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Rhydin Guilds War Conventions
This section is for all War Conventions registered by RGs.
X. WAR CONVENTION GOVERNANCE
A. Declaration of War
- War begins when declared by a leader in writing against another
group.
- The Warring guilds must consent to the War Convention to
be used.
- Other groups may join a war with permission from the side
they wish to join.
- Many groups can be involved in a war, but there can only
be two sides.
- A group may be involved in any number of wars at one time.
- Once at war a group must continue until victory or defeat.
B. Victory Points (VP) are earned by all sides in accordance
with the agreed War Convention.
Chart of Victory Points (VP) Based on Combat Engagement
Combat Victory Points
- Honor Bout 1
- POW Match 3
- Release Match * 4 if prisoner's side wins; 6 if holding side
wins
- Death Match 10 for Level 1; 20 for Level 2
- Melee Combat Varies
C. Winning a War
- At the outset of War, guilds decide the total victory points
needed to declare the victor.
- The victory points earned by all groups on a side are added
together as a total and all guilds on a side share in victory or defeat.
XI. RANK
A. Leaders decide their own Force Structure and Ranking
System, promotions, etc.
- Leaders are responsible for approving the Screen Name changes
of members of their guild.
B. Guideline for Ranks and Combat Dice:
The Chart below is a guideline for ranks and combat dice; the
specific War Convention used may
alter these assignments:
XII. COMBAT PROCEDURE
A. Standard Combat.
- The standard FFGF combat system shall be used with the following
modifications.
- Combatants use combat dice according to rank instead of
2D20.
- Hit Table:
1-14=0 hit; 15-19=1
hit; 20-24=2 hits;
25-29=3
hits; 30-34=4 hits; 35-39=5; 40=6.
B. Champions.
- Commanders may designate a member Officer to act as a surrogate
combatant.
C. Honor Bouts (HB).
- Honor Bouts are fought to 10:
- Victor gains 1 VP.
- HB is fought for honor.
D. POW (Prisoner of War) Match.
- POW matches are fought to 15:
- Victor gains 3 VPs.
- Loser becomes a prisoner of the winning guild/group.
- Prisoner is held for 7 days with automatic release.
- Until release, the prisoner shall be held according to an
"open dungeon policy".
- An 'open dungeon policy' will be defined as free roam and access to all areas of RhyDin, so long as the prisoner abides by the rules of POW status as previously stated.
- Prisoners must update their profile to reflect POW status,
the holding guild, and the date for returning to normal combatant status.
E. Release Match.
- Release matches are fought to 15:
- Prisoner side gains 4 VPs if they win, and prisoner is
released.
- Holding side gains 6 VPs if they win, and prisoner resumes
original captivity period.
- Only one Release Match per prisoner's captivity.
- Release Matches require approval from Leaders involved.
- Release Matches are only fought for POWs.
F. Death Match Levels 1 and 2.
- Death matches are fought to 20:
- Victor gains 10 VPs times the Level of Death (LOD).
- Loser becomes a Ghost for 14 days times the Level of Death
(LOD).
- Ghosts are temporary non-combatants. (They are not POWs).
- Ghosts are required to update their profile to reflect
Ghost status and the date for returning to normal combatant status.
- If Death Match brought about via Assassination Attempt:
- Assassin uses target's combat die minus 2 sides.
See
chart Section XI Item B.
G. Assassination.
- Restrictions:
- Combatants must be at War. Non-combatants are excluded.
- Peacetime assassinations are not permitted.
- Only one attempt per target per War.
- Only 7 attempts per target guild per War.
- Targets must be Senior Officers (Major grade or higher).
- Suggested Conventions: To aid the proctor and for log retention, it is suggested that:
- Assassin makes his/her approach using (***) around the animation.
- Guards and target(?) would use (~~~) around their animation.
- Proctor would use (^^^) around their animation.
- Rank Success Base (RSB): the rank for both assassins and guards comes into play at the outset of the AA. In the RSB Chart below, the RSB is the minimum roll necessary for the corresponding rank to succeed; a roll higher than this result, may yield additional benefits (For example, RSB+5 is needed for Retaliation):
Click here to view the Rank Success Base Chart
- Assassination Attempt:
- The assassin ensures that a command grade (Major or higher) proctor is on the scene prior to the attempt.
- The assassin notifies the target:
- This is an assassination attempt.
- Points out the proctor to the target.
- The proctor acknowledges his/her role for the attempt.
- The target may point out the guards or the champion with applicable guard status in their profiles to the assassin.
- A champion is a surrogate fighter on behalf of the target, and is to be noted as such in their profile/guild roster.
- An individual can be both a guard and a champion. It is permissible to guard person A, while championing person B. Both capacities should be clearly noted in the profle/guild roster to avoid any disputes.
