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urhb:raid [2018/01/10 16:11]
marcs [Introduction]
urhb:raid [2018/01/10 22:52]
marcs [Raid targets]
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 ==== Introduction ==== ==== Introduction ====
-Raids are part of the entertainment during **Strategic** turns, especially for the role players among the game participants as it is essential for raids to make a good story to indicate how and why this particular raid will be successful. Of course, we have a system for resolving the success of raids, but remember that the **key modifier** of the raid result is the user story!+Raids are part of the entertainment during **Strategic** turns, especially for the role players among the game participants as it is essential for raids to make a good story to indicate how and why this particular raid will be successful. Of course, a D6 die roll will be thrown to check for the raid's success and we have a system for resolving the success of raids, but remember that the **key modifier** of the raid result is the user story!
  
 ==== Initiating a raid and resolution ==== ==== Initiating a raid and resolution ====
-To initiate a raid, the raid party leader goes with his unit to the central map table and/or Urr surroundings map table (The latter might be more appropriate) and explains the raid/map umpire the user story of the raid. He will then make judgement how difficult the raid will be, how well the raid unit might perform during the raid and how well the user story actuall is. He then throws one 1D6 resolution die and determines the result.+To initiate a raid, the raid party leader goes with his unit to the central map table and/or Urr surroundings map table (The latter might be more appropriate) and explains the raid/map umpire the what end how he want to perform the raid. He then throws D6 and the umpire will determine the result of the raid based on the difficulty and the die role.
  
-Note that it is **possible** that the entire raid unit is completely destroyed during the raid and that as consequence the raid party leader is killed or captured.+==== Raid targets ==== 
 +Raid parties are allowed to do any possible action but of course the chance on success is better for easier missions. 
 +Typical actions for raid teams are: 
 +  Body guard a key person 
 +     The dark prince and the grand necromancer both have a personal guard. 
 +  Guard the treasury 
 +     The long beards have the guard of the treasury. 
 +  * Kill player 
 +     * Of course, the personal guards of the Dark Prince have been trained for this event. 
 +  * Smuggle/steel/destroy/poison food/weapons 
 +     * This is natural daily business for the Free Folk. 
 +  * Attack trebuchets in the night 
 +     * This is a mission Urr probably wants to happen. 
 +  * Anti raid mission 
 +    * A raid party can be used to protect certain objects against raid missions  
  
 +Actually, there is no limit on this list so make sure to surprise your enemies and/or your raid umpire.
  
 +=== Anti raid missions ===
 +Anti raid missions will be checked before any other raid role.
 +For them, a die role will be cast as for any other raid mission and, depending on the role, have a good chance to either stop another raiding mission or even destroy the raiding party.
 +
 +=== An example ===
 +The gnomisch raid party disguises itself as sales people and sells their famous, steam enriched, wines causing a terrible hangover for the unit. The steam enriched wines of the gnomes are a famous delicacy, so chances for a success are good.
 +
 +However, there is the chance that the gnome die role is a 1, which means they will be discovered and take a hit.
 +On the other side there is the chance that the die role is a 6 which will make sure that the target unit will be ill for one week and loses 1 hit point.
  
  
urhb/raid.txt · Last modified: 2018/01/10 22:52 by marcs