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Siege & Blockade

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@ Fortification

See Structural HP.

Siege

Siege (Action)
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warfarearmiesfactionssiege

Duration:Variable

Trigger:When you besiege a fortified Location.

Sum the defending armies' BR along with the Location's Families & SHP. Divide it by the attacking armies' BR & multiply by 100. The result is how many days out the Duration should be set for.

At the end of the period, Save.

ResultSuccess Save Effect
Crit & Pass (≥8)The besieged Location falls under the besieging armies' control.
Seven (7)Make another Save tomorrow.
Failure & Fumble (≤6)The siege has been delayed. Recalculate & reset the siege Duration.

When the Location is captured, resolve casualties by hosting a Battle between the two sides — sans any Families, SHP bonus, or terrain/defensive fortification bonuses. Flight for the defenders is considered surrender instead of escape.

Assaults

An assault is a rapid assault of a fortification. It is played out as a Battle with each Turn covering 1 day of events. Add the assaulted Location's Families & SHP to the defending side's BR.

@ Coraler Blockade

Coraler Blockade (Action)
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warfarearmiesfactionsnaval

Duration:1 day

Trigger:When a Coraler army establishes a naval blockade.

A Coraler army can blockade a circular region of ocean. A blockaded oceanic area is considered to be controlled by an army for the sake of supply chains and trade.

For every mile in the radius of the blockade, 10 BR is required. If the army's BR is reduced below the minimum viable army size for the desired blockade, it shrinks to match.

It takes 1 day to establish a blockade. Once established, a blockade can be maintained indefinitely in warm waters. In cold waters, a supply chain to a friendly base is required. In rim waters, blockades are impossible.

When a blockade is established, the operators may choose to allow trade routes or supply chains on an as-needed basis. They could, for example, extort payment from any component of the supply chain.