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urhb:raid

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The Raid System

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!

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 what end how he want to perform the raid. He then throws a d6 and the umpire will determine the result of the raid based on the difficulty and the die role.

Raid targets

Raid parties are allowed to do any possible action but of course the change on success is better for easier missions. Typical actions for raid teams:

  • Body guard a key person
    • The dark prince and the grand necromancer both have a personal guard
  • Guard the treasure
    • The long beards have the guard of the treasure
  • Kill a player
    • Ofcourse the personal guards of the dark prince are trained for this as well
  • Smuggle/steel/destroy/poison food/weapons
    • This is of course daily business for de FreeFolk
  • Attack trebuchets in the night
    • This is of course a mission Urr want's to happen.

A example

The gnomisch raid party disguise as salesman and sells there famous steam enriched wines causing a terrible hangover for the unit.

Of couse the steam enriched wines of the gnomes is a famous delicates so changes on succes are good.

But there is the change that the gnome role a 1 and will be discovered and there is the change of role of a 6 which will make sure that the unit is ill for one week and loses 1 hit point.

urhb/raid.1515612171.txt.gz · Last modified: 2018/01/10 19:22 by marceln