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BANNERMEN &FLEET SYSTEM
In War of the Realm, your armies and navies are made up of deployable units known as BNMs (Bannermen) and Fleets. These are not individual characters or commanders, but rather full Platoons and Ships under your House’s banner. Each BNM or Fleet operates as a single mechanical unit in combat, representing dozens (or hundreds) of soldiers or sailors. They are tracked separately from your character and can be recruited, upgraded, or lost in war. NOTE: Named characters may command these units narratively, but the units themselves do not reflect the stats of a specific commander unless paired with one. [/span]BNMs are the backbone of land warfare. Each one is a deployable Platoon with its own stats and battlefield role. Units come in different types (Infantry, Archers, Shieldbearers, etc.) and can be upgraded over time and repaired if they are not fully destroyed.
All BNM and Fleets utilize 4 stats in varying set ups: STR ( strength ), DEF ( defense ), SPD ( speed ), and DEX ( dexterity ). These determine how much damage one can deal, how much one can block, how swift the units move and how far they can attack for. This allows different units to be more relevant from different ranges, adding complexity to these fights. All Units require a cost in gold to obtain, divided by the Tier of the Unit itself. These specific attributes and their meaning as well as gold costs are shown further below.
Unit Stats are Calculated as Follows:
• 1 STR = 2 Damage
• 1 DEF = 2 Damage Blocked
• Every 2 SPD = +1 Range Tier Movement
• Every 2 DEX = +1 Attack Range Tier
• Land battles start at Mid Range and Naval battles start at Long Range
• Each unit may move or attack each turn
• Special abilities (if any) come from Feats or Perks
Bannermen and Fleet Types
BNM
Infantry – Balanced melee fighters
Archers – Long-range but fragile
Shieldbearers – Defensive frontliners
Cavalry – High mobility units
Infantry:
Archers
Shieldbearers
Cavalry:
Fleets
Lightship – Fast, lightly armored, great for raids
Warship – Balanced attack and defense
Heavyship – High STR and DEF, but slow
Long Ship – Minimal combat power; used to carry troops
Lightship
Warship
Heavyship
Longship
Travel and Transport Rules
BNM and Fleets are capable of traveling across landmarks after they have been purchased. This allows them to traverse the world for combat, moving from landmark to landmark to allow for easier combat. For every 2 SPD that a unit has, it is able to cross a battle range in battle. Outside of battle, this allows a BNM unit to travel 1 landmark every 12 hours. For every 1 SPD they have, an additional landmark is added to this. This means 1 SPD = 1 landmark every 12 hours, 2 SPD = 2 landmarks, 3 SPD = 3 landmark, etc. This creates a simple and effective travel system for BNM units to manuever easily.
While BNM are able to move across land easily, naval units cannot. These units are only capable of traversing the seas. However, they can be used to transport BNM across seas if needed. To move BNMs across oceanic landmarks, you must own at least one Transport Ship. Each Transport can carry:
• 2 Basic BNMs Units
• 1 Advanced or Apex BNM Units
Fleet composition and Transport use must be declared before moving troops across sea zones.
BNM & Fleet Combat Rules
Combat in War of the Realm is resolved through structured turn-based actions using the unit’s statline. Each BNM or Fleet 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: either move or attack. Their movement, as described earlier, depends on their SPD attribute and dictates how far they can move in the actual battle. 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.
Unit Costs
Recruitment Costs:
• Basic BNM/Fleet: 200 Gold
• Advanced BNM/Fleet: 400 Gold
• Apex BNM/Fleet: 800 Gold
• 80% of the original unit cost if not fully destroyed
In War of the Realm, your armies and navies are made up of deployable units known as BNMs (Bannermen) and Fleets. These are not individual characters or commanders, but rather full Platoons and Ships under your House’s banner. Each BNM or Fleet operates as a single mechanical unit in combat, representing dozens (or hundreds) of soldiers or sailors. They are tracked separately from your character and can be recruited, upgraded, or lost in war. NOTE: Named characters may command these units narratively, but the units themselves do not reflect the stats of a specific commander unless paired with one. [/span]BNMs are the backbone of land warfare. Each one is a deployable Platoon with its own stats and battlefield role. Units come in different types (Infantry, Archers, Shieldbearers, etc.) and can be upgraded over time and repaired if they are not fully destroyed.
All BNM and Fleets utilize 4 stats in varying set ups: STR ( strength ), DEF ( defense ), SPD ( speed ), and DEX ( dexterity ). These determine how much damage one can deal, how much one can block, how swift the units move and how far they can attack for. This allows different units to be more relevant from different ranges, adding complexity to these fights. All Units require a cost in gold to obtain, divided by the Tier of the Unit itself. These specific attributes and their meaning as well as gold costs are shown further below.
Unit Stats are Calculated as Follows:
• 1 STR = 2 Damage
• 1 DEF = 2 Damage Blocked
• Every 2 SPD = +1 Range Tier Movement
• Every 2 DEX = +1 Attack Range Tier
Unit Movement Combat:Example: A Basic Archer with 3 STR, 2 DEF, 3 SPD, and 4 DEX deals 6 damage per hit, blocks 4 damage, moves 1 range per turn, and starts one range tier farther away than normal.
Example: A Longship with 2 STR, 1 DEF, 4 SPD, and 3 DEX deals 4 damage, blocks 2, moves 2 sea zones per turn, and gains +1 attack range.
• Land battles start at Mid Range and Naval battles start at Long Range
• Each unit may move or attack each turn
• Special abilities (if any) come from Feats or Perks
Bannermen and Fleet Types
BNM
Infantry – Balanced melee fighters
Archers – Long-range but fragile
Shieldbearers – Defensive frontliners
Cavalry – High mobility units
Infantry:
Name: Infantry
Rank: Basic
STR: 4
SPD: 2
DEX: 2
DEF: 2
Skill: N/A
Name: Infantry
Rank: Advanced
STR: 5
SPD: 3
DEX: 4
DEF: 3
Skill: N/A
Name: Infantry
Rank: Apex
STR: 6
SPD: 4
DEX: 6
DEF: 4
Skill: N/A
Rank: Basic
STR: 4
SPD: 2
DEX: 2
DEF: 2
Skill: N/A
Name: Infantry
Rank: Advanced
STR: 5
SPD: 3
DEX: 4
DEF: 3
Skill: N/A
Name: Infantry
Rank: Apex
STR: 6
SPD: 4
DEX: 6
DEF: 4
Skill: N/A
Archers
Name: Archers
Rank: Basic
STR: 3
SPD: 3
DEX: 3
DEF: 1
Skill: N/A
Name: Archers
Rank: Advanced
STR: 4
SPD: 4
DEX: 5
DEF: 2
Skill: N/A
Name: Archers
Rank: Apex
STR: 5
SPD: 5
DEX: 7
DEF: 3
Skill: N/A
Rank: Basic
STR: 3
SPD: 3
DEX: 3
DEF: 1
Skill: N/A
Name: Archers
Rank: Advanced
STR: 4
SPD: 4
DEX: 5
DEF: 2
Skill: N/A
Name: Archers
Rank: Apex
STR: 5
SPD: 5
DEX: 7
DEF: 3
Skill: N/A
Shieldbearers
Name: Shieldbearers
Rank: Basic
STR: 3
SPD: 2
DEX: 2
DEF: 3
Skills: N/A
Name: Shieldbearers
Rank: Advanced
STR: 4
SPD: 3
DEX: 3
DEF: 5
Skills: N/A
Name: Shieldbearers
Rank: Apex
STR: 5
SPD: 3
DEX: 6
DEF: 6
Skills: N/A
Rank: Basic
STR: 3
SPD: 2
DEX: 2
DEF: 3
Skills: N/A
Name: Shieldbearers
Rank: Advanced
STR: 4
SPD: 3
DEX: 3
DEF: 5
Skills: N/A
Name: Shieldbearers
Rank: Apex
STR: 5
SPD: 3
DEX: 6
DEF: 6
Skills: N/A
Cavalry:
Name: Cavalry
Rank: Basic
STR: 4
SPD: 3
DEX: 2
DEF: 1
Skill: N/A
Name: Cavalry
Rank: Advanced
STR: 5
SPD: 4
DEX: 3
DEF: 3
Skill: N/A
Name: Cavalry
Rank: Apex
STR: 6
SPD: 5
DEX: 4
DEF: 5
Skill: N/A
Rank: Basic
STR: 4
SPD: 3
DEX: 2
DEF: 1
Skill: N/A
Name: Cavalry
Rank: Advanced
STR: 5
SPD: 4
DEX: 3
DEF: 3
Skill: N/A
Name: Cavalry
Rank: Apex
STR: 6
SPD: 5
DEX: 4
DEF: 5
Skill: N/A
Fleets
Lightship – Fast, lightly armored, great for raids
Warship – Balanced attack and defense
Heavyship – High STR and DEF, but slow
Long Ship – Minimal combat power; used to carry troops
Lightship
Name: Lightship
Rank: Basic
STR: 2
SPD: 4
DEX: 3
DEF: 1
Skill: N/A
Name: Lightship
Rank: Advanced
STR: 3
SPD: 5
DEX: 4
DEF: 3
Skill: N/A
Name: Lightship
Rank: Apex
STR: 4
SPD: 6
DEX: 5
DEF: 5
Skill: N/A
Rank: Basic
STR: 2
SPD: 4
DEX: 3
DEF: 1
Skill: N/A
Name: Lightship
Rank: Advanced
STR: 3
SPD: 5
DEX: 4
DEF: 3
Skill: N/A
Name: Lightship
Rank: Apex
STR: 4
SPD: 6
DEX: 5
