Thursday, March 21, 2013

RRtK : New Rules update



Campaign Rules Update

It is important to have advisers... to blame if your decision go wrong

Turn sequence

Spring
-          Decide Recruiting Rolls (TECH+WAR RATING+PROVINCE+DEF),
-          Spend Resource to have +1 Recruiting Rolls
-          Nations pay out 1 Recruiting Rolls to a Winning Nation (if they lost the war and are in Enforced Peace)
-          Check for Hero Availability (p50)
-          Nations recruits its army for the coming year. Every recruited and carry on (from past year) unit costs 1 resource (mounted) or half resource (Foot) until next Spring to maintain
-          Each Nation organize recruited forces under Captain or Marshal commands and in provinces
-          Nations not at war determine if they are going to War (p57)
-          Nations going to war decide what province to be invaded (p58)
-          Aggressor invades / Target respond (p58)
-          Fight battle
            o   For Defensive armies winning the battle, roll for “Staying at war”.
-          Position experience counter for every surviving unit.
-          National Morale Adjustment
-          National Morale Check
-          Trade and Commerce roll (+1 success for season). Just conquered and under siege provinces don’t count
 Summer
-          Spend unspent Spring Recruiting Rolls
-          Spend Resource to have +1 Recruiting Rolls
-          Every recruited costs 1 resource until next Spring to maintain
-          Nations not at war determine if they are going to War (p57)
-          Nations going to war decide what province to be invaded (p58)
-          Aggressor invades / Target respond (p58)
-          Fight battle
            o   For Defensive armies winning the battle, roll for “Staying at war”.
-          National Morale Adjustment
-          National Morale Check
-          Trade and Commerce roll (+1 success for season). Just conquered and under siege provinces don’t count
Fall
-          Spend unspent Spring Recruiting Rolls
-          Newly recruited units are positioned in the capital of its Nation
-          Nations not at war determine if they are going to War (p57)
-          Nations going to war decide what province to be invaded (p58)
-          Aggressor invades / Target respond (p58)
-          Fight battle
            o   For Defensive armies winning the battle, roll for “Staying at war”.
-          National Morale Adjustment
-          National Morale Check
-          Trade and Commerce roll. Just conquered and under siege provinces don’t count
Winter
-          Piorad are not at war, determine if they are going to War (p57)
-          If Piorad go to war, decide what province to be invaded (p58)
-          Piorad invades / Target respond (p58)
-          Fight battle
            o   For Defensive armies winning the battle, roll for “Staying at war”.
-          Piorad loot the province and withdraw to their starting province EVEN if the Defender retreat to a fort. Roll for loot.
-          National Morale Adjustment
-          National Morale Check
-          All units shall pass the “Disband or Not” test. Units fighting a siege are not affected.
-          Leader Death Check (p60)
-          National Morale Check (p59)
-          Weapons are placed (p61)
-          Trade and Commerce roll -2 successes. Just Piorad’s looted provinces and under siege don’t count
-          Diplomacy

Disband or Not

2              Disband or Not

                (1-3 success, 4-6 failure. Compare the number of successes with table)

If CinC reputation is >6: +1 success

If CinC reputation is <2: -1 success

# of successes
Table
2 successes
Unit with Morole lower than Normal disband. Spend 1 resource to maintain the unit
1 success
Unit with Morale lower than Veteran disband. Spend 1 resource to maintain the unit
0 successes
The unit disband

Trade and Commerce

For each Province, roll the Trade and Commerce
2              Trade and Commerce
                (Compare the successes with table)
If adjacent to a province at war against the Nation: -1 success
If the Nation is not at war at all: +1 success
If the Province is Pole: +2 success (include the fact it is a capital)
If the Province is a capital: +1 success
If the Nation is in Unrest: -1 success

# of successes
Table
5 successes+
7 resource
4 successes
6 resource
3 successes
4 resource
2 successes
3 resource
1 success
1 resource
0 successes
No resource

Diplomacy

Every winter, every Nation sent a diplomat to a region.
1              Diplomatic stance
               (read the result on the dice)
If won more battles against the targeted Nation the year before +1
If targeted Nation has lost a leader last year +1 (Year=Sprint, Summer, Fall and turn’s winter)
If lost more battles against the targeted Nation the year before -1
If targeted Nation has a hero employed -1
Results
Name
1
Friendly
2
Friendly
3
Deceiving
4
Intimidating
5
Dominating
6
Dominating

