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The Webberman Horde: Rules, current status and all things needed to run a war

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Master_Sarevok2021:
//these are the rules and themes of this event chain. They can be changed to smooth them out as needed but we will start with a basics

First the setting: Recent events have caused a stir in Conch and the lands abroad. While the Arcanists above have their games, it seems one has taken to involving the ground dwellers in their games.

In recent days, sightings of strange mutant warriors in roaming bands have taken to raiding the roads and villages from the Myconid forest to near Conch and Southbank. Mercenaries have arrived in droves and it seems that the lands are ripe for battles a plenty…what is the meaning of this and will the people be safe?

Rules: Armies are a tricky thing for NWN so I’ve settled it down into numbers then actual spawns

All armies will have one Commander who leads the entire army. Commander is a special title class with a beginning lvl of 1 and a max lvl of 10.

Commander lvls determine how much your troop multiplier is. Your number strategies bonus and the number of unit blocks you’re Army can have max. (More on this later)

Commander class also plays a role and your charisma stat/score

Commanders and officers can be PC or npc. Preferably I’d like PCs to be the commanders till we get more use to this system

Master_Sarevok2021:
Armies. Armies make up two key stats, Morale, and Troop strength.

Troop strength: this is determined by the make up of the army. Armies of high grade warriors will have higher troop strengths. It is determined by the troop blocks scores added together x 10

An army is divided into three types of units:

Tier 1: these are usually conscripts, or some other form of cannon fodder. They can fight, sometimes even decently but they are not the greatest and can break easily if pushed. (All tier one units are between lvls 1-10)

Tier 2: these are trained troops who know how to fight well and tend to be a bit tougher mentally as well as physically (Tier 2 units are usually between lvls 11-20)

Tier 3: these are special units. Dragons. Giants. Outsiders. Golems. Animated furniture maybe. These are always rare troops and most armies won’t have them. But when they do, you know it’s an army that’s a threat. (All tier 3 are lvl 21-30)

Army block limits is based on Commander lvl.

1: Tier 1 - 4, tier 2 - 2
2: Tier 1 - 5, tier 2 - 2
3: Tier 1 - 5, tier 2 - 3
4: Tier 1 - 6, tier 2 - 3
5: Tier 1 - 6, tier 2 - 4
6: Tier 1 - 7, tier 2 - 4
7: Tier 1 - 7, tier 2 - 5
8: Tier 1 - 8, tier 2 - 6, Tier 3 - 1
9: Tier 1 - 9, tier 2 - 6, Tier 3 - 1
10:Tier 1 - 10, tier 2 - 7, Tier 3 - 2

I’ll make a list of what can count for each troops later.

Master_Sarevok2021:
Battles:

Battles take place in rounds. The first part of the round will be troop placement to the three fronts. Commanders will assign unit blocks, officers and elites as they see fit to each front. Some unit blocks can be held out of the fighting to make use of their strategy abilities, or as reserves.

Once troop placement Is finished, the next step is strategy choice. From the deck of strategies you create from the strategy list you first pick 3, one to use for each front, at the start of the battle. After combat begins, focusing from left to center to right. Each front will be run individually but will be rp’d and icly considered to be happening all at the same time.

Fronts will have a troop strength and morale assigned to each that is calculated in the same way an armies total strength and morale is. Strength is 4 x the units CR x the commanders multiplier(starts at x2 and gets 1 added at lvl 3-10 to a max 8 multiplier)

This strength is then divided by 3 and the commander, and officers add their charisma score to determine max morale. These are then the strengths and morale for the fronts and after strategy effects are taken into account then the fighting begins.

The battle plays out in normal nwn style on the fronts with the modes fighting each other to the best of their abilities. Combat ends when one side destroys the others models. Damage is then applied to the losing sides troops and morale by 5 points per living model of the winning armies soldiers still alive.  Then the next front goes through the same thing.

After all the fronts have had their combat we go to the overview where commanders can get a general idea how well their army is doing and plan accordingly.

Then the next round begins only instead of three strategies the commander can only play one strategy from their pool to a front of their choosing and then the front battles begin again. The losing side gets fresh models to replace the lost ones. Then battle takes place.

——-

Elites:

Elites are champions. Individual warriors who have proven themselves in battle or are known for their mighty power. They are always individual units but are always between lvls (20-32) they can be a fill in for armies who want an extra powerhouse to their army when their forces are lacking. An army can have a total of 3 Elites and can be placed on fronts to fight or kept out of the fronts and instead add damage to the enemies troop and moral scores after the fronts rounds are done to stimulate their fighting in the main throng and terrorizing and slaying the chattel.

PCs naturally count as elites. So if a pc is attached to an army they might prevent an npc to fill their place.

Elites can be found and hired or even raised from the soldiers at times. A Warlords charisma score helps in attracting Elites

Master_Sarevok2021:
Necromancy:

The art of raising the dead is a mixed bag in times of war. Does the cost of victory outweigh the moral sides of using the dearly departed as arrow fodder? Does the ability to raise massive blocks of forces in a short time worth the risk of the allied necromancer deciding to go rogue with an army at their back?

Only the generals of war can decide this one can suppose. But the art of necromancy is a powerful magic none the less.

To raise undead forces for an army a mage must gave spell focus in necromancy and be at least lvl 8 or be able to cast Animate Dead naturally.

Spell focus: Necromancy allows the mage to summon 2 tier 1 blocks of zombies per week.

Great spell focus: allows three tier 1 blocks and one tier 2 block of undead

Epic focus allows 4 tier 1 blocks, 2 tier 3 and one elite or tier 3 block (the necromancer decides)

Necromancy can build an army fast, but the initial troops are weak. But as the necromancer gains power, they can raise more and more undead (Still working on these rules)

Addendum: Pale Master increases these abilities by one for tier 1 and two and allows the special dracolich unit

Master_Sarevok2021:
Magic:

Magic plays a big part in Netheril, with might Archmages wielding the power of gods. It’s only natural that magic would play a larger role beyond blasting things with fire balls.

Spell foci thus will play parts in an armies abilities, allowing various benefits.

In order to use spell foci as a bonus Tom your army, you must have the feat and be sufficient lvl.

Abjuration: spell focus: allows the army to apply stoneskin to all soldiers on one front. Great focus increase this to two fronts. Epic increases it to all three.

Conjuration: spell focus: allows an allied lesser planar being to fight on your side on one front as a free extra soldier based on alignment. Greater allows a stronger planar ally on one front. Epic allows a high lvl planar ally. Again all based on alignment and only to one front.

Divination: Spell focus allows an army to get an idea of how strong an enemy army is and one type of soldier it has. Greater allows a diviner to get an idea of where the army is going and two types of soldiers it has. Epic reveals what the army will do during the battle; aka you will know the troop placement ahead of time before finalizing your own troop deployment

Evocation: Better Arcane Barrage strategies

Enchantment: Cast greater heroism to the troops on one front. Great focus: cast greater heroism on two fronts. Epic: cast on all 3 fronts

Illusion: spell focus, disguise a troop for spies and divination as something else. Greater, disguise 2 units. Epic, counters epic divination ability.

Necromancy: see Necromancy

Transmutation: spell focus can allow bull strength, cats grace or endurance cast on all troops in one front. Greater 2 fronts and epic all 3 fronts.

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