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- This is the full document of the Toma RPG.
- Back- [[Toma RPG]]
- =Index-Toma RPG=
- Chapter 01- [[Toma RPG: Infantry]] (finished second draft)
- Chapter 02- [[Toma RPG: Advanced Infantry]] (finished rough draft)
- Chapter 03- [[Toma RPG: Beasts]] (finished rough draft)
- Chapter 04- [[Toma RPG: Warlords]] (finished rough draft)
- Chapter 05- [[Toma RPG: Mass Combat]] (in progress)
- -
- Chapter 06- [[Toma RPG: Unit Creation]] (finished rough draft; will update after mass combat is done)
- Chapter 07- [[Toma RPG: Specials]] (incomplete)
- Chapter 08- [[Toma RPG: Casters]] (incomplete)
- -
- Chapter 09- [[Toma RPG: Playtesting]]
- Other (city development, casters, player characters, general miscellania, etc)
- -
- Link to Erfworld Thread: [https://forums.erfworld.com/viewtopic.php?f=23&t=16085]
- Welcome to the Toma RPG.
- I say RPG, but it would be more correct to say that I am currently building a wargame.
- My project has now officially gotten to the point where I have achieved my mid-term goal of creating a creator/battle simulator that largely adheres to all the rules that have been shown to us from canon.
- Currently, I have finished rough drafts of the required 5 chapters that I feel are minimum required to make a proper simulator. Infantry, advanced infantry, beasts, warlords, and unit creation (I consider the "specials" chapter to be a sub-chapter of the unit creator). I also have the beginning of a mass combat page, will be needed for larger battles. This page also contains useful information on upkeep and leveling rules, so you should read that too, even if you are sticking to the smaller, tactical, fights.
- Eventually, this page will look nicer, but it's mainly just a clearing house of stuff at the moment, and I haven't come up with a good way to introduce my game.
- At the bottom of the page there are some additional links to stuff that is related to my RPG.
- Thank you for reading, if you have any comments or suggestions, please use go to the forum thread to discuss.
- Link to Erfworld Thread: [https://forums.erfworld.com/viewtopic.php?f=23&t=16085]
- ==Introduction==
- Erfworld is a world that is also a tabletop wargame. However, many of the rules have never been fleshed out. Readers of the comic know of the four basic stats, combat, defense, hits, and move and know of general terms such as heavies but there are many more terms one needs to know to fully understand everything that a unit comprises.
- For instance, there are 8 basic numbers that makes up the stats an erfworld unit, and they are as follows.
- {| class="wikitable"
- |+Stats
- |1. combat (cbt)
- |Determines hit chance and the amount of damage dealt upon a successful strike.
- |-
- |2. damage cap (cap)
- |Maximum/Minimum amount of damage that can be dealt in a single strike. Excess damage is ignored.
- |-
- |3. defense (def)
- |Determines your chance to avoid being hit.
- |-
- |4. dodge (dge)
- |Additional def modifier, applicable only if opposing units are of different sizes.
- |-
- |5. hits (hp)
- |Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
- |-
- |6. movement (mv)
- |Determines how fast your unit can move, and who has combat initiative.
- |-
- |7. reach (rch)
- |Determines how far away you can hit your opponent from while in melee. Missile attacks use range (rng) instead.
- |-
- |8. upkeep ($)
- |Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.
- |}
- When looking at your stats, they will be listed like this: '''cbt{cap}| def {dge}| hp| mv| rch/rng| $'''
- If you were show the stats of a common piker, they would look like this: 1 cbt {4 cap}| 1 def {0 dge}| 4 hp| 6 mv| 5' rch| 7$
- ==Additional Links==
- :https://forums.erfworld.com/viewtopic.php?f=23&t=1013
- :https://forums.erfworld.com/viewtopic.php?f=23&t=450
- :https://forums.erfworld.com/viewtopic.php?f=23&t=667
- : pages 14, 15 done
- :
- :
- https://forums.erfworld.com/viewtopic.php?f=23&t=16085
- Thread for discussion on the rules of Toma RPG.
- -
- https://forums.erfworld.com/viewtopic.php?f=23&t=16162
- Thread for playtesting the rules of Toma RPG.
- -
- http://forums.erfworld.com/viewtopic.php?f=12&t=7200&hilit=mechanics+of+erfworld
- My forum thread, "The Mechanics of Erfworld"
- This was my original concept for creating an RPG out of Erfworld.
- -
- http://www.erfworld.com/blog/view/46631/the-imperfect-warlord-chapter-1
- My fanfic, "Imperfect Warlord".
- It presents my ruleset in a story structure, with mechanics explanations at the bottom of each page.
- -
- https://forums.erfworld.com/viewtopic.php?p=242331#p242331
- From the thread "The Units of Erfworld"
- I made units out of concepts that other posters created using my Unit Creation system.
- -
- https://forums.erfworld.com/viewtopic.php?f=12&t=13541&start=300
- This is the thread for talking about the Erfworld RPG.
- For the last few pages, starting at the point where I link, it's mostly been me talking about my ideas.
- If you want to see some of my earlier concepts, read here.
- -
- https://rpg.erfworld.com/Category:Combat_Mechanics
- The index for all the ideas other readers have had for creating stack combat rules.
- ==For Feedback, please post in the discussion area.==
- '''Anyone else that wishes to comment, please also click on the discussion tab and put your comments there. Thank you.'''
- Special thanks to Twofer, Knavigator, Spicymancer, and Vendanna.
- They are the biggest commenters on my project.
- Outdated- Toma's Combat Mechanics, Toma's Advanced Mechanics, Toma's Heavy Mechanics, and Toma's Flier Mechanics. <br>[[Template:Greenstats]]
- <b style="color: blue;">Colour test.</b><b style="color: green;">Colour test.</b><b style="color: red;">Colour test.</b>
- -[[User:TomaO2|TomaO2]] Jan 10 6:30am
- [[Category:Combat Mechanics]]
- [[Category:Proposal]]
- =Chapter 01- Toma RPG: Infantry=
- Back- [[Toma RPG]]
- This section is devoted to looking at how small numbers of base infantry would fight one another, when there is no unit with the Command or Leadership specials around.
- ''Issues:''
- * Alter auto attack so that commanders can issue orders within a hex? DONE? I changed it in warlords section...
- * A 10 is an automatic defend when NOT outnumbered? (just like a 1 means an automatic fail when outnumbered)
- * Saving throw vs death if at full hp but get killed in one shot by a unit that is same sized or smaller? Successful roll means unit retains 1 hit. Saving throw should roll high to succeed, just like combat/defense rolls.
- ==1. Stats/Classes==
- The basic classes for any human army in Erfworld are pikers, archers, stabbers, crossbowmen, tossers, and scouts. Also important is the digger unit, which is needed for mining/siege, but can function as a basic combat unit as well. These form the core of most land based infantry armies in Erfworld.
- Base stats are listed as
- # '''Combat:''' Likelihood of hitting, determines how much damage you do.
- # '''Defense:''' Ability to parry/dodge/block an attack.
- # '''Hits:''' Amount of damage that can be received before croaking.
- # '''Move:''' Determines initiative.
- In addition to these, there are two other important things that must be taken note of.
- # '''Range/Reach:''' Determines how you fight.
- ## '''Weapon name:''' Mainly used as a visual shorthand method to describe range/reach without saying the name of the unit's class. ''Example- That enemy unit is using a spear, therefore he must be a long reach unit. Also known as a piker.''
- # '''Damage cap:''' Determines the maximum amount of damage a single attack can do.
- All basic infantry units, within the same class, have the same strength, dexterity, combat proficiency, mental intelligence, general knowledge, etc., as all the others. Differences of personality can be added but, in terms of ability, units within a class are completely interchangeable with one another. The most notable difference between them is their weaponry. When you have a reach weapon, like a spear, that means you will fight a little different from someone wielding a sword, or a knife. Archers can shoot from afar, but are lousy at close combat.
- Here is a quick and dirty listing of their stats.
- {| class="wikitable"
- !Unit
- !Combat
- !Defense
- !Hits
- !Move
- !Weapon
- !Damage
- Cap
- !Range
- (feet)
- |-
- |1. Piker
- |1
- |1
- |4
- |6
- |Spear
- |4
- |10'
- |-
- |2. Archer
- |1
- |1
- |4
- |6
- |Bow
- |4
- |60' *10
- |-
- |3. Stabber
- |2
- |2
- |4
- |6
- |Sword
- |4
- |5'
- |-
- |4. Crossbowman
- |1
- |1
- |4
- |6
- |Crossbow
- |4
- |100' *10
- |-
- |5. Tosser
- |0
- |1
- |4
- |6
- |Throwing knives
- |4
- |40' *4
- |-
- |6. Scout
- |0
- |0
- |4
- |9
- |Dagger
- |4
- |5'
- |-
- |7. Digger
- |1
- |1
- |4
- |6
- |Shovel
- |4
- |5'
- |}
- # '''Pikers:''' They have the longest melee reach, which can allow them advantages in certain circumstances, but also makes it more difficult to fight when outnumbered, -1 to defense when this happens.
- # '''Archers:''' They are the main projectile firing unit, they have a decent range, but have problems when engaged in melee, -2 combat when this happens (may not go below 0).
- # '''Stabbers:''' They are the strongest, in terms of combat/defense, and also have access to a combat special, called Advanced Initiative. This special generally allows them the first strike against their enemies, +5 to move when determining initiative. Because of this, stabbers are the most favoured of the basic infantry classes.
- # '''Crossbowmen:''' They have the longest ranged projectile fire, but are generally avoided due to the lower fire rate, it takes one round to reload after every shot. Archers are preferred because they are considered to have a long enough range for most situations, and can fire every combat round. Crossbowmen, like archers, have a hard time fighting melee units, -2 to combat when this happens (may not go below 0).
- # '''Tossers:''' Has a slightly weaker combat stat than other units, due to the fact that short range weapons are small, and do less damage. This causes them to have a 0 combat, instead of a 1 (all short ranged weapons cause a -1 to combat). However, they still can launch ranged attacks at a fair distance, and they do not suffer any additional penalties for engaging in melee combat. In short, they are a generalist class, whereas armies tend to prefer a more focused build. Thus, the tosser gets ignored.
- # '''Scouts:''' They are the fastest, and most flexible, of all the base infantry, but are also feeble fighters. Their combat is 0, the weakest of all the infantry types. This is due to their using short reach weapons (daggers). In addition, they don't wear armour, which causes a -1 to defense; +1 to move (also, -5 for saving throw vs crit). Alone among the infantry classes, they are not subject to ''auto-attack'' (see below), due to their scout special, and can run away from combat situations, which is what they should be doing. A scout's job is to find the enemy and report them back to his superiors, not go off on his own to fight.
- # '''Diggers:''' They are surprisingly decent fighters for what is not a battle oriented unit. The fact that they use digging tools instead of dedicated weapons during conflict causes no particular issue, except that they need both hands to wield it, which is normally only the case for long reach melee weapons. However, their special, Dig, is mainly used for creating tunnels and breaching enemy fortifications, not fighting, and they may not promote to a stronger version, unlike all the other infantry.
- '''Shield Variants:''' If a unit has a combat of at least 1, and uses a one-handed melee weapon, that unit may also fight with a shield. Using a shield lowers combat by 1, but adds 1 to defense, with an additional 2 defense when defending against ranged attacked. Of all the base infantry, however, only stabbers meet this criteria. Pikers, archers, crossbowmen, and diggers, all use two handed weapons, while tossers and scouts have 0 combat (however, this can increase by leveling to 3. See chapter 7.1). That said, if a unit is willing to forgo attacking altogether, any unit may use a shield.
- In short, units can be either melee or ranged, and have reach/range of small, medium, or long. All choices have benefits and drawbacks.
- === What is Auto-Attack? ===
- Auto attacking is the compelling sense that, whenever a unit is confronted by another unit that is not from an allied capital, he must drop whatever he is doing and launch a direct attack on the enemy. They may not sneak over to ambush.
- All infantry units, except ones with the scout special, are subject to auto-attacking. Auto-attacking can be ignored if the unit is part of a formed stack with orders to not engage.
- ==2. Combat==
- *''-1 to combat when outnumbered by 1 opponent (total 2), OR''
- **''-1 to combat/defense when outnumbered by 2 (total 3) opponents, OR''
- **''-2 to combat/defense when outnumbered by 3 (total 4), or more, opponents.''
- ***''When outnumbered by four, or more, opponents, unit will be automatically defeated that turn, unless his current defense, after the -2 reduction for being outnumbered, is at least 3 points higher than the total combat stat of '''all''' attacking opponents, divided by 4.''
- *''damage is 1/2 combat, rounded up (minimum 1 damage).''
- **''-2 combat when medium/long ranged projectile units fight melee''
- **''0 is the minimum combat number. ''
- ***''-1/2 combat (round down) if unit is unarmed. (fists counts as a short reach weapon)''
- ***''damage is 1/2 combat, unarmed, (round down, not up), damage cap is 1, and minimum is 0. If 0, roll 1d10. If 6+, 1 damage.''
- Almost everyone in Erfworld counts as a combat unit. Units typically know how to use one weapon type when popped. However, It is impossible to learn how to use a different type of weapon after the fact. A stabber cannot use a bow, nor can an archer use a sword, no matter how much he might practice. The ability to use a weapon counts as an unlisted special. All infantry units have one of these. Examples.
- *pikers have a long reach weapons special.
- *archers have a medium range projectile special.
- *stabbers/diggers/scouts have a medium reach weapon special.
- If lost, a unit's weapon will repop at the unit's side at dawn. A unit is ''always'' assumed to have this weapon when fighting. With his weapon, damage from a successful hit equals one half current attack stat, rounded up, minimum 1 damage. There is a damage cap of being only able to inflict 4 points from a single strike, however. The typical basic infantry normally does 1-2 point of damage per strike.
- If the infantry unit cannot equip himself with the weapon type he was originally specialized to handle, then the unit must fight unarmed. He may not attempt to use a different type of weapon. Doing this would be more likely to end up hurting the unit himself, rather than the enemy.
- A crossbowman is only allowed to roll his defense stat during combat rounds that has him reloading his weapon.
- In the unarmed state, his current combat stat is halved (round down, can go to 0), maximum damage is lowered to 1, and minimum damage is lowered to 0. Damage, without a weapon, is not a sure thing. In the event that a unit wins a combat roll despite his combat stat dropping to 0, roll 1d10, if 1-5 no damage, if 6-10 do 1 damage.
- Infantry typically can only fight one unit at a time, and must roll his defense stat against any additional enemies. If a second enemy attacks, -1 to combat. If unit fighting against three enemies instead, then -1 to both combat and defense. If a fourth opponent joins in, -2 to combat and defense. These penalties do not stack with each other.
- When an infantry is fighting four other similar units, he tends to get overwhelmed. At GM's discretion, the outnumbered unit can be auto-defeated, either by being killed or captured.
- ==3. Defense==
- *''-1 to defense/combat when outnumbered by 2 (total 3) opponents, OR''
- **''-2 to combat/defense when outnumbered by 3 (total 4), or more, opponents.''
- ***''-When outnumbered by four opponents, unit will be automatically defeated that turn, unless his current defense, after the -2 reduction for being outnumbered, is at least 3 points higher than the total combat stat of all attacking opponents, divided by 4.''
- *''-1 to defense, +1 to move, when unarmored.''
- *''-1 to combat, +1 to defense, when using a shield (+3 def vs. ranged).''
- *''-1 to defense, +1 to move, when unarmored.''
- *''-1 to defense when a long melee unit (piker) is outnumbered. This is in addition to the standard outnumbered penalties.''
- *'' 0 is the minimum defense number.''
- All land terrain units are assumed to have their appropriate armour when fighting. If not properly equipped, a combat roll that draws becomes a glancing blow. This causes the unarmoured unit to suffer 1 damage. If both units unarmed, both suffer glancing blows. Unarmoured units also have a higher chance of being critted. Due to not being as weighed down, however, unit gains +1 move.
- Infantry can only attack one unit at a time, and must roll his defense stat against any additional enemies. If a second enemy attacks, -1 to combat. If unit fighting against three enemies instead, then -1 to both combat and defense. If a fourth opponent joins in, -2 to combat and defense. These penalties do not stack with each other.
- When a unit with the scout special is outnumbered, he may declare, at the start of his turn, that he is going full defensive. This allows him to fight 1 additional enemy without being counted as outnumbered. Being forced to defend, such as by reloading a crossbow, do not count as going full defense.
- Due to long weapons being awkward in handling multiple opponents, pikers take an additional -1 to defence when outnumbered.
- Any unit with a combat at least 1, that fights with a one handed weapon may pop with a shield.
- ===Large Shields===
- A unit may also forgo attacking altogether in order to carry a large shield.
- Large shields give a +5 to defense, or +8 vs ranged attacks. Unit carrying a large shield is always in full defense mode. Given that unled infantry must auto-attack, they will not willingly ever use a large shield without orders, and would prefer fighting barehanded instead.
- ===Unarmoured===
- Just a seperate listing of all the effects of being unarmoured.
- # lower defense by 1
- # -5 saving throw vs crit
- # glancing blow on a draw
- # when outnumbered, rolling a 1 on defense gets you hit, instead of suffering a glancing blow, like when you are armoured. Rolling a 1 on defense, when outnumbered is always a fail of some sort, regardless of how badly or how well the enemy rolled.
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_3 Click here.]</b>
- ==4. Hit Points==
- When you get hit, you take damage points, when you get to 0, or below, you die. This is the most basic of the four stats.
- '''Incapacitation''': When a unit is reduced to exactly 0 hit points he is, technically speaking, incapacitated, rather than dead. Incapacitation knocks the unit unconscious and he will croak at dawn unless healed by magic. Incapacitated units are generally treated as if they are dead due to the fact that healing magic is extremely rare. In addition, even if someone else did the finishing blow of an incapacitated unit, the experience would still go to the person that put the enemy unit in the incapacitated state. That said, you only get the exp after the unit dies. If you need exp in a hurry, you may want to do the finishing blow immediately.
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_4 Click here.]</b>
- ==5. Movement==
- *''-1 to defense, +1 to move, when unarmored.<br />''
- Movement is mainly relevant for travel, however, in combat, it does play the crucial role of determining initiative.
- '''Initiative:''' Whenever a group of allied units gather together, they naturally form a stack, and, just like creating an alliance of kingdoms causes them to take their turn with the newest member, a stack's turn is decided by its slowest unit. This is true even if every other unit but one has excellent move.
- Initiative is decided by whichever stack has the highest move (remember that move is limited by the slowest member of the stack). If both stacks have the same movement, then roll dice, high roll wins initiative.
- Once battle is engaged, initiative stays the same until there are no more enemy units within 2 round combat range, and no ranged units are firing from or upon the stack. At which point, initiative can be recalculated to take into account allied units that have croaked, or new units that have joined the stack.
- '''Surprised vs. Prepared:''' Whenever combat begins, a stack will start off in one of these two states. While not directly related to the move stat, these two states have a influence on initiative.
- -When both sides are prepared, it means that all units will have a bit of time to prepare themselves for the battle ahead, to consider the enemy's strength, to make some plans. If a warlord is in the party, he will have the time to review the stats of the enemy units. Most importantly, allied archers will be able to shoot at the enemy freely before being forced into melee. Archers/Crossbowmen can shoot twice, while tossers can only fire once.
- -When both sides are surprised, it means that melee combat will immediately begin. There is no time to make combat preparations, or for archers to fire at range, as the enemy units close in. Skip the initiative combat round unless winning stack includes stabbers. These units have the advanced initiative special, which allows them to still attack, but only if their stack wins initiative.
- -When one side is surprised but the other side is prepared, it counts as an ambush. All ambushers get a free attack on enemy units, who are at -1 to defense. If the ambushers have also won initiative, then all units get to attack a second time, but the defenders no longer suffer a -1 to defense. If the ambushed party wins initiative instead, then initiative round is skipped for all units that do not have the first strike special. ''NOTE: Ambushes can only be done by scouts, or infantry units under orders by a warlord. It is '''not''' something that happens during normal infantry combat.''
- Without orders, ranged units do not fire at enemy land units from far away, in order to minimize distance penalties. Two shots is the general maximum number of times they willingly shoot before the fight goes to melee, even if they had the time to shoot more. Furthermore, archers stick with their stack, and do not engage in fighting retreats, regardless of how much safer it is for them to do so.
- There are times when not all units have the same amount of move. In these instances, the stack will move at the same speed as the slowest unit, in order to remain a cohesive whole. If units get to far apart, they are no longer considered part of the stack, and stacks instinctively do not want to lose their numbers in such a way. This is the biggest disadvantage of being in a stack, and a big reason why stacks tend to be made up of similar units. Infantry with infantry, beasts with beasts, and so on.
- With stabbers, it's especially important to keep them seperate from other units. When in a stack with non stabbers they will be unable to use their first strike special to it's full effectiveness.
- '''Retreating:''' Infantry do not typically retreat, even when the battle is clearly lost. Should a unit wish to retreat, however, player must declare it at the end of the combat round. Decision will happen at the start of next round. Retreating by yourself means breaking from your stack.
- A unit may successfully retreat as long as there are other units still alive in his stack. The unit he is facing will simply randomly choose another target in range and attack that unit instead. If there are no other targets, then the escaping unit must have a move that is higher than the slowest unit in the enemy stack, if it is equal or slower instead, then the retreat fails and all remaining enemy units get a free attack (-1 to defense. Treat as a surprise attack). If the unit is retreating from a unit with a reach of 10'+, then this unit gains a free attack that round before switching targets.
- Keep in mind that archers will not stop firing at a retreating unit even if he has successfully retreated, and archers can still target retreating units when they randomly pick their next target. A retreating unit must get out of the archer's range first. A retreating unit may not block with his shield.
- ==6. Specials==
- Units in Erfworld, with only a handful of exceptions, are combat oriented. Standard human infantry have two unlisted specials. The first is focused on weapon fighting, and the second is called the multi-unit special, which is a trade of stat points in order to lower upkeep and pop more units per turn.
- It is well known that stabbers pop 6 a turn, while pikers/archers pop 8 a turn. Most medium sized unit, such as something like a knight, are far stronger, and only pop one a turn. The multi-unit special is the reason why this happens.
- * '''Weapon Proficiency:''' Can either fight with a melee or ranged weapon. Said weapon type must also be either short, medium or long ranged.
- * '''Multi-Units:''' In exchange for weakening the stats of your units, unit can pop more often per turn, and lower their individual upkeep.
- ** -2 to combat, defense, move, and hits; -1/2 damage cap. Can now pop 6 units per turn, upkeep 7$ (normal upkeep is 20$). Can create one additional unit per turn for every slot exchanged, or by lowering both combat and defense by 1. Most basic infantry lowers combat/defense by an additional point, and drops a second special, in order to get 8 units to pop per turn.
- *** Scouts/Stabbers pop 6 a turn, which is why they have an extra 2 stat points and an additional special over all the other infantry units. However, those infantry units pop at the higher rate of 8 a turn. Pop rates, and upkeep, are not currently relevant and will be covered in a later chapter.
- Additionally, all units units gain abilities that are directly related to their terrain type (land, sea, and air). See advanced rules for this.
- Also, there are specials that are specific to the individual unit. These are called "listed" specials. They are called as such due to how Commander units have the ability to see stats. While they cannot see the unlisted specialities, they can see these. All infantry have at least one listed special.
- The most common infantry special, that that all regular infantry share, is the promotion special.
- Standard stabbers also have an additional special, called the Advanced Initiative special. Scouts, as well, have access an additional special, which is called the scout special. Diggers have the dig special only. They cannot promote themselves like all the other basic infantry types can.
- * '''Advanced Initiative''' Adds +5 to base move when determining initiative. Can still attack in the "surprised" state.
- * '''Dig:''' While all infantry units are capable of walking around underground equally well, only diggers can create new tunnels. They are also the only units that can burrow through a city's walls, which means dig also counts as a siege special. If there are no diggers, then the only way to get through is to use either a battering ram, to smash open the door (item that any infantry can use) or use items, like ladders, to climb up the wall. Diggers tend to pop in sets of 8, with a siege tower, that protects them from enemy fire while they work.
- * '''Promotion:''' All basic infantry types, except the digger, get this one. It's the special that allows you to spend smuckers to promote them to their knight class variant (cost: 2000$), or into a warlord (cost: 4000$). Keep in mind that the knight class variants of these units can only be accessed via promotions. Warlords can be popped normally, however.
- * '''Scout:''' allows an infantry to avoid auto-attacking, and to select combat targets, instead of randomly pairing up. They can also set up ambushes, do full defense while in combat, retreat from battle, and attack someone while already fighting someone else (must have a higher personal initiative than the whomever he is currently fighting against). ''Scout is the minimum required special in order to create a player character.''
- ===Scouts as Player Character===
- The scout ability is unique among the various specials, and deserves a dedicated section that goes more in depth than the small description allows for.
- The Reason why the scout is the minimum requirement for a player character is because it is the ''only'' special that increases intelligence among non-command members of the military.
- A scout can think in various ways that allow them tactics that other units are incapable of imitating. Generally speaking, the ability to do what you are told and an eagerness to fight and die for your side is of the highest importance. However, for scouts, that are frequently on their own, exploring the surrounding terrain, there are simply too many problems can arise to not allow for some increased problem solving.
- Here is a fuller list of the kinds of things a scout can do.
- * allows an infantry to avoid auto-attacking,
- * Can choose enemy targets before random pairing selection. Player with initiative chooses first, then other player may decide his scout's actions. Afterwards, use random pairings as normal.
- * set up ambushes
- * Retreating from battle.
- * crouch? +1 defense vs ranged but move lowered by 1/3 (round down)?
- * Full defense while in combat (must be outnumbered; can now fight 2 units without being outnumbered).
- * changing attack target while already fighting someone else (must have a higher personal initiative than the whomever he is currently fighting against).
- * Breaking with the stack he is a part of (can charge ahead of a stack or fall behind and let them fight first).
- * Screening other units from damage. They tend not to do this unless it is for a higher value unit though. This happens more often with Warlords, because they can order units to screen for them, rather than having to sacrifice themselves for others ''(note: haven't made the rules for this yet)''.
- * The ability to engage in alternative actions, such as gathering nearby arrows for future use.
- * Aiming at specific body parts. Aiming at the legs or arms gives the defender a +2 modifier. Doing 2 damage means you chop off the limb. Excess damage is wasted.
- * betraying his own side.
- * Can exchange move (exact amount depending; can be 0) in order to learn the terrain types of the strategic map hexes that border his own hex.
- There are many other actions he is capable of as well. This is not to say that other units cannot also do most of these actions, however. If a warlord makes a personal stack that includes non-scouts, he can impress orders among the stack that will allow them to follow it, and not get messed up by their auto attack mentality. However, what they can't do is think up these ideas on their own, they actually need to be ordered to do it.
- To make it worse, should that warlord die, then all commands impressed into the non scout are immediately forgotten. Likewise, since their warlord can only make a certain amount of personal stacks, he might dissolve the current stack in order to make a different one. If this is done, all orders are forgotten.
- In short, being a scout allows the player the most control over his own actions. If a player picked anyone else, they would severely hampered in what they could and could not do.
- ''Additional note:'' There are times when information needs to be sent to the army leaders but a scout does not have enough move to get to them. In this case, the best way to send the message is to have other scouts nearby and the message can be passed off to one another. Assume that a typical infantry scout has to either physically get to the warlord in order to tell him of any discoveries, or hand a note to a fellow scout, who will then pass that note to another scout at the border hex wall until the chain gets back to the warlord in charge.
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_6 Click here.]</b>
- ==7. Additional Bonuses==
- In addition to the base stats of a unit and circumstantial situations, there are also a variety of ways for units to add to their combat power.
- ===Leveling Bonuses===
- Leveling gives permanent bonuses to base stats.