- There are no limits to the total number of guards (or champions) a guild may have; nor is there a limit to the number of guards (or champions) may assign to an indivdual. At the time of the AA, only one champion can be the surrogate fighter for the target.
- The guard's rank must be less than the target's rank. The guards can not be occupied at the time of the assassination attempt, specifically at the time that the assassin notifies the target, i.e. hostile melee combat engaged. Hostile Melee Combat is defined as a proctored DM, POW, Release Match, or Honor Bout, or any other match that gains victory points for any one side.
- The guards will have guard status put into their Profile to indicate their attentiveness to guarding a certain individual, the proctor will verify this status by checking the profile of any who announce themselves as guards. It is suggested that all guards be listed in the guild roster, to prevent any dispute. Also, this listing of guards should be freely available to assassins, since at any time, any one can check profiles anyway. All decisions by the proctor are final, barring cheating.
- Discovery: The assassin will attempt to get by the guards in order to get to the target; if the assassin fails, the guards get a chance to foil the attempt:
Assassin rolls 1D20; the RSB determines the results.
- If the assassin is successful, then the guards are bypassed and the assassin proceeds to attack the target.
- If the assassin fails, then the assassin is discovered and all guards get to defend until one foils.
- Guards Defend: All the guards may get a chance to foil the assassination attempt:
Guards roll 1D20; the RSB determines the results.
- If the guard is successful, then the assassination attempt is over.
Additionally, if the difference between roll and the RSB is greater than or equal to 5, the assassin is captured and the retaliation step is opened*.
- If the guards fail, then the assassin evades them and the assassination attempt continues.
- Assassin attacks target: If the assassin has evaded the guards, the target gets a chance to react to the attack and save.
Assassin rolls 1D20; then the target (or the champion) rolls 1D20 to save:
- If the target rolls higher or equal to the assassin, the attempt is twarted.
Additionally, if the difference between the roll and the RSB is greater than or equal to 5, the assassin is captured and the retaliation step is opened*.
- If the assassin rolls higher, the attempt is successful.
Additionally, if the difference between the roll and the RSB is greater than or equal to 5, the target is killed.
- Retaliation: The target may retaliaite against the assassin, if the assassin was captured during the Guards Defend or the Assassination Attempt steps.
Target rolls 1D20 to retaliate against the assassin.
- If the difference between the roll and the RSB is greater than or equal to 5, then the retaliation is successful.
- If the difference between the roll and the RSB is less than 5, then retaliation fails.
- Scoring: Two phases of an assassination attempt may be subject to awards. VPs are awarded to the victor's team and the loser serves the same number Ghost or Wounded days. All awards are cummulative and add up as the assassintion attempt proceeds.
- Assassin attacks target:
- If the assassin is the victor: VPs are awarded to the assassin team equal to the difference between the roll and the RSB with a maximum of 5 VP's; the target serves an equal number of POW days, up to a maximum of 3 POW days for the wargames.
- Additionally, if the assassin is the victor and the difference between the roll and the RSB greater than or equal to 5: an additional 3 VPs are awarded to the assassin team; the target serves 3 Ghost days.
- If the target is the victor: the VPs awarded to the target team are equal to the difference between the roll and the RSB with a maximum of 5 VP's; the assassin serves an equal number of POW days, up to a maximum of 3 POW days for the wargames.
- Retaliation:
- If the target is successful, an additional 3 VPs are awarded to the target team; the assassin serves 5 Ghost days.
- The following locations are off limits for Attempts:
- PRs designated for Forum/Council meetings.
- Any guild's designated PRs, i.e..command centers, headquarters, lounges, meeting rooms.
H. Variable Combat Methods.
The standard FFGF combat system go to a fixed number of hits. This Variable method provides alternatives to limit combat to various number of rounds, with victory by at least 1 hit.
- Combatants conduct Initiative using standard 1D6.
- Combatants will use anywhere from 3 to 6 dice for their combat actions:
- The number (n) of dice will be decided by the proctor via a 1D6 roll; results of 1 or 2 are ignored;
- Honor Bouts go to 3 rounds.
- POW matches go to 5 rounds.
- Release Matches go to 7 rounds.
- Ghost/Death Matches go to 10 rounds.
- Highest score wins; all ties continue with Sudden Death rounds, until the tie is broken.
XIII. COMBAT CONDUCT
A. Cheating
- Any person or group cheating shall be expelled from the war.
- Rulings on this section will be made by the FRG.
- The guild under consideration for expulsion on these grounds
shall have no vote on the issue.
B. Verification:
- Member listings of all RGs will be sent to the Forum by the
Speakers.
- Non-combatants will be listed and *not* involved in the
war.
- Non-combatants may not change their status during a war.
- The FRG will maintain war related records.
- Rank and guild shall be listed in each member's profile.
- All combats must be logged and witnessed.
- All matches must be proctored.
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