Siege Engine Redux

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shroom2021
Darkonian
Posts: 162
Joined: 2012-01-10
Location: Somewhere in southern Elidor

Siege Engine Redux

Post by shroom2021 » 2015-12-07

Nick Seniura
Siege Engine Redux Proposal
Purpose:
The intent of this proposal is to modify page 26: Siege Weapons, and page 31: Fighters section of the Darkon rulebook. Doing so will have the following effects:
1. Siege Weapons ammunition will no longer have AOE
2. The Siege Weapon count down will be removed.
3. Number of players will be increased from 3 to 4 in order to operate a Siege Weapon
4. Fighters gain a new skill at level 15 called “Master of Siege”
5. Green damage effects are altered
6. Siege Weapons are assigned a maximum ammunition count
7. Siege Ammo is made indestructible, but finite. (It may only be retrieved by players)

PAGE 26: SIEGE WEAPONS

In the following sections YELLOW denotes that a word, sentence, or paragraph has been removed or altered so far from the original text as to be unrecognizable. RED denotes that a word, sentence, or paragraph has been replaced with another word/concept/or similar idea and has not been altered far from the original text.

Siege Weapons There are two types of siege weapons in the Realm of Darkon: ballistae and catapults. Ballistae fire ‘bolts’ that are constructed under the same guidelines as javelins (see Javelins in Chapter Three). Catapults fire ‘balls’ that are constructed under the same guidelines as spell balls (see Spell Balls in Chapter Six). Ballista bolts and catapult balls must be covered with dark green colored cloth. Siege weapons can be used in multiple battles on the same day.

(1)Three participants must man a siege weapon at all times while it is in use; two participants to load the siege weapon and one to fire it. These participants must have both hands free. It requires two participants to lift a siege weapon, even if it is physically light enough to be moved by a single participant. Once a siege weapon has been fired, those manning it must count aloud 10 seconds before firing the siege weapon again; this count must be loud enough that it can be heard within a 10’ radius of the siege weapon. Siege weapons may only fire one bolt or ball at a time.

(2)Siege weapon bolts and balls inflict non-magical ‘green’ damage upon impact, even in the case of misfire. Green damage causes death to anyone who is struck directly by a green damage weapon, penetrating and destroying all armor and shields. In addition, green damage causes a mortal wound to any participant who is within a 3’ radius of the point of impact, also penetrating and destroying all armor and shields. Bolts/balls do 4 hits of damage in the AOE while blessed bolts/balls do 4 holy hits in the AOE, to NPCs that takes points of damage instead of our hit system.

(3)When used on board a ship the AOE effect on board ship only effects those on the ship, not those in the water. When the bolt/ball hits water the AOE of a siege engine is NOT negated by the water, but only effects those in the water.

A single hit from any green weapon will destroy a siege weapon; additionally, siege weapons can be destroyed in the same manner as gates (see Fortifications).

CHANGES TO THIS SECTION:
1. Replace instances of “Balls” with “Boulders”

2. Definition added prior to paragraph (1)
a. Siege Operation(s): Any activity performed to load/fire/transport a siege weapon or accompanying ammunition.
b. Siege Ammunition: Refers to either “Bolts” or “Boulders as described in the previous paragraph.

3. Paragraph (1) replaced with the following text:
a. A participant may have nothing in their hands while performing any siege operation. A siege weapon must have 4 participants to be operated. It requires 2 participants to lift/carry siege ammunition any distance. Ammunition may not be pushed. Ammunition is indestructible and may be reused if participants can retrieve it. It requires 4 participants to be in physical contact with the siege weapon in order to lift/move a siege weapon any distance. When loading, two participants must be in contact with the siege weapon, while two are loading it. When firing, all 4 participants must be in contact with the siege weapon unless it is built with a locking mechanism. A locking mechanism allows a siege weapon to be fired while only 2 participants are in contact with it. Each siege engine may field with a maximum of 6 rounds.

4. Paragraph (2) replace with the following text:
a. Siege ammunition inflicts non-magical ‘green’ damage upon impact, even in the case of misfire. Green damage causes death to anyone directly struck by a green damage weapon and penetrates shields upon contact. Green damage ignores all armor and skins. Against NPCs, green damage inflicts 4 points of damage or 4 points of holy damage if the siege weapon that fired it was been blessed.

5. Paragraph (3) is removed entirely

PAGE 31: FIGHTERS
CHANGES TO THIS SECTION

1. Add the following paragraph after the 10th rank fighter skill
a. At 15th rank, a Fighter gains the skill of “Master of Sieges.” This skill allows a fighter to function as 2 participants when performing any siege operation. For example, a single level 15 fighter may carry ammunition without assistance, and two level 15 fighters may operate any siege weapon(They must still have nothing in their hands).

PAGE 56: PROTECTION FROM FIRE
CHANGES TO THIS SECTION

1. CHANGE THE LINE "This spell does not negate the area effect of a green weapon; in other words, only the target is protected.
TO: "This spell does not negate the area effect of fire-base weapons; in other words, only the target is protected.