- * Level 2: +1 to movement
- * Level 3: +1 to combat and defence
- * Level 4: +1 to hit points
- And so on. Every odd level (3, 5, 7) gives a +1 to cbt/def while the even levels alternate in giving a +1 to movement (2, 6, 10) and +1 to hit points (4, 8, 12).
- ===Chief Warlord Bonus ===
- This is a semi-permanent bonus that affects all units on the side, except the chief warlord himself. For as long as there is a chief warlord alive and appointed to this position, he will give a variable bonus to combat and defense. The exact size of this bonus generally varies from 0-3, depending on the chief's level.
- At levels 1-2, there is no bonus, from levels 3-5 there is a side-wide +1 combat/defense bonus, from levels 6-8 there is a +2 combat/defense bonus, etc. It's exceedingly rare to see a chief warlord with a level 9 (giving a +3 bonus), or above, due to the experience cost raising at an exponential rate. Generally speaking, only very well off sides can manage this, and a chief warlord with a level of 12 (+4 bonus) is so rare that even units that are over 10,000 turns old have been unable to achieve such a thing. This is effectively an impossible feat.
- ===Stack bonus===
- ''A stack is a group of allied units moving together.'' <br />''A formed stack is a group of units that has been created by unit with leadership and can benefit from a stack combat bonus.''
- Stacking is a general term that is colloquially used to refer to any group of units that are together. This can be as small as two units walking side by side to being as large as every allied unit within the borders of a hex. A stack grants a passive level of date-a-mancy that causes the units to generally come to an unspoken agreement on certain actions, such as marching directions, or how to choose which enemy units each member of the stack will fight.
- In addition, there is also the "real" stacks, which are the "formed" stacks that are created by units with the leadership special.
- Leadership uses ACTIVE date-a-mancy magic to enhance the combat ability of stacked units. This can give that group a stack bonus in combat, as long as they stay together, and don't form too large a group. Additionally, the units of warlord's formed stack have the ability to retain orders that were given to the stack, which even applies during combat. These abilities last until either the warlord picks a different stack to focus on (warlords are limited in the number of stacks they can personally form), or until end of turn (only happens if Warlord is on a different hex from the stack).
- If the warlord dies, all his leadership stacks dissolve, which turns the formed stack into a normal stack. All orders given will be forgotten, and all combat bonuses will be lost. Formed stacks also naturally dissolve at end of turn.
- To differentiate between the end of a side's turn (which can happen at variable times), and the time when all turns end, I shall henceforth refer to the latter as "dusk". This matches how the earliest possible start of all turns happens at "dawn".
- The bonus given by the warlord stack works by giving a +1 bonus for every additional unit stacked together, past the first, up to a maximum of 8 units, and then hits with a -1 for every unit past that point.
- * One unit= no bonus
- * Two units = +1 stack bonus
- * Eight units (MAX) = +7 stack bonus
- * Ten units= +5 stack bonus
- * Fourteen units = +1 stack bonus
- * Fifteen units or more= no bonus
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_7 Click here.]</b>
- ==8. Fighting==
- * ''A single ten sided die (1d10) is used for each player during combat.''
- * ''Add the roll to the relevant stat. The higher total wins. If a defense roll wins, no damage.''
- * ''If totals are the same, the round is a draw (unarmoured units suffer a glancing blow instead).''
- * ''If unit is outnumbered, then a roll of 1, using the defense stat, is a glancing blow instead (normal hit if unarmoured), even if the attacker also rolled a 1. No matter how high your stats, there is always a chance to get hurt if you go charging at a larger enemy stack without caution.''
- As has been stated, damage is one half your current combat stat, rounded up, minimum of 1, maximum of 4.
- Opposing melee units will ''always'' randomly pair up against units that are not engaged in combat already, as long as there are available units to do so.
- Some common circumstances during a fight.
- * '''Draw:''' When two attacking units have the same combat value after rolling. No damage to either unit.
- ** '''Glancing blow:''' What happens when there is a draw but the unit is unarmoured. Does 1 damage. Can not reduce a unit to 0 hits. Can also happen if unit is outnumbered and rolls a 1 on defense.
- * '''Crit:''' If the attack total of one player is 10-14 points above the other, roll 1d20. If player rolls a 20, it counts as a critical hit and the target dies. If succeeding attack total is 15-19 points above the losing roll, then a 15 or higher results in a critical. If total is 20+, then a roll of 10 or higher results in a critical. If hitting an unarmoured unit, increase the crit chance by 5 (15+ if there is a 10+ difference; 10+ for a 15+ difference, and 5+ for a 20+ difference). Damage must do at least one point ''naturally'' in order to crit (you cannot crit if your combat is 0).
- Other than simply attacking the target you are paired with, there are some alternate actions.
- * '''Retreat:''' Only available to scouts; move must be equal to or higher than the unit(s) he is fighting. If the enemy he is fighting has a melee reach of 10' then he can get one free attack before unit is out of range. Ranged units will not follow, but will continue ranged fire until unit is not visible or out of the first range increment. Shield may not be used while retreating. If there are nearby enemies left opponent will randomly pick one of them to attack instead. If there are no other enemies, then remaining enemy units will attempt to follow. In which case, move must be higher than all pursuers or retreat will fail.
- * '''Full defense:''' Only available to scouts; must be outnumbered; When being attacked, unit can go into full defense mode. Can defend against 2 units without being outnumbered.
- * '''Target shift:''' Only available to scouts; must be outnumbered; individual initiative must be higher than those that are attacking; may not change targets until the second combat round. When being attacked by multiple units, unit may change from the person he is currently attacking to another unit.
- * '''Readied Attack:''' Readied attacks are considered a defensive move and are only available to melee units. This is also only available if the units are in the "prepared" state. The requirements are to have a longer reach melee weapon than the target (minimum 10', which means only pikers can do this). Readied actions take place during the initiative round.
- ** Furthermore, since the act requires a level of thinking that infantry don't have, the only way for a piker to use the move is when he is in a warlord stack that has been given orders. Scouts could do an attack like this as well, but lack the weapon reach for it. When doing a readied attack, +1 to combat. Readied units have automatic initiative during the initiative round, regardless of whether or not they won the roll.
- ==9. Ranged Fighting==
- Archery works in a similar way to melee combat. The archer will be paired up with an enemy unit, as normal. However, due to being able to fire at far off targets, he is capable of beginning combat before the melee units clash.
- Normally, but not always, unit will attack unit he has been paired with. However, as long as unit is not also under attack, target can be anyone in range. Archery works independently of engagement, after all.
- Range is worked in two ways, first is the range increment, which is the first number. The range increment is how far the unit can fire without adding an additional penalty. For medium range weapons, like bows, this number is 60 feet.
- The second number is the range multiple. This is how many multiples of the range increment can be fired before it is impossible to shoot further. Each multiple, after the first, adds a +1 to the defender's defense stat. Medium range weapons, like the bow, have a multiple of 10.
- This means that a bow can shoot up to 1'-60' with no penalties, or as far as 541'-600', with the defender getting a +10 to defence.
- Ranged units without orders, generally only start to fire when the enemy is within the first range increment so that the defender doesn't get any defense bonuses.
- If he begins battle in a prepared state, an archer/crossbowman can fire twice at his chosen target during the ranged rounds, while a tosser can only fire once.
- Remember, archers/crossbowmen are at a terrible disadvantage when fighting melee. When a melee opponent is rolling combat stat, -2 to combat.
- '''Archer Stacks:''' This battle order assumes that there are melee units in the stack. If there are not, then there is no reason for ranged units to get closer to the enemy. Double the amount of ranged fire for all units. If both stacks are exclusively ranged fire, then consider step 4 to be normal combat, and don't bother having an initiative round.
- ''NOTE: While crossbows take longer to reload, they have a longer range, so a crossbow will actually fire first in combat, however, for simplicity, treat all ranged fire as simultaneous, and only count deaths after all ranged fire is done. ''
- ''NOTE: Archers are limited by their ammo. While we will not be counting ammo at this time, since these are simple, small scale combats, keep in mind that projectiles are a limited resource. Without ammo, unit must fight unarmed. ''
- ==10. Turn order==
- #'''State of units:''' Opposing stacks are determined to be either in the prepared, surprised, or ambush state.
- #'''Determine initiative:''' Compare the speed of the slowest unit in the opposing stacks, unit with highest speed gives stack initiative.
- ## If both stacks their slowest unit at the same speed. Roll for initiative.
- ## High roll wins.
- #'''Determine combat Pairings:''' Player with initiative chooses targets for all his scout units, then opponent does the same (exception: scouts that are being ambushed pick second, regardless of initiative).
- ## Remaining units will be "randomly" selected according to the Randomization Method, outlined in Section 9, below.
- ## In the case of a unit fighting multiple opponents, the first enemy that a unit has been paired with must be his target.
- #'''Ambush/Ranged Combat:''' If in the prepared state, all archers are allowed to fire at their targets twice (crossbowmen may fire once). In an ambush, all ambusher units get a free attack instead. (-1 defence for the ambushed units)
- ## At the end of round, if any opposing units are killed, player of the losing units will decide new target of any winning units that are not scouts, unless unit has been paired more than once, in which case, winning player can decide next target from those unit has been paired with. Winning player can always pick the next target of scouts, within restrictions. This will happen again on all subsequent combat rounds.
- ## Even if no ambush/ranged combat takes place, it is at this point where player must declare any units that will be doing a readied action (units must be in the prepared state to do so).
- #'''Initiative round:''' Side with highest initiative gets a free attack (without penalties).
- ##If stack with initiative is in the surprised state, only units with the first strike special may attack.
- ##Earliest point player can declare the following commands- retreat; full defensive; target shift. Changes will take effect next round.
- #'''Begin normal combat:''' Begin normal combat. Start with round 1, and continue rounds until victory is achieved.
- A "free attack" is when one side rolls the combat stat and the other rolls defense.
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_10 Click here.]</b>
- ==11. Randomization Method==
- Several times, it has been said that attacks shall be determined "randomly". Instead of true randomization, however, the method used for this shall be for players to take turns deciding on the targets.
- Player with the initiative will pick the first combat pairing, and then the other player will choose the second. After targets have all been assigned, and movement finished, then the attack phase commences. An enemy unit may not be attacked twice, unless all other enemy units, that are in range, have already been attacked.
- # Determine initiative. Player with initiative shall be referred to as Player#1. Player that doesn't will be called Player#2.
- # Player#1 chooses one unpaired unit from his stack to fight against one of Player#2's unengaged units.
- # Player#2 chooses one unpaired unit from his stack to fight against one of Player#1's unengaged units.
- # Repeat until all units have been paired up.
- ## If one player still has unpaired units remaining after all of opponents units have been paired, then be sure to pair up the unengaged units with paired units. Both Player#1 and #2 will take turns selecting from these units, as before, until all units are paired up.
- # When a unit is croaked, player of the croaked unit chooses who the winning unit will target next (unless winner is a scout, which are always under the control of their player). Player's choice is restricted to units that are fighting the smallest number of opponents.
- ## If both players lose a unit to the opposing player, then player with initiative gets to decide his pairings first.
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma_RPG:_Infantry#Section_11 Click here.]</b>
- ==12. Template Tests==
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Stabber
- |rank= <b style="color: red;">1</b>
- |level= 1
- |experience= 0/8
- |upkeep= 7$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 2 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
- |damage= 1   '''Cap:''' 4 (+ldr[0])
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 2 +CW+ldr+stk+othr (-1 if unarmoured)
- |dodge= 0
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; Adv. Initiative
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Piker
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 7$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 1 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
- |damage= 1   '''Cap:''' 4 (+ldr[0])
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 1 +CW+ldr+stk+othr (-1 if unarmoured)
- |dodge= 0
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Archer
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 7$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 1 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
- |damage= 1   '''Cap:''' 4 (+ldr[0])
- |range= 60' *10   '''Weaponry:''' bow/normal
- |defense= 1 +CW+ldr+stk+othr (-1 if unarmoured)
- |dodge= 0
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 7$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 1 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
- |damage= 1   '''Cap:''' 4 (+ldr[0])
- |reach= 5'   '''Weaponry:''' rapier/normal
- |defense= 0 (1 -1 unarmoured) +CW+ldr+stk+othr
- |dodge= 0
- |hits= 4/4     '''Move:''' 9
- |special= promotion; scout
- }}</div>
- ==13. Sample Combats==
- I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
- Combat order is as follows.
- '''1. State of units'''
- '''2. Determine initiative'''
- '''3. Determine combat Pairings'''
- '''4. Ambush/Ranged Combat'''
- '''5. Initiative round'''
- '''6. Begin normal combat:'''
- Round 1:
- Round 2: etc'''.'''
- ===Battle #1===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#1
- |rank= 1
- |combat= 1
- |damage= 1   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 1
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#1
- |rank= 1
- |combat= 2
- |damage= 1   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 2
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv. initiative
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#2
- |rank= 1
- |combat= 1
- |damage= 1   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 1
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2
- |rank= 1
- |combat= 2
- |damage= 1   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 2
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv. initiative
- }}</div>
- <b style="color: blue;">Blue</b>: <b style="color: blue;">Stabber</b>#1, 2.
- <b style="color: green;">Green:</b> <b style="color: green;">Piker</b>#1, 2.
- '''1. State of units'''
- <b style="color: blue;">Blue</b> and <b style="color: green;">Green</b> are Surprised.
- '''2. Determine initiative'''
- Move is the same for both players, but <b style="color: blue;">Blue</b> has stabbers, and they have the advanced initiative special, which adds 5 move for the purpose of determining initiative. Effectively, the stabbers have 11 move at this point, as opposed to the Piker's 6 move.
- <b style="color: blue;">Blue</b> has the initiative over <b style="color: green;">Green</b>.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Green
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Blue
- }}</div>
- '''3. Determine combat Pairings'''
- There are no scouts. All units will be randomly paired.
- Player with initiative chooses the first combat pairing (<b style="color: blue;">Blue</b>).
- <b style="color: blue;">Blue</b> pairs <b style="color: blue;">Stabber</b>#1 with <b style="color: green;">Piker</b>#1.
- <b style="color: green;">Green</b> pairs <b style="color: green;">Piker</b>#2 with <b style="color: blue;">Stabber</b>#2.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#1    hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#1    hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#2    hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- This completes all combat pairings.
- '''4. <s>Ambush/Ranged Combat</s>'''
- Both sides are surprised. No ambush or ranged combat rounds possible.
- '''5. Initiative round'''
- * <b style="color: blue;">Blue</b> has initiative, however, only units with the adv. initiative special can attack when in the surprised state.
- *<nowiki/><b style="color: blue;">Blue</b><nowiki/>'s stack consists of two stabbers, a class that has the advanced initiative special, which allows a unit to attack while surprised, so his units gets to launch a free attack upon <b style="color: green;">Green</b>.
- * Each player rolls 2d10.
- * <b style="color: blue;">Blue</b> adds combat stat to roll (+2); <b style="color: green;">Green</b> adds defense stat to roll (+1).
- * <b style="color: blue;">Blue</b> rolls 6&4 (total is 8&6); <b style="color: green;">Green</b> rolls 3&1 (Total is 4&2)
- * <b style="color: blue;">Blue</b> wins both rolls (by 4&4 points), and inflicts 1 point of damage per hit.
- * <b style="color: green;">Piker</b>#1&2 are now at 3 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#1    hits= 3/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#1    hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#2    hits= 3/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- '''6. Begin normal combat. Round 1:'''
- * Normal combat begins.
- * <b style="color: blue;">Blue</b> adds combat stat to roll (+2). <b style="color: green;">Green</b> also adds combat stat to roll (+1).
- * Each player rolls 2d10.
- * <b style="color: blue;">Blue</b> rolls 3&3 (total is 5&5); <b style="color: green;">Green</b> rolls 4&7 (Total: 5&8)
- * First roll is a draw, no damage. <b style="color: green;">Green</b> wins second roll (by 3 pts), and does 1 dmg.
- * <b style="color: blue;">Stabber</b>#2 is now at 3 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#1    hits= 3/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#1    hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#2    hits= 3/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2     hits= 3/4
- }}</div>
- '''Round 2:'''
- * Each player rolls 2d10.
- * <b style="color: blue;">Blue</b> adds combat (+2); <b style="color: green;">Green</b> adds combat (+1).
- * <b style="color: blue;">Blue</b> rolls 10&4 (total is 12&6); <b style="color: green;">Green</b> rolls 1&2 (Total: 2&3)
- * <b style="color: blue;">Blue</b> wins both rolls (by 10&3 pts); 1 damage to both pikers.
- * When an attack is won by 10+ points, there is a chance for a crit.
- * <b style="color: blue;">Blue</b> rolls 1d20. 20 crits.
- * <b style="color: blue;">Blue</b> rolls 20. Piker 1 is critted.
- * <b style="color: green;">Piker</b>#1 is dead; <b style="color: green;">Piker</b>#2 is now at 2 hits.
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Piker#1-DEAD    hits= 0/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#1    hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#2    hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2     hits= 3/4
- }}</div>
- <b style="color: blue;">Blue's</b> <b style="color: blue;">Stabber</b>#1 has defeated his opponent. <b style="color: green;">Green</b> chooses its next target. The only other enemy target is Piker#1.
- '''Round 3:'''
- * <b style="color: green;">Piker</b>#2 is outnumbered by 1 unit. Combat is lowered by 1 (min 0).
- * Pikers suffer an additional -1 to defense when outnumbered (min 0).
- * <b style="color: green;">Piker</b>#2's current combat is 0, and current defense is 0.
- * Both Players roll 2d10.
- * <b style="color: blue;">Blue</b> adds combat (+2); <b style="color: green;">Green</b> adds combat (+0) to first roll, defence (0) to second.
- * <b style="color: blue;">Blue</b> rolls 8&10 (total is 10&12); <b style="color: green;">Green</b> rolls 4&7 (Total: 4&7)
- * <b style="color: blue;">Blue</b> wins both rolls (by 6&5 pts). Each hit does 1 dmg.
- * <b style="color: green;">Piker</b>#2 has 0 hits left.
- * <b style="color: green;">Piker</b>#2 is dead.
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Piker#2-DEAD    hits= 0/4
- }}</div>
- <div style="clear: left">{{Bluestats
- |designation= Stabber#1; #2    hits= 4/4; 3/4
- }}</div>
- * <b style="color: blue;">BLUE WINS!</b>
- <br />
- <br />
- <br />
- <br />
- ===Battle #2===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker
- |level= 1
- |experience= 0/8
- |combat= 3 (1+2 CW)
- |damage= 2   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 3 (1+2 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Digger
- |level= 1
- |experience= 0/8
- |combat= 2 (1+1 CW)
- |damage= 1   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' pickaxe/medium
- |defense= 2 (1+1 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Dig
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Archer
- |level= 4
- |experience= 0/64
- |combat= 4 (1+ 1 lv+ 2 CW)
- |damage= 2   '''Cap:''' 4
- |range= 60' *10   '''Weaponry:''' bow/normal
- |defense= 4 (1+ 1 lv+ 2 CW)
- |hits= 5/5 (4+1)     '''Move:''' 7 (6+1)
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber
- |level= 2
- |experience= 0/16
- |combat= 3 (2 +1 CW)
- |damage= 1   '''Cap:''' 4
- |range= 5'   '''Weaponry:''' sword/normal
- |defense= (2 +1 CW)
- |hits= 4/4     '''Move:''' 7 (6+1 lv)
- |special= Promotion; adv. initiative
- }}
- : <b style="color: blue;">Blue: digger</b> (lv1); <b style="color: blue;">stabber</b> (lv2). Level 5 chief warlord (+1 bonus)
- : <b style="color: green;">Green:</b> <b style="color: green;">piker</b> (lv1); <b style="color: green;">archer</b> (lv4). Level 7 chief warlord (+2 bonus)
- '''1. State of units'''
- <b style="color: blue;">Blue</b> and <b style="color: green;">Green</b> are Prepared.
- '''2. Determine initiative'''
- <b style="color: blue;">Blue</b> has a <b style="color: blue;">stabber</b>, which has the first strike special, however, initiative is calculated by the slowest unit in the stack, which is the level 1 <b style="color: blue;">digger</b>. <b style="color: green;">Green</b> also has a level 1 <b style="color: green;">piker</b> in his stack. Both the slowest units in their respective stacks have 6 move. This means move is equal, roll for initiative.
- Players each toss 1d20. <b style="color: blue;">Blue</b> rolls 6; <b style="color: green;">Green</b> rolls 9.
- <b style="color: green;">Green</b> has initiative over <b style="color: blue;">Blue</b>.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Blue
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Green
- }}</div>
- '''3. Determine combat Pairings'''
- Neither side has scouts. All units will be paired randomly.
- Player with initiative chooses the first combat pairing (<b style="color: green;">Green</b>).
- <b style="color: green;">Green</b> pairs <b style="color: green;">archer</b> with <b style="color: blue;">stabber</b>.
- <b style="color: blue;">Blue</b> pairs <b style="color: blue;">digger</b> with <b style="color: green;">piker</b>.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Digger     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker     hits= 4/4
- }}</div>
- This completes all combat pairings.
- '''4. <s>Ambush</s>/Ranged Combat'''
- Since both sides are in the prepared state, this means that all medium/long ranged units may fire.
- <b style="color: green;">Green</b> has one <b style="color: green;">archer</b>, who will fire 2 shots at <b style="color: blue;">stabber</b>. Each player throws 2d10.
- : <b style="color: green;">Green</b> adds combat/level/chief warlord stats to <b style="color: green;">archer</b> (+4).
- : <b style="color: blue;">Blue</b> adds defense/chief warlord to <b style="color: blue;">stabber</b> (+3);
- <b style="color: green;">Green</b> rolls 7 (11 total)& 3 (7); <b style="color: blue;">Blue</b> rolls 5 (8 total) & 8 (11).
- <b style="color: green;">Green</b> wins one roll (by 3), and inflicts (4/2=) 2 hits. <b style="color: blue;">stabber</b> is now at 2 hits.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Digger     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker     hits= 4/4
- }}</div>
- '''5. Initiative Round'''
- : <b style="color: green;">Green</b> has initiative. His units gets a free attack on <b style="color: blue;">Blue's</b>.
- : Each player rolls 2d10.
- : <b style="color: green;">Green</b> adds combat/chief to <b style="color: green;">piker</b> (3). Adds combat/level/chief warlord stats to <b style="color: green;">archer</b> (+4).
- : <b style="color: blue;">Blue</b> adds defense/chief to <b style="color: blue;">digger</b> (2). Adds defense/chief to <b style="color: blue;">stabber</b> (+3)
- : <b style="color: green;">Green</b> rolls 8&1 (11&5); <b style="color: blue;">Blue</b> rolls 5&7 (7&10)
- : <b style="color: blue;">Blue</b><nowiki/>'s <b style="color: blue;">digger</b> gets hit (by 4) and loses 2 hits; <b style="color: blue;">Blue</b><nowiki/>'s <b style="color: blue;">stabber</b> defends.
- : <b style="color: blue;">digger</b> and <b style="color: blue;">stabber</b> are both at 2 hits.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Digger     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker     hits= 4/4
- }}</div>
- '''6. Begin normal combat. Round 1'''
- : All units now fight normally.
- : <b style="color: green;">Green</b> adds combat/chief to <b style="color: green;">piker</b> (+3). Adds combat/level/chief stats to <b style="color: green;">archer</b> (+4).
- : <b style="color: blue;">Blue</b> adds combat/chief to <b style="color: blue;">digger</b> (+2). Adds combat/chief to <b style="color: blue;">stabber</b> (+3)
- : <b style="color: green;">Green</b> rolls 7&5 (10&9); <b style="color: blue;">Blue</b> rolls 8&5 (10&8)
- : <b style="color: green;">piker</b>/<b style="color: blue;">digger</b> draws, no damage; <b style="color: blue;">stabber</b> is hit for 2 damage
- : <b style="color: blue;">digger</b> has 2 hits; <b style="color: blue;">stabber</b> is dead..
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Stabber-DEAD     hits= 0/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Digger     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker     hits= 4/4
- }}</div>
- : <b style="color: blue;">Blue</b>, whose unit was beaten, chooses <b style="color: green;">archer</b><nowiki/>'s next target. <b style="color: blue;">digger</b> is the only available target.
- :
- '''Round 2'''
- : <b style="color: blue;">digger</b> is being attacked by 2 enemies; -1 combat.
- : <b style="color: green;">Green</b> adds combat/chief to <b style="color: green;">piker</b> (3). Adds combat/level/chief stats to <b style="color: green;">archer</b> (+4).
- : <b style="color: blue;">Blue</b> adds combat/chief to <b style="color: blue;">digger</b> vs <b style="color: green;">piker</b> (1). Adds defense/chief to <b style="color: blue;">digger</b> vs <b style="color: green;">archer</b> (+2)
- : <b style="color: green;">Green</b> rolls 10&6 (13&8); <b style="color: blue;">Blue</b> rolls 1&7 (1&9)
- : <b style="color: blue;">digger</b> gets hit by <b style="color: green;">piker</b> (by 12) and defends vs <b style="color: green;">archer</b>. Loses two hits.
- : <b style="color: green;">piker</b> made the roll by over 10 points. Rolls 1d20 for a crit. Rolls 19, doesn't crit.
- : <b style="color: blue;">digger</b> has 0 hits left. Dies
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Digger-DEAD     hits= 0/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer; Piker   hits= 4/4; 4/4
- }}</div>
- <b style="color: green;">GREEN WINS!</b>
- <br />
- <br />
- <br />
- <br />
- ===Battle #3===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Scout#1
- |combat= 3 (0+3)
- |damage= 2   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' rapier/normal
- |defense= 3 (0+3)
- |hits= 4/4     '''Move:''' 9
- |special= Scout, promotion
- }}</div>
- <div style="clear: left">{{Bluestats
- |designation= Stabber#1
- |combat= 4 (2+2)
- |damage= 2   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 4 (2+2)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv. initiative
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Scout#2
- |combat= 3 (0+3)
- |damage= 2   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' rapier/normal
- |defense= 3 (0+3)
- |hits= 4/4     '''Move:''' 9
- |special= Scout, promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Stabber#2
- |combat= 4 (2+2)
- |damage= 2   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 4 (2+2)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv. initiative
- }}</div>
- ----
- <div style="clear: left">
- {{Bluestats
- |designation= Crossbowman#1
- |combat= 3 (1+2)
- |damage= 2   '''Cap:''' 4
- |range= 100' *10   '''Weaponry:''' crossbow/long
- |defense= 3 (1+2)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <b style="color: blue;">Blue:</b> Stabber#1, 2; Crossbowman#1. Level 6 chief warlord (+2 bonus)
- <b style="color: green;">Green:</b> Scout#1, 2. Scouts are naturally unarmoured. Level 9 chief warlord (+3 bonus)
- All units are level 1.
- ''NOTE: We understand how the combat rolls work, yes? I'm going to skip them from now on.''
- '''1. State of units.'''
- <b style="color: green;">Green</b> is in the prepared state, while <b style="color: blue;">Blue</b> is in the surprised state.
- <b style="color: green;">Green</b> is ambushing <b style="color: blue;">Blue</b>.
- '''2. Determine Initiative'''
- : <b style="color: blue;">Blue</b><nowiki/>'s lowest move unit his level 1 crossbowman (6 move). <b style="color: green;">Green</b><nowiki/>'s lowest move unit is a level 1 scout (9 move).
- <b style="color: green;">Green</b> wins initiative over <b style="color: blue;">Blue</b>.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Blue
- }}</div><div style="clear: left">
- {{Greenstats
- |designation= Green
- }}</div>
- '''3. Determine combat Pairings'''
- : <b style="color: green;">Green</b> is ambushing <b style="color: blue;">Blue</b>, this means his scouts may pick targets first. <b style="color: green;">Green</b> is able to do this, regardless of whether or not he wins initiative.
- : <b style="color: green;">Green</b> pairs Scout#1 with Stabber#1. He then also pairs Scout#2 with Stabber#1. Since Stabber #1 was paired with Scout#1 first, he will fight against Scout#1 and defend against Scout#2.
