Post by Caerleon (Tristan) on Sept 21, 2016 6:57:42 GMT
Bloodlines and Blood Abilities.
Courts.
Q: Do we receive a capitol bonus to our capitol for the purposes of maximum court expenditure?
A: No. The domains here are not big enough to warrant a bonus in maximum court size. There is however a discount on court expenditure because all domains are as small as they are.
Q: How do I change my court level?
A: See Decree: Set Court Expenditure on page 94 of the Regents Guide. Remember that your total court level is capped by the level of the province it is in.
Q: When does increased (or decreased) court expenditure take effect?
A: Immediately.
Q: Is it an automatic success to change your court level?
A: Minor changes (+/-1) are considered to be an automatic success. Otherwise the action is resolved normally (calculate DDC, DAC and dice roll).
Influence.
Q: How does multiple domains spending influence to support an action work?
A: The total influence is pooled before working out any benefit.
Q: Who can apply influence to support or oppose magic actions?
A: Supporting or opposing magic actions you require a Source 0 holding in the province and the regent (or his lieutenant) must be a spellcaster who can actually use the source to be counted as ruling the source (Pg 76 Regents Guide).
Q: What is required to be able to spend influence?
A: You need at least a level 0 holding in the target province to exert your influence except when creating a holding.
Q: Do you need a holding in the hosting court province to be able to spend influence on a court session you are attending?
A: Yes and No. If you wish to influence an agreement that you are not part of, then you would need a holding. But if you just want to spend influence on deals you are part of, then no holding is needed.
Q: Are there any other situations where you can spend influence on supporting or opposing an action in a province where you don't have a holding?
A: Yes, if your regent spends a character action projecting his presence to a province, he can negate the requirement for a holding for that turn.
For this purpose please note that your regent needs to exchange a regular regent action for a character action, so bonus actions can't be used.
Magic, Battle.
Q: Can a LT cast Battle Magic?
A: Yes, any character with a bloodline score and the feat: "Attuned to Realm Magic" can cast battle magic spells that they know. An LT of the same class as the regent can use the regents RP for these spells, otherwise they must use their own RP to cast battle magic spells.
Q: How much damage does an Attack spell do?
A: 5HP damage per power point.
Magic, Realm.
Q: Is there a true/lesser magic divide, as in Birthright, and if yes, what classes practice which?
A: Yes, and no. There is a divide but it more degrees of power than a black/white access issue.
True Magic (able to access realm magic at caster level): Cleric/Druid/Sorcerer/Wizard
Lesser Magic (able to access realm magic at 1/2 caster level): All other spell casting classes.
Q: Are Realm Spells known/prepared on a domain level or a character level?
A: Spells known/prepared are per character. Those spells noted in domain assets are considered to be known by the regent.
Q: When I research a Realm Spell is the spell learnt by the realm or the character?
A: Spells are to be researched per character using a character action.
Q: Can I extend a spell with a fixed duration rather than recasting it (like Summon Monster)?
A: Spells, like summon spells, can be recast when their duration is due to end to extend them for another duration increment. Doing this keep the magic continuous and keep the units from unsummoning or keep the target under the effect of the spell, even though they no longer are within your sphere of magical influence. It costs the same as if casting the spell normally except you ignore the targeting requirement, and can be done for some or all of the units/affected units.
Q: Is there a difference between Unseen Army and Hidden Army besides the cost?
A: Unseen Army also protects against Accurate Intelligence.
Military Actions and Battles.
Q: How does it work when there are multiple generals attached to a stack of units?
A: Leader damage is assigned in increments of 25% randomly among attending characters.
Q: What is the cap on leader scores?
A: 5/5/6
Q: How are leader scores calculated?
A: Stats are calculated as:
Strategic: (Int. Modifier + Warcraft Proficiency)/2
Tactical: (Wis. Modifier + Warcraft Proficiency)/2
Command: (Cha. Modifier + Warcraft Proficiency)/2
Always rounded down.
Q: How do troops regain HP?
A: A successful recover action causes a unit to regain 20% of Max HP. Units can be resupplied with fresh recruits by using a Muster action, this will affect overall XP of the unit negatively.
Q: Do generals earn XP when they command units in combat?
A: Yes
Q: How much XP does a unit gain in combat?
A: Generally 0-2 XP per battle.
Q: How can I find out what military units are in my (or other provinces) provinces?
A: You can assess military in your (or other) realm in several ways.
- Asking the domains involved to list their military.
- Advisor action.
- Espionage (mundane or magical).
- Scouting.
- Higher level divination magic.
Q: What is the effect of starting as hidden units in a battle?
A: Traits of hidden units count double for purpose of bonus/penalties for the first day of field combat.
Hidden units that are used for outflanking do triple damage rather than double.
Cavalry units that remain hidden for the duration of the battle may be deployed in pursuit, if so they count as two units for pursuit purposes.
Once hidden units have been revealed by combat, scouting or other means they must retake an action or recast a spell to become hidden again.
Military Units.
Q: What are unit traits and what do effect do they have?
A: Unit traits are special abilities that some units have, please see the table below for details.
Trait | Effect |
Archery | Impose a -1 DRM on your opponent if you have twice as many or more units with this trait than his army. |
Artillery | Increase the damage value of the combat table used for all your units in an army that has twice as many Artillery units as the opposition. Also affects sieges. |
Cavalry | Gain +1 DRM if you have twice as many or more units with this trait than his army. Pursuit damage is also dependant on the number of cavalry you have. |
Defensive | Defensive units are able to absorb the damage dealt in pursuits twice as effectively as other units, and bypass the normal mortality rules to that effect only. Defensive units also affects sieges. |
Engineer | Decrease the morale value of the combat table used for all of your enemies units if you have twice as many Engineer units in your army. Also affects sieges. |
Heavy | Increase the morale value of the combat table used for all your units in an army that has twice as many Heavy units as the opposition. |
Q: Can I upgrade military units?
