to determine who goes first. A short list of details must be agreed upon and stated at the defender's reply ( excluding Order and Type of Battle ):
➔ Avoid arguing during a battle. If you have a problem with the usage of a technique or your opponent's move, first talk to the opponent directly to solve it. If you can't come to an agreement, you may seek out the GM to moderate the issue.
Each Bannermen Unit operates as a single entity in combat, regardless of how many troops or ships are narratively represented. Each round, a unit may take one action per turn: either Manuever or Attack. Their movement depends on their SPD attribute and dictates how many range tiers they can cross. Because there are multiple ranges in battle ( these are Close, Short, Mid, Long and Extra Long ), BNM battles have pre-determined start ranges. Land Battles start at Mid Range while Naval battles start at Long Range. When moving in battle, the unit is able to move 1 range for every 2 SPD. If an odd number is held, round down instead of up. For example, 3 SPD is rounded down to 2 SPD, allowing movement of 1 range per turn. Note that this movement consumes the user's action that turn. In addition to this, ranged BNM units and ships are able to battle outside of short range. For every 2 DEX, the ranged units are able to attack from one additional range. For example, 4 DEX allows one to fight from Mid range instead of close range. Archer units have the unique ability to retreat 1 range for free at the start of a battle. Any additional movement consumes the 1 move per turn.
All Units have ranged health from 10 ( Basic ), 15 ( Advanced ), or 20 Health ( Apex ). This health is reduces in combat against combatting units. Units are generally pitted as evenly as possible based on their tiers, meaning Tier I units are pitted against other Tier I units and so on. This changes if similar tiers are not present, allowing Tier IIs to fight Tier I or Tier III units if available. After units are paired, combat is conducted in 2 turn cycles where members either attack or retreat. If retreating, the fleeing unit must exit the target's attack range from this to be considered valid. If not, they are still considered within the battle. Should they choose to fight, first turn is determined by the SPD of the unit. If same, first turn is determined by whoever is attacking the other.
Damage is calculated by subtracting the user's damage ( based on their STR attribute ) from the target's health ( based on their DEF attribute ). Units have a chance to deal critical damage should the user have a Bonus Feat or Skill that allows for it. Critical Damage is 50% of the original damage, added on to the attack. After this is done, the second Player decides if he is attacking or fleeing and conducts his turn similarly. This then concludes one cycle, reverting back to the first user's turn again. This cycle continues until either one side retreats or is defeated. Should a unit retreat with damage, the user must pay gold to recruit more BNM ( this is treated as repairing the unit ). If the unit is completely defeated, then full price must be paid to gain another unit back.
Rules for Duels and Battleship Warfare
Battles directly against other RPers and not through their Bannermen are known as either Duels or Naval Warfare depending on the location. Duels are land battles between up to 4 different Player Characters on land while Naval Warfare occurs in open sea landmarks. Both of these types of combat share some basic rules of engagement that must be followed for a fight to be considered valid. For Starters, an approved Player Character and valid Warship if needed. When engaging with a target in a Westeros, the aggressor may start their assault in the RP thread or landmark and the defender will make a new thread for the fight itself. If there is no attack and is instead a direct challenge as will be more often ( or if taking place in the Fighting Pits ), then the faster PC is allowed to attack first and make the thread. With equal speed, then an official roll will take place to determine who goes first. A short list of details must be agreed upon and stated at the defender's reply ( excluding Order and Type of Battle ):
- Terrain: This is usually determined by the landmark you are located on or, if in the Fighting Pits, determined between the combatants
- Range: This is determined by either starting location ( such as sea or land ) or by the combatants. These can range from Close, ( 0 - 3 meters ), Short ( 4 to 6 meters ) , Medium ( 7 to 10 meters ), Long ( 10 - 15 meters ), or Very Long ( 15+ Meters ). Note that these ranges change for BNM battles ( the same range names but with greater distance for sea battles ).
- Order: This is determined by the combatant's speed, using their Agility and Feats. Whoever has the highest Speed goes first. If tied, a roll is done by a neutral party unless Feats or Titles specify otherwise.
- Type of Battle: Choose the type of battle you want. No restrictions, weapons only, no Magic, etc.
- Wager: This determines how much one is willing to wager on the battle. This can be additional gold, or even landmark claims and other narrative aspects if done in a Westeros landmark.
➔ Avoid arguing during a battle. If you have a problem with the usage of a technique or your opponent's move, first talk to the opponent directly to solve it. If you can't come to an agreement, you may seek out the GM to moderate the issue.
Bannermen Combat
Each Bannermen Unit operates as a single entity in combat, regardless of how many troops or ships are narratively represented. Each round, a unit may take one action per turn: either Manuever or Attack. Their movement depends on their SPD attribute and dictates how many range tiers they can cross. Because there are multiple ranges in battle ( these are Close, Short, Mid, Long and Extra Long ), BNM battles have pre-determined start ranges. Land Battles start at Mid Range while Naval battles start at Long Range. When moving in battle, the unit is able to move 1 range for every 2 SPD. If an odd number is held, round down instead of up. For example, 3 SPD is rounded down to 2 SPD, allowing movement of 1 range per turn. Note that this movement consumes the user's action that turn. In addition to this, ranged BNM units and ships are able to battle outside of short range. For every 2 DEX, the ranged units are able to attack from one additional range. For example, 4 DEX allows one to fight from Mid range instead of close range. Archer units have the unique ability to retreat 1 range for free at the start of a battle. Any additional movement consumes the 1 move per turn.
All Units have ranged health from 10 ( Basic ), 15 ( Advanced ), or 20 Health ( Apex ). This health is reduces in combat against combatting units. Units are generally pitted as evenly as possible based on their tiers, meaning Tier I units are pitted against other Tier I units and so on. This changes if similar tiers are not present, allowing Tier IIs to fight Tier I or Tier III units if available. After units are paired, combat is conducted in 2 turn cycles where members either attack or retreat. If retreating, the fleeing unit must exit the target's attack range from this to be considered valid. If not, they are still considered within the battle. Should they choose to fight, first turn is determined by the SPD of the unit. If same, first turn is determined by whoever is attacking the other.
Damage is calculated by subtracting the user's damage ( based on their STR attribute ) from the target's health ( based on their DEF attribute ). Units have a chance to deal critical damage should the user have a Bonus Feat or Skill that allows for it. Critical Damage is 50% of the original damage, added on to the attack. After this is done, the second Player decides if he is attacking or fleeing and conducts his turn similarly. This then concludes one cycle, reverting back to the first user's turn again. This cycle continues until either one side retreats or is defeated. Should a unit retreat with damage, the user must pay gold to recruit more BNM ( this is treated as repairing the unit ). If the unit is completely defeated, then full price must be paid to gain another unit back.
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