- : All remaining units will be paired randomly. Since <b style="color: green;">Green</b> won initiative, he picks first.
- : <b style="color: green;">Green</b> picks one of his units unit that only has one pair, due to all <b style="color: green;">Green</b> units already being paired.
- : There are two unit from <b style="color: blue;">Blue</b> that need to be paired. All of <b style="color: green;">Green's</b> units have been paired already. Therefore, the unpaired units must be paired with the ones attacking Stabber#1.
- <b style="color: green;">Green</b> pairs Stabber#2 with Scout#1.
- : <b style="color: blue;">Blue</b> is forced to pair Crossbowman#1 with Scout#2, since Scout#1 has been paired twice, as opposed to Scout#2 whom has only been paired once.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1; #2   hits= 4/4; 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#2     hits= 4/4
- }}</div>
- Scout#1 is fighting Stabber#1; Scout#2 is attacking Stabber#1; Stabber#2 is attacking Scout#1; Crossbowman#1 is attacking Scout#2.
- This completes all combat pairings.
- '''4. Ambush/<s>Ranged Combat</s>'''
- In an ambush, all ambushers get a free attack and defenders are at -1 to defense.
- : Scouts#1&2 attack Stabber#1, who must roll to defend. While there is a move, called Full Defense, that forgoes making an attack to concentrate solely on defense, this may not be used until normal combat begins.
- : <b style="color: green;">Green</b> adds combat/chief warlord stats to scouts (total: 3).
- : <b style="color: blue;">Blue</b> adds defense/chief to Stabber#1 (4); -1 due to being ambushed= +3; Stabber#1 is outnumbered by 1 but this does not affect defense.
- : <b style="color: blue;">Blue</b><nowiki/>'s stabber#1 gets hit once, and loses 2 hits
- : <b style="color: blue;">Blue</b><nowiki/>'s stabber#1 is at 2 hits.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#1     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1&2   hits= 4/4; 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#2     hits= 4/4
- }}</div>
- '''5. Initiative Round'''
- : <b style="color: green;">Green</b> has initiative, that means he gets a second round to freely attack <b style="color: blue;">Blue</b>. There is no longer a -1 to defence, however.
- : Scout#1&2 attack Stabber#1.
- : <b style="color: green;">Green</b> adds combat/chief warlord stats to scouts (total: 4).
- : <b style="color: blue;">Blue</b> adds defense/chief to Stabber (4); Stabber is outnumbered by 1 but this does not affect defense.
- : <b style="color: blue;">Blue</b><nowiki/>'s stabber gets hit twice, and loses 4 hits.
- : <b style="color: blue;">Blue</b><nowiki/>'s stabber is at -2 hits. DEAD.
- : ''Note: All combat is considered simultaneous. The order in which it is resolved doesn't matter. Excess hits go into a corpse.''
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Stabber#1     hits= -2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1; #2   hits= 2/4; 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#2     hits= 4/4
- }}
- <b style="color: green;">Green</b> would like to have his scouts team up on Stabber#2 but can't while they are currently under attack, so Scout#1 attacks Stabber#2, and Scout#2 attacks Crossbowman#1.
- </div>
- '''6. Begin normal combat. Round 1:'''
- : Scout#1 (3 combat) vs Stabber#2 (4 combat)= Stabber#2 wins; -2 hits for Scout#1
- : Scout#2 (3 combat) vs Crossbowman (3 combat -2 for being in close combat= 1 combat)= Draw; Scout#2 is unarmoured, draw turns into glancing blow; -1 hit for Scout#2.
- : Scout#1 has 2 hits; Scout#2 has 3 hits.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#1     hits= 2/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#2     hits= 3/4
- }}</div>
- '''Round 2'''
- : Crossbowman has just fired, he may not attack this round, because he needs to reload his crossbow, so he rolls defense (4).
- : Scout#1 (3 combat) vs Stabber#2 (4 combat)= Stabber#2 wins; -2 hits for Scout#1. DEAD!
- : Scout#2 (3 combat) vs Crossbowman (4 defense)= Scout#2 wins; -2 hits for Crossbowman.
- : Scout#1 is DEAD, Crossbowman has 2 hits left
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Scout#1-DEAD     hits= 0/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Scout#2     hits= 3/4
- }}</div>
- : Stabber#2 won, which means that <b style="color: blue;">Blue</b> picks his next pairing. The only available target is Scout#2, so Stabber#2 attacks Scout#2.
- : Scout#2 decides not to announce a retreat because crossbowman#1 could shoot at him while running away.
- '''Round 3'''
- : Crossbowman#1 has reloaded his crossbow, and can attack again (4 combat). -2 to combat when fighting close melee= 2 combat.
- : Scout#2 presses the attack against Crossbowman.
- : Scout#2 is outnumbered, -1 to combat.
- : Scout#2 (2 combat) vs Crossbowman (2 combat)= Scout#2 wins; -1 hits for Crossbowman.
- : Scout#2 (3 defence) vs Stabber#2 (4 combat)= Stabber#2 wins; Moreover, by some stroke of luck Scout rolled a 1 while Stabber rolled a 10, meaning that Stabber can roll for a crit.
- : Since Scout#2 is unarmored, <b style="color: blue;">Blue</b> only needs to roll a 15+ to hit, rather than a 20. He rolls 17, a crit. Scout#2 is DEAD.
- : Scout#2 is DEAD; Crossbowman has 1 hit left.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Crossbowman#1     hits= 1/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Scout#2- DEAD     hits= 0/4
- }}</div>
- <br />
- <br />
- <br />
- <br />
- <b style="color: blue;">BLUE WINS!</b>
- ===Battle #4===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Shield Scout#1
- |rank= 1
- |level= 3
- |combat= 3 (0 base +1 lvl -1 shield +3 CW)
- |damage= 2   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' rapier/normal
- |defense= 4{{!}}6 (0 base +1 lvl +1{{!}}+3 (melee/ranged) shield|6 (0 base +1 lvl +1{{!}}+3 shield +3 CW)
- |hits= 4/4   '''Move:''' 10 (9 +1 lvl)
- |special= Promotion; Scout
- }}</div>
- <div style="clear: left">{{Bluestats
- |designation= Tosser#1 (stacked +4)
- |rank= 1
- |level= 1
- |combat= 5 (1 base +1 CW +4 stack)
- |damage= 3   '''Cap:''' 4
- |range= 40' *4   '''Weaponry:''' knives/short
- |defense= 5 (1 base +1 CW +4 stack)
- |hits= 4/4     '''Move:''' 10
- |special= Promotion
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Stabber#1
- |rank= 1
- |combat= 5 (2 base +3 CW)
- |damage= 3   '''Cap:''' 4
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 5 (2 base +3 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv. initiative
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Piker#1 (stacked +4)
- |rank= 1
- |combat= 6 (1 base +1 CW +4 stack)
- |damage= 3   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 6 (1 base +1 CW +4 stack)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Stabber#2
- |rank= 1
- |combat= 5 (2 base +3 CW)
- |damage= 3   '''Cap:''' 4
- |range= 5'   '''Weaponry:''' sword/normal
- |defense= 5 (2 base +3 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; adv, initiative
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Piker#2 (stacked +4)
- |rank= 1
- |combat= 6 (1 base +1 CW +4 stack)
- |damage= 3   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 6 (1 base +1 CW +4 stack)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Archer#1
- |rank= 1
- |combat= 4 (1 base +3 CW)
- |damage= 2   '''Cap:''' 4
- |range= 60' *10   '''Weaponry:''' bow/normal
- |defense= 4 (1 base +3 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Piker#3 (stacked +4)
- |rank= 1
- |combat= 6 (1 base +1 CW +4 stack)
- |damage= 3   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 6 (1 base +1 CW +4 stack)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Piker#G1
- |rank= 1
- |combat= 4 (1 base +3 CW)
- |damage= 2   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' Spear/long
- |defense= 4 (1 base +3 CW)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Piker#B4 (stacked +4)
- |rank= 1
- |combat= 6 (1 base +1 CW +4 stack)
- |damage= 3   '''Cap:''' 4
- |reach= 10'   '''Weaponry:''' spear/long
- |defense= 6 (1 base +1 CW +4 stack)
- |hits= 4/4     '''Move:''' 6
- |special= Promotion
- }}</div>
- <b style="color: blue;">Blue:</b> Piker#1,2,3,4; Tosser#1. All units are in a prepared stack (+4 stack bonus). Level 4 chief warlord (+1)
- # Stack Order: Pikers set up prepared strikes when facing enemy units with a reach of 5' or less.
- # Stack Order: Tosser should target ranged units.
- <b style="color: green;">Green:</b> Stabber#1,2; Piker#1; Archer#1; Shield Scout#1 (lv 3). Level 10 chief warlord (+3)
- # Scouts may fight with a shield if they have 1 combat. Since the scout gets a permanent +1 to combat/defense at level 3, he may now fight with a shield.
- All units, other than shield scout, are level 1.
- '''1. State of units'''
- <b style="color: blue;">Blue</b> and <b style="color: green;">Green</b> are Prepared.
- '''2. Determine initiative'''
- The slowest units of both sides have 6 move. Players each roll 1d20 for initiative.
- <b style="color: blue;">Blue</b> rolls a 11; <b style="color: green;">Green</b> rolls a 18
- <b style="color: green;">Green</b> wins initiative over <b style="color: blue;">Blue</b>.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Blue
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Green
- }}</div>
- '''3. Determine combat Pairings'''
- <b style="color: green;">Green</b> has 1 scout. Shield Scout#1 is paired with Tosser#1.
- <b style="color: blue;">Blue</b><nowiki/>'s prepared stack has orders. <b style="color: blue;">Blue</b> is allowed to choose single pairings that follow within them. Orders are not exclusively for pikers to attack stabbers/scouts, so there will be no ganging up while there are still unpaired enemy units.
- <b style="color: blue;">Blue</b> pairs Piker#1 with Stabber#1; Piker#2 with Stabber#2.
- Random pairing begins (<b style="color: green;">Green</b>).
- <b style="color: green;">Green</b> pairs Piker#<b style="color: green;">G1</b> with Piker#<b style="color: blue;">B4</b>.
- <b style="color: blue;">Blue</b> pairs Piker#3 with Archer#1
- This completes all combat pairings.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Shield Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Stabber#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#3     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#B4     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker#G1     hits= 4/4
- }}</div>
- '''4. <s>Ambush</s> /Ranged Combat'''
- In the prepared state, all archers may fire twice. Tossers can fire once.
- Normally, tosser would fire at unit he has been paired with, however, tosser has been given orders to attack ranged units whenever possible. Since Tosser is not under attack, and not engaged in melee combat, he will use his attack on Archer#1. Tosser attacking archer can be considered an action that is seperate from the actual engagement.
- <b style="color: green;">Green</b><nowiki/>'s Archer#1(4 cbt) attacks Piker#3 (6 def). while <b style="color: blue;">Blue</b><nowiki/>'s tosser (5 cbt) attacks archer (4 def).
- Each Player rolls 1d10. Archer gets 1 hit.
- <b style="color: blue;">Blue</b><nowiki/>'s tosser (5 cbt) attacks archer (4 def). <b style="color: green;">Green</b><nowiki/>'s Archer#1 is making a free attack on Piker#1, who can only defend, but this still counts as Archer being outnumbered by 1, which means -1 cbt (3 cbt). Archer#1 attacks Piker#3 (6 def).
- Each Player rolls 2d10. Archer gets a miss. Tosser also misses.
- <b style="color: blue;">Blue</b><nowiki/>'s Piker#3 is at 2 hits.
- <nowiki/><div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Shield Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Stabber#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Stabber#2     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#3     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#B4     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker#G1     hits= 4/4
- }}</div>
- '''5. Initiative round'''
- <b style="color: green;">Green</b> has the initiative. Scout#1 (3 cbt) attacks tosser#1 (5 def)= hits for 2hp; Archer#1 is no longer under attack by tosser so his combat goes back to normal. Archer (cbt 4) attacks Piker#3 (6 def)= hits for 2 hp-DEAD; Piker#<b style="color: green;">G1</b> (4 cbt) attacks Piker#<b style="color: blue;">B4</b>(6 def)= misses.
- <b style="color: blue;">Blu</b><nowiki/>'s pikers have readied actions so they manage to attack before the stabbers get in range. They get a +1 combat bonus while performing a readied action. Piker#1 (7cbt) attacks Stabber#1 (5 def)= Hits for 4 hp- DEAD; Piker#2 (7 cbt) attacks Stabber#2 (5 def)= Hits. Roll wins by over 10 points. Roll 1d20 for critical. Miss. Damage is 4 hp- DEAD.
- <b style="color: green;">Green</b><nowiki/>'s Stabber#1@#2 are dead (Piker#1@#2). Scout#1 (tosser#1), Archer#1 (Piker#3), and Piker#<b style="color: green;">G1</b> (Piker#<b style="color: blue;">B4</b>) are at full hits.
- <b style="color: blue;">Blue</b><nowiki/>'s Piker#3 is dead (paired with Archer#1). Tosser#1 has 2 hits (paired with Scout#1). Pikers#1, 2 (Stabber#1, 2), 3 (Archer#1), and Piker#<b style="color: blue;">B4</b> (Piker#<b style="color: green;">G1</b>) are at full hits.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Shield Scout#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#1     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Stabber#1     hits= 0/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#2     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Stabber#2     hits= 0/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Piker#3     hits= 0/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#B4     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker#G1     hits= 4/4
- }}</div>
- <b style="color: green;">Green</b> has initiative and can pick the first new pairings for the units he lost against. <b style="color: green;">Green</b> pairs Piker#1 with Archer#1. Pairs Piker#2 with Shield Scout#1. <b style="color: blue;">Blue</b> lost against Archer#1 who has been paired by <b style="color: green;">Green</b> already. All Pairings complete.
- Shield Scout#1 is attacking Tosser#1 and being attacked by Piker#2, which makes him outnumbered. Since Scout has a shield, he would have a higher defense against tosser. <b style="color: blue;">Blue</b> checks move. Scout has a higher personal move than tosser#1 and Piker#2. An outnumbered scout with a higher personal move than his attackers fills the conditions to use Target shift, so <b style="color: blue;">Blue</b> announces that he is doing this and Scout#1 switches target to Piker#2. This will take effect next round.
- </div>
- '''6. Begin normal combat. Round 1:'''
- Shield Scout#1 is attacking Piker#2 and being attacked by Tosser#1. Outnumbered, -1 to attack. Due to his shield, he gets an additional +2 (total 6) defence when defending against ranged attacks. Tosser is in close combat range with Scout, so he stops attacking Archer to focus on Scout, even though Scout has changed targets. Rolls dice. Scout draws against Piker#1, but he rolls a 1 on defense vs. Tosser#1. Rolling a 1 on defense, when outnumbered, gets a unit automatically hit. It is not an automatic crit, however, and Scout's ranged defence ( 6 def) is actually higher than Tosser's combat (5 cbt), so a crit is actually impossible in this circumstance attacker's total must be 10 higher opponent). Still, a 1 means an automatic loss when outnumbered, so Scout#1 loses 3 hits.
- Piker#1 fights Archer#1. Archer#1 has a -2 to combat when fighting melee. Archer#1 hits, does 2 hp.
- Piker#B4 fights Piker#G1. Piker#B4 hits, does 3hp.
- Shield Scout#1: 1 hp; Piker#1: 2 hp; Piker#G3: 1 hp
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1; Piker#2    hits= 2/4; 4/4
- }}</div>
- <div style="clear: left">{{Greenstats
- |designation= Shield Scout#1     hits= 1/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#1     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer#1     hits= 4/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#B4     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Piker#G1     hits= 1/4
- }}
- <b style="color: green;">Green's</b> Scout#1 decides that they will lose the battle and announces that he will be using the Retreat action next turn.
- </div>
- '''Round 2:'''
- Scout#1 begins to retreat. Piker#2 gets a free attack due to having a weapon with a 10' reach. Attack is blocked. Tosser is under orders to target ranged. Since Scout is retreating, he is free to attack archer Archer again. Archer is fighting piker and being attacked by tosser, and is now outnumbered, -1 combat. Archer blocks tosser's attack but gets hit by piker -3 hits.
- Piker#B4 fights Piker#G1. Piker#B4 hits, does 3hp. Piker#B4 is dead.
- Archer: 1 hp; Piker#4 dead; Scout#1: retreat.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1; Piker#2    hits= 2/4; 4/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Shield Scout#1-RETREAT     hits= 1/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#1     hits= 2/4
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Archer#1     hits= 1/4
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Piker#B4     hits= 4/4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Piker#G1-DEAD     hits= 0/4
- }}
- </div>
- There is one <b style="color: green;">Green</b> unit still in combat. All remaining <b style="color: blue;">Blue</b> units attack it. No one goes after Scout#1, so he successfully escapes.
- '''Round 3:'''
- Tosser#1 (5 cbt), Piker#1 (6 cbt), #2 (6cbt), #B4 (6cbt) attack Archer#1 (4 def).
- Archer#1 is outnumbered by 3, -2 to cbt/def (2 def).
- The combined total of the attackers (23) divided by 4 (5.75) is higher than Archer#1's defense (2).
- When 4 units attack one unit and the defending unit doesn't have stats at least 3 points higher, he is automatically defeated.
- Archer is automatically defeated.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Tosser#1; Piker#1; Piker#2; Piker#B4
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Archer#1     hits= 0/4
- }}</div>
- <b style="color: blue;">BLUE WINS!</b> (scout escaped)
- <br />
- <br />
- <br />
- <br />
- ==17. Advanced Rules==
- Extra stuff that beginning players don't need to know about.
- ===Section 3===
- Armour typically comes in three pieces, breastplate, helmet, and greeves, and add a total of 5 points toward preventing being critted. Greeves gives a +1 (16+), helmet gives a +3 (19+), and breastplate gives a +1 (must roll a natural 20 to crit). In addition, as as long as the unit wears the breastplate, he does not suffer from glancing blows. All three pieces of armour must be removed in order to trade -1 defense for +1 move.
- .
- .
- ===Section 4===
- In order to properly croak a unit, the final blow must be in the torso/head zone. A unit can lose his arms, and legs, but still survive, as long as he avoids being stabbed in the critical area. This is not to say that losing an arm doesn't cause damage. It simply will not not ''kill'' him. Also, smaller amounts of damage will not trigger a hit loss. A finger can be cut off without taking a hit, but having your hand chopped off would, unless the unit only has 1 hp left.
- This rule shall be very important for size modifiers, when that feature is implemented. Tiny creatures have to roll a 1d10 and get a 10 to damage medium/small units. This is why swarming is an important tactic for things like bats and rats.
- This also applies with light type units, attacking heavy type ones. Heavy units gain a damage ignore special that allows them absorb damage. When this happens, there is still a 10% chance to inflict 1 point of damage by rolling a 1d10 and getting a 10.
- .
- .
- ===Section 6===
- Originally, I was allowing a swap for other specials, like a different terrain type affinity, but I have decided to scrap this idea.
- * '''Terrain type affinity:''' allows infantry to avoid suffering a move penalty when he is in a certain terrain type. A unit could be a desert or forest type, for instance. When in a terrain hex that he has an affinity to, unit wins all initiative rolls vs units that do not also have an affinity to the terrain. The unit is completely at home in his affinity area and can use the environment to maximum advantage. He cannot be ambushed by enemy units in his chosen terrain type unless ALL ambushers in the stack have the same terrain affinity. This special can only be chosen for terrain types that cause move penalties.
- Infantry are generally considered to be land units, and as such, they have the following trait.
- * '''Rider:''' When placed atop a friendly beast with the "mount" special, no move is used while traveling through hex borders (mount uses move as usual though). Units with the scout special can also give orders to the mount while traveling, and know how to properly stable and care for the beast so it stays put when not being ridden.
- : -Stats are listed in Section 1.
- Sea infantry have no particular ability in the water, rather they get a different special.
- * '''Seafarer:''' When crewed to a ship, it gives a bonus to the ship's move. Seafarers do not wear armour to avoid drowning. Seafarer units may only pop in port cities. Seafarer units are listed as "sailors", a unique class. Sailors may not use long/medium projectiles (ranged combat is done by canons), nor melee weapons with a long reach.
- : -Sailors have the stats of 1 cbt/0 def/7 move/4 hp (medium reach melee).
- Finally, there is the flying infantry, which have their own special.
- * '''Flight:''' Double the base move of the equivalent armoured land infantry unit (12 move, not 14). Chooses how to engage, and can instantly retreat from battle, when fighting units that are also not capable of flying. May not wear armour, or wield medium/long range weapons, due to weight restrictions (can't fly with such things equipped). They also are more frail in terms of hit points than their land based variants. Flight is an infantry type generally restricted to unique units, rather than a tosser/shivver variant, and the occasional warlord. ''Note: Fliers are NOT part of the standard options when choosing preselected units.''
- : -Flier stats are 0 cbt/0 def/12 mv/3 hp (short range melee/projectile only).
- .
- .
- ===Section 7===
- If the Chief Warlord is in the same hex as the infantry units, he gives them a chief warlord bonus that is one half his level, rounded down. At levels 4, 6, and 8, all units receive a +2, +3, and +4 bonus. Bonus persists as long as the chief warlord is alive, in charge, and remains in the area.
- .
- .
- ===Section 10===
- If there are terrain penalties within the hex terrain you are inside the boundary of, your maximum initiative is dropped by that amount. Movement penalties subtract your max movement by the amount of the hex penalty for as long as you remain in the hex. Meaning, while your infantry may have a 6 move normally, in a forest hex, his move is only 4. Therefore, 4 will be the number you determine initiative by.
- .
- .
- ===Section 11===
- Once size categories and beasts come into play, then additional rules for randomized target selection are used.
- # Auto-attacks an unengaged enemy that is within reach.
- # If multiple units in reach, then infantry units attacks largest, while beasts attack the smallest.
- # If all enemy units engaged, unit will check to see if there is an unengaged enemy within 2 turns of move, if there is, unit will move towards that unit instead. If no, repeat step 1&2, only this time unit is attacking the least engaged enemy unit.
- # Beasts refuse to attack any unit that is two full size modifiers larger than it is, without orders. If all enemy units within range are such, then unit will run to another location.
- [[Category:Combat Mechanics]]
- [[Category:Proposal]]
- =Chapter 02- Toma RPG: Advanced Infantry=
- Back- [[Toma RPG]]
- While humans make up the bulk of the world's armies, there are many races that make up infantry as well, they either form tribes of their own or join the kingdoms of various humans.
- ''Issues:''
- * damage ignore
- * heavies can't ride fliers but can land mounts if land mount is 1 size larger?
- * multi-crits probably needs more workshopping. Currently lowered defense protection by 1/3rd.
- ==Stats/Races==
- There are two types of infantry, those that have classes, and those that do not. Of those that have classes, the humans have the most variety, they are also the only race that can control city hexes, which gives them a presence that no one else can match. In addition, there are various demihuman tribes that dot the erf. Finally, there are infantry races, who have no variety at all. Their race limited to simply one build. Generally, these single raced infantry units serve the various human sides, and add increased variety in the types of armies that go forward. It's fairly unheard of for an infantry unit that doesn't have a class to be roaming the wilderness.
- Many of these races have abilities that humans do not. They also come in different builds.
- When breaking down the main differences, there are three additional differences that go beyond combat, defense, hits, and move. They are,
- # size (replaces unit class, determines general stats and body mass)
- # dodge (gives a bonus or penalty to defence, depending on the relative size of the opposing units)
- # damage cap (before it wasn't marked down, but all sizes have a minimum damage they can do, when armed)
- ## When unarmed, damage cap goes down a category for heavies. Large units will do 1 damage, huge units do 3 dmg, and massive units do 6 dmg.
- ## When unarmed, tiny units can't hurt medium/small units, and unarmed medium/small units can't hurt heavies.
- {| class="wikitable"
- |-
- !Size
- !Combat
- !Damage Cap
- !Defense
- !Dodge
- !Hits
- !Move
- |-
- |Light-Tiny
- |0
- |0 max/ 0 min
- |0
- | +3
- |1
- |4
- |-
- |Light-Small
- |3
- |6 max/ 1 min
- |3
- | +1
- |3
- |6
- |-
- |Light-Medium
- |4
- |8 max/ 1 min
- |4
- | +0
- |6
- |8
- |-
- |Heavy-Large
- |5
- |15 max/ 3 min
- |5
- | -2
- |12
- |10
- |-
- |Heavy-Huge
- |10
- |30 max/ 6 min
- |10
- | -4
- |36
- |8
- |-
- |Heavy-Massive
- |15
- |45 max/ 12 min
- |15
- | -7
- |90
- |6
- |-
- |}
- Main differences:
- * Size is not a concern when humans fight, all humans are medium (light) units. Of course, a standard medium unit is generally stronger than a stabber, but this is due to the unlisted multi-unit special, which trades stat points for lower upkeep and a higher pop rate. Only light units can use this special.
- * Damage cap is fixed at 4 points for infantry, which is one half the normal limit for medium units. The cap also changes depending on how large a unit is. For tiny units, the damage cap is 0, which doesn't mean they can't do damage. Roll dice for every hit, 6-10 does damage to another tiny unit, and a 10 does damage to a small-medium unit. Tiny units can't hurt heavies, however.
- ** There is also a new rule that says units can instantly crit units that are two sizes smaller than they are, regardless of current combat. This gives a good rule of thumb as to what their minimum damage is. Both the maximum cap, and the minimum cap, are listed together. The former is the most damage you can do, and the latter is the least.
- * Dodge becomes a factor now due to size differences. Since all infantry are the same size, it was not relevant to mention it before. All size modifiers will use them as the base to compare against. Dodge is added to defense. Minimum number possible is still 0.
- ** Example: Large unit is attacking a medium unit, the difference between a large's dodge and a medium's dodge is 2, therefore, the medium unit gets +2 to defense (4 def +2 dge =6). If the medium unit was attacking the large, then the large would have a -2 to defense (5 def -2 dge =3), if the medium unit and the large are simply attacking each other, however, then you use combat stats (4 combat vs 5 combat), and the dodge modifier is not applied.
- {| class="wikitable"
- |+
- !Size
- !Melee
- (short)
- !Melee
- (medium)
- !Melee
- (long)
- !
- !Ranged
- (short)
- !Ranged
- (medium)
- !Ranged
- (long)
- reload 1 round
- after firing
- |-
- |Light- Tiny
- |0'
- |0'
- |0'
- |
- |5' *3
- |10' *6
- |10' *10
- |-
- |Light- Small
- |5'
- -1 combat
- |5'
- |10'
- |
- |30' *4
- -1 combat
- |45' *10
- |75' *10
- |-
- |Light- Medium
- |5'
- -1 combat
- |5'
- |10'
- |
- |40' *4
- -1 combat
- |60' *10
- |100' *10
- |-
- |Heavy- Large
- |5'
- -1 combat
- |10'
- |15'
- |
- |50' *4
- -1 combat
- |75' *10
- |125' *10
- |-
- |Heavy- Huge
- |10'
- -2 combat
- |15'
- |20'
- |
- |60' *4
- -2 combat
- |90' *10
- |150' *10
- |-
- |Heavy- Massive
- |15'
- -3 combat
- |25'
- |30'
- |
- |90' *4
- -3 combat
- |135' *10
- |225' *10
- |}
- Projectile weapons have range increments. At every new increment, +1 to defense. Thrown weapons have 4 range increments (tiny units only have 3), at which point they can not go further, while medium and long ranged weapons have 10 (tiny medium units are 6 times).
- Using a short range weapon means you become less effective in fighting and all small, and larger, units will take a penalty to their combat stat. Weapon length doesn't really matter so much for tiny units.
- ===Stat Swap===
- The stats above are general averages. A specific unit race/class can vary. Generally speaking.
- * Combat: can be increased/decreased by 50% (round up, minimum 2). This will cause the opposite to happen to defense.
- **Increasing combat increases maximum/minimum damage cap by 50% (round down).