2              Diplomacy
                (count successes)
Roll on the right table after having determined the diplomatic stance
If targeted Nation is interested in Conquest (F -1, De+1 , I +0, Do +0)
If Nation is interest in Conquest (F +1, De +0 , I +1, Do +1)
If targeted Nation is interested in Colonizing (F -1, De +0 , I +0, Do +0)
If Nation is interested in Colonizing (F +1, De -1, I +1, Do +0)
If targeted Nation is interested in Loot (F -1, De +2 , I +0, Do +0)
If Nation is interested in Loot (F +1, De +0 , I +1, Do -1)
If targeted Nation is at war (F +1, De +0 , I +1, Do +0)
If Nation is at war (F -1, De -1, I +1, Do -1)
If targeted Nation is at peace (F +1, De -1 , I +1, Do -1)
If Nation is at peace (F +1, De +1 , I +0, Do -2)
If targeted Nation is richer (F +1, De +0 , I +0, Do -1)
If Nation is richer (F +1, De +0 , I +1, Do -1)
If targeted Nation has more land (F +1, De +0 , I -1, Do -1)
If targeted Nation has less land (F +0, De +1 , I -1, Do -1)
Results
Friendly
Deceiving
Intimidating
Dominating
2+ successes
The targeted Nation consider an Alliance.
The targeted Nation will have 1 success for the Going To War, and will not attack you next year
There is a -1 when it has to choose your provinces at the Who’s at War test next year.
The targeted Nation want to give you tribute next year ( pay 1 resource per season) or will go to enforce peace if at war against you
1 success
Good progress. If next diplomatic visit is friendly successful, the Nation are Allied.
The targeted Nation will have 1 success for the Going To War, and you have a -1 when it has to choose your provinces at the Who’s at War test next year
No result
No result
0 success
Major diplomatic blow. All previous friendly diplomatic activities are lost
The targeted Nation will have 1 success for the Going To War, and you have a +1 when it has to choose your provinces at the Who’s at War test next year
The targeted Nation is not appreciating the threat. All provinces adjacent to this Nation will produce -1 success of resources
At War! The targeted Nation declare war at your Nation next season and gain 1d6 free Recruiting Rolls because of the insult.


National Morale Roll


Updated Will to Fight
2              Will to Fight
(Taken versus the National Morale, a 6 is always a failure, a 1 is always a success)
If won a battle this season: +1
If lost a battle this season: -1
If refused a battle this season: -1 (3rd and more occurrence only)
For each lost provinces this season: -1

# of successes
Table
2 successes
Carry On as the people support the war
1 sucesses
Morale shaken. -1 to the test for the next season (cumulative until 2 successes are achieved.
For all recruitments next season, roll an additional dice (opposition dice). If the opposition dice roll 6, then the unit is not hired.
0 successes
Disaster! Unrest at home, The war is lost and the Nation is forced to negotiate peace. Enforced peace at home.

Army

Generating a Defensive Army

When an army attack an undefended province, a local lord will raise an ad-hoc army to defend it.
The army has a standard 8 Recruiting Rolls with the following modifier:
-          If the attack is in Winter,  -2 Recruiting Rolls
-          If the attack is in Fall, -1 Recruiting Roll
-          If the attack is in Summer, +1 Recruiting Roll
1 Captain CinC is recruited with a -1 to it WR.

Retreating

When fighting a defensive battle, an army may decide to retreat.
For NPC, during the battle, when the NPC is losing 50% of his units, he may decide to retreat.

WR         Retreat
                (1-3 success, 4-6 failure. Compare the successes with table)
For every offensive unit the army had at the beginning of the battle: -1 success
For every defensive unit the army had at the beginning of the battle: +1 success
For every CinC who has Temerity: -1 success
For every CinC who has Coward: +1 success

# of successes
Table
2 successes or more
Order the retreat and will gather all non-routed units in a fort if Defender or back to the starting province if Attacker.
1 sucesses
Unit with Morale lower than Elite disband. Elite unit may join main army if in an adjacent province
0 successes
The unit disband

 Staying at war
2              Staying at War
                (1-3 success, 4-6 failure. Compare the successes with table)

# of successes
Table
2 successes
Unit with Morale lower than Veteran disband. Veteran unit are sent to the capital
1 success
Unit with Morale lower than Veteran disband. Veteran unit may join main army if there is one in an adjacent province
0 successes
The unit disband

Laying a siege

If an army retreated in a fort, the Attacker can lay a siege. In that case, every season each player test his army

2              Laying a Siege
                (1-3 success, 4-6 failure. Compare the successes with table)
Siege Skill: +1 success
Winter: -1 success
Summer: +1 success

# of successes
Table
2 successes
Unit Morale is steady
1 sucesses
Unit Morale decrease by 1 level. If the Morale was at Poor, the unit is disbanded
0 successes
The unit is disbanded

If there is no more units defending the Attacker win and all remaining units are back to standard Morale.
If there is no more units attacking, the Defender win and all remaining units are back to standard Morale.

Battle Rules Update

Raiding a village

New Battle Tactic: “D” - Attrition

This section complete p52 Battle Tactics

This army relies on small but very powerful units. They will weaken the enemy by sending poor quality units and divert the attention from the real threat.

1              Army Type
                (read the result as rolled)
 
#
Type A
Type B
Type C
Type D
1
PC
DE
PC
FF
2
PC
DE
SD
DE
3
PC
DE
SD
DE
4
PC
FF
HA
CA
5
HA
EF
EF
CA
6
EF
EF
CA
EF


Ambush

When testing the “Who’s Attacking”, after the Attacker/Defender has been decided and the terrain setup, the Defender can check if he can ambush the Attacker. The Defender adds any Guerilla or Ambush bonus he had.
If by adding the bonus the Defender achieve a higher result than the Attacker, the Defender ambushed the Attacker, the Defender is now the Ambusher.

When this happen, the Attacker set his units in section 2, 5, 8 and only after the Ambusher places in any of the section 1-2-3-4-6-7-8-9 with no less than 18” with any Attacker units

Army in battle characteristics
 Reputation

Update : Represent training, quality and efficiency.
Experience is no more represented by REP, but by Morale

Morale

Morale is used for the reaction test of any unit on the battle field.
Translation table of the Morale/REP 
Poor      -         REP3
Normal -         REP4
Veteran -         REP 5
Elite      -         REP6

Morale can be gained as following:
                Poor to Normal: 2 successful battles
                Normal to Veteran: 3 successful battles
                Veteran to Elite: 4 successful battles
Any lost battle reset the counter. Any draw does not count. Disbanded units lose their Morale counter.


New unit skills

  • Siege: +1 REP when fighting a siege
  • Terrain- Wood: No penalty when fighting in woodland
  • Terrain-Swamp: No penalty when fighting in swamp
  • Terrain- Jungle: No penalty when fighting in Jungle
  • Terrain- Desert: No penalty when fighting in winter/snow
  • Winter: No penalty when fighting in winter/snow
  • Guerilla: +1 success for Ambush test
  • Defensive: can build defenses when defending
  • Offensive: unit has +1 REP when the army is attacking
  • Slow: Movement -1
  • Fast: Movement +1
  • Light: resource for maintenance is halved
  • Armored: Cannot Ambush
New army tests


Loot
After the battle, the winning army roll for looting.
Every time an army wins a battle, roll for loot
WR         Loot
              (1-3 success, 4-6 failure. Compare result with table below)
Piorad: -1 success
If at least 1 mercenary unit: -1 success

Result
Table
Every success
+1 resource


Movement
When 2 armies are attacking each other starting Province
WR         Army Movement
               1-3 success, 4-6 failure. Compare the number of successes with table

# of successes
Table
2 successes or more than opponent

The army with more success attack and if the Attacker lose, he can retreat to his starting Province
1 sucesses
The army with more attack but if the Attacker lose, the Defender can take the targeted Province
0 successes
Both army attack and cannot use any Defensive benefits.

Foraging
Instead of spending 1 resource to maintain 1 unit, the CinC may decide to forage instead.

