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Many of the Cities within the embrace of Gor resides upon a waterway. Many people have raided those ideal Cities.

Here is a system for Ship - to Port combat. There are the weapons listed within a Port, and may be used to the Cities advantage as one see's fit. Their is no speed for the Port, as the thing doesnt move. And it doesnt escape.

I know you might say it would take forever to take a dock with the alloted Hps I implore, but mainly Port Cities heavily Guard their docks, because in actuality it is the weakest part of a City.

 

50 Hps to take a Port, defending dice: 3d45


Once one takes the Port he holds it for (48)mun hours, provided the Terms are set up for take over of the Port. During this time, Raiders can raid the warehouses that line it, or go further in to the City. Though if the City forces comes, and the Men withdraws from the Port, then they lose the Docks. Once the 48 hrs are over, they must flee, or fight the battle once more, to keep it the alloted 2 days. If it just a Raid on the port, no intention for takover, the 50 hit points represent the damage done to the Docks, Warehouses, and area of the city close to the harbor.

 

Damage Ranges on Port by Fleet:

0-10:   total miss
11-15: 1 point damage tp Port
16-20: 2 points damage to Port
21-25: 3 points damage to Port
26-30: 4 points damage to Port

 

Only one can roll the dices of the Harbor, and it will be clarified who in the begining of battle. (Note-If SRoG Ships come into play the Captians command their own Ship dices). Don't attack with such a small fleet then. SRoG Ships will use the fleet method if they wish to retreat from battle. (5 points accumulated to escape.)

 

 

Fleet Size    Hit Points   # Ships     Attack Dice  

Small               20             1-20          3d20

Medium          30             11-30        3d25

Large:              40             31-40        3d30

Armada*         45             50+            4d30

 

*Armada - *Only Cities May use an Armanda Fleet in times of War*

 

Damage Ranges  to Fleet by the Port:

Dice Roll                      Damage

0 - 25                           totally misses target

26 - 30                         1 point damage to fleet

31 - 40                         2 points damage to fleet

41 - 50                         3 points damage to fleet

 

Weapons

Ballista - Giant arrows, usually thrown from a war seige, that consisting of a catapult. Also Flaming Tar may be used aswell.

 

Tarn Calvery - Many ports use their tarn calvery to swarm over ships and drops rock from tarn baskets, or sometimes deploy, crossbolts down upon the enemy ship. Manyof tarnsmen though love the idea of ripping apart the sails with the claws of their bretheren. ~Tarns fight over water as long as land is in sight.~

 

City Watch - Men that are hired to protect the City from such ideal factions. Raids and so forth.

 

Ships / (SRoG) - If one is within the room, and who's ship are acknowledge, then they may use their ships to ward off attackers.

 

Warriors - Any within the Port -room- may attack the ships, but you are subject to being serverly hurt, or possibly be killed by the returned fire.

 

 

Initial Combat - Raids

 

  1. Raiders Fleet must first roll successful dice 1d20 (15+ success),

  2. to sneek into the harbor and position themselves for raiding and/or attack.

  3. Once they are positioned successfully (three rolls MAX, one roll per round),

  4. Raiders fleet may roll 3d2X dice.

  5. (3d2X=for which size fleet is combating.)

  6. Port must roll to man defenses successfully 2d20 (15+ success)

  7. After 3 failures, port is automatically mannned for city defenses

  8. Once Port is manned, they may roll 3d45

 

Terms

May include a number of ships to be captured, cargo, etc.
Warehouses falling under attack and/or raiding and goods stored within
Pursuit by Tarn / Tharlarion / Kailla /
Pursuit by Port Ships
PC Capture, Slave/FW etc
Raiders cannot roll until diversion is successful.

 

Ship Capture:
Number of ships (SRoG Registered) is determined in the terms.
One Raider rolls for success of the ship captures,
one roll/attempt PER ship, if not successful, ship remains in Port.
Dice: 1d20, 15+ is a success, Port has no counter roll.
Any number can RP it, only one player rolls.
NPC death on both sides is allowable for RP.

 

Port Warehouse Looting:
One Raider rolls for the success of the goods being looted.
One roll/attempt loot item


~*~


One Port member rolls for success preventing looting.
City Guards/Watch/Dockhands may counter roll,
hightest successfull roll wins
Both use 2d20 dice (15+ success)

PC Characters for Attempted Capture:
PC character(s) rps out being positioned for capture,
Raiders then at any time may attempt capture,
at the END of any normal round by stating,
Slave/FW/ Capture.. etc. and stating the target by SN.
One attempt is allowed per PC, unless other wise agreed upon.
Capture my not occur unless Raiders have landed on the docks.


DICE:
Raiders 2d20, +15
PC Counter: Female: 1d20, Male 2d20
PC may elect not to roll.

Tarn Calvary:
TBD

Tharlarion / Kaiila Calvary:
TBD

 

Pursuing Ships from Port:
When it is agreed, that the Port will follow in pursuit of the Raiders,
the SRoG Ship to Ship combat rules will apply.
SRoG Rules of Naval Engagement (link)

 

Other Terms:
No PC (player character) Death
NPC death is allowed.
No Unauthorized Captures Allowed other than agreed upon.
Try to keep OOC to IMs as much as possible,
Players are expected to remain Gorean and most of all..
HAVE FUN

 

Escape / Speed

For the Raiders to escape, Raiders must roll 3d2X,
(combat dice) and accumulate 5 successes.

At 1-2 hit points, fleet is crippled beyond escape.
At zero, fleet is sunk.

© 2016, by Jewel Bane Ravyn.

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