- **Decreasing combat lowers maximum damage cap by 50%, and minimum by 1 (min lowered for heavy only).
- * Defence can be increased/decreased by 50% (round up, minimum 2). This will cause the opposite to happen to combat.
- ** Increasing defense allows unit to fight 2 enemies without being outnumbered.
- ** Decreasing defense doubles penalty for being outnumbered. Cannot use full defense option.
- * Hits can be increased/decreased by 25% (round up, minimum 1). This will cause the opposite to happen to move.
- ** Increasing hits gives +1 to DR
- *** If light, DR only takes effect if damage is 2 or more.
- ** Decreasing hits means -1 to DR; if heavy, and DR is 0, damage that does 1 still does 0 damage, damage of 2, or more, is not reduced.
- *** If light, units becomes incapacitated at 1 hp; if he does not fall to 0, however, unit will recover next turn.
- * Move can be increased decreased by 25% (round up, minimum 1) This will cause the opposite to happen to hits.
- ** Increasing move will give a +2 to dodge.
- ** Decreasing move will give a -2 to dodge.
- Tiny units may not alter stats. Small units may not increase move/hits.
- Units that have taken the multi-unit special may not alter stats.
- ''Note: This section needs some work to make sure it's balanced.''
- ==Size==
- * '' When one size larger, will still suffer stat penalties for being outnumbered but cannot be auto defeated.''
- ** ''When two sizes larger, do not take stat reductions for being outnumbered. Rolling a 1 on defense is not a auto-fail.''
- ** ''When three sizes larger, implement swarm rules for the smaller enemies.''
- *** ''Damage cap of 3 for non-tiny swarms.''
- * ''When unarmored, heavy units get -1 to DR.''
- ==Light Units==
- Human infantry are considered light units. There are three different classifications for light units. Medium, small, and tiny.
- ===Medium===
- Medium units are human standard size. No special instructions needed for this.
- ===Small===
- Small units are about half the size of a medium sized unit. They take some reductions in stats, but have no major differences.
- That said, small units have one small detail that should be ironed out, and that is the pop rate.
- The way that normal infantry work is that a piker has the multi unit special. This special allows a tier 1 light unit to weaken their stats and pop more units per turn.
- A standard small unit is actually stronger than a standard piker (although they also can use the multi-unit special to create their own weaker variants). They only pop 2 a turn.
- Otherwise, they are very much similar to standard medium units.
- ===Tiny===
- Tiny units have some restrictions. You can't increase defence, combat, or hit points, you may not use specials that give damage past the damage cap. You can increase dodge, and move, however, and use abilities that could give various penalties to a target.
- Tiny units have about a tenth of the range that humans do, and are considered unarmoured.
- Tiny units pop 20 a turn?
- ===Swarms===
- Swarm tactics are primarily done with tiny units, however, small and medium sized units can also partake in them as well.
- Medium/long range weapons are useless against a swarm once it has gotten into close range. Treat as if unarmed.
- Long reach weapons are more awkward to fight in extreme close range against melee swarms. Treat as if unit is using short range weapons and then multiple the penalty by 2. Lower combat by 1, 2, or 3 (amount dependant on size category)* 2 . Ranged focused swarms are treated as normal.
- Generally speaking, units are assumed to be attacking someone when they close into melee range. If not, player must announce that his swarm is going on full defensive at start of the turn. If this has not been announced and player wishes to try and avoid his swarm being hit when he realises it is being attacked, swarm will react late. Invert dodge bonus into a dodge penalty for the round.
- After a swarm is hit, the attacker can decide which units have been hit, but he must choose the units that have the smallest defense first, and the largest defense last.
- ISSUES:
- * I'm assuming swarm is attacking, need to put in what happens when they aren't.
- * How multi hits work.
- ''Tiny Unit Swarms''
- Tiny infantry are incredibly weak. Not only can they be killed with a single hit, but they have a damage cap of 0, which means they only have a 10% chance of doing 1 hit of damage on a successful strike. Even in the grip of the auto-attack, tiny units remain intelligent enough to try and maximize their chances of doing, at least, a little bit of damage before being croaked.
- When confronting larger sized units, they will, whenever possible, gather into a swarm. Generally speaking, swarms are a group of 2-10 units that are packed together when attacking. These swarms are treated as a single larger sized unit for combat purposes. For every tiny unit in the swarm, add 1 hp, and give an additional 10% chance of doing 1 point of damage on a successful hit (10 units give a 100% chance of doing 1 hit on a successful attack).
- * Vs small: Treat swarm as a single enemy. Given the difficulty of killing multiple units in a single combat round damage cap is reduced to 2.
- * Vs medium: Medium units work a little different. To simulate the concept of a swarm of tiny units surrounding your feet and climbing your body to make attacks. Dice are no longer rolled. This is extreme close combat. Swarm rolls for damage (a 10 swarm automatically does 1 damage), and then medium unit does the same. The way a medium unit does damage is you take the damage the unit can do, and this number is the amount of tiny units he can kill. However, damage points must first be spent to overcome the defense stat, divided by 3 (round down). Fractions count as an additional dead unit. Dodge is not included in this.
- : This means that if the medium unit does 4 damage, and the tiny units have a 1 defense, the medium unit can kill 4 tiny units in a combat round 4 dmg -0 def (1 def /3 =.34 round down = 0) -1 hit; do this 4 times; total = 4 tiny units dead.
- * Vs large: Damage cap is lowered to -1. No damage possible. Meanwhile, heavy will automatically do damage like the medium does, but tiny defense is divided by 6, not 3 (round down).
- * Vs huge: (1/3 =.34 round down = 0), huge can kill as many tinies as he has damage points, regardless of tiny's defense stat.
- * Vs massive: Defense can no longer protect; double effective damage of the massive.
- Remember, being unarmed means the maximum damage cap of 1 for small and medium units, meaning they can only kill 1 at a time, while it only halves the combat stat of heavies, so they can still do multi hits, only it's 1/2 the normal amount. A heavy's minimum damage is lowered by a size category though.
- ''Small Unit Swarms''
- * Vs small: Normal combat.
- * Vs medium: Normal combat.
- * Vs large: Normal combat, but hit points of small units are no longer relevant. Being hit by a large means being critted, full stop.
- * Vs huge: Swarm rules are now in play. Damage is 1/3rd combat stat (not 1/2), rounded DOWN (not up). Damage cap drops to 3. Since heavies have a damage reduction of 2, this means a typical small unit can only do 1 damage a round, at best. The only way to to significant damage at this point is to gather in groups of up to 10 and to mass damage on the huge (10 hits per round). If damage is lower than three then 0 damage (ten units can to a piddling 1 damage per round).
- :: Once damage has been determined, begin attack. First, swarm does damage equal to what has been decided, while larger unit adds up all his damage points, and uses them to overcome a units defense stat, which is divided by 3, and then use one point to do an auto crit, before moving to the next one. Fractions count as an additional dead unit. Units with the lowest defense die first, while highest defense die last.
- * Vs massive: As before, only combat/defense stats of swarm members is divided by 6, not 3 (round down). Damage cap is now reduced to 2. Only units with the Power Strike special (+1 damage vs heavies; not restricted to damage cap) can break through.
- ''Medium Unit Swarms''
- Use the same listing as the small but +1.
- Medium vs large is normal combat; medium vs huge is normal combat but huge can auto-crit medium on a hit; medium vs massive implements swarm rules, medium unit damage cap drops to 3, when massive attacks, multi-crit rules are in effect, damage must overcome defense (divided by 3, rounded down), and then knock off a hit to kill unit.
- ==Heavies==
- * ''When fighting units two sizes smaller, no stat reductions for being outnumbered.''
- While the smaller units are similar to human infantry (they count as medium-light size), the heavies have important differences that don't show up on the stat board. There are traits specific to being a heavy unit, as compared to a light unit.
- Advantages
- : Damage is -1 combat, not 1/2 combat.
- : Damage cap is triple combat, rather than double. Minimum damage also increases.
- : damage reduction: -2 to damage, if this brings damage to 0, roll 1d10. If 10, 1 damage.
- :: if unarmed, -1 to DR.
- :: damage ignore allows unit to ignore if is hit with 1 damage, but no effect otherwise, can be used even at 0 DR.
- : cleave; if first hit kills target, can attack another target in reach.
- : Capturing. Need 1 free hand to Can capture 2 medium sized units.
- Negatives:
- : costs the minimum equivalent of two specials to become a heavy (2=large; 4=huge; 6=massive).
- : Attacks only once every two combat rounds.
- : Can't use ride special.
- : Upkeep is increased (not currently relevant)
- Trades:
- : Heavies ignore 1 point of negative movement terrain modifiers, but must give up the ability to go underground. If heavy would rather still be able to go underground, then they do not gain the positive terrain modifier. Heavy can also give up the positive terrain modifier for other terrain specialities, such as mountains, forest, or desert terrain types.
- ==Combat==
- Having a short weapon now carries a variable penalty to combat. For small, medium and large units, the penalty is still -1. However, for huge units the penalty raises to -2, and for massive units, it's -3.
- No penalty for tiny units, because their combat is already 0. To damage another tiny unit after a hit, unit must roll a 10 on a 1d10. Unarmed tiny infantry have no way to injure larger sized units.
- '''Unarmed fighting:''' Fighting unarmed remains a -1/2 penalty to current combat stat. Damage cap is not lowered for heavies, like it is for light units. Minimum damage is lowered by 1 size category (large units have a normal minimum of 3, but now it's a 1). Auto-crit mechanic is also lowered by one size category.
- ==Defense==
- # Glancing blow has no effect, if heavy.
- ===Unarmoured===
- * -1 defense, small/medium units.
- ** -2 defense, huge units.
- ** -3 defense, massive units.
- ** -0 defense, if tiny. Armour makes no difference.
- * -1 damage reduction (DR), if heavy
- * -5 saving throw vs crit
- Being unarmoured now carries a variable penalty to combat. For small, medium and large units, the penalty is still -1. However, for huge units the penalty raises to -2, and for massive units, it's -3. In addition, heavies suffer a -1 to damage reduction.
- Fighting unarmored carries the same penalties as before with the higher crit chance. Remember, however, that you have to be able to do 1 damage naturally, AFTER the damage reduction. If you only do 1-2 damage, which is absorbed by damage reduction, but roll a 10 on the damage roll, this will never count as a critical.
- Standard armour is useless for tiny units, because their defense is already 0, and damage is already a percentage. Consider them unarmed.
- ''Author's Note: It just seems like way too much work to try and set up an entire thing for working out how being armoured or not can affect the damage roll. They only have one freaking hit point.''
- ==Hit Point==
- Killing heavies can be extremely hard for smaller units, with their damage reduction, a base infantry, without buffs, does as much damage as a tiny infantry does to a medium sized one, and the hit pools of heavies is far greater.
- On the other hand, tiny infantry have only a single hit point, which means anything larger can instantly kill them. When fighting with units of the same size, your hits still total 1, but you have to successfully win a seperate damage roll in order to make the kill.
- The killing of swarms allows the killing of multiple units in a single hit.
- ==Movement==
- It should be noted that tiny infantry have the slowest move in the world. Using them with a standard army can slow things down intolerably. They generally get left behind the main army, and show up too late to make a difference in a fight. They are best kept as a garrison force for captured cities.
- ==Specials==
- Regular infantry units have limited options when it comes to specials.
- Most other infantry, while mostly standardized in terms of stats, have wildly different specials.
- As an example, here is a list of all the units that the human infantry units of the previous page can be promoted to. These units are generally known as the knight class.
- While two of their specials are the same (scout, and adv. initiative), they each have one unique special.
- * knight (promoted stabber)- Power Strike (ignores the damage resistance of enemy units no more than two size categories larger than unit with this special; +1 damage, which is not affected by damage cap; medium-long reach weapon only; must use both hands when striking)
- * lancer (promoted piker)- Charge (unit runs full speed and uses that momentum to deeply thrust his spear into the enemy; a hit does maximum damage; to use unit must not not be under melee attack this round, or in the previous around; must have a clear path to build up momentum and hit; damage cap is 1/2 when on foot; when riding, damage cap is normal; mount forgos his attack during a charge, add its combat stat to charge roll instead; must use a long reach melee weapon)
- * keshik (promoted archer)- Rapid Shot (can attack twice when not engaged in other actions (moving), or being attacked by melee fighters; 1/2 damage cap; if both arrows hit same target in the same round, damage cap is still 4 (better to shoot different targets); short-normal range only)
- * longbow (promoted crossbowman)- Rapid Reload (eliminates the 1 round reload time; available to long range units only)
- * slinger (promoted tosser)- Multishot (successful attack counts as two seperate hits; short range only; 1/2 damage cap per stone [4+4= 8 total] ; -1 dmg per stone [can be 0], if target is armoured; +0 if target is unarmoured/flier; +1 damage per stone [can go above damage cap], if target is a swarm).
- * explorer (promoted scout)- Rapid Reactions (when outnumbered, can change one defence roll into a combat roll against melee attackers; stat penalties don't start until unit is outnumbered by 3 enemy units; damage cap reduced to 1/2 when using special; melee fighters only; must be unarmored to use).
- * ''shield variant (knight/slinger/explorer only)- Deflect Arrows (can automatically block 1 projectile per combat round; must be using a shield). Any unit that uses a 1 handed weapon may take this special instead of the standard choice (a shield variant knight may have the power strike or deflect arrows special, not both).''
- This shows the various roles that a single special can give to a unit. Knight counters heavies; lancer counters knights; keshik counters small, longbow counters air; shield counters ranged; slinger counters swarms; fencer counters numbers.
- ''Note: Reminder, knight's stats are 4 cbt {8/1 cap}/ 4 def {0 dge}/ 6 hits/ 8 move''
- ==Additional Bonuses==
- Same as before. You can get level bonuses, chief warlord bonuses, and stack bonuses. Of the three only level bonuses are a bit different.
- ===Leveling Bonus===
- * Tiny units: Gets +1 combat/defense, and move, bonus as normal. Does not get a hits bonus, +1 move bonus instead.
- * Small units: Gets +1 combat/defense, hits, and move, bonus as normal.
- * Medium units: Gets +1 combat/defense, hits, and move, bonus as normal.
- * Large units: Gets +1 combat/defense, and move, bonus as normal. Gets +2 hits bonus.
- * Huge units: Gets +1 move bonus as normal. Gets +2 combat, and defense, bonus. Gets +3 hits bonus.
- * Massive units: Gets +1 move bonus as normal. Gets +2 combat, and defense, bonus. Gets +4 hits bonus.
- ==Fighting==
- A unit automatically crits anyone that is two size categories smaller.
- Swarm rules apply when there is a difference of three size categories between units.
- There are two new actions that can be done with the inclusion of size categories.
- '''Bull rush:'''
- At the start of your attack phase you may declare that you are attempting to bull rush through the enemy units. This action works differently depending on the relative sizes of the units
- * If attacker is smaller: Cannot bull rush.
- * If attacker is same: Cannot bull rush without a shield. With a shield, roll against your defense stat, while enemy rolls combat. : For every point of health you have over the unit you are bull rushing, gain a +1 to the roll, for every point of maximum health you have under the unit you are bull rushing, suffer a -2 to the roll. If successful, you knock the other unit aside and take his spot on the hex. If you fail, you are damaged as normal. You may only do a bullrush if you have not been engaged in combat in the previous round. You may only bull rush units that are the same size as you are or smaller (if target is smaller, automatic success).
- : Unlike with normal attacks, you may continue to bull rush as many units as you can keep successfully rolling against, however, each bull rush costs 2 additional move, and requires unit to win an additional attack (cost is 1 additional move if target is one size smaller; no additional cost to move if target is two, or more, sizes smaller). Therefore, an infantry can only do it a maximum of two times per turn against other infantry.
- * If attacker is 1 size larger: Automatic bull rush, costs 2 extra move.
- * If attacker is 2 sizes larger: Automatic bull rush, costs 1 extra move.
- * If attacker is 3+ sizes larger: Automatic bull rush, no additional cost. Roll 1d10, a ten has target get stomped on.
- ''Note: tiny units count as being 2 sizes smaller than small sized units.''
- '''Slam:'''
- Only available to units that are one to two sizes larger than their target. Instead of doing a normal combat roll, player can have his unit do a slam attack. This is an all out attack that completely forgoes defense in order to land a crushing blow on the enemy. When this happens, the opposing unit can either attack, attempt to dodge, or defend normally.
- * If target is attacking: Target gets a free attack first, before being attacked in kind. Both blows auto succeed.
- * If target is dodging: Roll defense, but dodge bonus is inverted.
- * If target is already defending for the round: Normal combat roll.
- Normally, a unit can't change from an attack stance to a defensive one, but since a slam attack is an automatic hit against an attacking opponent, the option to avoid it is given. Given that it's difficult to suddenly change your stance, there is a penalty for doing so. It's much easier to defend when you are already defending. If this is during an ambush round, dodge is treated as normal, since there was no combat stance to be in beforehand and target is automatically defending.
- Regardless of the results, slamming unit is unable to perform any actions next round, except a capture attempt, or avoid being hit by nearby enemy units. Anyone attacking unit auto-hits. If target is still alive after being slammed. Target is also unable to perform any actions next round, except to try and get away. If slamming unit does not attempt to capture, assume unit escaped, with his weapon, and is about 5' away.
- If a grapple move is used instead by the slamming unit in order to capture the target, to a free attack roll. When doing a capture attempt, both attacker and defender must lower their combat/defense stat by 1/2. Furthermore, target's dodge bonus is inverted to show the difficulty of being able to escape someone that has a greater mass.
- A unit that is three+ sizes larger are so big that a normal attack works as a slam attack, see swarm rules.
- ''Example: Bogroll attacking Ansom was a slam attack. ''
- ==Ranged fighting==
- Range can mean you can fire more or less times before engaging than the typical number at GM's discretion.
- ==Turn order==
- Same as before, however, as a reminder, it shall be reposted.
- # '''State of units:''' Opposing stacks are determined to be either in the prepared, surprised, or ambush state.
- #'''Determine initiative:''' Compare the speed of the slowest unit in the opposing stacks, unit with highest speed gives stack initiative.
- ## If both stacks their slowest unit at the same speed. Roll for initiative.
- ## High roll wins.
- #'''Determine combat Pairings:''' Player with initiative chooses targets for all his scout units, then opponent does the same (exception: scouts that are being ambushed pick second, regardless of initiative).
- ## Remaining units will be "randomly" selected according to the Randomization Method, outlined in Section 9, below.
- ## In the case of a unit fighting multiple opponents, the first enemy that a unit has been paired with must be his target.
- #'''Ambush/Ranged Combat:''' If in the prepared state, all archers are allowed to fire at their targets twice (crossbowmen may fire once). In an ambush, all ambusher units get a free attack instead. (-1 defence for the ambushed units)
- ## At the end of round, if any opposing units are killed, player of the losing units will decide new target of any winning units that are not scouts, unless unit has been paired more than once, in which case, winning player can decide next target from those unit has been paired with. Winning player can always pick the next target of scouts, within restrictions. This will happen again on all subsequent combat rounds.
- ## Even if no ambush/ranged combat takes place, it is at this point where player must declare any units that will be doing a readied action (units must be in the prepared state to do so).
- #'''Initiative round:''' Side with highest initiative gets a free attack (without penalties).
- ##If stack with initiative is in the surprised state, only units with the first strike special may attack.
- ##Earliest point player can declare the following commands- retreat; full defensive; target shift. Changes will take effect next round.
- #'''Begin normal combat:''' Begin normal combat. Start with round 1, and continue rounds until victory is achieved.
- A "free attack" is when one side rolls the combat stat and the other rolls defense.
- ==Randomization Method==
- Player with the initiative will pick the first combat pairing, and then the other player will choose the second. After targets have all been assigned, and movement finished, then the attack phase commences. An enemy unit may not be attacked twice, unless all other enemy units, that are in range, have already been attacked.
- # Determine initiative. Player with initiative shall be referred to as Player#1. Player that doesn't will be called Player#2.
- # Player#1 chooses one unpaired unit from his stack to fight against one of Player#2's unengaged units.
- ## The largest enemy unit MUST be paired first.
- # Player#2 chooses one unpaired unit from his stack to fight against one of Player#1's unengaged units.
- ## The largest enemy unit MUST be paired first.
- # Repeat until all units have been paired up.
- ## If one player still has unpaired units remaining after all of opponents units have been paired, then be sure to pair up the unengaged units with paired units. Both Player#1 and #2 will take turns selecting from these units, as before, until all units are paired up.
- ## The largest unit MUST, be paired first. Must continue to be paired until smaller units have a total number of hits that is equal to, or greater than, largest unit.
- # When a unit is croaked, player of the croaked unit chooses who the winning unit will target next (unless winner is a scout, which are always under the control of their player). Player's choice is restricted to units that are fighting the smallest number of opponents.
- ## If both players lose a unit to the opposing player, then player with initiative gets to decide his pairings first.
- ## If all units are paired, but the largest enemy unit does not have enemies that have a hit point total that is equal to, or greater than, the hits of the largest unit. Winning unit will be automatically paired against largest enemy unit.
- ===Size Selection Example===
- Randomization is mostly the same as before, but there is one key difference.
- Infantry always attack the largest enemy they can. For a quick rule of thumb, you must send enough smaller infantry against the bigger unit so that the total of hits of the smaller units is equal to, or greater than, that of the heavy. This rule only applies when units are of different sizes.
- Example:
- * Blue- 1 large (heavy) fighter (12 hits, 10 move), 1 knight (6 hits), 1 fencer (6 hits)
- * Green- 6 stabbers (4 hits each. They have 4 move +5 from adv. initiative = 11)
- * Green has initiative, however, he has no scouts.
- * Blue has two scouts, he pairs knight with stabber#1, and fencer with stabber#2.
- *random selection begins. Green has initiative and picks first.
- * Green pairs stabber#3 with heavy.
- * All units are paired, still 3 units remaining. Heavies get more attention. Heavy must be paired next.
- * Blue pairs Heavy with Stabber#4.
- * The Heavy now has 2 stabbers attacking. The hp total of the the 2 stabbers is 8, which is below the 12 hp of the heavy. Another stabber must be paired with the heavy. The knights also have a higher hit total than the stabbers, but this restriction only applies to opposing units that are in different size categories.
- * Green pairs Stabber#5 with heavy. The hp total of the 3 stabbers is 12, which is equal to that of the 12 hp of the heavy. Therefore, other units can now be randomly chosen.
- * Blue pairs fencer, who is better at fighting multiple enemies than knight, with stabber#6.
- * All units have been paired.
- swarms work in the same way as well, only their multiple is 10 hp. When fighting a small (3hp) or medium (6hp) enemy, 10 is enough, when facing a large (12hp) enemy, they would want to gather two swarms of ten (20 total).
- ==Template tests==
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Small Shield Slinger
- |rank= <b style="color: red;">1</b>
- |level= 1
- |experience= 0/8
- |upkeep= 10$     '''Type:''' Infantry
- |size= small     '''Weight:''' light
- |terrain= ground
- |combat= 1 (3 -1 short range weapon -1 shield user)
- |damage= 1     '''Cap:''' 6/1
- |range= 30' *4   '''Weaponry:''' slingshot/short
- |defense= 4{{!}}6 (3 +1{{!}}+3 [melee/ranged] shield user)
- |dodge= +1
- |hits= 3/3     '''Move:''' 6
- |special= scout, adv. initiative, arrow deflect
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Tiny Explorer
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 2$?     '''Type:''' Infantry
- |size= tiny     '''Weight:''' light
- |terrain= ground
- |combat= 0
- |damage= 0     '''Cap:''' 0/0
- |reach= 0'   '''Weaponry:''' dagger/short
- |defense= 0
- |dodge= +3
- |hits= 1/1     '''Move:''' 4
- |special= scout, adv. initiative, combat reflexes
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Large Keshik
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' Infantry
- |size= large     '''Weight:''' heavy
- |terrain= land
- |combat= 5
- |damage= 4   '''Cap:''' 15/3
- |range= 75' *10   '''Weaponry:''' bow/medium
- |defense= 5
- |dodge= -2
- |hits= 12/12     '''Move:''' 10
- |special= scout, adv. initiative, rapid shot
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Medium Knight
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 20$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' sword/medium
- |defense= 4
- |dodge= 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Massive Longbowman
- |rank= 4 (minimum)
- |level= 1
- |experience= 0/8
- |upkeep= 800$     '''Type:''' infantry
- |size= massive     '''Weight:''' heavy
- |terrain= land
- |combat= 15
- |damage= 14   '''Cap:''' 45/12
- |range= 225' *10   '''Weaponry:''' longbow/long
- |defense= 15
- |dodge= -7
- |hits= 90/90     '''Move:''' 6
- |special= scout, adv. initiative, rapid reload
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Huge Lancer
- |rank= 3 (minimum)
- |level= 1
- |experience= 0/8
- |upkeep= 300$     '''Type:''' infantry
- |size= huge     '''Weight:''' heavy
- |terrain= land
- |combat= 10
- |damage= 9   '''Cap:''' 30/6
- |reach= 20'   '''Weaponry:''' lance/long
- |defense= 10
- |dodge= -4
- |hits= 36/36     '''Move:''' 8
- |special= scout, adv. initiative, charge
- }}</div>
- ==Sample Combats==
- I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
- Combat order is as follows.
- '''1. State of units'''
- '''2. Determine initiative'''
- '''3. Determine combat Pairings'''
- '''4. Ambush/Ranged Combat'''
- '''5. Initiative round'''
- '''6. Begin normal combat. Round 1:'''
- '''Round 2:'''
- '''etc.'''
- ===Battle #1===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll
- |rank= 1
- |size= large     '''Weight:''' heavy
- |combat= 5
- |damage= 4   '''Cap:''' 15/3
- |range= 10'   '''Weaponry:''' club/medium
- |defense= 4 (5-1 unarmored)   '''Dodge:''' -2
- |hits= 12/12    '''Move:''' 11 (10+1 unarmoured)
- |special= fabrication
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight
- |size= medium     '''Weight:''' light
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' sword/medium
- |defense= 4   '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight
- |size= medium     '''Weight:''' light
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' sword/medium
- |defense= 4   '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike
- }}</div>
- <b style="color: blue;">Blue</b>: Knight #1&2.
- <b style="color: green;">Green:</b> Twoll.
- '''1. State of units'''
- <b style="color: blue;">Blue</b> and <b style="color: green;">Green</b> are Prepared.
- '''2. Determine initiative'''
- <b style="color: green;">Green's</b> twoll has the higher base move, but <b style="color: blue;">Blue</b> has knights, and they have the adv. initiative special, which adds 5 move for the purpose of determining initiative. Effectively, the knights have 13 move at this point, as opposed to the twoll's 11 move.
- <b style="color: blue;">Blue</b> has the initiative over <b style="color: green;">Green</b>.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Green
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Blue
- }}</div>
- '''3. Determine combat Pairings'''
- <b style="color: blue;">Blue's</b> knights are scouts, so they can pick their target. The only target is the twoll, so they both attack the twoll.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll   Hits: 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#1&2   Hits: 6/6; 6/6
- }}</div>
- This completes all combat pairings.
- '''4. <s>Ambush/Ranged Combat</s>'''
- Both sides are prepared, but lack ranged weapons, so no ambush or ranged combat possible.
- '''5. Initiative round'''
- * <b style="color: blue;">Blue</b> has initiative, so both knights can launch a free attack on <b style="color: green;">Green</b> .
- * Knights have a combat of 4, while twoll has a defense of 4. However, due to twoll being larger than the knights, the dodge mechanic comes into play. Twolls have a -2 dodge vs medium units. Therefore, twoll's defense is 2.
- * Twoll is outnumbered but this doesn't affect defense.
- * Both players roll 2d10. One hit and one miss.
- * A knight does 2 damage per hit, and a twoll has a damage reduction (DR) of 2, so normally this would do no damage. However, the knight has the power strike special, and is holding his weapon with both hands. Therefore, DR is ignored, and +1 to damage.