SECTIONS AFTER THIS PROPOSAL
CHANGES HIGHLIGHT IN BLUE
PAGE 26: SIEGE WEAPONS

Siege Operation(s): Any activity performed to load/fire/transport a siege weapon or accompanying ammunition.
Siege Ammunition: Refers to either “Bolts” or “Boulders as described in the previous paragraph.


Siege Weapons There are two types of siege weapons in the Realm of Darkon: ballistae and catapults. Ballistae fire ‘bolts’ that are constructed under the same guidelines as javelins (see Javelins in Chapter Three). Catapults fire ‘boulders’ that are constructed under the same guidelines as spell balls (see Spell Balls in Chapter Six). Ballista bolts and catapult boulders must be covered with dark green colored cloth. Siege weapons can be used in multiple battles on the same day.

A participant may have nothing in their hands while performing any siege operation. A siege weapon must have 4 participants to be operated. It requires 2 participants to lift/carry siege ammunition any distance. Ammunition may not be pushed. Ammunition is indestructible and may be reused if participants can retrieve it. It requires 4 participants to be in physical contact with the siege weapon in order to lift/move a siege weapon any distance. When loading, two participants must be in contact with the siege weapon, while two are loading it. When firing, all 4 participants must be in contact with the siege weapon unless it is built with a locking mechanism. A locking mechanism allows a siege weapon to be fired while only 2 participants are in contact with it. Each siege engine may field with a maximum of 6 rounds.

Siege ammunition inflicts non-magical ‘green’ damage upon impact, even in the case of misfire. Green damage causes death to anyone directly struck by a green damage weapon and penetrates shields upon contact. Green damage ignores all armor and skins. Against NPCs, green damage inflicts 4 points of damage or 4 points of holy damage if the siege weapon that fired it was been blessed.

A single hit from any green weapon will destroy a siege weapon; additionally, siege weapons can be destroyed in the same manner as gates (see Fortifications).

PAGE 31: FIGHTERS

Fighters Fighters are the generic ‘warriors’ of the Realm. Fighters are by far the most popular class in Darkon, and the bulk of many country armies are comprised of them. They are permitted to wield any weapon, use any size shield, don any armor, and wear any style of costume.

At 1st rank, a Fighter gains the skill of ‘Shield Break’. This skill allows a Fighter to break shields with a select list of weapons. In the hands of a Fighter, a Battle Axe, Halberd, Black Glaive, or Yellow weapon with a 5’ overall length (except for quarterstaves and Bars) are capable of destroying shields. Clubs and Maces require a striking surface 4” in diameter. For information on how to perform a ‘Shield Break,’ refer to the Shields section of the Darkon rulebook in Chapter Three.

At 8th rank, a Fighter gains the ‘First Aid’ skill. First Aid allows a Fighter to bind light wounds on himself or others. To use this skill, the Fighter must tie a white cloth bandage, 4-5" wide, with a red cross on it around the wounded limb. The limb is still considered to have a light wound but can now be used. If the limb is wounded again, regardless of armor, the participant is considered mortally wounded. If the additional wound to the limb was dealt by a yellow weapon, then the limb is unusable, but the participant is not considered to be mortally wounded. If the bandaged limb goes 5 minutes without being again wounded, the wound is considered fully healed.

First Aid may be used to stabilize a mortally wounded player. To do so, the bandage must be tied around the wounded player’s head like a headband. Stabilizing a mortally wounded player only removes the 5-minute death countdown – all other rules involving mortal wounds still apply to the player. A Fighter may not apply First Aid to stabilize himself.

Also at 8th rank, a Fighter gains the skill of ‘Shield Repair,’ which allows him to repair his own shield. To perform this skill, a Fighter must take off his damaged or destroyed shield. After role-playing (pretending to bend metal, fix straps, and grumbling) over the shield for two minutes, the shield is fully restored. This can be done to any one shield once. This skill does not work on siege weapons, battering rams, the Shield spell, Relics, or anything other than normal shields. This skill can only be used on one shield at a time.

At 10th rank, a Fighter gains the skill of ‘Armor Repair.’ This skill is similar to Shield Repair, except that it is used to repair a Fighter’s own armor. Each piece of armor is considered separate, and must be removed from the Fighter’s body. Only one piece of armor may be repaired at a time. At 12th rank, a Fighter may repair the armor and shields of other participants with his Repair skills.

At 15th rank, a Fighter gains the skill of “Master of Sieges.” This skill allows a fighter to function as 2 participants when performing any siege operation. For example, a single level 15 fighter may carry ammunition without assistance, and two level 15 fighters may operate any siege weapon(They must still have nothing in their hands).


PG 56: PROTECTION FROM FIRE
This spell does not negate the area effect of a fire-base weapon; in other words, only the target is protected.

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