A: Units can be upgraded to already known unit types by taking the Improve Unit action by paying the difference in cost, so to upgrade Light Infantry to Infantry would be at a cost of 3GB.
It is also possible to create new (custom) unit types. This is done by using the advise and/or research actions.
Advise:
- Improve 1 stat at an equivalent cost of the another stat.
- More successes required for bigger/unrelated changes.
- Racial caps and trait restrictions apply.
Research:
- Add a trait (max 1).
- Improve 1 stat by a small amount.
- Improve 1 stat by a large amount and reduce another stat by a small amount
- Always increases build/recruit cost (and possibly upkeep).
- Successes required dependant on DM.
Once the new unit type has been researched a Muster or Improve Unit action can be taken with the following requirements:
- the cost to upgrade the unit is the difference between the current unit cost and the new unit cost.
- the unit must be at full health.
- the unit is unavailable for the turn.
- an additional amount of GB may be required as a prototype fee, this fee is reduced for each successive unit trained.
Q: Can I upgrade my levy?
A: The first levy raised is Militia(Skilled) when raised the first time each year, the second levy raised is Levy(Skilled) and third and subsequent levies are Levy(Green).
To change a base unit in your levy you need to:
- Take 10 successful Research, Improve Unit, Hire Help, Decree and Grant (Promotion) actions (2 of each) with DDC depending on the unit.
- The base cost of each action is equal to the muster cost of the new unit minus half the muster cost of the unit you wish to replace.
- If you wish for the unit to have more xp than the unit you replace then add 1GB to the cost of the action per extra XP the unit should have.
- The maximum XP a levied unit can start with is 6 (Veteran).
- Only a single levy may be veteran upon forming.
If you wish to upgrade the XP only without changing the unit type you need to
- Take 5 successful Research, Improve Unit, Hire Help, Decree and Grant (Promotion) actions (1 of each) with DDC depending on the unit.
- Base cost is twice the XP added.
Be wary that the process will spawn events in your realm that you will have to deal with, so the final cost of the change will be higher than just what the actions indicate by themselves.
Q: Can I elect not to pay part or all of the upkeep for a military unit?
A: Yes. However a number of guidelines apply.
If you pay no upkeep:
- their is a ~50% chance of a negative event (75% units disbands/25% other).
If you pay half upkeep:
- their is a ~25% chance of a negative event (75% units disbands/25% other).
Q: Can I pay part of the upkeep with RP instead of GB?
A: Yes. However a number of guidelines apply.
If you pay over half the upkeep in RP:
- their is a ~15% chance of a negative event (75% units disbands/25% other).
- this stacks for each consecutive turn less than full upkeep is paid.
- morale penalty applies when foraging.
If you pay less than half the upkeep in RP:
- their is a ~5% chance of a negative event (75% units disbands/25% other).
- this stacks for each consecutive turn less than full upkeep is paid.
- morale penalty applies when foraging.
Naval Units.
Q: What is the ship list?
A: There is only one ship type initially available. It is:
Albion Ship - Move 4, Build cost 10 GB, Upkeep 0.5 GB, Capacity 2GB worth of Units measured in upkeep or 2GB worth of goods. Health 2 HP
Q: How do I build ships?
A5: The Commission Ship action (page 85 of the Regents Guide) covers ship building.
Ship building can happen without penalty in provinces with ports, any province of level 4+ is considered to have a port for that purpose. The DDC to build a ship is 10.
Q: Can I add marines to ships as per page 203 of the regents guide?
A: Marines are available for ships, they cost 5GB to muster and increases the ships upkeep by 0.5GB, reduces the ship unit/goods capacity by 50%. They count as an additional ship for determining the winning side and causing casualties in naval combat but cannot take any hits. They can be deployed as a militia unit for the purposes of raiding/land battles.
Q: Can I upgrade my ships.
A: New ships are researched with the advise/research action.
Advise:
- Improve 1 stat at an equivalent cost of the another stat.
- More successes required for bigger/unrelated changes.
- Racial caps and trait restrictions apply.
Research:
- Add a trait (max 1).
- Improve 1 stat by a small amount.
- Improve 1 stat by a large amount and reduce another stat by a small amount
- Always increases build/recruit cost (and possibly upkeep).
- Successes required dependant on DM.
Once the new ship type has been researched a Commission Ship action can be taken with the following requirements:
- an additional amount of GB may be required as a prototype fee, this fee is reduced for each successive ship built.
Q: How does he naval levy work?
A: A Raise Levy action can raise a naval levy (called a leidang).
The leidang differs from normal ships in the following ways:
- Levied ships have only 1 hp rather than the normal 2 hp
- Fleets containing levied ships get +1 to intercept other fleets (low is best here).
- Fleets containing levied ships get -1 DRM to combat resolution (high is best here).
- Levied ships have -1 movement.
- Levied ships can be refitted and get a professional crew at the cost of 6GB per ship. Doing so negate the penalties 1-3 but they will always have -1 movement.
The cost for calling the leidang is amended to be:
- 1 trade holding level is destroyed per 2 ships raised.
- A -1 prosperity modifier is applied per 2 ships raised.
- A -2 GB growth modifier is applied per ship raised.
Calling the leidang will generate a negative event if the trade holdings targeted are not the province rulers or bound to the province ruler via royal guild or similar agreement.