- * Knight inflicts 3 points of damage on twoll.
- * Twoll is now at 9 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll   Hits: 9/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#1&2   Hits: 6/6; 6/6
- }}</div>
- '''6. Begin normal combat. Round 1:'''
- * Twoll attacks Knight#1. Twoll's combat stat is 5, but is outnumbered so combat is reduced by 1 to 4.
- * Twoll (4 cbt) fights Knight#1 (4cbt).
- * Twoll (2 def) defends Knight#2 (4cbt).
- * Players roll 2d10.
- * Twoll hits knight#1, does 3 damage.
- * Knight#2 hits twoll, does 3 damage.
- * Twoll: 6/12 hits; Knight#1 2/6 hits
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll   Hits: 6/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#1&2   Hits: 3/6; 6/6
- }}</div>
- '''Round 2:'''
- * Twoll now has to recover from his attack. He can only defend this round.
- * Knights#1&2 (4 cbt) continue to attack twoll (2 def).
- * Players roll 2d10.
- * One hit (does 3 damage), one miss.
- * Twoll: 3/12 hits
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll   Hits: 3/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#1&2   Hits: 3/6; 6/6
- }}</div>
- '''Round 3:'''
- * Twoll can now attack again.
- * Twoll (4 cbt) attacks Knight#1 (4 cbt).
- * Knight#2 (4 cbt) continues to attack, twoll (2 def) continues to defend.
- * Players roll 2d10.
- * Twoll hits knight#1, does 3 damage.
- * Knight#2 misses twoll.
- * Knight#1 is dead. When a heavy kills an enemy, the cleave special activates. Twoll can now attack one other enemy in range at the same combat bonus.
- * Twoll attacks Knight#2. Knight defends. A knight's defense is 4, but he is in a lower size category than the twoll, so the dodge mechanic comes into play. Medium units have a +2 defense bonus vs large units. Therefore, knight#2 has a total defense of 6.
- * Both Players roll 1d10.
- * Twoll hits, does 3 damage.
- * Knight#1: DEAD; Knight#2: 3 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll   Hits: 3/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#<b style="color: red;">1-(D)</b>&2   Hits: <b style="color: red;">-2/6</b>; 2/6
- }}</div>
- '''Round 4:'''
- * Twoll just finished attacking, so now he has to ready himself again.
- * Knight#2 (4 cbt) attacks, twoll (2 def) can only to defend.
- * Both Players roll 1d10.
- * Knight hits, does 3 damage.
- * Twoll: DEAD
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Twoll-DEAD   Hits: 0/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#2   Hits: 3/6
- }}</div>
- <b style="color: blue;">BLUE WINS</b>
- =Chapter 03- Toma RPG: Beasts=
- Back- [[Toma RPG]]
- Aside from fighting enemy armies, a Player must also defend his forces from innumerable numbers of beasts that lurk in the wilderness. Random encounters with the wildlife is commonplace.
- ''Issues:''
- * Tiny fliers are a bit too strong, because I can't make trades to compensate for their increased move. Maybe tiny land units can ride non mounts?
- * fill out slot trade.
- * Beasts must auto attack in a city, else it wouldn't make sense to leave them as guards.
- ==Beast Stats==
- Unlike humans, beasts do not have classes. Every single beast is a seperate race. Classes within a single race allow different specialities to work together for a common goal, and they need a leader to work. Every race of beasts, however, only allow for one build. Furthermore, wild beasts generally do not cooperate with other races. That said, groups of beasts do tend to form, especially among the smaller animals, and many sides own their own beasts to fight alongside their infantry.
- Even when all you have to worry about is one species of animal at a time, there is still a fearsome variety that one needs to be watchful for. You never know what you will run into when going into the wilderness. In order to showcase the variety of the units, new stats need to be added beyond combat, defense, move, hits, damage cap, and reach. Weapons are irrelevant for beasts, due to all being listed as the short reach melee type. That said, due to the size of different beasts, there is variety in how far they can hit, so reach is still a relevant thing to check.
- In terms of stats, there is nothing really new you need to keep in mind, in fact, beasts are simpler to keep track of. Beasts are always considered armed, and always considered armoured, so there are no variants in that way. Furthermore, beasts are always short range melee fighters, primarily. Being able to use tools is one of the primary advantages of being an infantry in combat. Therefore, their stat board is a bit simpler.
- {| class="wikitable"
- |-
- !Size
- !Combat
- !Damage Cap
- !Defense
- !Dodge
- !Hit Points
- !Movement
- !Reach
- |-
- |Light-Tiny
- |0
- |0 max/ 0 min
- |0
- | +3
- |1
- |6
- |0'
- |-
- |Light-Small
- |3
- |6 max/ 1 min
- |3
- | +1
- |3
- |8
- |5'
- |-
- |Light-Medium
- |4
- |8 max/ 1 min
- |4
- | +0
- |6
- |10
- |5'
- |-
- |Heavy-Large
- |5
- |15 max/ 3 min
- |5
- | -2
- |12
- |12
- |5'
- |-
- |Heavy-Huge
- |10
- |30 max/ 6 min
- |10
- | -4
- |36
- |10
- |10'
- |-
- |Heavy-Massive
- |15
- |45 max/ 12 min
- |15
- | -7
- |90
- |8
- |15'
- |-
- |}
- Main differences:
- <nowiki>*</nowiki> Unlike infantry, beasts have no standard ranged attacks. They don't even have standard long reach attacks. This deficiency can be compensated for with specials, but this lack is the main advantage infantry have over beasts.
- <nowiki>*</nowiki>A reminder, for tiny units, the damage cap is 0, which doesn't mean they can't do damage. Roll dice for every hit, 6-10 does damage to another tiny unit, and a 10 does damage to a small-medium unit. Tiny units can't hurt heavies.
- '''Babies:''' While animals do not have classes, some species can pop babies. Chickens are one such example. Babies are smaller, weaker versions of the beast, and will become a full grown beast in X amount of turns. There are babies, and there are the fully grown. There is no intermittent phase.
- '''Going feral:''' Animals have no particular loyalty to their side, if they are mistreated for an extended period of time, or if upkeep doesn't cover them, they will go feral and wander off.
- ===Slot Swap===
- There are various specials that are free, but can be traded out for other things.
- There are also infantry units that don't need weapons, such as golems and gumps. At no cost, player can have a build like this. Just remember that if a unit has this option, he has to use short-reach melee combat,
- * Mount- Beast can get rid of mount ability for additional special.
- * Humanoid- -2 move; loses the ability to sprint; -1 to combat and defense; land units only; now has hands. Hands are considered weapons. Can capture one additional unit?
- * No limbs (snake build)- 1/2 move; can't sprint; can do grapple/captures of units 1 size larger, can fit in areas of units 2 sizes smaller; +1 combat, -1 to defense; cannot increase defense; normal (not short) reach attack; can ambush in plains; has climb special
- An infantry could also have a bestial body, like Unipegasaurs.
- * Beast body special <must be heavy>- gains ability to sprint and +2 move? Also gains mount special.
- ===Auto-Attack for Beasts===
- While inside of a city, beasts auto-attack as normal, but in the wild, they do not. The general rule of thumb is that smaller animals avoid the larger ones, unless the smaller ones significantly outnumber the larger.
- ==Fliers==
- If there is one area that beasts dominate, it's with their preponderance of flying units. Fliers have high mobility stats but take a slight reduction in other areas.
- {| class="wikitable"
- |-
- !Size
- !Combat
- !Damage Cap
- !Defence
- !Dodge
- !Hit Points
- !Movement
- !Reach
- |-
- |Light-Tiny
- |0 cbt
- |0 max/ 0 min
- |0 def
- | +3 dge
- |1 hp
- |16 mv
- |0'
- |-
- |Light-Small
- |2 cbt
- |6 max/ 1 min
- |2 def
- | +1 dge
- |2 hp
- |18 mv
- |5'
- |-
- |Light-Medium
- |3 cbt
- |8 max/ 1 min
- |3 def
- | +0 dge
- |5 hp
- |20 mv
- |5'
- |-
- |Heavy-Large
- |4 cbt
- |15 max/ 3 min
- |4 def
- | -2 dge
- |10 hp
- |36 mv
- |5'
- |-
- |Heavy-Huge
- |8 cbt
- |30 max/ 6 min
- |8 def
- | -4 dge
- |30 hp
- |34 mv
- |10'
- |-
- |Heavy-Massive
- |12 cbt
- |45 max/ 12 min
- |12 def
- | -7 dge
- |75 hp
- |32 mv
- |15'
- |-
- |}
- The main advantage of fliers, beyond their high move, is the ability to selectively engage when fighting against land units. A flier typically will retreat during the first combat round if it feels it is in danger. Many fliers use slam attacks to swoop down, grab onto their prey, and run away.
- '''Flier advantages'''
- : Ignores most terrain modifiers (except for hills and mountains).
- : +2 move for the day if flier sleeps on the ground (can sleep in the air).
- : An interesting aspect of fliers is that heavy fliers are actually faster than light ones, to balance this, heavy fliers have additional disadvantages.
- '''Flier Disadvantages'''
- : considered unarmoured.
- : Have the same penalty that short range infantry units have (in terms of lowering the combat stat). Damage cap remains the same.
- : Double effect of negative weather modifiers.
- : has a maximum carrying capacity of one less than a land unit.
- : if forced to walk/run on the ground, move is 1/2 what a normal land unit of the same size would be able to manage. They may not dash.
- : 1/2 defense vs. ranged fire.
- '''Heavy Flier Disadvantages'''
- : Damage reduction is only 1 point, rather than 2. If you also do a stat swap and lower hits, then DR can be 0.
- : Does not have the cleave special.
- : Do not get the mount special.
- === Can Infantry be Fliers? ===
- Infantry are ground units by nature. There are exceptions, such as with the rare warlord or caster, but flying seems mainly the providence of beasts. Even golems seem to be unable to fly.
- Short answer is no, for now, with exceptions at GM's discretion (would have to be minimum rank 2 unit, however). Tribes are not allowed to have fliers. Generally, exceptions show up as the occasional warlord. When a GM allows a flying infantry. They must be unarmoured, and pick the short option for weapon range (can be melee or projectile though).
- The winged centaurs are technically infantry, but also have a beast body, so they are a combination.
- ==Combat==
- ''damage is equal to -1 combat for heavies.''
- ''unarmed damage is maximum 1 and can be 0 for tiny units. If 0, roll 1d10, if 6+ it does 1 damage (must roll 10 if attacking small/medium units; can't hurt heavies).''
- ''when a heavy hits a unit two sizes smaller, or more, it's an Auto-crit (large auto crits a small; huge auto crits a medium).''
- Unlike infantry, beasts are always considered to be armed. Unlike infantry, beasts do not have projectile options. Unlike infantry, their weapon range is always short. Weapons beasts use can be varied, such as claws, teeth, horns, tails, etc. but they all come across as short reach weapons.
- Heavies can only attack once every two combat rounds, during the off rounds, they must roll defense only.
- When a heavy successfully attacks a target that is at least two sizes smaller, it's an automatic crit.
- ==Defense==
- * -1 DR if heavy is unarmoured.
- Land beasts are always considered to be armoured.
- Fliers are always considered to be unarmoured.
- ==Hits==
- * 2 DR for heavy land beasts
- ** 1 DR for heavy flying beasts
- ==Move==
- The same three states are here for beasts, prepared, surprised, and ambushed. Animals are generally more stealthy than infantry, however, and most attacks tend to be ambushes.
- Fliers, in particular, do surprise slam attacks against land units. If the hit does not immediately croak them, they capture the target next turn, fly upward, so they can avoid retaliation, and then kill the target in the air.
- The general thinking is that in a 1 vs 1 match up, smaller beasts will try and avoid larger ones, and the larger ones will try and hunt the smaller ones.
- ==Specials==
- Now that beasts have been introduced, there are a few new specials that are innate to being a beast/infantry unit and need to be mentioned.
- * '''Mount <heavy beasts only>:''' Allows the beast to be "ridden" by infantry units with the rider special. Only heavy beasts have this special. Exact number that can be ridden varies. ''Note: Land beasts get this special free, but fliers must pay extra for it.''
- ** Large/land= 3 medium/4 small/30 tiny; Large/flier= 2 medium/3 small/ 20 tiny
- ** Huge/land= 5 medium/ 7 small/ 50 tiny; Huge/flier= 3 medium/4 small/ 30 tiny
- ** Massive/land= 30 medium/ 40 small/ 300 tiny; massive/flier= 20 medium/ 30 small/ 200 tiny
- * '''Rider <light land infantry only>:''' When placed atop a friendly beast with the "mount" special, no move is used while traveling through the strategic map (mount uses move as usual though). Units with the scout special can also give orders to the mount while traveling, and know how to properly stable and care for the beast so it stays put when not being ridden. When a scout rides a mount, it counts as two units for the purposes of gaining a stack bonus, but only 1 unit in terms of losing the stack bonus. This means that 4 mount/scout combos (8 units total) can get the max stack bonus and that bonus will not decrease until there are over 8 mount/scout combos (must be over 16 units total).
- * '''Capture:''' Heavy beasts can, like infantry, capture, but it's considered a special for beasts, because they tend to just kill. Follow slam rules. A capture needs a successful slam attack against a smaller target, followed by a second free attack roll on the next combat round, where target rolls defense. Both units are 1/2 their normal total for the second roll, with the defender's dodge bonus inverted. If attacker wins both rolls, target is captured.
- : After a target is captured, a beast must add captured targets against their mount carrying capacity. If the beast ends up with more than they can carry, move drops to 0. ''Example: A large flying mount can have a two passengers, or a one passenger and a captive.''
- : A captured unit can be killed by the capturer, as long as he has 2 combat rounds where he is not doing anything else.
- In addition to these standard abilities, beasts generally have 1-7 specials, with 3-5 specials being typical, and unlike with infantry, the types of specials varies to the point where it would be impossible to list them all in this section.
- That said, there are some common specials that tend to show up. Most importantly is the terrain speciality. Unlike infantry, that have various city hexes, ships, and other shelters, where they can be safe, beasts are constantly at risk of being croaked. Having a terrain speciality means that the beast will be able to avoid being ambushed, be able to run at full speed, and just find it much easier to survive. Animals that don't have this tend to quickly become food for those that do.
- ==Additional Bonuses==
- Same as for infantry. Level, chief warlord, and stacks, give the same bonuses to beasts that are a part of a side.
- ===Leveling===
- * Tiny units: Gets +1 combat/defense, and move bonus, as normal. Does not get a hits bonus, +1 move bonus instead.
- * Small units: Gets +1 combat/defense, and move bonus, as normal. Does not get hits bonus, +1 move instead.
- * Medium units: Gets +1 combat/defense, and move bonus, as normal. Does not get hits bonus, +1 move instead.
- * Large units: Gets +1 combat/defense bonus as normal. Gets +2 move bonus. Does not get hits bonus, +2 move instead.
- * Huge units: Gets +2 combat/defense, and move, bonus. Does not get hits bonus, +2 move instead.
- * Massive units: Gets +2 combat/defense, and move, bonus. Does not get hits bonus, +2 move instead.
- ===Stacking===
- Animals do not have leadership. They cannot create a personal stack to gain a stack bonus from. They can still form stacks, but only among their own race.
- Likewise, wild animals do not have a chief warlord bonus. A good chief warlord can mitigate much of the power that beasts have over basic infantry.
- Other common specials would be things like dig and climb. There are also many combat specific specials, of course, but beasts are very dependant on their general stats
- == Fighting ==
- '''Dash: <land beasts only>''' Can choose to not attack this round and, instead, move again instead. Light units can use their full, listed, move, heavy units can use 1/2 their listed move.
- '''Readied Action:''' This was already mentioned before but against fliers it takes on a new significance. If a land beast has reach over the flying unit, and are aware that it is attacking them, they get an automatic readied attack. This goes for infantry as well. This is because they have to stand their ground and wait to be attacked. Normally, they are unable to do this move because they are too busy charging at the enemy. Reach units are extremely important in countering the high move initiative of flying units.
- '''Mounted Combat:''' The combination of an infantry riding a mount has long been considered the ideal when going into combat. When they get into combat range, both can attack enemies with no penalties. A riding infantry with a 5' reach can generally hit any enemy a large mount is currently facing. It also is difficult for unmounted enemies with a 5' reach to hit back. Assume they hit the mount instead. Units with a 10' reach can attempt to target instead, but it is difficult, lower combat by 1/2. If enemy is also mounted on a same sized beast, however, no penalty to hit the opposing rider.
- When riding huge sized mounts, the rider needs a 10' reach in order to hit medium/small units, or enemy riders that are also on a huge mount. However, a 5' range is good enough to hit large sized units, and unmounted enemies need a 15' reach to strike the rider.
- When riding massive sized mounts, generally assume that you can't hit anything at all. The mount is so enormously massive that, even with a long reach weapon, and sitting as close to head as possible, it's simply not enough to hit whatever your mount is fighting. The best choice to ride a massive mount is a ranged infantry unit.
- When a mount is killed, rider is prone for 1 round. Unit may not attack and current defense is 1/2 normal until the end of the next combat round.
- == Ranged Fighting ==
- Beasts are forbidden from ranged fighting, with the exception of the occasional special. Even then, most specials would not allow for the same sort of range a bow would be able to do.
- ==Turn Order==
- New content in italics.
- Capture attempts needed to be added, because it is very common for a beast to simply want to make a quick strike, and then run away with the prey, this is especially true for fliers. Capture happens from an ambush round, then the second round is the initiative round. If ambusher loses initiative round, he still rolls combat against the target. If target is captured, then he will retreat on the first round of normal combat.
- # '''State of units:''' Opposing stacks are determined to be either in the prepared, surprised, or ambush state.
- #'''Determine initiative:''' Compare the speed of the slowest unit in the opposing stacks, unit with highest speed gives stack initiative.
- ## If both stacks their slowest unit at the same speed. Roll for initiative.
- ## High roll wins.
- #'''Determine combat Pairings:''' Player with initiative chooses targets for all his scout units, then opponent does the same (exception: scouts that are being ambushed pick second, regardless of initiative).
- ## Remaining units will be "randomly" selected according to the Randomization Method, outlined in Section 9, below.
- ## In the case of a unit fighting multiple opponents, the first enemy that a unit has been paired with must be his target.
- #'''Ambush/Ranged Combat:''' If in the prepared state, all archers are allowed to fire at their targets twice (crossbowmen may fire once). In an ambush, all ambusher units get a free attack instead. (-1 defence for the ambushed units)
- ## At the end of round, if any opposing units are killed, player of the losing units will decide new target of any winning units that are not scouts, unless unit has been paired more than once, in which case, winning player can decide next target from those unit has been paired with. Winning player can always pick the next target of scouts, within restrictions. This will happen again on all subsequent combat rounds.
- ## Even if no ambush/ranged combat takes place, it is at this point where player must declare any units that will be doing a readied action (units must be in the prepared state to do so).
- #'''Initiative round:''' Side with highest initiative gets a free attack (without penalties).
- ##If stack with initiative is in the surprised state, only units with the first strike special may attack.
- ##Earliest point player can declare the following commands- retreat; full defensive; target shift. Changes will take effect next round.
- ## ''If a unit has been slammed during the ambush round, he may not attack that round. If the slamming unit wishes to make a capture attempt, he will get a free attack on target, rolls are 1/2 normal combat/defense. Slamming unit may not take any other actions this round, regardless of whether or not he won initiative.''
- #'''Begin normal combat:''' Begin normal combat. Start with round 1, and continue rounds until victory is achieved.
- A "free attack" is when one side rolls the combat stat and the other rolls defense.
- ==Randomization Method ==
- With the addition of size modifiers, flying units, and beasts. There are a few more qualifiers to how to "randomly" determine combat pairings.
- Beasts are not subject to the auto attack, this means that they will flat out refuse to attack larger animals unless they can make a stack with an equal amount of hit points or more, otherwise they will immediately retreat. Beasts will not attack enemies that are 3 sizes larger than they are. A beast will always attack the smallest unpaired opponent first. If enemy retreats, it will give chase.
- When counting as a pairing, you use factor of 3 per size increase, in addition to the one that normally would fight it (4 mediums will fight a large [3+1], 10 medium will fight a huge [9+1]). Therefore, if you have a stack of one large and 2 medium troops, vs a stack of 7 medium troops, the way it would be divided is the the large would be paired first, then the two mediums, then the next 3 would go to the large, then Player B would be able to decide which target his seventh medium unit would pick.
- A wild animal will typically not attack a larger sized creature unless they outnumber it. Ambushes are also common, especially for fliers, who will attempt to capture a target and then retreat to somewhere safe.
- Player with the initiative will pick the first combat pairing, and then the other player will choose the second. After targets have all been assigned, and movement finished, then the attack phase commences. An enemy unit may not be attacked twice, unless all other enemy units, that are in range, have already been attacked.
- # Determine initiative. Player with initiative shall be referred to as Player#1. Player that doesn't will be called Player#2.
- # Player#1 chooses one unit from his stack to fight against one of Player#2's unengaged units ''(larger targets must be picked before smaller ones).''
- # Player#2 chooses one unit from his stack to fight against one of Player#1's unengaged units ''(larger targets must be picked before smaller ones)''.
- # Repeat until all units have been paired up.
- ## If one player still has unpaired units remaining after all of opponents units have been paired, then be sure to pair up the unengaged units with paired units. Both Player#1 and #2 will take turns selecting from these units, as before, until all units are paired up.
- ## ''Larger targets must be picked first. Minimum 3 additional unit added for each increase in size.''
- # When a unit is croaked, player of the croaked unit chooses who the winning unit will target next (unless winner is a scout, which are always under the control of their player). Player's choice is restricted to units that are fighting the smallest number of opponents.
- ## If both players lose a unit to the opposing player, then player with initiative gets to decide his pairings first.
- * ''Note: Italics show changes to the method.''
- If there is one area where infantry has complete dominance over beasts it is in the arena of ranged combat.
- Beasts, surprisingly, are somewhat smarter than infantry when it comes to fighting. They aren't forced to auto attack, so they can take their time and decide who and what they are chasing, and can retreat if things go badly. Sided beasts, however, are subject to auto attack.
- == Template Tests ==
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Small Flier Beast
- |rank= <b style="color: red;">1</b>
- |level= 1
- |experience= 0/8
- |upkeep= 10$     '''Type:''' Beast
- |size= Small     '''Weight:''' light
- |terrain= sky
- |combat= 3
- |damage= 2   '''Cap:''' 3/1
- |range= 5'   '''Weaponry:''' bite/melee/normal
- |defense= 3
- |dodge= +2
- |hits= 2/2     '''Move:''' 18
- |special= ???, ???, ???
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Tiny Ground Beast
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 2$ ;   '''Type:''' Beast
- |size= medium     '''Weight:''' light
- |terrain= sky
- |combat= 0
- |damage= 0   '''Cap:''' 0/0
- |range= 0'   '''Weaponry:''' claw/melee/short
- |defense= 0
- |dodge= +3
- |hits= 1/1     '''Move:''' 6
- |special= ???, ???, ???
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Large Flying Beast
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' Beast
- |size= large     '''Weight:''' heavy
- |terrain= sky
- |combat= 4
- |damage= 3   '''Cap:''' 15/3
- |range= 5'   '''Weaponry:''' bite/melee/short
- |defense= 4
- |dodge= -2
- |hits= 10/10     '''Move:''' 36
- |special= ???, ???, ???
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Medium land beast
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 20$     '''Type:''' beast
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |range= 5'   '''Weaponry:''' bite/melee/short
- |defense= 4
- |dodge= 0
- |hits= 6/6     '''Move:''' 10
- |special= ???, ???, ???
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Massive Flying Beast
- |rank= 4 (min&max)
- |level= 1
- |experience= 0/8
- |upkeep= 800$     '''Type:''' Beast
- |size= massive     '''Weight:''' heavy
- |terrain= sky
- |combat= 12
- |damage= 12 (12 = min dmg)   '''Cap:''' 45/12
- |range= 15'   '''Weaponry:''' bite/melee/short
- |defense= 12
- |dodge= -7
- |hits= 75/75     '''Move:''' 32
- |special= ???, ???, ???
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Huge land beast
- |rank= 3 (minimum)
- |level= 1
- |experience= 0/8
- |upkeep= 300$     '''Type:''' beast
- |size= huge     '''Weight:''' heavy
- |terrain= land
- |combat= 10
- |damage= 9   '''Cap:''' 30/6
- |range= 10'   '''Weaponry:''' bite/melee/short
- |defense= 10
- |dodge= -4
- |hits= 36/36     '''Move:''' 10
- |special= ???, ???, ???
- }}</div>
- ==Sample Combats==
- I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
- Combat order is as follows.
- '''1. State of units'''
- '''2. Determine initiative'''
- '''3. Determine combat Pairings'''
- '''4. Ambush/Ranged Combat'''
- '''5. Initiative round'''
- '''6. Begin normal combat. Round 1:'''
- '''Round 2:'''
- '''etc.'''
- ===Battle #1===
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Eagle
- |rank= 1
- |size= large     '''Weight:''' heavy
- |combat= 6
- |damage= 5   '''Cap:''' 22/4
- |range= 5'   '''Weaponry:''' claw/short
- |defense= 2 (1 DR)   '''Dodge:''' -2
- |hits= 15/15    '''Move:''' 36
- |special= hits bonus (+50%),
- |statswap= +50% cbt (+50% caps), -50% def (doubles outnumbered penalty).
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight
- |size= medium     '''Weight:''' light
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' sword/medium
- |defense= 4   '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight
- |size= medium     '''Weight:''' light
- |combat= 4
- |damage= 2   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' sword/medium
- |defense= 4   '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike
- }}</div>
- <b style="color: blue;">Blue</b>: Knight #1&2.
- <b style="color: green;">Green:</b> Giant Eagle. Lets see if I can make something like the double eagle.
- Unit: Double Eagle
- Level: 2
- Class: Heavy Flyer
- Move: 0/26 (crewed to: HMS Unsinkable II)
- Hits: 20
- Combat: 8
- Defense: 4
- Special: Flyer
- Special: Capture - capacity: 1, transport: 0
- Special: Luckamancy Reserve - capacity: 9/30
- Okay, unit. I have that. Level, I have that. Class... I have it. I mean, the use of the word "class" is just a shorthand way of saying "type" and "weight". What a warlord sees as a stat board vs. what the full stats are can be different. Luckmancy, I don't technically have it, because I'm avoiding magic, but it would be easy enough to just slot in wherever you want. No problems on this front.
- The fact that the double eagle has an 8 combat and a 4 defense might seem far too high, BUT in my efforts to stretch things to the breaking point, I can just point out that these stats don't mention the chief warlord bonus. The warlord is an official unit of the side every time that it's stats are listed. It just lists a single number, which can have any number of additions to make the final total. If I say that number includes a chief warlord that is between levels 6-8 (which ''could'' be the case), then that would give a plus 2 bonus to the score.
- Therefore, the double eagle stats are actually 6 combat +2 CW bonus =6; 2 defense +2 CW bonus =4. Am I stretching? I am, but I would REALLLLY like something close to canon.
- Double Eagle is the first heavy that wasn't also a mount, my current solution is that mount is free for land units, but fliers need to have it be an extra special.
- I decided that being a mount is something you can trade for a different ability, so I could push hits and combat to 15 and 6 respectively, but that's as far as I can push things and still stay within the range. The only way I could justify it to myself is to get rid of damage reduction. Maybe this unit doesn't have it having 20 hits is just too much, especially for a flier. I'm not touching the luckmancy special.
- Okay, I can copy all of that. Unfortunately, there is just nothing I can do about hits and move. I mean, those numbers are just ridiculously high and low respectively.
- Having 20 hits is absurdly high for a large animal, but also way too small for a huge one, which I am pretty sure this is not.
