Urr
Urr
This is an old revision of the document!
Raids are part of the entertainment during Strategic turns. They are really the part when role players can and must make their stories to indicate how and why raids are successful. Of course, there are standard targets for raids and standard tables for the success of raids. But the key modifier of the raid must be the user story!
The map/raid umpire listens to the reason why a raid party should be a success.
The bones should include:
He adds the following story bonus to the raid party:
Qualification | Result | Remark |
---|---|---|
Unique good working story | +2 | Rarely more than once per turn |
Good story | +1 | |
Dime a dozen | 0 | This should be the major number of events |
This is the standard story | -1 | |
This failed many times before | -2 | Rarely more than once per turn |
Other modifiers:
Reason | Modifier |
---|---|
Entering a fortified location | -2 |
Entering a camp | -1 |
Difference of race when entering a camp/fort | -1 |
Party not trained for the mission | -1 |
Party specialized for mission | + 1 |
This table contains a list for predefined targets. Players will think about other targets for raids and it is impossible to create a list with all possible targets. But with this table it should be possible to create a similar result.
d6 + <modifier> | 0 < | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | > 7 |
---|---|---|---|---|---|---|---|---|---|---|
General | Complete failure | Failure | Small failure | No effect | No effect | Small success | Success | Success | Complete Succes | Heroic Success |
Anti raid party | RP Destroyed | RP Destroyed | RP one hit | No effect | No effect | Attacker chased away | One hit attacker | One hit attacker | Attacker destroyed | Attacker destroyed |
Trebuchets | RP Destroyed | RP Destroyed | RP one hit | No effect | No effect | -1 | -2 | -2/(-4 dwarven) | disabled for one turn | disabled for two turns |
A party of adventures shoots fire arrows at the trebuchets during the night trying to set the ropes in the trebuchets aflame.
A dwarven raid party travels to the location where the Dark Prince creates the stones needed for the Trebuchets and creates a rockslide. As result of this rockslide some Trebuchets are out of stones for some time and cannot fire for two days.
In the night a raid party travels to a enemy camp poisoning the food reserves.
There is no better defence against a raid party than a raid party. The problem is that a raid party protects only one object.
An anti raid party modifies the d6 roll for the raid party.
d6 | Result |
---|---|
1 | One hit on defending raid party & Failure |
2 | Failure no effect on raid |
3 | -1 on d6 role |
4-5 | One hit on defending raid party & raid fails |
6 | Enemy raid party destroyed |
Hindering the operations of trebuchets including the access to stones. This action will create the raid modifier.
Role a d6:
d6 | Result |
---|---|
1 | Hit on the raid party |
2-5 | (d6 + Story modifier - Troops)/2 (if positive otherwise 0) |
6 | (d6 + Story modifier - 1)/2 |
Attacking the statue of the god Moloch. Role a d6 for the troops protecting de god.
d6 | Result |
---|---|
1 | Raid party destroyed |
2 | Hit on the raid party |
3 | Failure |
4 | God ignores the first offer/card |
5 | God ignores the first two offers/cards |
6 | God ignores the first four offers/cards |
Role a d6.
1 | Hit on the raid party |
2 | Failure |
3-4 | A week work lost |
5 | 2 weeks work lost one hit on Duergar sappers |
6 | Work and Duergar sappers destroyed |
The prince of Darkness has a lot of gold with him in wagon trains to pay the soldiers. Probably this is the easiest gold to reach. However there is still an army in the neighbourhood.
d6 | Hired by Dark Prince | Other |
---|---|---|
1 | -1 Hit point | -1 Hit point |
2 | Failure | -1 hit point |
3-4 | 1d6 gold | Failure |
5 | 2d6 gold | 2d6 gold |
6 | 4d6 gold | 4d6 gold |
Entering the city is hard, but getting at the gold is a little bit easier. Result:
d6 | From city | External |
---|---|---|
1 | -1 Hit poit | Raid party destroyed |
2 | Failure | -1 hit |
3-4 | 1d6 gold | Failure |
5 | 2d6 gold | 1d6 gold |
6 | 4d6 gold | 2d6 gold |
Entering the dwarven city is insane as they guard their gold really well but it can be really rewarding.
