Frontline Battles
When characters (RPC/NPC) of two sides go head to head in combat they are fighting on the frontlines of the conflict. RPCs can elect to join the frontlines and help push back the enemy but they must be made aware that any deaths are final and irreversible unless through medical jutsu (if your faction has the resources). If no RPCs choose to participate in frontline battles, this will be an ongoing abstract process between two groups of NPC fighters (not RPed) and will be represented via the morale point system.

Fighters in frontline battles will also receive bonuses or penalties to their rolls depending on morale, which is outlined below.

As being in constant battle is a huge strain on the mind, for every 5 posts of battle the RPC loses -1 MHp.

RPCs of opposing factions can engage each other in battle. If this doesn't happen, an NPC will engage the RPC in battle. Fleeing is possible and works by comparing opposing Dexterity/Athletics checks (TBC). If the character is fleeing the range of a ranged weapon, they make the same check with the number in the check totalling how many feet they manage to travel in that post.

If an RPC feels that he or she is in too deep in a frontline battle the RPC can choose to be shipped home/take a shore leave/etc. In effect this means that they retreat to their home base for rest and recuperation. The character will be out of commission (unable to train, battle or participate in war-related activities) for one RP day/one time frame and after this period is over will regain full Hp/Cp/MHp. Note that characters must not be engaged in battle to be shipped out (so they must flee engagement or have their a** saved). Also note that shipping out RPCs will lead to a loss in morale.

If no PCs participate in frontline fighting the result of the battle will be determined by a public d20 check by the Crew taking all the morale modifiers of both factions into account.


Morale Score
Each faction in the war will have their own morale score which will run from -100 to 100. Every 10 points in morale score will result in a +1 (or -1) to every roll PCs in the same faction make during frontline fighting. Note that this score will be rounded up or down so a morale score of 15 for example will be treated as a +2 bonus as it is rounded up to 20.

Naturally the morale point scores are also affected by faction performance in war missions (where specific objectives are obtained or failed to obtain) as well as developments in the frontline battles.

Bonuses to Morale Score
+20 Home Ground bonus
+2 per RPC entering the frontlines [Perhaps too small, maybe +5? Possibly should also be smaller than the penalty for shipping out]
+5/15/30 Either of the two most recent war missions successfully completed (bonus depends on importance of mission)
+2 per defeat of character from opponent faction [Exact value should possibly be tweaked depending on amount of characters in the frontlines]

Penalties to Morale Score
-20 Foreign Ground penalty
-5 per RPC shipped out of the frontlines
-5/15/30 Either of the two most recent war missions failed (penalty depends on importance of mission)
-10 per destroyed supply line [max 3]
-25 per leader eliminated [a bit dodgy because it means factions with more leaders suffer more]
-2 per defeat of character from own faction


War Missions
Based on normal missions. Essentially missions with a war-related theme or objective.
Eg. assassinate the opponent deputy general, bomb the supply route, plant a bug on the diplomat of X Country, infiltrate the palace and gather information.

Successful completion of war missions will give EXP and possible stat/skill points to RPCs. [Treated as normal missions for rewards]
Successful completion of war missions will also add points to the faction the RPC belongs to and possibly to the morale score as well.

Failing war missions may lead to reduced or no rewards or even death for the RPC and the possible loss of morale for the faction depending on the consequences and degree of failure. There are no points deducted from failing war missions.


Siege System [Addon to Frontline Battles]
Sometimes shinobi have to attack heavily fortified buildings after all attempts to enter via other means have failed. Or you know they might just attack in this crude manner for the heck of it.

Refer to http://www.d20srd.org/srd/wilderness.htm

Offence
For the purposes of RP all light and heavy artillery weapons will be treated the same. A new skill, Artillery, will be added and will represent proficiency with all types of large artillery weapons. Typically, NPCs will man the artillery weapons and will cause regular damage to the building walls or enemy armies. On the off chance that they are disabled, RPCs may be required to man the artillery weapons.

Heavy and light catapults

Ballistas

Rams

Siege Towers

Defence

Barrier jutsus
To be discussed further.

Fortresses and walls
The base Hp of walls would depend on the material used to construct the wall. This would be further modified by the thickness of the wall.

[To be Updated but thinking of changing Hp range from 800-2000]

Wood: 1000 Hp
Earth: 1500 Hp [hardened rock]
Stone: 2000 Hp
Metal: 2500 Hp

Thickness modifier: Material base Hp x 2 per inch.

This would be the Hp of one sub-section of the wall.

Turrets etc.


Point System
If the time allocated for the war runs out without a definite conclusion (eg. one side surrenders, the village is routed or conquered), the winner will be determined by the amount of points each faction holds. These points are collected by making notable contributions either on the frontlines or in war missions.

+10 per kill (NPC)
+20 per kill (RPC) [K: I am opposed to RPC kills being worth more than NPC kills]
+30 per building/supply-line/bridge/etc. destroyed
+40 per captured enemy (RPC)
+50 mission completed
+60 per leader killed
+70 per base destroyed
+80 per leader captured
+100 mission accomplished (without flaws)
+120 per base captured