- That is just far beyond Bogroll's 12 hits, and fliers need to be weaker because of their ability to fly in the first place, which is an absurdly good advantage. I can't see 20 hits as being anything other than unbalanced. Combat is really high too, while move is really low in comparison to the other fliers we've run across. I could do another stat swap but I am extremely leary of allowing a 50% difference, so I'm sticking with 25% at this time, which is enough to bring move down to about this level, but would only raise hits by a few points. I could add an HP special on top of a stat swap increase, but I feel that is too unbalanced.
- Don't have a good answer. I can get close, but I can't get it perfectly. <sighs>
- '''1. State of units'''
- <b style="color: blue;">Blue</b> is surprised. <b style="color: green;">Green</b> is Prepared.
- Ambush!
- '''2. Determine initiative'''
- <b style="color: green;">Green's</b> has the higher base move, but <b style="color: blue;">Blue</b> has knights, who do not even remotely have anywhere near the move that the Eagle has.
- <b style="color: green;">Green</b> has the initiative over <b style="color: blue;">Blue</b>.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Blue
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Green
- }}</div>
- '''3. Determine combat Pairings'''
- <b style="color: green;">Green</b> has the initiative, but has no scouts. Beasts to have an incentive to attack prey that is smaller, but both knights are the same size. Therefore, knights get to pick their pairings''. ''
- Eagle#1 is the only enemy, so Knight#1, and Knight#2 pair with Eagle.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Knight#1&2   Hits: 6/6; 6/6
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Giant Eagle   Hits: 15/15
- }}</div>
- This completes all combat pairings.
- Pairings complete.
- '''4. Ambush/<s>Ranged Combat</s>'''
- Eagle Swoops in from behind to do a slam attack on Knight#1. It has 6 combat.
- This is an ambush, and the knights can not attack. Knight#1 must defend at -1 to defense. The rules state that if a unit is facing a slam attack unexpectedly, dodge is inverted, but this only counts if they are already fighting and they were not. Therefore, modifier remains at +2. Normal defense is 4 -1 =2 defense.
- Players roll dice, and Eagle hits. Knight takes 5 damage.
- Knight now has 1 hit left.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Knight#1&2   Hits: 1/6; 6/6
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Giant Eagle   Hits: 15/15
- }}</div>
- '''5. Initiative Round'''
- <b style="color: green;">Green</b> has initiative, however Eagle is a heavy, and they can only attack once every two rounds. However, the exception to this is for a grapple, which always takes place in the next combat round. Knight must roll defense to escape. Both combat and defense are 1/2 normal, since this is a grapple round. Dodge for knight is still inverted, due to being trapped under the eagle.
- Eagle current combat is 3, Knight current defense is 0.
- Players roll dice, knight loses, by over 10 points. As this is a grapple attack, no saving throw vs crit is thrown.
- Knight is now captured.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Knight#1(C)&2   Hits: 1/6; 6/6
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Giant Eagle   Hits: 15/15
- }}</div>
- <b style="color: green;">Green</b> declares that Eagle will now retreat next round.
- '''6. Begin normal combat. Round 1:'''
- Eagle retreats with the knight captured. Eagle has a faster move, and knight#2 cannot fly, so he can successfully retreat. Knight#2 only has a 5' reach with his weapon, and can not use a free attack on Eagle.
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Knight <b style="color: red;">#1(C)</b>&2   Hits: <b style="color: red;">1/6</b>; 6/6
- }}</div>
- <div style="clear: left">
- {{redstats
- |designation= Giant Eagle (RETREAT)   Hits: 15/15
- }}</div>
- <b style="color: blue;">BLUE WINS</b> (technically)<b style="color: blue;">!</b>
- The side that withdraws from the engagement is technically the loser, but the goal was to capture the knight, and the eagle took no damage in this, so the eagle was the true winner.
- After the eagle escaped, he killed the knight (killing a captive can be done automatically, as long as unit is not disturbed for 2 rounds), and used him for a good meal over the next several days.
- =Chapter 04- Toma RPG: Warlords=
- Back- [[Toma RPG]]
- Warlords are the leaders of Erfworld. They organize the armies, build cities.
- ''Issues:''
- * Mid line should be able to stop a heavy doing a bull rush. Maybe if 2 units are readied for a bullrush unit then unit is stopped at midline?
- ==Stats & Characteristics==
- All human nations, and demi-human tribes, have at least one warlord as their leader. Without a warlord, the group can no longer grow in power, and will eventually die off.
- A human warlord is a rank 2 advanced infantry unit and, as such, use standard stats for a standard medium sized unit. Combat/Defense 4, movement 8, and hits 6. The only exception to this is when a rank 1 infantry unit is promoted to warlord. When this happens, lower combat/defense by 1.
- The defining characteristic of warlords their is the combination of 3 specials. Scout, leadership, and command. All human warlords also have the purse special. If warlord was promoted, the final special is advanced initiative. Many popped warlords also have this as their final special, but player may pick a different option instead.
- '''Rank 3 Warlord:''' Considered the top tier of all human classes. These are special units that only may pop in the capital. They are considered a direct descendant of the nation's ruler, and take 10 turns to pop. Gains the unlisted special Fate's Favour, and player may add one additional special of his choice.
- '''Chief Warlord:''' Only available for human warlords. One warlord is appointed to chief, and can command every unit on the side, except the ruler. His leadership grants a side wide bonus of one third of his current level, rounded down, or one half his current level, rounded down to all unit on the same overland hex that he is on. This does not count for units under a different leadership bonus, however. Leadership bonuses do not stack.
- '''Ruler:''' Using the purse ability, a warlord can claim an empty capital site and become the ruler of all units that pop from it. The current ruler can also spend 100,000$ smuckers to grant one of his warlords the Heir special. This creates a line of succession in case the ruler ends up dead at some point. This is not a promotion, because an heir doesn't get any new abilities.
- ===tribes===
- Demihuman warlords are advanced infantry that can range from small to huge sized. Please use the stats from [[Toma RPG: Advanced Infantry]].
- Tribes begin with a single deminuman warlord that randomly pops on the overland map one day. A tribal warlord also functions as a city and may, or may not, pop more tribal units for free at dawn of every turn, as if he was a level 2 city. To pop higher rank units, assuming his tribe may do so, or to pop more units than naturally occurs during a turn, money must be gained.
- This money may then be used either to promote existing units, or to create new units. Units may be created at a cost of 2000*unit rank (limit being 1/2 of current tribal population per turn, to a maximum of 20 units per turn, minimum 1 unit). If multiple units can pop per turn, then cost is a flat 2000$ for all units that pop that turn, not each individual unit.
- No matter how many warlords pop for a tribe. The pop rate for free units stays at the same rate.
- Every tribe has 6 ranks worth of unique units, which includes the warlord himself (warlord normally costs 2 ranks). Keep in mind that the warlord may only pop units that are rank 1-2 for free, and any higher rank units must be bought using smuckers.
- All members of a tribe have access to three specials. Promotion, scout, and shared vision. These specials are free and come automatically for every tribal unit.
- In addition, tribes have one shared special, which all members share. This is called a tribal special, and it becomes a central point in the identity of the tribe. This is not a free special, however.
- Examples
- '''Hobgobwins:''' stabbers (rank 1), knights (rank 1), heavy knights (rank 2), warlord (rank 2). Total =6 ranks
- : Tribal Special: Dance fighting
- '''Marbits:''' digger (rank 1), axemen (stabbers with axes; rank 1), spearmen (rank 1), crossbow (rank 1), warlord (rank 2) Total= 6 ranks
- : Tribal Special: Underground terrain type
- Been working on weaker units too. I've altered things a bit and say that getting more than one unit required the "Multiple Unit Special".
- Multiple Unit Special: Must be a Rank 1, light unit to access. Increases pop rate to minimum 6 per turn, in exchange for lowering stats. Additional units may be created per turn in exchange for more stats/specials. Upkeep lowered by 1/3rd (round up)
- Standard medium unit: 4{8}/4{0}/6/8/20$ 3 slots. Pops 1 a turn
- Multi special (required): -2 cbt -1/2 cap -2def -2hp -2 move = 6 units per turn
- Additional (max): -1cbt/def(7) -1 slot(8) -1 slot (9)
- Medium weak unit: 1{4}/1{0}/4/6/7$ 0 slots. Pops 9 a turn.
- Standard small unit: 3{6}/3{+1}/3/6/10$ 3 slots. Pops 2 a turn. (-1 cbt/def, -3hp {+1dodge}, -2 move)
- Multi special (required): -2 cbt -1/2 cap -2def = 6 units per turn
- Additional (max): -1 slot (7) -1 slot (8)
- Hit points may not be reduced. Move may not be reduced.
- Small weak unit: 1{3}/1{+1}/3/6/4$? 0 slots. Pops 8 a turn?
- I could allow for small units to lower move more, but I feel that would make armies too slow. I need 6 to be the standard move rate.
- Originally, I was having small units pop 4 a turn, but that seemed too much, when compared to medium units. I think a small I decided to tie the damage cap to *2 combat.
- Upkeep is really tricky. My current thinking is they have an upkeep of about 1/3 a full unit, rounded up. I wanted to have the numbers be even, but 4 stabbers vs a knight seems a bit much, 2-3 seems reasonable though.
- ==Combat, Defense, Hit Points, Movement==
- Same as before.
- ==Specials==
- Scout, command, leadership, purse, fate's favour, are the five required specials that warlords must take.
- '''1. Scout:''' Allows unit to avoid engagements.
- '''2. Command: <Rank 2. Scouts only>''' Can give orders to other units. However, it cannot override the auto-attack function of non-scout infantry if the unit is no longer in the overland map hex as the warlord. This is why scouts must be used for exploring ahead. Commanders can fully control all other units, including beasts, and are able to properly direct fights with them as well, including the creation of stack formations, and screens. Commanders can also see the stat boards of all units.
- : ''Stat Boards:''
- : Can see: Total combat/defense totals (this includes base stats, and level/leadership/stack/CW bonuses, as well as applicable penalties, such as being disarmed), move, hits, race, and class. Also shows some specials.
- : Can't see: Damage cap, dodge, weapon range/reach, and upkeep. He can't see a unit's level, so he has to guess this by working out stats. Can't see name, terrain type, or size listing. There are also some specials he cannot see, such as royal.
- '''3. Leadership: <rank 2. Scouts only>''' Gives a combat/defense bonus of 1. If unit is also a commander, this bonus increases so that it is always equal to the unit's level. Furthermore, it allows the unit to create a personal stack, which allows bonus can be given to other units that are within said stack. Furthermore, a personal stack can give a variable combat/defense bonus to units (called a stack bonus), depending on the number of units that are in the stack. Units that are under a stack bonus can have a damage output that is 1 point higher than the normal cap. Not stackable with other specials.
- : The number of personal stacks that can be created is equal to the level of the leadership bonus, with one of them always being centered around the unit with the leadership special. Units that are taking part of a leadership stack can be given orders, if leader is a commander, that can override the auto attack, even if the unit is not in the same overland hex as the commander.
- : Furthermore, when a leadership creates a leadership stack. Sometimes his special can be temporary acquired by the stack. Examples of this include advanced initiative, dance fighting, and terrain speciality.
- : Due to leadership being a special that increases with every level (commanders only), add 25% to base upkeep with every level up.
- : ''Note: Leadership can be increased by the random increase special, even if unit is not a commander.''
- '''4. Purse: <human commanders only>''' Allows unit to carry and use smuckers. Amount allowed is 1000*level. Allows unit to turn a 0 level city hex into a level 1 ''capital'' city hex for 1 smucker. Unit that does so will become ruler of the city. ''Note: Having the purse special means that you eating a non-popped meal will only reduce upkeep by 1/2. Normally, a meal will completely negate upkeep costs. ''Note: Beasts can also have a purse. If they do, the only actions that can be taken with it to turn gems into smuckers, and pop meals when there is nothing to eat.
- '''5. Fate's Favour <unlisted special; rank 3 human commanders only>:''' Whenever doing a combat/defense/saving roll, unit may roll 2 dice and take the better result. However, whenever unit is stacked with allied units, allies must roll 2 dice whenever rolling a saving throw, and take the worse result. Fate gives, and fate takes away.
- Other specials:
- '''Heir: <human level 3 warlords only>''' Adds the heir special, in addition to all the normal specials a rank 3 warlord gets. Being an heir puts this warlord into the line of succession. If the ruler dies but the heir lives, then the heir will become the new ruler, and the side will not be destroyed. When putting a level 3 warlord into production, ruler must designate whether or not this unit will have the heir special. Adding the option adds an additional 50 turns to the pop time.
- : ''Note:'' While only level 3 warlords may pop with this special, rank 2 warlords, casters, and courtiers, may also have the special purchased for them by the current ruler. This is the only special that can be bought in such a manner. Cost is 100,000$.
- '''Royal/Noble/Barbarian: <not available>''' Contrary to popular belief among erfworlders, royalty has no particular advantages over non-royals. Consider the fact of a unit being a royal, noble, or barbarian, to be a simple descriptor that only has an effect in terms of roleplay, rather than an actual special.
- '''Increased pop rate: <minimum rank 2>''' Takes one less turn to pop than normal.
- '''Lowered upkeep: <minimum upkeep of 10$>''' -20% to base upkeep, if light, -10% to base upkeep if heavy. Not combinable with specials that increase cost of unit upon leveling up.
- ===Non-Warlord Commanders===
- Humans have two units that have the command special, without the leadership special. Both are rank 2 units. They are regents, and casters.
- * '''Regent/Courtier:''' One of the few non-combat units in Erfworld. A regent the title of a courtier that has been given control over a city. Combat and defense are 0. Can not use a weapon. In return, upkeep is lowered by a quarter (40/4=10$). They are typically used to manage cities when a warlord would be seen as being too costly. Some rulers also keep a small group of regents for social purposes. Specials: Scout, commander, purse, increased pop rate, lower upkeep (lowers upkeep by another 20%; 20% of 10$= 8$).
- * '''Caster:''' ''NOT CURRENTLY PLAYABLE!!!'' Trades physical combat for the ability to use magic. There are 12 magical disciplines in this world. A caster can use one of them. Combat and defense are 0, but casting can generally overcome this lack. Other specials are scout, commander, purse, and the final is player choice.
- ===Standard Tribal Specials===
- Non-human tribes always have the following specials that have no cost.
- # '''Promotion:''' ANY tribal unit can become a warlord.
- # '''Scout:''' because tribes are generally small groups and the members can't be shepherded by their warlords all the time. There is no safe harbour for tribes, and their numbers are usually limited without a human side to back them up.
- # '''Shared vision:''' Natural thinkamancy sends out images of what the unit is experiencing.
- ## '''Receive vision(?):''' While shared vision is free, the ability to receive the vision is not. Must have this to be able to use units with the shared vision special. All tribal warlords have this special. ''Note: need to work on the final tribe special.''
- A tribe also has one special, that all units of the tribe must take. This is not a free special. What that special is can vary. Gobwins all have the underground special, all hobgobwins have the dance fighting special, all juggle elves have the random special.
- ===Random special concepts===
- Warlord Ideas for specials
- * Tough- If hits are full, you cannot die from a successful attack, unless damage puts you at -10, or more. You may not be critted.
- * Lucky- When you roll a 1 on an defense roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- ==Additional bonuses==
- It's important to note that warlords do not benefit from the chief warlord bonus, as this only works for units that do not have a leadership special themselves. Furthermore, leadership specials do not stack If you have multiple warlords in a stack, you only gain one bonus from this.
- The bonus gained is always the highest bonus available from the stack, even if the warlord with the highest bonus is not currently leading said stack. Usually it is, but there are times when a warlord would find himself in charge of a stack despite not being the highest ranked warlord. This is one of the few situations where a high leveled warlord can be forced to obey the orders of a low leveled one.
- ==Fighting==
- * '''Screening:''' Now screens come to the fore. At the start of the turn, the commander states which units in his stack are screening for him. This can be all of them, but they must be in his personal stack. If there is a unit in the way of an (normally ranged) attack that is aimed at the stack leader, a screening unit may intercept with a defense roll. If screening unit fails defense roll by 5+, then target is hit instead. ''Restriction: may not screen during an ambush round; screening units may not already be in melee combat; must be in the same combat-line (see directed fighting, below).''
- A unit with the scout/command special, can also voluntarily intercept an attack for the same benefit, if they can see it.
- ==Ranged fighting==
- When attacking a warlord stack, some new rules apply.
- Archery units can attack ANY unit of a warlord's personal stack during combat (+1 defense for mid line targets; +2 defence for rear line targets. See Directed Fighting, below), but a unit that is not engaged in melee combat can declare that they are screening for the target instead (they roll defense instead of target, and get hit if fail, if unit fails by +5, target gets hit).
- Larger units on the mid/rear line, can be targeted by archers without penalty. Smaller units on the mid/rear line may not be targeted by ranged units.
- ===Archery Reinforcements===
- When a stack is attacked, there may be a different stack of archers in range that can lend support. Calculate their initiative separately.
- * Archers may only fire 1 round during ambush/ranged combat rounds.
- * Archers may not fire during initiative round.
- * Archers may not fire during first combat round, if surprised.
- * Archers may fire during first round of normal combat, if prepared, and IF they have won initiative vs the enemy stack.
- ** ie) Attacked stack wins initiative against enemy, but archer stack does not, then archers may not fire this round.
- ** ie) Attacked stack loses initiative against enemy, but archer stack does, then archer fire at the same time as attacked stack.
- * Every additional combat round, archers fire during the same combat phase as attacked stack.
- ==Player Characters==
- Playing as a specific character in a world like this can be extremely hazardous, and, unlike in many RPGs, the player does not have some special advantage over others. There are no civilians in Erfworld, and no one really has innate advantages over others. However, players do have one thing that most NPCs do not.
- All players gain access to a special that is called "Fate Points". Players have a limited control over Fate and can survive things that would kill other units. Whenever a hit would cause the player's character to die, a fate point is used instead, and the blow will retroactively miss. This can be done 3 times before the player's ability to defy fate is overwhelmed. If the player is hit again, this time he shall surely die.
- Fate Points can be gained the same way they are used. By altering what should be a killing blow, to a miss, or fumble, instead. Deliberately failing to make a killing blow on a non-allied unit allows the player to restore one fate point in his pool of three. Player can only gain one fate point from a specific non-allied unit per day.
- Negative Hits: Players may also get negative hits, like in D&D? They only die immediately if they go over -5 hits or something If the total is less, say -3, they are incapacitated and will die at the start of their next turn instead.
- ==Turn Order==
- Leadership bonus is added to the move of all units in the stack when determining initiative.
- If Warlord has improved initiative, +5 move to all units, that don't also have improved initiative, in the stack when determining initiative.
- ==Directed fighting==
- The front line protects the rest of the stack and must make up at least 50% of the stack's composition. Mid-liners are slightly behind the front liners, and serve as backup. Rear liners are for units that should not be in melee range, such as ranged units.
- Front line is overrun if enemy front line has more than twice the number of units, at which point the mid-line also joins in. If both the front and mid line are overrun (enemy must have double the number of units) then excess enemy units may attack the rear line.
- '''General Rules'''
- # warlord stack gets the warlord's leadership bonus (must discard Chief Warlord bonus).
- # Warlord stack automatically has access to the stack bonus.
- # Warlord stack is divided into three sections
- ## Front-line attack first
- ## Mid-line melee units may attack enemy front liners that are being attacked by allied front-liners, if they have a 10'+ reach, and are not already being attacked by another mid-liner.
- ### Enemy melee units with a 10'+ reach may not attack mid-line units initially, but may in a future turn if using target shift, or cleave special. Ranged units may attack, however.
- ## Rear-line, outside of melee combat, can't be attacked until the front/mid-lines are overrun.
- '''Defensive Bonuses in a directed stack'''
- * Front-line units are attacked as normal, and gain no defensive bonus. However, they can only be attacked by 2 same sized enemy melee units at once (or 3 enemies that are one sized smaller, or 1 enemy that is one size larger).
- * Mid-line units gain +2 defense, and can only be attacked by 1 enemy melee unit at once.
- ** If 1 size larger than 75% of front line units, +1 defense. If 2 sizes larger, +0 defense.
- ** If 1 size smaller than 75% of front line units, +4 defense, If 2 sizes smaller, can't be directly hit.
- * Rear-line units gain a +4 defense, and may not be attacked by enemy melee units.
- ** If 1 size larger than 75% of mid-line units, +2 defense. If 2 sizes larger, +0 defense.
- ** If 1 size smaller than 75% of mid line units, can't be directly hit.
- ''Exceptions: ''
- * When flyers attack ground units, any unit can be attacked, and defense bonus has a maximum of +1 for mid-line units, and +2 for rear line units.
- * Using the bull rush move can allow a larger sized unit to break into the rear line and immediately attack afterwards.
- * Swarm sized units can bypass front/mid line units that are actively engaged in combat, but will still suffer a free attack, at 1/2 combat, by the unit they are bypassing (they get stomped by their feet). This happens once per line that gets bypassed.
- '''Screening:''' A unit that is not engaged in offensive combat can declare that they are screening for the target instead (they roll defense instead of target, and get hit if fail, if unit fails by +5, target gets hit). To screen unit must be in the same defensive line of a directed stack as screen target.
- '''Size modifiers:'''
- * A larger unit on the front/mid lines can't be overrun by smaller enemy units, unless enemy units total double the hits of the larger unit.
- * Larger units on the mid/rear line, can be targeted by archers without penalty. Smaller units on the mid/rear line may not be targeted by ranged units.
- '''Example stack:'''
- A typical warlord 8-stack might look like this.
- * Front line: 4 stabbers
- * Mid line: 2 pikers
- * Rear line: 1 Warlord; 1 archer
- If he confronted 8 feral wolves. The wolves would only be able to attack the front line. If there were 16 wolves, then they would have enough to overrun the front/mid lines and have 4 wolves that could also attack the rear.
- ==Template Tests==
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Rank 2 Warlord
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 5 (4 base +1 leadership)
- |damage= 1   '''Cap:''' 8 (+0 stk)
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 5 (4 base +1 leadership)
- |dodge= 0
- |hits= 6/6     '''Move:''' 8
- |special= Scout, Command, purse, Leadership, initiative {player may substitute this special, at GM's discretion}
- |note= If unit was created by promotion, -1 to combat and defense. Promoted warlords may not substitute specials.
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Rank 3 Warlord
- |rank= 3
- |level= 1
- |experience= 0/8
- |upkeep= 60$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 5 (4 base +1 leadership)
- |damage= 3   '''Cap:''' 8 (+0 stk)
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 5 (4 base +1 leadership)
- |dodge= 0
- |hits= 6/6     '''Move:''' 8
- |special= Scout, Command, Purse, Leadership, Fate's Favour, Adv. initiative {player may this substitute special, at GM's discretion}, ??? {player choice}
- |note= Can only pop in the capital. Considered descendant of the ruler. May also be an heir. May be called a royal, if popped by a king, and royals may only ever be a rank 3 unit. However, this has no game mechanical advantages over a non-royal rank 3 warlord.
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Regent
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 8$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 0
- |damage= 0   '''Cap:''' 0/0
- |reach= 5'   '''Weaponry:''' fist/short
- |defense= 0
- |dodge= 0
- |hits= 6/6     '''Move:''' 9
- |special= Scout, command, purse, lower upkeep (lowers upkeep by 20%), -1 turn pop time
- |note= combat/defense 0 = 1/4 upkeep cost
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Caster
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 1 (0 base +1 noble)
- |damage= 0   '''Cap:''' 8/1
- |reach= 5'   '''Weaponry:''' dagger?/short
- |defense= 1 (0 base +1 noble)
- |dodge= 0
- |hits= 6/6     '''Move:''' 9
- |special= Scout, command, purse, Casting (shockomancy), etiquette
- |note= a noble that popped in a level 3 city, must take etiquette
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Giant Warlord
- |rank= 3
- |level= 1
- |experience= 0/8
- |upkeep= 80$     '''Type:''' infantry
- |size= large     '''Weight:''' heavy
- |terrain= land
- |combat= 6 (5base +1 leadership)
- |damage= 5   '''Cap:''' 15/3
- |reach= 10'   '''Weaponry:''' club/normal
- |defense= 6 (5 base +1 leadership)
- |dodge= +1
- |hits= 12/12     '''Move:''' 10
- |special= Command, Leadership, batting (tribal), advanced initiative, receive senses, heavy (-2)
- |note= All tribal infantry units have scout, promotion, and share senses for free.
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Gobwin Warlord
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 20$     '''Type:''' infantry
- |size= small     '''Weight:''' light
- |terrain= land
- |combat= 4 (3 base +1 leadership)
- |damage= 2   '''Cap:''' 6/1
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 4 (3 base +1 leadership)
- |dodge= +1
- |hits= 3/3     '''Move:''' 6
- |special= Command, Leadership, underground combat (tribal), advanced initiative, receive senses
- |note= All tribal infantry units have scout, promotion, and share senses for free.
- }}</div>
- ==Sample Combat==
- I will now write down 4 small battles between infantry that gradually add more of the various rules mentioned in this article.
- Combat order is as follows.
- '''1. State of units'''
- '''2. Determine initiative'''
- '''3. Determine combat Pairings'''
- '''4. Ambush/Ranged Combat'''
- '''5. Initiative round'''
- '''6. Begin normal combat. Round 1:'''
- '''Round 2:'''
- '''etc.'''
- ===Example #1===
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Noble Warlord
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 5 (4+1+1)
- |damage= 1   '''Cap:''' 8 (+0 stk)
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 5 (4+1+1)
- |dodge= 0
- |hits= 6/6     '''Move:''' 8
- |special= Scout, Command, Leadership, purse, advanced initiative
- |note= stacked +5; leadership +1
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Promoted Warlord
- |rank= 2
- |level= 6
- |experience= 0/8
- |upkeep= 90$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 0 (incapacitated)
- |damage= 0   '''Cap:''' 8
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 0 (incapacitated)
- |dodge= 0
- |hits= 7/7     '''Move:''' 0 (incapacitated)
- |special= Scout, Command, Leadership, purse, advanced initiative
- |note= stacked +1; leadership +6; incapacitated 0 cbt/def/mv (pinned, can't move); promoted from a rank 1 unit, -1 cbt/def
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Stabber '''*5'''
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 7$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 8 (2+5+1)
- |damage= 4   '''Cap:''' 4/1
- |reach= 5'   '''Weaponry:''' sword/normal
- |defense= 8 (2+5+1)
- |dodge= 0
- |hits= 4/4     '''Move:''' 6
- |special= Promotion; Adv. Initiative
- |note= stacked +5; leadership +1; there are 5 stabbers total.
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Hobgobwin Heavy Knight
- |rank= 2
- |level= 1
- |experience= 0/8
- |upkeep= 40$     '''Type:''' Infantry
- |size= large     '''Weight:''' heavy
- |terrain= land
- |combat= 12
- |damage= 11   '''Cap:''' 15/3
- |range= 10'   '''Weaponry:''' axe/medium
- |defense= 11
- |dodge= -2
- |hits= 12/12     '''Move:''' 11
- |special= dance fighting (tribal), adv. initiative, power strike
- |note= tribes get scout/share senses/promotion for free; stacked +1; leadership +6; unarmoured -1 def
- }}
- <b style="color: blue;">Blue</b>: warlord (lv 1); 5 stabbers; CW +2 (can't be used in conjunction with leadership)
- <b style="color: green;">Green:</b> warlord (lv 1; commoner; incapacitated); heavy hobgobwin knight; CW +1 (can't be used in conjunction with leadership)
- '''1. State of units'''
- <b style="color: blue;">Blue</b> and <b style="color: green;">Green</b> are Prepared.
- Stack order is as follows
- <b style="color: blue;">Blue</b>: 1 stack; front-line (stabbers*5); rear-line (warlord)
- <b style="color: green;">Green:</b> 1 stack; front-line (hobgobwin); rear-line (warlord)
- '''2. Determine initiative'''
- <b style="color: green;">Green's</b> warlord is incapacitated, and has 0 move. However, she still has advanced initiative (+5), and leadership (+6) giving her an 11.
