By John Barnard
Raiders & Traders Each triban is categorized as either a raider or a trader. Raider Tribans do not lie on a trade route or possess a trade centre. They will tend to try and control trader Tribans or even other raider Tribans. These raider Tribans are led by their warrior character. Trader Tribans tend to preserve their trading position and will defend it vigorously. They may even make war to dominate trade centres and routes. Trader Tribans are led by their administrator or political character. Peace The peaceful state of relations between Tribans is determined using the Diplomacy rules. When at peace:
2 points per trade centre owned. For each strong ally (0) both parties earn 1 trade card each in that year. War The warring state of relations between Tribans is determined using the diplomacy rules. When at war: Reliable politicians (15+) can try and avert or cause war to their Triban’s advantage if they throw 1, 2, or 3 on a 1D6. This allows them +/-1 on the Diplomacy score as appropriate. Exceptional Politicians (20+) add or subtract 1 to the Diplomacy score in all cases on a 1, 2, or 3 throw of a 1D6. Diplomacy 1. Relationships: Diplomacy Scores Peaceful:
1 Good allies mostly assist (not in spades) 2 Fair Allies probably assist (not on spades/clubs) 3 Neutral 4 Neutral Roll 1D6 AV for starting score
6 Provocative 7 War 2. During wars draw a playing card for all participants every winter. Otherwise test every 5 years.
Heart -1 on relationship score Club or Heart no change Politicians Exceptional +/- if 1D6 - 1, 2, 3 3. When war is declared determine how allies react to both sides.
3-4 Neutral (N) 5-7 Hostile (H) Reactions
FH Allied to one and either hostile or neutral to the other FN then fights alter score to 7 HN NN Triban is either (N) or (H) to both parties HH ignores conflict 4. Terminating Wars In winter phase draw a card for each side (exclude allies). Results is +/- victories/defeats that year +/- score as above. Any score less than 7 means that party seeks peace, relationship score is reduced. Allies also reduce their score to same value. The score is further modified by Triban status.
Raider & trader = +1 Both traders = 0 Politicians reliable +/- 1 if 1D6 = 1, 2, 3, war only Politicians exceptional +/- 1 if 1D6 = 1, 2, 3 5. When terminating a war, the Triban offers peace throws 1D6:
2: Marriage plus hostages. -1 on diplomacy score. 3: Give 1 or 2 trade cards, incurring blight if necessary. 4: Give 3 to 6 trade cards, incurring blight if necessary. 5: Give nearest Triban to enemy independent rule OR 1 or 2 trade cards per annum, incurring blight if necessary. 6: Give nearest Triban to enemy as a tributary OR 3 to 6 trade cards per annum, incurring blight if necessary. 6. Each succeeding year Tribans add to their diplomacy score.
+2 if blight is being accumulated. For one off trade card tribute payments:
7. Starting a War The invading or attacking Triban draws a playing card. This represents their initiative. ACE = 1 and represents a strong initiative to do something, KING at 13 is the opposite. Compare this with Triban’s army strength in units. If it is higher consult the “Fail” column in table 1. If it is lower or equal to the army strength, consult the succeed column instead. This process is repeated for the defending Triban using Table 2. Where allies participate, their numbers can be added to the Army strength as follows on a 1D6 die throw.
8. Invaders & Attackers Actions
If a Triban is at war with 2 or more Tribans and can invade enemy, use the following priorities to decide where the attack falls:
2. Enemy threatening a home Triban. 3. Enemy threatening adjacent allies. 4. Nearest enemy army. 5. Enemy army with fewest elements (including enemy allies). 6. Enemy with fewest allies. 7. Dice for it. Threatening means besieging.
NOTES FOR TABLES 1 OR 2
Triban: Means the geographic area which supports a number of units and is a movement space. Invade: Use most direct route. Retreat: Retreat to a friendly Triban if possible; if not, stand siege.
1, 2, 3 stand siege 4, 5 retreat taking all trade cards 6 flee abandoning trade cards Home: Triban making up original Triban lands.
More Decimo Campaign Rules Decimo Part 2 Decimo Part 3 Back to Table of Contents -- Lone Warrior #139 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |