Raid resolution

Initiating a raid

When a raid party is sent into the field (It is also a bit of your judgement whether this can succeed). If the forces of the Prince of Darkness really camp in front of the City gates (quite dangerous with the shooting from above), it is a bit difficult to do a sortie. Another question is how you can do so without being seen. One thing to be aware of is that all parties can do raids. To initiate a raid, the raid party leader goes to the responsible map/raid umpire at the central map table and/or the Urr surroundings map table (the latter might be more appropriate) and tells the story behind the raid.

Modifiers

To judge whether a raid will be successful, the map/raid umpire listens to the raid party leader for 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 raid 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

Raid results

This table contains a list for some predefined targets. As players will think about other targets for raids and it is impossible to create a list with all possible targets. However, with this table it should be possible to create a similar result.

D6 + <modifier> < 1 1 2 & 3 4 & 5 6 > 6
General Complete failure failure No effect Small success Success Heroic Success
Anti raid party RP Destroyed RP one hit No effect Attacker chased away Attacker one hit Attacker destroyed
Trebuchets RP Destroyed RP one hit No effect -1/(-3) -2/(-6) disabled for one turn
Statue of the god Moloch RP Destroyed RP one hit No effect ignores first offer ignores two offers ignores four offers
Duergar Sappers RP Destroyed RP one hit No effect A week work lost 2 weeks lost + one hit Work and unit destroyed
Gold RP Destroyed RP one hit No effect 10%/max 10 50%/max 50 100%/max 100
Gnome magical equipment RP Destroyed RP one hit No effect 1D6 gold Magic item +1 for unit
Free folk RP Destroyed RP one hit No effect 1D3 gold +1 next raid +1
Food stores RP Destroyed RP one hit No effect 1D3 3D3 3D6
Import food RP Destroyed RP one hit No effect 1D3 3D3 3D6
Balloons RP Destroyed RP one hit No effect Half destroyed Destroyed Destroyed + Secret
Killing units RP Destroyed RP one hit No effect 1 hit 2 hits Destroyed
Equipment (freefolk) RP Destroyed RP one hit No effect +1 +1/(-1 defender) +1/(-1 + 2 hits defender)
Killing a leader RP Destroyed RP one hit No effect Wounded Killed You got the head

Note: RP = Raid Party