DEF: 5
Skill: N/A
Warship
Name: Warship
Rank: Basic
STR: 3
SPD: 3
DEX: 2
DEF: 2
Skill: N/A
Name: Warship
Rank: Advanced
STR: 4
SPD: 4
DEX: 3
DEF: 4
Skill: N/A
Name: Warship
Rank: Apex
STR: 5
SPD: 5
DEX: 4
DEF: 6
Skill: N/A
Rank: Basic
STR: 3
SPD: 3
DEX: 2
DEF: 2
Skill: N/A
Name: Warship
Rank: Advanced
STR: 4
SPD: 4
DEX: 3
DEF: 4
Skill: N/A
Name: Warship
Rank: Apex
STR: 5
SPD: 5
DEX: 4
DEF: 6
Skill: N/A
Heavyship
Name: Heavyship
Rank: Basic
STR: 2
SPD: 2
DEX: 1
DEF: 5
Skill: N/A
Name: Heavyship
Rank: Advanced
STR: 3
SPD: 3
DEX: 2
DEF: 7
Skill: N/A
Name: Heavyship
Rank: Apex
STR: 4
SPD: 3
DEX: 3
DEF: 10
Skill: N/A
Rank: Basic
STR: 2
SPD: 2
DEX: 1
DEF: 5
Skill: N/A
Name: Heavyship
Rank: Advanced
STR: 3
SPD: 3
DEX: 2
DEF: 7
Skill: N/A
Name: Heavyship
Rank: Apex
STR: 4
SPD: 3
DEX: 3
DEF: 10
Skill: N/A
Longship
Name: Longship
Rank: Basic
STR: 2
SPD: 4
DEX: 2
DEF: 2
Skill: N/A
Name: Longship
Rank: Advanced
STR: 3
SPD: 5
DEX: 3
DEF: 3
Skill: N/A
Name: Longship
Rank: Apex
STR: 4
SPD: 6
DEX: 4
DEF: 4
Skill: N/A
Rank: Basic
STR: 2
SPD: 4
DEX: 2
DEF: 2
Skill: N/A
Name: Longship
Rank: Advanced
STR: 3
SPD: 5
DEX: 3
DEF: 3
Skill: N/A
Name: Longship
Rank: Apex
STR: 4
SPD: 6
DEX: 4
DEF: 4
Skill: N/A
Travel and Transport Rules
BNM and Fleets are capable of traveling across landmarks after they have been purchased. This allows them to traverse the world for combat, moving from landmark to landmark to allow for easier combat. For every 2 SPD that a unit has, it is able to cross a battle range in battle. Outside of battle, this allows a BNM unit to travel 1 landmark every 12 hours. For every 1 SPD they have, an additional landmark is added to this. This means 1 SPD = 1 landmark every 12 hours, 2 SPD = 2 landmarks, 3 SPD = 3 landmark, etc. This creates a simple and effective travel system for BNM units to manuever easily.
While BNM are able to move across land easily, naval units cannot. These units are only capable of traversing the seas. However, they can be used to transport BNM across seas if needed. To move BNMs across oceanic landmarks, you must own at least one Transport Ship. Each Transport can carry:
• 2 Basic BNMs Units
• 1 Advanced or Apex BNM Units
Fleet composition and Transport use must be declared before moving troops across sea zones.
BNM & Fleet Combat Rules
Combat in War of the Realm is resolved through structured turn-based actions using the unit’s statline. Each BNM or Fleet 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: either move or attack. Their movement, as described earlier, depends on their SPD attribute and dictates how far they can move in the actual battle. 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.
Unit Costs
Recruitment Costs:
• Basic BNM/Fleet: 200 Gold
• Advanced BNM/Fleet: 400 Gold
• Apex BNM/Fleet: 800 Gold
Repair Costs:Each Tier upgrade doubles the Gold cost and grants +1 to all stats. HP also scales (10/15/20).
• 80% of the original unit cost if not fully destroyed
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