
FWCain |
"The most important rule in every mercenary company I've ever served in, is this: Loot first, *then* burn!" -- Erik Vandalsen, veteran mercenary (one of my NPCs)
I'm crafting a set of new Army Activities. I thought I'd post my notes on this work-in-progress (WIP), and see what you think.
Pillage Hex
Pillage Settlement
Raze Hex
Raze Settlement
these activities are all Infamous; win or lose, you get one Infamy Point each Turn you use any of these Activities. (one total?? or one per action?? need to think on that...)
(Req.):
* Army must be deployed in target hex.
* Target hex (and target settlement, if applicable) must be officially claimed by enemy kingdom.
* No non-aligned (enemy or neutral) armies in target hex, nor in adjacent hexes.
use either Engineering or Warfare
base DC is higher of own kingdom's Control DC or enemy kingdom's Control DC
for "vs. Hex", each category of improvements is a separate target:
* roads (and/or bridges)
* irrigation networks (and/or navigable canals)
* farmland or work site
for "vs. Settlement", each specific Block w/in Settlement is a separate target
for multiple targets in same Turn (using same Activity for same Army), increase DC by +2 for each extra target
GM calculates repair costs for improvements in hex and/or structures in settlement, for use as "max. possible reward" in RP.
"Pillage" activities focus on gathering wealth from enemy, with possibility of incidental destruction of enemy property...
* Crit. Success: Max. Loot; No Dmg.
* Success: choose either (Max. Loot; Mod. Dmg.) or else (Min. Loot; No Dmg.)
* Failure: choose either (No Loot; Mod. Dmg.) or else (Min. Loot; Mod. Dmg.; HP Loss)
* Crit. Failure: No Loot; Full Dmg.; HP Loss
"Raze" activities focus on destroying enemy property, with possibility of incidental wealth...
* Crit. Success: Full Dmg.; Min. Loot
* Success: Full Dmg.; No Loot
* Failure: choose either (Full Dmg.; No Loot; HP Loss) or else (Mod. Dmg.; No Loot)
* Crit. Failure: Mod. Dmg.; No Loot; HP Loss
Results Explained:
* "Max. Loot": you receive RP equal to Repair Cost of specific improvements, or of all structures in target Block; also, in case of Farmland or Work Site, you receive one (1) Commodity of the type produced
* "Min. Loot": you receive just one (1) RP per improvement or per structure
* "No Loot": you get zero (0) RP
* "Full Dmg.": complete destruction of improvements in hex; all Structures in target Block of target Settlement become Rubble
* "Mod. Dmg" ("Moderate Damage"): target improvements (or all structures in specific Block in that Settlement) are Ruined, but can be repaired later on
* "No Dmg.": none of the improvements or structures are damaged
* "HP Loss": your Army takes one (1) HP of damage (Oops...)
when repeating these Activities (either in future turns, or else in same turn using multiple armies), can never receive a cumulative total of more than "max. loot" from any one improvement or structure. (at least, not until enemy kingdom has had chance to repair some of the damage to the improvement or structure in question...)
when repeating these Activities (as above), second result of "Mod. Dmg." is instead treated as "Max. Dmg."
Thanks,
Franklin