- <b style="color: blue;">Blue's</b> stabbers have a move of 6, have advanced initiative (+5), and leadership (+1) giving them a 12.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Green
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Blue
- }}</div>
- <b style="color: blue;">Blue</b> has the initiative over <b style="color: green;">Green</b>.
- '''3. Determine combat Pairings'''
- Front line must be paired first. <b style="color: blue;">Blue</b> has 5 stabbers on the front line, and <b style="color: green;">Green</b> has the hobgob. To overrun <b style="color: green;">Green's</b> hobgobwin, which is of a larger size than anything <b style="color: green;">Green</b> has, <b style="color: blue;">Blue</b> must have at least 24 point worth of hits. The total hits of 5 stabbers is only 20.
- All 5 stabbers attack the twoll, while both warlords remain in the rear.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber#1; #2; #3; #4; #5
- |hits= 4/4; 4/4; 4/4; 4/4; 4/4
- }}
- '''4. <s>Ambush/Ranged Combat</s>'''
- Both sides are prepared, but lack ranged weapons, so no ambush or ranged combat possible.
- '''5. Initiative round'''
- * '''Blue''' has initiative, so both knights can launch a free attack on '''Green''' .
- * Green's hob has superior reach, and has a readied attack, however. He attacks stabber#1.
- * Stabber has a current defense of 8 +2 dodge. Hob has a current combat of 12.
- * Players roll 1d10 each. Hob wins roll, does 11 damage to stabber#1.
- * Cleave special activates. Hob attacks stabber#2.
- * Players roll 1d10 each. Hob loses roll.
- * Remaining stabbers may not attack hob, since he has used a readied action.
- * Stabber#1 is below -1 hits, dies.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 8/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber <b style="color: red;">#1</b>; #2; #3; #4; #5
- |hits= <b style="color: red;">-1/4</b>; 4/4; 4/4; 4/4; 4/4
- }}
- '''6. Begin normal combat. Round 1:'''
- * Four stabbers attack the hob. When a unit is outnumbered by 4 units that are within 1 size category, -2 cbt/def.
- * Hob may not attack due to heavies only being able to attack every second round.
- * Stabber has a current combat of 8. Hob has a current combat of 11 -2 dodge -2 outnumbered = 7 defense. However, since he is 1 size larger, he may not be auto-defeated by being outnumbered.
- * Players roll 4d10. Hob is hit twice. Stabbers do 4 damage per hit, and hob has 2 dr. Total damage is 4.
- * Hob is at 8/12 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 8/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber #2; #3; #4; #5
- |hits= 4/4; 4/4; 4/4; 4/4
- }}
- '''Round 2:'''
- * For hob's movement round, he does a bullrush, which is movement, not an attack. Stabbers are too small to block, and are pushed aside. This is treated as an overrun, and, as such, hob may attack the rear this round. Since there is only the warlord on the back-line hob can attack him directly.
- * Warlord has a current defense of 10 +2 dodge. Hob has a current combat of 12.
- * Both players roll 1d10. Hob wins. Does 11 damage.
- * Royal Warlord is at -5 hits, dead. Stack bonus is gone, leadership bonus is gone, formation is gone, CW is in effect again +2
- * Cleave special takes effect, but there are no other units on the rear line, so there is no one to target.
- * Warlord: -1/6, dies.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 8/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= <b style="color: red;">Royal Warlord</b>
- |hits= <b style="color: red;">-1/6</b>
- }}
- Stabbers are now auto attacking. Auto attacking ignore incapacitated unit when there is an active enemy unit in the area (if they didn't, then they would keep attacking enemy units that are at 0 hp, which also counts as incapacitated). stabbers turn around and give chase to hob. Will reach him next round, if hob does not retreat.
- '''Round 3:'''
- * Stabber has a current combat of 4. Hob has a current defense of 11 -2 dodge -2 outnumbered = 7 defense.
- * Hob may not attack this round, so he must roll defense.
- * Both players roll 4d10, all 4 stabbers hit hob. Stabbers do 2 damage but hob's DR is also 2, making it 0 damage.
- * <b style="color: blue;">Blue</b> rolls 1d10, a 4 or less does 1 damage to hob. Success. Does 1 damage.
- * Hob has 7/12 hits left.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 7/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber #2; #3; #4; #5
- |hits= 4/4; 4/4; 4/4; 4/4
- }}
- </div>'''Round 4:'''
- * Hob fights Stabber#2; defends against stabbers #3, #4, #5
- * Stabber#2 have a current combat of 4. Hob has a current combat of 12 -2 outnumbered = 10 combat.
- * Stabber#3, #4, #5 have a current combat of 4. Hob has a current defense of 11 -2 dodge -2 outnumbered = 7 defense
- * Players roll 4d10. Hob hits, kills stabber; stabber #4 hits.
- * <b style="color: blue;">Blue</b> rolls 1d10, a 1 does 1 damage to hob. Fails.
- * Cleave special takes place. Hob attacks stabber#3. Stabber#3 has a current defense of 4 +2 dodge = 6 defense.
- * Players roll 1d10. Hob hits, kills stabber
- * Stabbers#2, #3 are dead.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 7/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber <b style="color: red;">#2; 3;</b> #4; #5
- |hits= <b style="color: red;">-1/4; -1/4;</b> 4/4; 4/4
- }}
- '''Round 5:'''
- * Hob defends against stabber#4; #5
- * Stabbers have a current attack of 4. Hob has a current defense of 11 -2 dodge -1 outnumbered = 8 defense
- * Players roll 2d10. Hob defends both.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 7/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber #4; #5
- |hits= 4/4; 4/4
- }}
- '''Round 6:'''
- * Hob fights stabber#4, defends against stabber #5
- * Stabber#4 has a current combat of 4. Hob has a current combat of 12 -1 outnumbered = 11 combat.
- * Stabber#5 has a current combat of 4. Hob has a current defense of 11 -2 dodge -1 outnumbered = 8 defense
- * Players roll 2d10. Hob hits and defends. Does 10 damage. Stabber#4 dies.
- * Cleave special takes place. Hob attacks stabber#5 with 11 combat. Stabber#5 has a current defense of 4 +2 dodge = 6 defense.
- * Hob hits.
- * Stabbers#4; #5 are dead
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= heavy hobgobwin knight
- |hits= 7/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= stabber <b style="color: red;">#4; #5</b>
- |hits= <b style="color: red;">-1/4; -1/4;</b>
- }}
- <b style="color: green;">Green WINS!</b>
- =Chapter 05- Toma RPG: Mass Combat (in progress)=
- Back- [[Toma RPG]]
- While small scale battles can be fun, Erfworld, is at its core a war game where hundreds and thousands of units will fight and die against each other.
- ''Issues:''
- * none at this time. Warlords do not count for stack limits
- ==Stats==
- When managing larger groups, it becomes necessary to add in another stat.
- Upkeep lets you know how large an army you can have at any one time. If your upkeep becomes larger than your smuckers on hand, then units will begin to automatically disband.
- Upkeep varies on size and rank of unit. There is also the multi-units special, which lowers upkeep, and increases pop rate, in exchange for lower starting abilities. Only small and medium units may use this special.
- All heavy units also must pay for the size advantage by spending slot points, which can be also used for specials.
- Furthermore, there are limits to the rank of a unit, depending on its size. Large units can be any of the four ranks, but all other sizes face restrictions. Medium sized units may only be ranks 1-3, for instance.
- Here is a full chart of the size and upkeep of the various units.
- {| class="wikitable"
- |+
- !Size
- !Base
- upkeep
- !Multi-Units
- Special
- !Rank 1
- !Rank 2
- !Rank 3
- !Rank 4
- !Slot Cost
- |-
- |Tiny
- |2$
- |N/A
- |*1
- |N/A
- |N/A
- |N/A
- |None
- |-
- |Small
- |10$
- |4$ (Must be rank 1)
- |*1
- |*2
- |N/A
- |N/A
- |None
- |-
- |Medium
- |20$
- |7$ (must be rank 1)
- |*1
- |*2
- |*3
- |N/A
- |None
- |-
- |Large
- |40$
- |N/A
- |*1
- |*2
- |*3
- |*4
- | -2 slots
- |-
- |Huge
- |100$
- |N/A
- |N/A
- |N/A
- |*3
- |*4
- | -4 slots
- |-
- |Massive
- |200$
- |N/A
- |N/A
- |N/A
- |N/A
- |*4
- | -6 slots
- |}
- Additionally, there are three specials that increase the cost of the unit with every level up. They are leadership, caster, and randomized enhancement. Increase base cost by 1/4 with every level up. Therefore, a level 5 unit would have double the upkeep of a level 1.
- Additionally, casters increase their upkeep again by 100% every time they upgrade their magical proficiency. There are three levels of this, novice, adept, and master. There is also a 0 rank, called amateur, no additional cost for this?
- == Leveling ==
- Levels are gained primarily by killing enemies.
- The amount of experience per kill is dependant on several factors.
- Let's start with the basics of leveling.
- * Killing a medium sized knight levels a unit to 2.
- * Killing two knights levels a unit to 3.
- * Amount needed to level keeps doubling from this point on.
- This is based on production value. A knight pops 1 a turn, and is worth 1000 smuckers to create. Therefore, one could say that killing 1000 smuckers worth of production is the amount needed to level up to two.
- Thinking of it like that, if six stabbers pop a turn, then killing 6 stabbers is also worth 1000 smuckers, and can give a level up. Pikers/Archers pop 8 a turn but, in the interest of simplicity, killing six of them will also count as being equal to a knight.
- Likewise, since you can pop small sized knights per turn, killing two of them would give a level up, and killing 6 small units with the multi unit special also gives a level up.
- * Level two units pop once every 2 turns, so they would be worth 2 times more than a medium knight.
- * Level three units pop once every 3-4 turns, so they would be worth 3-4 times more than a medium knight.
- * Level four units pop once every 5-6 turns, so they would be worth 5-6 times more than a medium knight.
- All simple enough. However, there is also the size difference at play. When there is a two size difference, halve the experience gain for the bigger unit, and double the exp for the smaller one. When there is a three size difference, then we are getting into swarm rules. No experience gain is possible for the bigger unit at this point. The swarm units, on the other hand, get an odd multiplier. A swarm unit's exp gains remains at double what it would be when fighting a same sized unit, but, if he is part of a swarm stack (max 10 units), EVERY unit of the swarm stack gets the same exp amount. This means that it can be a 10 times multiplier effect, but only if it's a swarm group.
- When dealing with tiny units. Small sized units are considered 2 sizes bigger, and medium sized units are considered 3 sizes larger. The base exp value of a tiny unit is 1/20th of a knight.
- ''Note: exp value of tinies is subject to change. I haven't nailed down their pop rate yet.''
- ==Strategic Map==
- The world of Erfworld is not a featureless void. It is a living, breathing, world. That said, it has a number of peculiarities to it.
- ===Hexes===
- The world of Erfworld is divided by terrain hexes that measure 1 mile in diameter. On the outline of each hex is a border that cannot be crossed by any unit with a move stat. Inanimate objects are generally able to pass through, however, although there are exceptions, such as fire, which will never be able to burn outside of the hex it started on, unless it was carried by a unit with move.
- Each terrain hex has a terrain type that will be most prominent. Typical terrain types included plains, forests, and mountain hexes. These hexes cost a variable amount to enter. Plains only cost 1 move, while a jungle hex can cost 4 move. Sometimes a river will flow through a terrain hex, and water may travel between hexes without limit, but if a unit attempts to ride the current to get additional move, he will still bump up against the hex border and will be forced to move to the shore.
- When ending turn on a hex, a side may only fit in a maximum of 500 light troops (or 5000, if units are tiny sized), and 50 heavies. Additionally, a total of 500 light fliers (or 5000, if units are tiny sized), and 50 heavy fliers may also be in the hex, however, they must stay in the air, or else be counted towards the ground unit total. If a warlord is in the hex, you can fit in an additional 500 ground troops, and 50 more heavies. This is called reinforcing the hex.
- If more troops then the maximum allowed are on a hex before ending turn, excess units are disbanded.
- {| class="wikitable"
- |+Light (hex cap: 500 with heavies/750 without)
- !size
- !Point value
- !
- |-
- |Tiny
- |0.1
- |
- |-
- |small
- |1
- |
- |-
- |medium
- |1
- |
- |}
- Light units have a normal cap of 500, but if there are no heavies, that cap increases by 50%.
- {| class="wikitable"
- |+Heavies (hex cap: 50 with light/ 75 without)
- !Size
- !Point Value
- !
- |-
- |Large
- |1
- |
- |-
- |Huge
- |2
- |
- |-
- |Massive
- |5
- |
- |}
- Heavy units have a normal cap of 50 but, if there are no lights, that cap increased by 50%.
- ''NOTE: Cities have special rules, and allow a much greater number units within its territory than normal terrain hexes. The exact mechanics of this will be detailed in a later chapter.''
- ===Roads===
- Roads are around 80 feet wide and connect over 90% of the cities in Erfworld. Most of the road that do not do so have been altered in turns past so that various cities can be hidden from other sides as they travel. Roads can be built, or destroyed, by units with the dig special. It takes 100 diggers 10 turns to create a mile of road.
- When a land unit uses a road, he may move a total of 3 hexes for every point of move that he has. To gain the benefit, the unit must be on the road when entering and exiting the terrain hex. Furthermore, if a unit has 0 move, he may retreat back into the hex he had originated from, once. Fliers may only benefit from this if they entered the hex through ground movement.
- Given the tremendous benefits to the move stat from using roads, the bulk of land based, non-city centric, combat takes place upon them.
- ===Battlespace===
- There is an order to movement during each day. First, all feral, barbarians, and tribes, use their movement simultaneously. After this is done, then sided units move. If two sided units come within the battlespace of another unit, the side that has existed for the longer period of time goes first.
- Given that time is relative in between seperate hexes, the turn order is generally not noticeable, unless an encounter happens between opposing units.
- Order is determined by natural predictamancy.
- === Claiming a Hex ===
- Before a warlord ends turn in a hex, he may claim it for his side. This action allows him to increase the unit cap for the hex by an additional 550 land troops. Doing this is known as "hex reinforcement". This also limits the number of enemy units that may enter this hex on their turn.
- However, by claiming a hex, he may not attempt to conceal his army. Any unit with the scout special will be instantly informed, upon scouting the hex, that a side has taken this hex as their own space.
- ===Base Units===
- One thousand pikers vs. one thousand stabbers, how is the battle resolved?
- ==Combat==
- When doing mass battles, the side is moving into an enemy controlled hex uses the combat stat exclusively.
- ==Defense==
- When doing mass battles, the side who's hex is being invaded uses the defense stat exclusively.
- ==Hits==
- ==Move==
- Move has two aspects, the first is tactical movement, which is the speed of which a unit may move during a combat round, and the second is how many strategic hexes boundaries a unit may pass through during the turn of the side.
- The most important aspect of hex boundaries is that they determine the terrain type that a unit is traveling in. Many of these hex terrains give a movement penalty. You subtract the penalty from your per round movement total (aka max movement).
- '''Terrain modifiers:''' This is a bit tricky to explain, but for a forest hex, when you travel through it, it costs 2 movement, while passing each hex boundary. This means you can only travel through 3 hex boundaries per day. However within a hex, you can run indefinitely, and the speed which you run is your movement, minus your hex penalty, per combat turn.
- In cases where the hex penalty is equal to, or greater than, the unit's total move, it remains at a minimum of 1 hex per round.
- Land Units:
- * Roads: movement cost is 1 move for every 3 hex borders passed through. May retreat into previously traveled hex, once, if unit is at 0 move.
- * Grassland/plains/underground: no penalty or bonus; costs 1 move
- * Tundra/desert/Forest: -1 hex penalty; costs 2 move
- * Deep Forest/Hill/tundra: -2 hex penalty; costs 3 move
- * Jungle: -3 hex penalty; costs 4 move
- * Snow/mountain: -4 hex penalty; costs 5 move
- * Bog/Swamp/high mountain: -5 hex penalty; costs 6 move
- * impassable mountain: N/A. These mountains are considered impassible.
- * Raining: causes an additional -1 hex penalty, that goes on top of any normal terrain penalties.
- Air Units:
- * Roads/grasslands/plains/underground/forest/jungle/etc: no penalty or bonus, costs 1 move. Fliers are only affected mountainous terrain modifiers.
- * Mountain: -2 penalty; costs 3 move (if unit has lofty heights special, cost is 1 move)
- * High Mountain: Impassible (if unit has lofty heights special, costs is 3 move)
- * Impassible Mountain: N/A. These mountains are considered impassible.
- * Raining: causes an additional -2 hex penalty, in addition to normal terrain penalties.
- ==Specials==
- ==Additional Bonuses==
- ==Stacking==
- ==Fighting==
- When invading a claimed hex that is owned by an unaligned side, the maximum number of units that can be brought to bear is 550 land units, and 550 air units. It is impossible for a sided unit to go beyond this limit. Furthermore, it is impossible to send ANY additional troops, until the first wave attackers has been defeated. This can happen either by all troops being croaked/captured, or by retreating (assuming they have the move to do so). Troops that retreat from battle may not attempt to attack the hex a second time that turn.
- The most common form of fighting takes place on road hexes. The armies will gather up on either side of the hex, and the invading army will attack on the road. Given the limited width, army groups will go smaller sections. They will meet the enemy's forward forces and do battle. When a winner has been decided, the attacker will then press on with his existing troops, or have them retreat to send in a different wave.
- ==Ranged Fighting==
- In mass battles, most of the ranged fighting is done by archers and crossbowmen. These units typically have 20 ammo, which allows them to fire 20 times during battle. They will do this in volleys.
- ==Turn Order==
- ==Randomization Method==
- ==Template Tests==
- ==Sample Combats==
- ===Example#1===
- Um
- 30 groups of pikers (480 total)
- : 2 cbt {4 cap}/2 def {0 dge}/4 hp/6 mv/7$ -long rch
- attacked by
- 30 groups of stabbers (480 total)
- : 3 cbt {4 cap}/3 def {0 dge}/4 hp/6 mv/7$ -normal rch
- Attacker uses combat stat only, defender uses defense stat only.
- Superior reach gets a +1.
- Attacker does 2 damage, can kill in 2 rounds, defender does 1 damage, can kill in 4 rounds.
- Attacker has a +1 over defender.
- Roll
- : Winner= damages double rate as loser
- : Tie = damages at same rate
- : Pikers win= loses at 1:1 rate vs stabbers
- : stabbers win= loses at 1:4 rate vs pikers
- : Tie= pikers 1:2 rate vs stabbers.
- Each side has 30 groups.
- Rolls | attackers (30) vs defenders (30).
- :29 vs 26 (Stabber win)
- :28 vs 24 (Tie)
- :27 vs 23 (piker win)
- :26 vs 22 (piker win)
- :25 vs 18 (stabber win)
- :24 vs 14 (stabber win) Stabbers outnumber 2:1 but doesn't affect defense.
- :23 vs 12 (tie)
- :22 vs 11 (pikers win)
- :21 vs 7 (stabbers win) stabbers outnumber 3:1, lower defense by 1.
- :20 vs 3 (stabbers win) stabbers outnumber by over 4:1. Stabbers win.
- '''Stabbers have 1 level 1 warlord'''
- When a warlord is added. He can either give a general bonus to the entire battalion, or make up a specific section, and insert himself in battle. Making a max stack is 8 units. Bonus gets a +7.
- Stabbers with leadership have an 10 combat, and do 4 damage, which kills pikers in 1 hit, but they are half the size, so it counts as taking 2 hits.
- -Attacker does 4 damage, can kill a full squad in 2 rounds, defender does 1 damage, can kill in 4 rounds.
- : Attacker has a +8 over defender.
- -Players each roll 1d10
- :Winner= damages double rate as loser
- :Tie = damages at same rate
- Pikers win= loses at 1:1 rate vs stabbers
- stabbers win= loses at 1:4 rate vs pikers
- Tie= pikers 1:2 rate vs stabbers.
- Each side has 30 groups.
- =Chapter 06- Toma RPG: Unit Creation=
- Back- [[Toma RPG]]
- So, you have just founded a capital site, and turned it into your first city. Before you can begin popping out units to begin your inevitable march to world conquest, however, you first need to figure out what your army will consist of. Now, it is true that there are a variety of premade units that a starting side automatically has access to (such as pikers, archers, stabbers, knights, and warlords), but ''everyone else'' can make those units too. What can you do to personalize your army, and help mold it into a winning strategy?
- The answer is unique units! Every single, newly formed, capital city side on Erf has 6 production ranks worth of ''exclusive'' units to create as you wish, and THAT is what we will be focusing on in this section.
- When creating a unit, one thing that you may notice is how similar they are to each other. While the looks, names, and personalities of the various units are wildly different in the comic, their basic abilities fall into a narrow range of classifications, such as type, weight, terrain, and size. The greatest factor in deciding how powerful, and unique, a unit can become is the number of slot points allocated to it. The number of slots available are fundamentally limited by the production rank, also known as the city level, needed to produce it. Dwagons are rank 3 units, and can't pop in a level 2 city.
- These slots are then put into size modifiers, and specials, that can enhance the unit in a variety of ways. The more slots one starts with, the more choices available. Many specials can only be bought for higher ranked units, as well.
- Naturally, it is considered better to have a high class unit, as opposed to a feeble one, but choosing weaker units also has various advantages. Really small units, which can have an upkeep of less than 2 smuckers a day, can only be built as a rank 1. If disposable troop fodder is what you need, then don't even think about high rank stuff. In all honesty, even the weakest units can be rather overwhelming when led by a skilled warlord, which, itself, is only a rank 2 unit.
- To help you in your efforts of deciding what sort of unit you would like to create, the following questionnaire has been provided.
- 1. '''Race''' & concept: <b style="color: brown;">== </b><br />
- 2. '''Type''': Infantry (4{8}|4|6| 8) <b style="color: brown;">[_]</b>
- '''.''' or Beast (4{8}|4|6|10) <b style="color: brown;">[_]</b>
- ''-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)''<br />
- 3. '''Weight''': Light ( n/c ; 20$) <b style="color: brown;">[_]</b>
- '''.''' or Heavy (+1{n/a}|+1|+6|+2; 40$) <b style="color: brown;">[_]</b>
- ''-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).''<br />
- 4. a) '''Terrain''': Land ( n/c ) <b style="color: brown;">[_]</b>
- '''.''' Water (*1 {*1}|*1|*1|*1.5) <b style="color: brown;">[_]</b>
- '''.''' or Air-light (-1 {*1}|-1|-1|*2.0) <b style="color: brown;">[_]</b>
- '''.''' Air-heavy (-1{n/a}|-1|-2|*3.0) <b style="color: brown;">[_]</b>
- -- b) If you choose heavy, is it '''underground''' capable, Y/N? <b style="color: brown;">== </b><br />
- 5. a) '''Size''' (light): Tiny ( 0 {0}| 0{+3}| 1|-4 ; 0 rch| 1.25$ land; 1.75$ air) <b style="color: brown;">[_]</b>
- '''.''' Small (-1 {3}|-1{+1}|-3|-2 ; 1 rch| 5$ - - - - ) <b style="color: brown;">[_]</b>
- '''.''' Medium ( n/c ; 1 rch| 20$ - - - - ) <b style="color: brown;">[_]</b>
- -- b) '''Size''' (heavy): Large ( n/c ; 1 rch| 40$) <b style="color: brown;">[_]</b>
- '''.''' Huge (*2{n/a}|*2{-4}|*3.0|-2; 2 rch| 100$) <b style="color: brown;">[_]</b>
- '''.''' Massive (*3{n/a}|*3{-7}|*7.5|-4; 3 rch| 200$) <b style="color: brown;">[_]</b>
- ''-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt''
- ''-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $''<br />
- 6. a) '''Weapon name:''' <b style="color: brown;">== </b>
- -- b) '''Weapon group''': -Melee (rch) <b style="color: brown;">[_]</b>
- '''.''' -Ranged (rng) <b style="color: brown;">[_]</b>
- -- c) '''Weapon length''' (infantry only): -short <b style="color: brown;">[_]</b> <<Must pick if air, beast, or both.
- '''.''' -normal <b style="color: brown;">[_]</b>
- '''.''' -long <b style="color: brown;">[_]</b>
- --Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)|
- short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng |
- normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |2 rch/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng |
- long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
- ''-Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long''
- ''-Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes.''
- ''-Note: If land/water infantry picks the 'weapon length: short' option, combat=air infantry.''<br />
- 7. a) '''Stat swap''': <b style="color: brown;">== </b>
- ''-Note: cbt/def can be traded (*1.5 cap; round down). hp/mv can be traded (*1.25 cap; round down).''
- -- b) '''Slot trade''' (+1 slot for each, if applicable): -Upkeep *1.5 <b style="color: brown;">[_]</b>
- '''.''' -Remove mount special <b style="color: brown;">[_]</b><br />
- 8. '''Rank''': -Rank 1 (3 slots; '''pop rate'''=1 turn ) *$1 <b style="color: brown;">[_]</b> <<<Maximum rank (tiny).
- '''.''' -Rank 2 (5 slots; '''pop rate'''=2 turns) *$2 <b style="color: brown;">[_]</b> <<<Maximum rank (small).
- '''.''' -Rank 3 (7 slots; '''pop rate'''=4 turns) *$3 <b style="color: brown;">[_]</b> <Min rank (huge)/Max rank (med)
- '''.''' -Rank 4 (9 slots; '''pop rate'''=6 turns) *$4 <b style="color: brown;">[_]</b> <<<Minimum rank (massive).
- ''-Note: Small: pop rate=4 per turn (2 per turn, if rank 2). Tiny: pop rate=19 (if land), or 12 (if air), per turn.''<br />
- 9. a) Slots (subtract size choice from total): <b style="color: brown;">== </b>
- ''-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.''
- -- b) '''Specials''': <b style="color: brown;">== </b>
- ''-Note: Specials are bought with slots. Pick from the provided list in section 9.''<br />
- 10. Final unit template: <b style="color: brown;">==</b>
- ''-Quick stats: Check type|weight|terrain|size. Choose appropriate line on the 'Section 5' chart.''
- ''-Quick stats: Must add appropriate reach increase, if using a normal/long/ranged weapon.''<br />
- '''Race''': {'''Rank''': }|'''Type''': | '''Weight''': {'''Size''': }| '''Terrain''':
- '''Weapon Name''': | '''Group''': | '''Length''':
- '''cbt''': {'''cap''': }| '''def''': {'''dge''': }| '''hp''': | '''mv''': | '''rng''': | '''$'''
- '''Stat Swap''': % for %| '''Slot Trade''': | '''Pop Rate''':
- '''Specials''':
- ''Author's Notes: Can weapon length be simplified? How big is massive, in terms of hexes?''
- If you follow these steps, you should be able to create a unit of your very own. To understand what each choice means. Read below. In addition, I shall give an example of how to answer these questions to create a twoll, a typical unique unit from Gobwin Knob.
- ==1. Creating A Concept/Naming Your Unit==
- While this page shows you how to create your units, it doesn't make them come alive. While you can just pick your unit's stats and specials, it leads to something bland and generic, and doesn't really express a vision as to what your side is all about.
- You can make a simple land mount, OR you can make a unicorn. Why just create a bird with a fire special when you can make your own phoenix instead? Anything you can envision, you can take that image and then go forward with it. You can make a pixie, an electric elephant, or even a ghost-like being (stats as flying infantry, with immunity to physical damage. Point cost to be determined). An ogre and a giant are not really fundamentally different, in terms of stats, they both count as large sized, land based, heavy infantry units, but how you imagine they look and act makes all the difference in the world.
- So, when creating a unit, try to imagine what sort of unit you would like it to be. When doing so, try in particular to decide these three things, because how you answer will determine what stat template the unit will end up with.
- # person or animal- can your creation think? Can it use tools or is it just a pet?
