Post by streamofthesky on Dec 18, 2014 21:49:57 GMT -5
Each character leads a unit. Unit stats are Type, Number, Attack, and Defense. Number is the amount of soldiers still able to fight and is like hp. Attack ranges from 3 - 10, and Defense ranges from 5 - 12 (base, before bonuses). When a unit attacks, it rolls 1d6 + Attack # vs. the Defense # of the target unit. If the roll is equal or less than the defense value, no damage is inflicted* If the attack succeeds, damage is dealt to the target unit. Note that, if the target is also within reach of the aggressor unit, it counter-attacks, using its Attack stat vs. the aggressor unit's Defense. The counterattack resolves simultaneously to the attack. Each of these unit-to-unit attacks (and the simultaneous counterattack, if any) is a "Skirmish."
*A roll of 1 always means no damage inflicted, regardless of the result, and a roll of 6 always deals damage as if you had beat the DC by at least 1 even if the result is worse than that.
Damage = Multiplier x Numbers / 10, with the multiplier being the amount the Attack roll exceeded the Defense by.
Example: A unit of 200 infantry with Attack 6 and Defense 8 attacks an identical unit, which simultaneously counterattacks. If the aggressor rolls a 4 (total of 10 vs. DC 8) and the defender rolls a 5 (total of 11 vs. DC 8), then the aggressor deals 40 (2*200/10) damage and the counterattacker deals 60 (3*200/10) damage. The damage reduces each of their Numbers accordingly for future skirmishes.
Each round, every unit gets one move and one action. Action includes attack and some Specials. The move must be taken first, and cannot go through enemy units (must go around them). There are no "attacks of opportunity." One entire army's units take their turns, and then the other army's takes theirs.
Battles can be won either by eliminating the entire enemy force except the Headquarters (HQ)/Command unit(s), eliminating the HQ unit(s), or meeting other objectives (like entering a town w/ a unit). Battles are likewise lost by the enemy army making these accomplishments.
Types of Units:
Infantry: Move 2, Range 1. Average-High Attack, High Defense. Typical Numbers of 200-400.
Archer: Move 2, Range 3. Average Attack and Defense. Always have Barrage at least 1/battle. Typical Numbers of 150-300.
Mage: Move 1, Range 4. High Attack, Poor Defense. Cannot counterattack against melee (Range 1 and phalanx) attacks. Typical Numbers of 100-200.
Scout: Infantry with Stealth, Feather Step, and Backstab abilities. Cannot be Cavalry/Fleet. -1 Attack, -2 Defense compared to Infantry.
Astral Construct: As Infantry, but +1 Attack and Defense, half Numbers. Gains one of the following menu options: Buff (+50 Numbers), Deflection (+2 Defense), Fleet, Muscle (+2 Attack), Recovery, Stealth, Swim, or Wings.
Typical generic units:
Infantry: Move 2, Range 1. Attack 6, Defense 9. 200 Numbers.
Scout: Move 2, Range 1. Attack 5, Defense 7. 200 Numbers. Backstab, Feather Step, Stealth.
Archer: Move 2, Range 3. Attack 5, Defense 7. 150 Numbers. Barrage 1/1.
Mage: Move 1, Range 4. Attack 8, Defense 4. 100 Numbers. Cannot counterattack against melee (Range 1 and phalanx) attacks.
Astral Construct: Move 2, Range 1. Attack 7, Defense 10. 100 Numbers. Gains one menu option: Buff (+50 Numbers), Deflection (+2 Defense), Fleet, Muscle (+2 Attack), Recovery, Stealth, Swim, or Wings
Special abilities: Characters can grant these to the units they lead.
•Analyze: Learn any Specials of a unit within 5 squares as an Action, or for free vs. any unit that attacks you.
•Backstab: Unit counts as having +3 Attack when attacking or counterattacking a unit that is also engaged in melee with another allied unit.
•Barrage: Archer units only. As an Action, make an attack at a -2 penalty up to 6 squares away that cannot be counterattacked.
•Blizzard: Freeze a 2 square radius, making Attacks vs. all units (including allies) in the area. Range 4, cannot be counterattacked. (Magic, Cold)
•Cavalry: Increases Move by +2, decreases Mage Range by -1. Move drops to 1 in difficult terrain.
•Construct: Unit can create a unit of Astral Constructs that serves the entire battle or until destroyed. The Constructs can either be created before the battle, in which case the menu option must be chosen before seeing the enemy army and deploy with the allied force, or during the battle. If during, creating them takes an entire Move + Action, but the unit can appear within 5 squares of the creator and the menu option chosen on the spot. See above for Astral Construct unit details.
•Critical: On a roll of a 6 when attacking or counterattacking, the unit inflicts double damage.
•Crystal Shower: Rain shards of crystal upon a unit. Attack w/ +2 bonus, Range 4, cannot be counterattacked. (Magic, Untyped)
•Evade: 20% chance of avoiding any damage from an attack or counterattack.
•Expedience: Unit can use its Action to Move a second time.
•Fire Blast: Immolate a 2 square radius, making Attacks vs. all units (including allies) in the area. Range 4, cannot be counterattacked. (Magic, Fire)
•First Strike: When the unit attacks, any counterattack by the enemy is resolved afterward, rather than simultaneously.
•Feather Step: Unit's Move is unimpeded by difficult terrain.
•Fleet: As Cavalry, but difficult terrain only drops Move by 1 (forest) or 2 (mountains).
•Galvanize: As an Action, give an additional turn (Move + Action) to all adjacent (N-S-E-W only) units. No effect on units that have not yet acted this turn.
•Heal: As an Action, restores one unit w/in 3 squares by 50% full Numbers, up to full Numbers. Does not work on wiped out units.
•Heavy Armor: Damage taken is halved. Move -1. Cannot be applied to Archer, Mage, or Scout units, nor any unit with Fleet, First Strike, or Stealth. Counterattacks are resolved after the enemy unit's attack, not simultaneously.
•Inspiration: A leader with this ability provides her Attack bonus to all allied units within 3 squares of her unit (including her own).
•Lightning Strike: Call down upon a single unit. Attack w/ a +2 bonus, Range 5, cannot be counterattacked. (Magic, Electric)
•Phalanx: Non-scout Infantry-only. Increases melee Reach by +1 (this means enemy Infantry might not be able to counterattack).
•Recovery: Unit heals 10% of its full Numbers at the end of each of its turns. Ceases functioning if unit is wiped out.
•Stealth: Unit starts the battle invisible and remains so until it attacks or takes any other non-Move action. If the unit attacks from Stealth, that attack automatically counts as a Backstab and First Strike (even if the unit lacks those Specials). If the stealthed unit or an enemy unit ends its turn within 2 spaces of each other, the unit in stealth is revealed.
•Swim: Unit can traverse water at its Move speed. Infantry only.
•Teleport: As an Action, unit instantly moves to any open space on the battlefield and its turn immediately ends. Next round, the unit cannot Move or Act at all. Teleporting deals 1d6 x 10 fire damage to Numbers.
•Wings: Unit can take short flights, increasing Move by +1, and is unimpeded by difficult terrain.
Zayed: [Infantry: +100 #'s, +1 Attack, +1 Defense; Archer: +50 #'s, -1 Attack, +1 Defense]; Analyze, Evade, Phalanx
Tansley: [Archer: +75 #'s, +2 Defense; Scout +65 #'s, -1 Attack, +1 Defense; Mage +30 #'s, -1 Attack, +1 Defense]; Fire Blast 1/battle, Heal 2/battle, Feather Step
Angir: [Mage: +50 #'s, +1 Attack; Infantry: +75 #'s, +1 Attack, -1 Defense]; Construct 1/battle, Crystal Shower 1/battle, Teleport 1/battle
Kalinah: [Infantry: +100 #'s, +1 attack; Archer: +50 #'s, +1 Defense]; Cavalry, Critical or Barrage +2/battle, Expedience
Roslyn: [Scout: +100 #'s, +1 Attack, +1 Defense; Archer: +50 #'s, +1 Defense]; Expedience, First Strike
Torrent: sub-commander; adds Recovery to the unit
*A roll of 1 always means no damage inflicted, regardless of the result, and a roll of 6 always deals damage as if you had beat the DC by at least 1 even if the result is worse than that.
Damage = Multiplier x Numbers / 10, with the multiplier being the amount the Attack roll exceeded the Defense by.
Example: A unit of 200 infantry with Attack 6 and Defense 8 attacks an identical unit, which simultaneously counterattacks. If the aggressor rolls a 4 (total of 10 vs. DC 8) and the defender rolls a 5 (total of 11 vs. DC 8), then the aggressor deals 40 (2*200/10) damage and the counterattacker deals 60 (3*200/10) damage. The damage reduces each of their Numbers accordingly for future skirmishes.
Each round, every unit gets one move and one action. Action includes attack and some Specials. The move must be taken first, and cannot go through enemy units (must go around them). There are no "attacks of opportunity." One entire army's units take their turns, and then the other army's takes theirs.
Battles can be won either by eliminating the entire enemy force except the Headquarters (HQ)/Command unit(s), eliminating the HQ unit(s), or meeting other objectives (like entering a town w/ a unit). Battles are likewise lost by the enemy army making these accomplishments.
Types of Units:
Infantry: Move 2, Range 1. Average-High Attack, High Defense. Typical Numbers of 200-400.
Archer: Move 2, Range 3. Average Attack and Defense. Always have Barrage at least 1/battle. Typical Numbers of 150-300.
Mage: Move 1, Range 4. High Attack, Poor Defense. Cannot counterattack against melee (Range 1 and phalanx) attacks. Typical Numbers of 100-200.
Scout: Infantry with Stealth, Feather Step, and Backstab abilities. Cannot be Cavalry/Fleet. -1 Attack, -2 Defense compared to Infantry.
Astral Construct: As Infantry, but +1 Attack and Defense, half Numbers. Gains one of the following menu options: Buff (+50 Numbers), Deflection (+2 Defense), Fleet, Muscle (+2 Attack), Recovery, Stealth, Swim, or Wings.
Typical generic units:
Infantry: Move 2, Range 1. Attack 6, Defense 9. 200 Numbers.
Scout: Move 2, Range 1. Attack 5, Defense 7. 200 Numbers. Backstab, Feather Step, Stealth.
Archer: Move 2, Range 3. Attack 5, Defense 7. 150 Numbers. Barrage 1/1.
Mage: Move 1, Range 4. Attack 8, Defense 4. 100 Numbers. Cannot counterattack against melee (Range 1 and phalanx) attacks.
Astral Construct: Move 2, Range 1. Attack 7, Defense 10. 100 Numbers. Gains one menu option: Buff (+50 Numbers), Deflection (+2 Defense), Fleet, Muscle (+2 Attack), Recovery, Stealth, Swim, or Wings
Special abilities: Characters can grant these to the units they lead.
•Analyze: Learn any Specials of a unit within 5 squares as an Action, or for free vs. any unit that attacks you.
•Backstab: Unit counts as having +3 Attack when attacking or counterattacking a unit that is also engaged in melee with another allied unit.
•Barrage: Archer units only. As an Action, make an attack at a -2 penalty up to 6 squares away that cannot be counterattacked.
•Blizzard: Freeze a 2 square radius, making Attacks vs. all units (including allies) in the area. Range 4, cannot be counterattacked. (Magic, Cold)
•Cavalry: Increases Move by +2, decreases Mage Range by -1. Move drops to 1 in difficult terrain.
•Construct: Unit can create a unit of Astral Constructs that serves the entire battle or until destroyed. The Constructs can either be created before the battle, in which case the menu option must be chosen before seeing the enemy army and deploy with the allied force, or during the battle. If during, creating them takes an entire Move + Action, but the unit can appear within 5 squares of the creator and the menu option chosen on the spot. See above for Astral Construct unit details.
•Critical: On a roll of a 6 when attacking or counterattacking, the unit inflicts double damage.
•Crystal Shower: Rain shards of crystal upon a unit. Attack w/ +2 bonus, Range 4, cannot be counterattacked. (Magic, Untyped)
•Evade: 20% chance of avoiding any damage from an attack or counterattack.
•Expedience: Unit can use its Action to Move a second time.
•Fire Blast: Immolate a 2 square radius, making Attacks vs. all units (including allies) in the area. Range 4, cannot be counterattacked. (Magic, Fire)
•First Strike: When the unit attacks, any counterattack by the enemy is resolved afterward, rather than simultaneously.
•Feather Step: Unit's Move is unimpeded by difficult terrain.
•Fleet: As Cavalry, but difficult terrain only drops Move by 1 (forest) or 2 (mountains).
•Galvanize: As an Action, give an additional turn (Move + Action) to all adjacent (N-S-E-W only) units. No effect on units that have not yet acted this turn.
•Heal: As an Action, restores one unit w/in 3 squares by 50% full Numbers, up to full Numbers. Does not work on wiped out units.
•Heavy Armor: Damage taken is halved. Move -1. Cannot be applied to Archer, Mage, or Scout units, nor any unit with Fleet, First Strike, or Stealth. Counterattacks are resolved after the enemy unit's attack, not simultaneously.
•Inspiration: A leader with this ability provides her Attack bonus to all allied units within 3 squares of her unit (including her own).
•Lightning Strike: Call down upon a single unit. Attack w/ a +2 bonus, Range 5, cannot be counterattacked. (Magic, Electric)
•Phalanx: Non-scout Infantry-only. Increases melee Reach by +1 (this means enemy Infantry might not be able to counterattack).
•Recovery: Unit heals 10% of its full Numbers at the end of each of its turns. Ceases functioning if unit is wiped out.
•Stealth: Unit starts the battle invisible and remains so until it attacks or takes any other non-Move action. If the unit attacks from Stealth, that attack automatically counts as a Backstab and First Strike (even if the unit lacks those Specials). If the stealthed unit or an enemy unit ends its turn within 2 spaces of each other, the unit in stealth is revealed.
•Swim: Unit can traverse water at its Move speed. Infantry only.
•Teleport: As an Action, unit instantly moves to any open space on the battlefield and its turn immediately ends. Next round, the unit cannot Move or Act at all. Teleporting deals 1d6 x 10 fire damage to Numbers.
•Wings: Unit can take short flights, increasing Move by +1, and is unimpeded by difficult terrain.
Zayed: [Infantry: +100 #'s, +1 Attack, +1 Defense; Archer: +50 #'s, -1 Attack, +1 Defense]; Analyze, Evade, Phalanx
Tansley: [Archer: +75 #'s, +2 Defense; Scout +65 #'s, -1 Attack, +1 Defense; Mage +30 #'s, -1 Attack, +1 Defense]; Fire Blast 1/battle, Heal 2/battle, Feather Step
Angir: [Mage: +50 #'s, +1 Attack; Infantry: +75 #'s, +1 Attack, -1 Defense]; Construct 1/battle, Crystal Shower 1/battle, Teleport 1/battle
Kalinah: [Infantry: +100 #'s, +1 attack; Archer: +50 #'s, +1 Defense]; Cavalry, Critical or Barrage +2/battle, Expedience
Roslyn: [Scout: +100 #'s, +1 Attack, +1 Defense; Archer: +50 #'s, +1 Defense]; Expedience, First Strike
Torrent: sub-commander; adds Recovery to the unit