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War and Combat

Guidelines for War and Combat

 

This information is taken directly from the Scarlet Caste of Gor.  A special thank you to Trenton DeShea for the information provided below.

This is a method of war that depicts the size of an army against the number of active members Role Playing in the city. This gives a basic number of solders for battle and as such it will standardize a rule for War on Gor.

The Numbers Game:

An Ubar commands a single battalion of 5,000 men giving this group 50 Blood Points in battle rolling 1D24.

A Master Warrior Registered will command 4,000 men giving this group has 40 Blood Points and rolls 1D24.

A Registered Warrior will command 3,000 men giving this group of men 30 Blood Points and roll 1D23.

A Non-Registered Warrior will command a legion of 2,000 men giving this legion 20 Blood Points and will roll 1D22.

A Non-Combatant (Healer, Scribe, Merchant, Slaver and so on) will NPC the command of a group of 1,000 men the group has 10 Blood Points and rolling 1D21. (This shows no risk in battle to the actual Character once they lose once they can not NPC again in that War)

There is not Restrictions on the number of men involved in a battle. It is based completely on the number of role-players in a city and the turn out from the city in the battle. Thus it could turn out to six players against one.
 
Before any battles two representatives from each side meet and establish the numbers on each side of the war. These numbers are based on the number of characters in the city and their positions.  These numbers can later in the war be used as a reserve to replenish the ranks of Players who have already been in combat. If your character survives a battle either by retreat or victory your character's legions are not just automatically replenished. In order to replenish ranks the Char has to return to the city or camp and while there the Ubar can determine how to divvy up the remaining soldiers.

Dice Chart:

Hit        -    Damage
1-5        -    1 Damage Point
6-10      -    2 Damage Points
11-15    -    3 Damage Points
16-20    -    4 Damage Points
21-24    -    5 Damage Points 

As you can see all levels have between 1D21 and 1D24 to battle with. The reason the Dice Chart is so different as it pertains to Damage is due to the near impossibility of a group between 1,000 and 5,000 making an attack and doing absolutely no damage. 

Realism in Battle:

Battles are to be realistic. Two armies meet on opposite sides of a battle field. The commanders send groups into the Field of battle as they see fit. Each different group of Soldiers has its own strict guidelines it must follow.

The field of battle is represented above. All Archers, Cavalry, and Infantry start on level 1. To Enter the field of battle all they must do is step onto the field. To cross the Field of Battle it takes two turns and it is not possible for Infantry to leave the battle field entering onto their opponents level 1 if there is any opposing forces still within the battle field. Archers can fire from Level 1 into the battlefield of from the battle field into level one. But they cannot defend themselves at close range. Thus entering the field of battle to fire upon their opponents level 1 is a tremendous risk. Cavalry takes one turn to cross the field of battle they move fast but are still a close range form of combat. The Ubar is on level 2 you cannot attack anything on level two until they attack the Ubar moves slowly also at the same rate as Infantry.

Infantry: The foot soldiers of the battle. Foot Soldiers are the most vital part of a battle. They are great for close range combat they move slowly but are great for occupying the field of battle so to keep the levels behind them safe. It takes 2 turns to cross the field of battle during this time they cannot attack but can be attacked. If there is still other infantry and cavalry from the opponents side on the battlefield the field of battle cannot be left to attack their foes level 1.
 
Cavalry: Cavalry is also vital to any war however they are never in an abundance like infantry. The Cavalry be is Kaiila, Tharlarians, or Tarns are also used for close range combat they just move much quicker. All the same rules the apply to the Infantry apply to the cavalry aside from the fact that it only takes them 1 turn to cross the field of battle.  Cavalry warriors are given a +1 advantage on their dice indicating the advantage of being mounted and having the protection that animal provides as defensive moves or from attacking from a higher position.
 
Archers: Archers are extremely important to battle. Archers will generally stand at level 1 and fire down into the field of battle. How ever they are horrendous at close range combat thus they cannot attack foes on the same level as them. They move very slowly at the same pace as the Infantry in fact 2 turns to cross the field of battle. They can move into the field of battle to fire upon there foes level 1.
 
Ubar: The Ubar's army is simply a huge infantry. However they cannot be engaged in combat until they make the first move. They follow all other rules of combat as the infantry does. If the Ubar falls the war is over and the Standing Ubar's side wins.
 
Attacking a City:
 
The battle does not necessarily need to take place on the field of battle. It can take place as one side attacking the actual city. In this situation The city itself takes on its own attributes, the city walls are given 100 damage points. While the walls are intact the city can no be attacked. However this works both ways. The city walls cannot hurt the opposing side and infantry and cavalry cannot attack either. The only chance to attack is to have archers posted on the walls of the city to fire down onto the opposition. The only way they can be attacked in turn is by archer fire but when the wall falls and forces stationed on the wall lose half of their remaining damage points.
 
Once the city walls are taken over the interior of the city takes on the same attributes of a battle field. However to retreat from this battle is to leave the city. Though hiding within the city has its advantages it also has some potential downfalls. If the side that belongs to the city loses this battle in any way the city is captured by the opposing side.

Home Land Advantage: (This information is taken from the RRaMC web page.)

Warriors defending their own lands are given a one (1) point advantage on their dice.  The concept behind this advantage is that warriors will have more intimate familiarity of their own lands; the terrain, any hidden dangers, and best routes for retreat.  In addition, any mounted warrior is also given a one (1) point advantage when the animal they are riding gives an attack.  If a warrior is dismounted, he loses the advantage.
 
Retreat:
 
If an army chooses to retreat they can do so at any time during the battle. However each squad must roll individually to do so. A roll of 2d24 must be rolled by the retreating squad,  this retreat can however be blocked by the opposing side. The opposition can make ONE attempt to block the escape of the retreating side a roll of 2d24 is made to block and if it is higher then the escape roll the escape is blocked and the retreating party is available for attack.
 
If you retreat from the battle you may not return to the battle at any point.
 
Other Forms of Leaving:
 
Punting: If a participant in a battle vanishes (or is punted) during the battle without rolling a retreat the battle continues without them if possible. The vanished squad cannot receive damage while the player is gone. If they do not return within 5 minutes the squad as well as the player is considered captured.
 
If a player does not actually engage in combat they may come and go as they please free of any problems to their Characters. 
 
Defeat:
 
If concurred your fate lies in the hands of those who have captured you. There is no voiding wars or consenting out of the SL because you did not win. Your Characters only options would be to flee and that is only if it is possible. All captured characters fates belong to those who have captured them.
 
Victory:
 
If a Ubar is captured or killed the opposing side is the victor. Also if the battle takes place in a city and the city is captured the battle is over and the invading city loses.
 
Betrayal / Defection:
 
In any battle there is a possibility of Defection of Betrayal. To Defect or Betray the side you are currently on simply state in the battle you are defecting to join the other side and simply start fighting against the side you where once a part of. However if you do defect you lose half of your remaining damage points thus half of your soldiers.
 
Capture:
 
With 5 Points or less remaining your opponent can roll to capture you and your remaining troops. (this works Per Player) To avoid capture your must roll higher then your opposition does if you avoid capture your are however available once more for attack and then death.
 
If you are captured then you are at the mercy of those who have capture you. However if your side manages to win the war or the other side retreats then those capture by the losing/retreating side are freed. 
 
NPC forces (non-combatants) cannot be captured.
 
Surrender:
 
At any time during the battle a force can surrender to the other side. If any player surrenders they are captured and are at the mercy of there captors. Same rules of the capture apply from then on.

 

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