Building a Dynasty: Movement Rules

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Movement Rules:

The world of Building a Dynasty is huge Tellendra is only one of three continents in the world and each hex represents a territory of 50 square miles. So the question becomes how do you get around in this big old world we see?

Land: Land movement is based on a few factors such as scale of the force moving, the leader in charge and the terrain. A good general can push their men harder and not see them break.

Below is a list of terrain types and how they’ll affect your troops. All movement ranges are given per turn. And whenever a general is referenced it refers to a character.

Good Terrain: Nice flatlands make the best ground for moving about at speed.
Force of 20,000 men or less without general: 6 hexes
Force of 20,000 men or less with a general: 8 hexes
Force of between 20,001-40,000 men without general: 5 hexes
Force of 20,001-40,000 men with general: 7 hexes
Force of 40,000+ without General: 4 hexes
Force of 40,000+ with general: 6 hexes

Rivers: Rivers are a difficult piece of terrain to cross, if you must enter or exit a hex by crossing a river than your force loses 1 hex movement for that turn for every 5,000 men crossing the river.

Forests: The forests are dangerous places for many reasons but they are also a massive delay for large forces to attempt to move through. Forest terrain reduces the movement of any army with cavalry or heavy infantry (anything heavier than level 1 metal or 2 leather armor) by 1 hex for every 2,000 men that fit this. Light infantry (level 1 metal or 2 leather armor only) units suffer no hindrance moving through forests.

Mountains: Mountains are hard crossings for any large human parties not accustomed to traveling through them. Any force larger than 500 men will suffer a loss of half their total movement points for the turn trying to cross mountain terrain.

Desert: Desert terrain is the first kind of terrain that is actively hostile to life on its own. Any armored force moving through a desert hex in a turn loses 2% of their total armored troops at random for every hex they cross to a maximum of 10% of the total strength per turn. Deserts also cause a loss of 1 hex movement per turn compared to Good Terrain.

Frozen Land: Frozen lands are in many ways the opposite of deserts, the more heavily dressed soldiers suffer the least from the cold as they are bundled in their armor and the padding beneath it. Light soldiers (level 1 metal or 2 leather) suffer 2% losses at random crossing into a frozen territory for a turn for each frozen hex they must cross to a maximum of 10% of the total light troops per turn. Heavy troops begin to suffer 2% losses after more three or more turns are spent in a frozen land. Frozen lands also cost 1 movement point compared to Good Land.

Fell land: Fell land is a blasted realm of ash, poisonous air and death brought about by a rupture into the fell heavens themselves. Entering a fell land automatically costs you 5% of any soldiers in your army for every turn you stay…there is no maximum if you stay in fell lands for too long your entire army will flee, rot or perish.

Moving within a province: A province consists of one hex and costs 1 movement point to make any moves within a single province. For example if you want to deploy troops to your borders or a specific destination within a province they are already in it will still cost them a movement point.

Invading a province: An invasion takes place when you move your armies into a province occupied by a neutral power, an NPC or another player with hostile intent. Invading a province is fairly straightforward if there are no border guard forces large enough to hold up your army you effectively march right in. If there is an army in that province that is in a town, city or what have you they can choose to march to intercept you, this takes 1 turn giving an invader a full turn to take undefended villages, towns or cities! Please note however as an invader this does not mean you magically seize every undefended town, village and city in a province in that turn. This is where defense points come in to play, for every defense point in a settlement it takes that many regiments to seize that settlement in a turn (for example 1 defense point requires 1 occupying regiment to seize, 2 requires 2 and so on). This means that if you want to seize the most settlements in a turn you must split your forces and they ‘’’do not’’’ magically coalesce with your main army should an enemy army be able to counterattack at the start of the next turn.

Sea movement: Sea movement is slightly more straightforward than land movement and depends more on the weather and the nature of the water being traversed.

Open Water: Clear waters such as the oceans or large rivers leave plenty of room for large fleets to maneuver and the limiting factor is the size of the fleet being deployed. Fleets of 30 ships or less without an Admiral: 9 hexes
Fleets of 30 ships or less with an Admiral: 12 hexes
Fleets of 31-60 ships without an Admiral: 8 hexes
Fleets of 31-60 ships with an Admiral: 11 hexes
Fleets of 60+ ships without an Admiral: 7 hexes
Fleets of 60+ ships with an Admiral: 10 hexes

Icy Waters: Icy waters are dangerous they cut movement in half but also require a roll for each hex of icy water your fleet crosses during a turn. 30% of your fleet gets a dice roll and can suffer various amounts of damage thanks to the ice.

Fell Waters: Fell waters are horrible pools of black water which bubble and fester like great pus filled wounds. They are filled with horrible abominations that may or may not have once been normal sea creatures. The instant a fleet enters fell water a die is rolled for monster attacks and other disasters that may befall the fleet. You could potentially lose an entire fleet in Fell waters.