2              Foraging
                (1-3 success, 4-6 failure. Compare the number of successes with table)

# of successes
Table
2 successes
Foraging successful. +1 resource
1 success
Foraging successful. +1 resource but the unit has -1 Morale for the next battle due to exhaustion
0 successes
No foraging


Melee (replace How to Melee, p40 and modifiers p74)

When in Melee, attacking and defending units roll simultaneously 2 set of dice: Attacking and Defending dice. You will need to differentiate them by using different colors (for example)

As a standard, for Melee:
Attacking: unit REP/2 (higher rounding)
With the following modifiers:
o   If unit is active: +1 dice
o   If unit is Mounted against Foot: +1 dice
o   If unit has Chagar: +1 dice
o   If unit is using Spear against Mounted: +1 dice.
o   If unit has Shock, first round: +1 dice
o   If outnumbering: +1 dice per multiplier -1 (higher rounding). up to 4 dice maximum
o   If CinC in the unit: +1 dice
o   For every Flank attack: +1 dice (max 2, one per flank)
o   For rear attack: +2 dice
o   If unit is defensive: - 1 dice
o   If unit is offensive: +1 dice
o   If unit is crossing a ford or a water element: -2 dice
o   If unit has Terror: +1 dice
o   If unit has Frenzy, first round: +2 dice
o   If unit has Elite training: +1 dice
o   If unit has Fanatic:+2 dice
o   If it is winter: -1 dice
o   If fighting in Jungle: -2 dice
o   If fighting in Swamp: -3 dice
o   If Combined Weapon capability, first round: +1 dice
o   If Missile unit: -1 dice
Defending: unit REP/2 (lower rounding)
With the following modifiers:
o   If unit is using Pike: +1 dice
o   If AC=2: -1 dice
o   If AC=6: +1 dice
o   If AC=8: +2 dice
o   If unit on a higher elevation: +1 dice
o   If unit not the active one: +1 dice
o   If unit is in wood: +1 dice
o   If unit is defensive: -+1 dice
o   If unit is offensive: -1 dice
o   If unit is in a defensive position (stake, dig, …): +2 dice
o   If unit has Frenzy, first round: -1 dice
o   If unit has Fanatic:-2 dice
o   Skirmish unit: -1 dice
o   If unit is disorganized: -1 dice

Roll the dice for each side, and count successes and compare Attacking and Defending dice of each opposing unit. 

Attacking dice of unit A oppose Defending dice of unit B.
Attacking dice of unit B oppose Defending dice of unit A.

If for example, Unit A has 4 Attack successes and Unit B has 3 Defending successes: Unit B receives 1 hit

If at the same time, Unit A has 2 Defending successes and Unit B has 5 Defending successes, Unit A receives 3 hits.

Therefore, even a small unit can hit a larger unit as it can roll more successful Attacking dice than opponent successful Defending dice or resist unequal fight as long as they can roll more successful Defending dice than opponent successful Attacking dice.

Recovery

For every unit damages during the battle.

2              Recovery
               (Roll against unit Morale, count successes)
Below and equal to REP: +1 success.
Between REP and REPx2:  no modifier.
REPx2 tp REPx3: -1 success.
Above REPx3: Destroyed.
If not routed, +1 success.

# of successes
Table
2 successes
2 or more successes: Recovered
1 success
1 success: will merge with another unit of same type
If no unit of the same type has also 1 success on recovery test, the unit is lost
0 successes
The unit is lost


Commander in Chief (CinC)

Commander in Chief can be of 2 natures: Marshal or Captain. Marshals are soldiers of legends who command vast armies while Captain are competent nobles able to manage smaller bodies. There is only 1 Marshal per Nation and as many Captain as you want. Alweg as a non-Nation has no Marshal, only Captains.
However, in large decisive battle with Allies and such, there may be several Marshals and many Captains.
CinC will affect the army skills by adding extra capabilities.

Reputation

Every Marshal and Captain has a reputation which will affect the “Disband or Not” test at the end of the season.

In standard situation, unless the CinC is a Weapon’s bearer or any other modifying Attributes, WR=Reputation.
The Reputation affect the Zone of Command (ZoC) of the CinC. A zone of control is equal to 3 times the Reputation. Any unit within the ZoC gain +1 for Moral tests.
  
Strength/Weakness

Marshal: Star
  • Roll for 2 Attributes
  • Bigger than life
Captain: Grunt
  • Roll for 1 Attributes
  • Cost 1 resource to hire
Bigger than life
All kill results are managed as coma until the end of the battle. Once the battle is over

WR         Marshal’s fate (replace Out of Fight result p.42)
              (1-3 success, 4-6 failure. Compare the number of successes with table)
If lost the battle -1 success
If Marshal’s unit was destroyed -1 success
If Marshal’s unit withdrew: +0
If won the battle +1 success

Results
Battle Won
Battle Lost
If 3 successes or more
The Marshal fully recovered
The Marshal recovered and was able to get back to his camp
If 2 successes
The Marshal fully recovered
The Marshal has been captured!
If 1 success
The Marshal recovered but will have -1 WR for 1 season
The Marshal has been captured and wounded. He will recover from his wound in 1d6 seasons and gain 1 Weakness
If 0 success
The Marshal will recover in 1d6 seasons
The Marshall died

Rolling for Attribute

2              Marshal Attribute
(Compare the result with the table)

Results
Table
5-12
Roll on the Strength Table
2-4
Roll on the Weakness Table

Strength Table
3              Strength Table
(Compare the result with the table)

Results
Name
Effects
2
Logistic
+1 success to Foraging test
3
Courage
+1 Morale level on the CinC unit when Charging or being Charged
4
Siege Master
REP +1 during a Siege
5
Attack Expert
REP +1 to CinC unit when his side is Attacker
6
Scout
+1 at the scouting value
7
Charisma
Increase ZoC to 4 times the Rep instead of 3 times.
8
Defensive Expert
REP +1 to CinC unit when his side is Defender
9
War Movement Advocate
Army has +1 success in Movement
10
Treasure hunter
+1 success in Looting
11
Minor Weapon*
Roll for 1 additional Marshall Attribute to assign the weapon (weakness or strength). The CinC gain 1 Reputation point
12
Major Weapon*
Roll for 2 Marshall Attributes again (weakness or strength)
13
Ambush
+1 success in Ambush
14
Friendly with Foe’s foe
Test, if passed 2d6, receive 1 random enemy unit from a local noble as ally for this battle only
15
Hammer and Anvil adept
Can assign reinforcement to attack flank of enemy
16
Favored by the King
CinC unit has +1 armor value
17
Ever Ready
Give -1 success to Ambush test if Opponent tries to Ambush
18
Lucky
+1 success when resolving Marshal’s fate. If only Captain, receive “Larger than Life” attribute but not Lucky.
*only once per CinC

Weakness
2              Weakness Table
(Compare the result with the table)

Results
Name
Effects
2
Temerity
CinC needs to test 2d6 every turn. If failed, he will attack unit in front of him
3
Fighting for reputation
CinC will attack only enemy CinC
4
Greedy
-1 Morale to all units for 1 season when Loot test result is Poor
5
Poor charisma
ZoC is 2 times the Rep instead of 3 times.
6
Lazy attacker
-1 REP to CinC unit when his side is the Attacker
7
Undecided
CinC needs to test 2d6 every turn. If failed, roll 1d6 and apply result: 1-2 Attack, 3 Move Left, 4 Move Right, 5-6 Backward
8
Heavy Drinker
CinC needs to test 2d6 at the beginning of the battle. If failed, -1 Morale to his unit for the rest of the battle as he is drunk
9
Gut feeling
CinC needs to test 2d6 at the beginning of the battle, independently of the Attacker/Defender result. If failed, roll 1d6: 1-4 he will take Defender stance , 5-6 he will take Attacker stance. Dismiss if the CinC is not the leader of the army.
10
Coward
CinC needs to test 2d6 every turn when 1/2 of his army is routed or destroyed. If pass 1d6, his unit has REP-1, if failed, his unit is routed
11
Unremarkable
The CinC zone of command is reduced of 2”
12
Never ready
When opponent roll for Ambush, he has +1 success to Ambush test

God Weapon (or simply Weapon with capital "W")

Weapon can be carried by noble and any CinC. They give Attribute to their bearer and a bearer cannot decline being a bearer. This usually means death in a very horrible fashion.
Weapon bearer

Bearer’s death             

When a Weapon’s bearer die in a battle field, if one of the opponent’s CinC is not a Weapon’s Bearer, he will retrieve the Weapon and will then become a Bearer with all the attributes of the Weapon
Note that a Weapon’s bearer can only have one Weapon. 
If there are no available potential bearer, the Weapon is assumed being taken by a soldier who leaves the army to become an adventurer.

No comments:

Post a Comment