d6 | Long beards | Dwarves & Gnomes | External |
---|---|---|---|
1 | -1 Hit point | Raid party destroyed | Raid party destroyed |
2 | Failure | -1 hit point | Raid party destroyed |
3 | 1d6 gold | Failure | -1 hit point |
4 | 3d6 gold | 1d6 gold | Failure |
5 | 5d6 gold | 3d6 gold | 2d6 gold |
6 | 10d6 gold | 8d6 gold | 6d6 gold |
Entering the dwarven city for humans is difficult and the red dwarves are not really rich.
d6 | Dwares & Gnomes | External |
---|---|---|
1 | -1 Hit point | Raid party destroyed |
2 | Failure | Raid party destroyed |
3-4 | 1d6 gold | -1 hit point |
5 | 2d6 gold | 1d6 gold |
6 | 4d6 gold | 2d6 gold |
The gnomes are genius and they have realy wonderful equipment.
d6 | Dwares & Gnomes | External |
---|---|---|
1 | -1 Hit point | Raid party destroyed |
2 | Failure | -1 hit point |
3-4 | item/1d3 gold | failure |
5 | Magic item??? | item/1d3 gold |
6 | +1 for one unit | Magic item??? |
Note 1: item/1d3 gold: A item worth 1d3 gold
Note 2: Unidentified magic item.
There is really no reason to raid the Free Folk besides getting them angry!
d6 | Free Folk | Other |
---|---|---|
1 | Raid party destroyed | Raid party destroyed |
2 | -1 hit point | Raid party destroyed |
3-4 | Moral boost +1 | -1 hit point |
5 | Moral boost +1/demoralised -1 | demoralised -1 |
6 | Moral boost +2/demoralised -2 | demoralised -2 |
Note 1: The bonus is in the next turn for one of the three Free Folk tribes (city, external 1, external 2)
Note 2: This is really the fight between Free Folk of the city and the two external tribes.
Note 3: The raided Free Folk tribe is demoralised.
Having enough food is really the problem of the besieged city. Destroying the city's food stores is a important target. Getting food from outside really helps the city but this is hard because you really need a lot of food to feed 1000 people for one week.
Entering the city is hard but getting at the food is easy. Result:
d6 | From city | External |
---|---|---|
1 | -1 hit point | Raid party destroyed |
2 | Failure | -1 hit point |
3-4 | 1d2 | Failure |
5 | 1d3 food points destroyed | 1d2 food points destroyed |
6 | 1d6 food points destroyed | 1d3 food points destroyed |
Importing foods in the city really depends on the number of the troops that enclose the city!
The “d6” role is modified by the number of troops before the wall section.
d6- # troops | Result |
---|---|
1 | Raid party destroyed |
2 | -1 hit point |
3 | Failure |
4 | 1 food point |
5 | 1d2 food points |
6 | 1d3 food points |
Destroying the gnomish reconnaissance balloons
d6- # troops | Result |
---|---|
1 | -1 hit point |
2 | Failure |
3 | Failure |
4 | Half destroyed |
5 | Destroyed |
6 | Destroyed |
Half destroyed: On a next attempt +2 and second half destroyed = destroyed.
Killing enemy troops is always a good target.
However, entering the walls of the city or a dwarven city is hard. On the other hand, the troops of the dark prince are in open area.
d6 | Entering enemies location | Open area |
---|---|---|
1 | Raid party destroyed | -1 hit point |
2-3 | -1 hit point raid party | failure |
4-5 | failure | -1 hit point |
6 | -1 hit point | -2 hit points |
Note: The real good story here is of course to try and poison the food of the enemy.
Stealing army equipment makes your army stronger and the enemy weaker. Unfortunately, you really need a lot of equipment to make the difference unless you are Free Folk!
d6 | Free Folk enemy in the open | Free Folk enemy defended | enemy in the open | enemy defended |
---|---|---|---|---|
1 | Raid party destroyed | Raid party destroyed | Raid party destroyed | Raid party destroyed |
2 | -1 hit point | Raid party destroyed | -1 hit point | Raid party destroyed |
3 | failure | -1 hit point | failure | -1 hit point |
4-5 | +1 Equipment bonus | failure | failure | failure |
6 | +1/-1 Equipment bonus | +1 Equipment bonus | -1 Equipment bonus | failure |
Note: -1 Equipment bonus is for the unit which is attacked.
A trebuchet shoots at the wall during a strategic turn. It does one hit of damage if the modified D6 role is 3 or higher. A normal trebuchet has one D6 and the heavy dwarven trebuchet has 3 D6 roles.
The modifiers:
Event | modifier |
---|---|
Moving | #wall sections |
Raid | Raid modifier |
Magic | * |