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Feb 1st, 2019
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  1. Rules for "The Iron Company" Warhammer Mercernary Band Builder
  2.  
  3. Map Scale:
  4. 1 Pixel = 1 Kilometer
  5.  
  6. Take distances into account when moving. There are 4 levels of movement
  7. -Stationary (Camp set up, regenerates Vigor)
  8. -Slow march (Conserves Vigor, moves at 5km/h)
  9. -March (Uses Vigor at a standard rate, moves at 7.5km/h)
  10. -Fast March (Uses Vigor at a very high rate, moves at 10km/h)
  11.  
  12. Combat:
  13. Very simple, you roll a 1d100. Whatever the result comes out to be, is how well your units performed in battle. The higher you roll, the better.
  14.  
  15. It is also modified by the bonus of your mercenaries, depending on where they hail from they may have bonuses to certain types of combat. Certain units also have bonuses against Infantry Units, and Bonuses Versus Large units.
  16.  
  17. Cavalry is special, it has a bonus when charging, called "shock". Shock has three tiers, each lasting 1 turn. Charging into a line of Spears and/or Halberds or various other Anti-Cavalry weapons will fully negate the Shock Bonus and instead create a "Bogged Down" penalty for that turn, and the turn after. Monstrous Infantry, such as Trolls have the same shock bonus and bogged down Penalty.
  18. Turn 1 Shock Bonus: +20
  19. Turn 2 Shock Bonus: +10
  20. Turn 3 Shock Bonus: +5
  21. Bogged Down Penalty: -10
  22. Expert Charge Bogged Down Penalty: -15
  23.  
  24. Large Monsters, such as Hydras, Steam Tanks, Necrofex Colossi, etc. Have an even more powerful shock bonus. However, they also have a special requirement for a Bogged Down Penalty to be activated. For a Bogged down Penalty to activate it must be charging directly into 200 regular troops, or a unit of troops with charge defense against large.
  25. Turn 1 Shock Bonus: +30
  26. Turn 2 Shock Bonus: +20
  27. Turn 3 Shock Bonus: +10
  28. After that, constant +5 Shock Bonus
  29. Bogged Down Penalty: -20
  30. Expert Charge Defense Bogged Down Penalty: -40
  31.  
  32. Units:
  33. Units will have a very basic look to them in stats
  34. -For Large Monsters, it will have health instead of number of units
  35. -Undead have binding, for those that do not know how it works in Total War: Warhammer, once your binding falls to 0, the undead unit will start to take damage by itself.
  36. -Vigor reflects how tired the unit is, forced march and constant combat take a toll on Vigor.
  37. -When Morale reaches Zero the unit will run away, and will refuse to answer your orders until further notice.
  38. -All other special effects will be listed underneath the General Combat Bonus.
  39. -Certain Units will cause Fear, those reduce the morale of the units fighting them.
  40. Unit Template:
  41. -Unit Name [Number of Units/Maximum Number of Units][General Combat Bonus, Bonus +15 Anti Large, Causes Fear][Morale/Maximum Morale][Vigor Status]
  42. 4 Examples:
  43. -Terrorgheist [1250/1500 Health][+10 to Empire Units][89/100 Binding][Fresh]
  44. -Brettonian Grail Knights [28/30 Units Active][+15 when fighting the forces of Destruction, Always Fresh Vigor, Bonus +10 Anti Large, +5 Leadership to nearby Units][100/100 Morale][Fresh]
  45. -Empire Handgunners [42/100 Units Active][+5 when fighting the Beastmen][11/50 Morale][Very Tired]
  46. -White Lions of Chrace [17/75 Units Active][+5 when fighting the Dark Elves][ROUTING][Exhausted]
  47.  
  48. Vigor Penalties/Bonuses:
  49. Fresh: +10 to combat, +5 to Morale
  50. Active: +5 to Combat, +5 to morale
  51. Winded: No Bonuses or Penalties
  52. Tired: -5 to Combat, -5 to Morale
  53. Exhausted: -10 to Combat, -5 to Morale
  54. Collapsing: -15 to Combat, Units will start collapsing and stop being active over time, -10 to Morale
  55.  
  56. MAGIC:
  57. As for magic, it is very simple.
  58. When a battle begins, I'll roll to see how the winds of magic are in the area, they'll range from calm to tempestuous. After that I'll do another roll to determine exactly how many winds there are(Like in the game) and then you'll be able to draw from those winds. It is a shared pool, so if you have too many magicians the winds will be spread out between them!
  59.  
  60. Your magician must select from one of the existing Lores of Magic (That I approve, it must be from the Forces of Order with minor exceptions). After that, they'll be able to cast the spells associated with that lore.
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