- # small or large- Is it small like a bat, massive like a whale, or about the size of a person?
- # preferred travel method- does it get around mainly by swimming, walking, or flying?
- ===Choose name of unit type, and write down description.===
- Example: Making a twoll.<br />
- 1. '''Race''' & concept: <b style="color: brown;">== Twoll. Big ugly guy that likes dark places. </b><br />
- ==2. Unit: Type==
- Before going any further, lets give a little run down of the 8 numbers that will be defining your units.
- {| class="wikitable"
- |+Stats
- |1. combat (cbt)
- |Determines hit chance and the amount of damage dealt upon a successful strike.
- |-
- |2. damage cap (cap)
- |Maximum amount of damage that can be dealt in a single strike. Excess damage is ignored. Applies only to light units.
- |-
- |3. defense (def)
- |Determines your chance to avoid being hit.
- |-
- |4. dodge (dge)
- |Additional def modifier, applicable only if opposing units are of different sizes.
- |-
- |5. hit points (hp)
- |Determines the amount of damage your unit can withstand before croaking. 0 hp incapacitates, -1 croaks.
- |-
- |6. movement (mv)
- |Determines how fast your unit can move in a combat round, and who moves first.
- |-
- |7. reach (rch)
- |Determines how far away you can hit your opponent from.
- |-
- |8. upkeep ($)
- |Determines the cost to keep the unit alive every turn. Also doubles as a supply cap when creating custom armies.
- |}
- When looking at your stats, they will be listed like this: '''cbt{cap}| def {dge}| hp| mv| rch| $'''
- When you begin, you get two base templates to add in the relevant numbers. They are infantry, and beast.
- ===Type: Infantry (default)===
- {| class="wikitable"
- |+Infantry
- |-
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |8 mv
- |1 rch
- |20 $
- |}
- Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 1 hex, which is 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 current combat stat (round down; minimum 1 point). Size is under the light (medium) setting (roughly human sized, although, technically, Earth humans are much larger), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.
- ''Note: All light infantry are assumed to have a weapon and armour. Without a weapon, current combat drops by 1/2 (round down, can be 0), and damage cap drops to 1. Depending on weapon and unit size, combat reach may be lowered. Without armour, simply subtract 1 from defense.''
- ===Type: Beast===
- {| class="wikitable"
- |+Beast
- |-
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |10 mv
- |1 rch
- |20 $
- |}
- Base stats: 4 combat, with a damage cap of 8; 4 defense; 6 hit points; 8 Movement. Combat reach is 1 hex, which is around 5 feet, or 1.5 meters. Damage inflicted upon a successful attack is 1/2 current combat stat (round down; minimum 1 point). Size is under the medium/light setting (roughly cougar sized), which is the standard, and counts as being 1 hex. Upkeep is 20 smuckers ($) per turn.
- Stat wise, their biggest difference from infantry is the extra two points in move, this gives them initiative in combat, when compared to normal infantry. It should be noted, however, that beasts are physically stronger than infantry. This is expressed by the fact that they have natural weapons, and armour, to do battle with, so they are considered to always be equipped for battle. Physically speaking, infantry are usually bipedal, and has arms, while beasts are quadrupeds, and only have legs. Although there are variations (centaurs, apes) that require special rules. Beasts can also be harvested for provisions.
- On the down side, while they have greater mobility than infantry, they lack intelligence. They can't speak, read, command, or wield weapons. Tool using is beyond them, and beasts cannot capture units without a specific special. They could not, for instance, turn a doorknob to open a door, or non-lethally beat an enemy on his own. There are also rare cases of a beast going feral if it receives bad treatment for an extended period, or are in the process of being automagically disbanded, due to an upkeep shortfall. If an enemy unit is significantly larger, they may avoid auto-attacking it, without specific orders, which can be troublesome when trying to defend a city.
- '''Sprint:''' Beasts have an exclusive ability, that is free to the type, where they can forgo an attack, and use their full move a second time (only half their full move, rounded down, if a heavy). This doubles their effective combat move, but does not grant any other bonuses (such a higher initiative). This can only be done in areas where they do not suffer a movement penalty due to terrain, however.
- ===Infantry or beast unit. Choose one.===
- Example: Making a twoll.<br />
- 2. '''Type''': Infantry (4{8}/4/6/ 8) <b style="color: brown;">[X]</b>
- '''.''' or Beast (4{8}/4/6/10) <b style="color: brown;">[_]</b>
- ''-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)''<br />
- <b style="color: blue;">ADVANCED RULES:[https://rpg.erfworld.com/Toma%27s_Unit_Creation#Section_2 Click here.]
- </b>
- ==3. Unit: Weight==
- There are two weight classifications for units. Light, and heavy.
- ===Weight: Light (default)===
- {| class="wikitable"
- |+Light: Infantry/Beast
- |-
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |8/10 mv
- |1 rch
- |20 $
- |}
- Your unit is already assumed to be this. Technically speaking, all units are assumed to be a Light (medium) unit when character generation begins, more on that later. If you wish your unit to remain in the light class, then change nothing at this time, and move on to the next step.
- ===Weight: Heavy===
- {| class="wikitable"
- |+Heavy: Infantry/Beast
- |-
- |5 cbt {n/a cap}
- |5 def {-2 dge}
- |12 hp
- |10/12 mv
- |1 rch
- |40$
- |}
- When you select the heavy option, your unit triples in size, or more. He becomes much stronger as well. Exact stat increases are as follows.
- Base stats: +1 cbt, and the cap is not applicable (n/a) anymore; +1 def; *2 hp; +2 mv. Damage inflicted upon a successful attack has been doubled. It is now equal to the current combat stat (currently 5). Dodge is -2, due to being a larger, easier target to hit. Size is under the heavy (large) setting (roughly horse sized), which is the standard for heavy units, and counts as being 3 hexed. Upkeep is doubled to 40$ per turn.
- ''Note: All heavy infantry are assumed to have a weapon and armour. Without a weapon, divide current combat total by half (round down). Unlike with light infantry, damage remains equal to combat, and no damage cap is imposed. Without armour, -1 from defense. Beasts are always considered to be armed with natural weapons and armour.''
- To create a heavy, you must spend some slots. The exact number of slots depends on the size category, which shall be explained later. This allows the unit to gain the heavy classification. The differences change depending on previous choices made.
- In addition to the stats increase, heavy units gain the following specials for free.
- * damage reduction: -2 damage when hit. If attack fails to penetrate dr, roll 1d20, if 2 or less, -1 hp.
- * cleave: if first (only first) attack kills enemy, may immediately attack again against any unit that is within reach.
- * terrain: Can ignore up to 1 point of movement penalty, in regards to terrain.
- To compensate, there are also some innate disadvantages that all heavies suffer from.
- * Attack rate is halved (only one attack every 2 turns).
- * cannot go underground (unless choosing underground If so, unit may no longer ignore 1 point of terrain movement penalty).
- * Your dodge could also be called your size modifier. It affects how likely you are to hit, and to avoid being hit, by differently sized units. To determine what a unit's dodge score is, check the size of the attacking unit, and the size of the defending unit. If sizes are equal, do nothing, if attacker is smaller than defender, then subtract both numbers from the defender's defense. When the attacker is larger, then add both numbers to the defender's defense (ie. Heavy units have a -2 to dodge, which means that if a light (medium) unit attacks it, they take a -2 to defense. Likewise, the light unit gains a +2 to defense when being attacked by the heavy.
- * Can capture a light unit with a successful attack (can carry 2 captured light units, but cannot fight without a free hand). When attempting a capture, dodge bonus is doubled (ie. Tiny unit has a +5 bonus from dodge to avoid being hit by a large unit, but a +10 bonus to avoid being captured)
- * Total light unit carrying capacity: 2 (both must be captives)
- If your unit is a beast, they gain two additional changes.
- * mount: beasts may carry up to two passengers. A passenger is an allied unit (not a captive), that is sitting on the mount. When traveling in this manner, the passengers does not use up move. While doing this, passenger is -1 to cbt/def.
- * capture: beasts can only capture one light unit (instead of 2 that infantry units can).
- * Total light unit carrying capacity: 3 (2 passengers, and 1 captive)
- ===Light or heavy unit. Choose one.===
- Example: Making a twoll.<br />
- 3. '''Weight''': Light ( n/c ; 20$) <b style="color: brown;">[_]</b>
- '''.''' or Heavy (+1{n/a}/+1/+6/+2; 40$) <b style="color: brown;">[X]</b>
- ''-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).''<br />
- ==4. Unit: Terrain==
- There are three terrain categories for a unit. Land, water, and air.
- ===Terrain: Land (default)===
- {| class="wikitable"
- |+Land
- |-
- |'''Light- Infantry/Beast:'''
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |8/10 mv
- |1 rch
- |20 $
- |-
- |'''Heavy- Infantry/Beast:'''
- |5 cbt {n/a cap}
- |5 def {-2 dge}
- |12 hp
- |10/12 mv
- |1 rch
- |40 $
- |}
- Your unit is already assumed to be this. No change.
- ''Note: This is something that doesn't really have much bearing as things currently stand. However, as I am showing how to create a twoll, I would be remiss not to mention the underground special, which twolls happen to have. Therefore...''
- * ''Underground (heavy only):Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.''
- ===Terrain: Water===
- {| class="wikitable"
- |+Water
- |-
- |'''Light- Infantry/Beast:'''
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |12/15 mv
- |1 rch
- |20 $
- |-
- |'''Heavy- Infantry/Beast:'''
- |5 cbt {n/a cap}
- |5 def {-2 dge}
- |12 hp
- |15/18 mv
- |1 rch
- |40 $
- |}
- Only cities that are next to a source of water, such as a lake, river, or ocean, may produce a water unit. Units will automatically be placed in the water. No additional points need to be spent for a unit to gain this option. Simply modify existing air/land unit and give them the water terrain option instead. All city produced units are considered to be equally capable of surviving in fresh, and saltwater. Should an infantry water unit be created, then it's feet become much larger, and webbed, or possibly a fishtail, in order to properly navigate underwater.
- * Base stats: No change to cbt, def, or hp; *1.5 move.
- * May dive deep underwater to avoid attacks. Can be difficult to target units above though.
- To compensate for this advantage the following maluses are applied.
- * Will die after 6 turns out of water (land/air units will likewise drown in 6 turns, if fully submerged into the water).
- * Move is reduced to 1 out of the water (land/air units will likewise have move reduced to 1, if forced to swim).
- * Ranged attacks are prohibited while underwater, due to water being a lousy medium for it (also makes it too easy to destroy ships if they can attack from deep below the water).
- * (beasts only) May not use the dash special.
- * infantry do not wear armour, but have tougher skin due to living underwater, so no change to defense stat.
- ===Terrain: Air===
- {| class="wikitable"
- |+Air
- |-
- |'''Light- Infantry/Beast:'''
- |3 cbt {8 cap}
- |3 def {0 dge}
- |5 hp
- |16/20 mv
- |1 rch
- |20 $
- |-
- |'''Heavy- Infantry/Beast:'''
- |4 cbt {n/a cap}
- |4 def {-2 dge}
- |10 hp
- |30/36 mv
- |1 rch
- |40 $
- |}
- Air units, also known as fliers, offer unparalleled mobility advantages, but also suffer various weaknesses. In addition, heavy fliers are treated differently from light fliers, so this section is divided into two parts. To make a unit a flier, no additional points are spent.
- The following change is automatic for all air units.
- * Terrain modifiers have no effect, except for hill/mountain hexes.
- * Can move out of reach of non-ranged land units, and attack anywhere he wishes.
- To balance things out, fliers also have the following disadvantage.
- * Defense drops to 0 vs ranged attacks, while flying. Flier can regain defense stat by landing on the ground. However, unit must move as a land unit does.
- * When walking on the land, movement is 1/2 of a typical land unit of the same type.
- * Negative movement effects from weather are doubled.
- * Even when being carried as a passenger by a mount, fliers still lose move at the normal rate.
- {| class="wikitable"
- |+ Changes when becoming a Light Air (infantry/beast)
- |-
- | -1= 3 cbt {8 cap}
- | -1= 3 def {0 dge}
- | -1= 5 hp
- | *2= 16/20 mv
- | +0= 1 rch
- | +0= 20 $
- |}
- There are some specific changes that depend on unit type.
- Infantry:
- * The -1 cbt does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to use standard sized weapons. Only small and light ones are permitted (daggers; gauntlets). In terms of weapon range, they count as unarmed.
- * The -1 def does not come from a simple stat reduction, rather, the penalty is directly due to the infantry unit being unable to wear armour while flying (too heavy). The unit actually could wear armour, but would have to travel at 1/2 the speed of a land unit of the same type.
- * When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
- * May not acquire the rider special.
- Beast:
- * Flying beasts are naturally weaker than their land based brethren, and suffer a -1 to combat.
- * Fliers are '''not''' considered naturally armoured, and take a -1 to defense as a result. When unarmoured, combat rolls that come off as a draw actually cause 1 point of damage. There is also a higher chance to be critted.
- {| class="wikitable"
- |+ Changes when becoming a Heavy Air (infantry/beast)
- |-
- | -1= 4 cbt {8 cap}
- | -1= 4 def {0 dge}
- | -2= 10 hp
- | *3= 30/36 mv
- | +0= 1 rch
- | +0= 40 $
- |}
- Take note that heavy fliers get their move speed tripled in comparison to land units, instead of doubling the speed, like the light fliers do. This makes them the fastest units in the game. In addition to the stat changes, there are differences in the heavy specials, to show how fliers are less combat capable than land units.
- * damage reduction: -1 to all injuries taken (instead of -2).
- * Fliers do not gain the cleave special automatically.
- * -1 maximum carrying capacity.
- ===Land, water, or air unit. Chose one.===
- Example: Making a twoll.<br />
- 4. a) '''Terrain''': Land ( n/c ) <b style="color: brown;">[X]</b>
- '''.''' Water (*1 {*1}/*1/*1/*1.5) <b style="color: brown;">[_]</b>
- '''.''' or Air-light (-1 {*1}/-1/-1/*2.0) <b style="color: brown;">[_]</b>
- '''.''' Air-heavy (-1{n/a}/-1/-2/*3.0) <b style="color: brown;">[_]</b>
- -- b) If you choose heavy, is it '''underground''' capable, Y/N? <b style="color: brown;">== Y </b><br />
- <b style="color: blue;">Advanced rules: [https://rpg.erfworld.com/Toma%27s_Unit_Creation#Section_4 Click here.]</b>
- ==5. Unit: Size==
- While there are only two weight modifiers, there are a total of 6 size categories. Each weight classification has access to three of them. Until now, you have been restricted to using the light (medium), and heavy (large) choices. However, you may now select from other options.
- ===Size: Medium (default for light units)===
- {| class="wikitable"
- |+Medium
- |-
- |'''Land- Infantry/Beast:'''
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |8/10 mv
- |1 rch
- |20 $
- |-
- |'''Water- Infantry/Beast:'''
- |4 cbt {8 cap}
- |4 def {0 dge}
- |6 hp
- |12/15 mv
- |1 rch
- |20 $
- |-
- |'''Air- Infantry/Beast:'''
- |3 cbt {8cap}
- |3 def {0 dge}
- |5 hp
- |16/20 mv
- |1 rch
- |20 $
- |}
- Pops every 1+ turns. Consider them roughly equivalent to a person.
- ===Size: Small===
- {| class="wikitable"
- |+Small
- |-
- |'''Land- Infantry/Beast:'''
- |3 cbt {3 cap}
- |3 def {+1 dge}
- |3 hp
- |6/8 mv
- |1 rch
- |5 $
- |-
- |'''Water- Infantry/Beast:'''
- |3 cbt {3 cap}
- |3 def {+1 dge}
- |3 hp
- |10/13 mv
- |1 rch
- |5 $
- |-
- |'''Air- Infantry/Beast:'''
- |2 cbt {3 cap}
- |2 def {+1 dge}
- |2 hp
- |14/18 mv
- |1 rch
- |5 $
- |}
- * Pops 4 a turn. They are about the size of a marbit/cougar.
- * Only available for rank 1 units.
- ===Size: Tiny===
- {| class="wikitable"
- |+Tiny
- |-
- |'''Land- Infantry/Beast:'''
- |0 cbt {0 cap}
- |0 def {+3 dge}
- |1 hp
- |4/6 mv
- |0 rch
- |1.25 $ (rounded up to nearest quarter smucker)
- |-
- |'''Water- Infantry/Beast:'''
- |0 cbt {0 cap}
- |0 def {+3 dge}
- |1 hp
- |8/11 mv
- |0 rch
- |1.25 $ (rounded up to nearest quarter smucker)
- |-
- |'''Air- Infantry/Beast:'''
- |0 cbt {0 cap}
- |0 def {+3 dge}
- |1 hp
- |12/16 mv
- |0 rch
- |1.75 $ (rounded up to nearest quarter smucker)
- |}
- * Land/Water units pop 19 a turn. They are about the size of a rat.<br />
- * Air units pop 12 a turn. They are about the size of a bat.
- * Only available for rank 1 units.
- * Damage cap of 0 means no automatic damage on a hit. Instead, when hitting a tiny unit, roll 1d20, if 10 or less, -1 hp from target. When hitting a small/medium unit, roll 1d20, if 2 or less -1 hp from target. When hitting heavy units, no chance of damage.
- ===Size: Large (default for heavy units)===
- {| class="wikitable"
- |+Large
- |-
- |'''Land- Infantry/Beast:'''
- |5 cbt {n/a cap}
- |5 def {-2 dge}
- |12 hp
- |10/12 mv
- |1 rch
- |40 $
- |-
- |'''Water- Infantry/Beast:'''
- |5 cbt {n/a cap}
- |5 def {-2 dge}
- |12 hp
- |15/18 mv
- |1 rch
- |40 $
- |-
- |'''Air- Infantry/Beast:'''
- |4 cbt {n/a cap}
- |4 def {-2 dge}
- |10 hp
- |30/36 mv
- |1 rch
- |20 $
- |}
- * Pops once every 1+ turns. Covers 3 hexes. *2 to base upkeep.
- * Cost is -2 slots.
- ===Size: Huge===
- {| class="wikitable"
- |+Huge
- |-
- |'''Land- Infantry/Beast:'''
- |10 cbt {n/a cap}
- |10 def {-4 dge}
- |36 hp
- |8/10 mv
- |2 rch
- |100 $
- |-
- |'''Water- Infantry/Beast:'''
- |10 cbt {n/a cap}
- |10 def {-4 dge}
- |36 hp
- |13/16 mv
- |2 rch
- |100 $
- |-
- |'''Air- Infantry/Beast:'''
- |8 cbt {n/a cap}
- |8 def {-4 dge}
- |30 hp
- |28/34 mv
- |2 rch
- |100 $
- |}
- * Pops once every 4+ turns. Covers 9 hexes. *5 to base upkeep.
- * Only available at ranks 3-4
- * Cost is -4 slots
- ===Size: Massive===
- {| class="wikitable"
- |+Massive
- |-
- |'''Land- Infantry/Beast:'''
- |15 cbt {n/a cap}
- |15 def {-7 dge}
- |90 hp
- |6/8 mv
- |3 rch
- |200 $
- |-
- |'''Water- Infantry/Beast:'''
- |15 cbt {n/a cap}
- |15 def {-7 dge}
- |90 hp
- |11/14 mv
- |3 rch
- |200 $
- |-
- |'''Air- Infantry/Beast:'''
- |12 cbt {n/a cap}
- |12 def {-7 dge}
- |75 hp
- |26/32 mv
- |3 rch
- |200 $
- |}
- *Pops once every 6 turns (exactly 6). Covers 27 hexes. *10 to base upkeep.
- *Only available at rank 4
- *cost is -6 slots
- *attacks once per 3 rounds
- ====Additional Notes for Heavies====
- Large, huge, and massive units all fall under the heavy category. Massive units can only be created by level 3+ cities, and cost 4 slots, while massive units can only be created by a level 4 city and cost 6 slots. Compared to medium light units (considered the universal default settings), they take the following stat changes.
- With the addition of sizes, the dodge stat becomes especially important. The difference between a heavy (large) and a light (medium) unit is only 2 points, but the difference between a heavy (massive), and a light (tiny) is 10! All units are being compared to a light (med) unit, but that can be easily altered. A tiny unit has a +3+2=+5 chance to dodge a large unit.
- This assumes no area attack. Area attacks (such as breath weapons and slam attacks), are automatically assumed to hit.
- ''NOTE: A unit may not use a slam attack unless he is a heavy. Unit must be larger than the target. When using a slam attack, all targets shall immediately have a free attack round to strike first, before being hit in turn (unless they are caught unawares). Fliers may not be slammed by land or water units, but may be slammed by flier units.''
- ===STATS: Infantry===
- {| class="wikitable"
- |+///////LAND INFANTRY/////////
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |4 mv
- |0 rch
- | +3 dge
- |1.25$
- |-
- |Light-Small
- |3 cbt
- |3 cap
- |3 def
- |3 hp
- |6 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |4 cbt
- |8 cap
- |4 def
- |6 hp
- |8 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |5 cbt
- |n/a cap
- |5 def
- |12 hp
- |10 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |10 cbt
- |n/a cap
- |10 def
- |36 hp
- |8 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |15 cbt
- |n/a cap
- |15 def
- |90 hp
- |6 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- {| class="wikitable"
- |+//////////AIR INFANTRY///////////
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |12 mv
- |0 rch
- | +3 dge
- |1.75$
- |-
- |Light-Small
- |2 cbt
- |3 cap
- |2 def
- |2 hp
- |14 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |3 cbt
- |8 cap
- |3 def
- |5 hp
- |16 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |4 cbt
- |n/a cap
- |4 def
- |10 hp
- |30 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |8 cbt
- |n/a cap
- |8 def
- |30 hp
- |28 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |12 cbt
- |n/a cap
- |12 def
- |75 hp
- |26 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- {| class="wikitable"
- |+///////WATER INFANTRY\\\\\\\\\\\
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |8 mv
- |0 rch
- | +3 dge
- |1.25$
- |-
- |Light-Small
- |3 cbt
- |3 cap
- |3 def
- |3 hp
- |10 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |4 cbt
- |8 cap
- |4 def
- |6 hp
- |12 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |5 cbt
- |n/a cap
- |5 def
- |12 hp
- |15 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |10 cbt
- |n/a cap
- |10 def
- |36 hp
- |13 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |15 cbt
- |n/a cap
- |15 def
- |90 hp
- |11 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- ===STATS: Beasts===
- {| class="wikitable"
- |+///////LAND BEAST/////////
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |6 mv
- |0 rch
- | +3 dge
- |1.25$
- |-
- |Light-Small
- |3 cbt
- |3 cap
- |3 def
- |3 hp
- |8 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |4 cbt
- |8 cap
- |4 def
- |6 hp
- |10 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |5 cbt
- |n/a cap
- |5 def
- |12 hp
- |12 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |10 cbt
- |n/a cap
- |10 def
- |36 hp
- |10 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |15 cbt
- |n/a cap
- |15 def
- |90 hp
- |8 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- {| class="wikitable"
- |+//////////AIR BEAST///////////
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |16 mv
- |0 rch
- | +3 dge
- |1.75$
- |-
- |Light-Small
- |2 cbt
- |3 cap
- |2 def
- |2 hp
- |18 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |3 cbt
- |8 cap
- |3 def
- |5 hp
- |20 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |4 cbt
- |n/a cap
- |4 def
- |10 hp
- |36 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |8 cbt
- |n/a cap
- |8 def
- |30 hp
- |34 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |12 cbt
- |n/a cap
- |12 def
- |75 hp
- |32 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- {| class="wikitable"
- |+///////WATER BEAST\\\\\\\\\\\
- |-
- !Size
- !Combat
- !{Damage Cap}/
- !Defense/
- !Hit Points/
- !Movement;
- !Reach/
- !Dodge/
- !Upkeep
- |-
- |Light-Tiny
- |0 cbt
- |0 cap
- |0 def
- |1 hp
- |11 mv
- | 0 rch
- | +3 dge
- |1.25$
- |-
- |Light-Small
- |3 cbt
- |3 cap
- |3 def
- |3 hp
- |13 mv
- |1 rch
- | +1 dge
- |5$
- |-
- |Light-Medium
- |4 cbt
- |8 cap
- |4 def
- |6 hp
- |15 mv
- |1 rch
- | +0 dge
- |20$
- |-
- |Heavy-Large
- |5 cbt
- |n/a cap
- |5 def
- |12 hp
- |18 mv
- |1 rch
- | -2 dge
- |40$
- |-
- |Heavy-Huge
- |10 cbt
- |n/a cap
- |10 def
- |36 hp
- |16 mv
- |2 rch
- | -4 dge
- |100$
- |-
- |Heavy-Massive
- |15 cbt
- |n/a cap
- |15 def
- |90 hp
- |14 mv
- |3 rch
- | -7 dge
- |200$
- |-
- |}
- ===Medium, small, or tiny unit./ Large, huge, or massive unit. Choose one.===
- Example: Making a twoll.<br />
- 5. a) '''Size''' (light): Tiny ( 0 {0}/ 0{+3}/ 1/-4 ; 0 rch/ 1.25$ land; 1.75$ air) <b style="color: brown;">[_]</b>
- '''.''' Small (-1 {3}/-1{+1}/-3/-2 ; 1 rch/ 5$ - - - - ) <b style="color: brown;">[_]</b>
- '''.''' Medium ( n/c ; 1 rch/ 20$ - - - - ) <b style="color: brown;">[_]</b>
- -- b) '''Size''' (heavy): Large ( n/c ; 1 rch/ 40$) <b style="color: brown;">[X]</b>
- '''.''' Huge (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$) <b style="color: brown;">[_]</b>
- '''.''' Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$) <b style="color: brown;">[_]</b>
- ''-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt''
- ''-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $''
- ==6. Unit: Weapons==
- There are two weapon groups, melee (rch), which is close combat, and ranged (rng), which are mainly missile weapons.
- Among the first group (melee), there are three lengths. Short, normal, and long.
- Among the second group (ranged), there are, again, three lengths. As before, they are short, normal, and long.
- All standard beast weapons are considered short melee weapons. However, infantry can have a much wider area of attack (due to being able to use items). If disarmed, their combat reach changes to short, and they suffer penalties to combat, and damage.
- Most infantry melee weapons are of the 'normal' length. The exception is flying infantry, which are limited to using short weapons, due to weight restrictions. When infantry uses short weapons, they get a -1 to combat. Long length weapons give an extra hex of reach, but they are useless for attacking adjunct hexes.
- If an infantry unit ends up with a ranged missile weapon instead, 'normal' is, as before, the standard. Air infantry are limited to short length weapons only, and for the same reason. Short length weapons have 1/4 the range of normal ones (round down), and suffer a -1 to combat. Long ranged weapons, on the other hand, are multiplied by *1.5, but take a round to reload after firing (can move as normal, but cannot attack). Normal and long range weapons may not fire upon adjunct hexes, but short range ones can.
- ''Special: Weapon/armour*1-Air infantry only. If you feel restricted by the fact that your air infantry is only allowed to use short weapons, and no armour, then consider getting this when it comes time to buy specials. It allows your unit to pick from all normal, and long weapons. In addition, units are allowed to wear armour. Cbt/def/rch/rng can now be equal to land infantry.''
- ===Weapon: Beast===
- Beasts, like infantry, have one primary attack method. Here are some options.
- * Claw, bite, antlers, horns, tail, feet
- {| class="wikitable"
- |+Melee/Reach (rch)
- |-
- !Length
- !Tiny
- !Small
- !Medium
- !Large
- !Huge
- !Massive
- |-
- |Short:
- |0 rch
- |1 rch
- |1 rch
- |1 rch
- |2 rch
- |3 rch
- |}
- Choose one of the following (or a similar option, as this list is not exhaustive, by any means). This will become the beast's primary method of attack. Given that Animals can have multiple ways of fighting, you are also allowed to have more. A unicorn can pierce its enemy with it's horn, or use its hind legs to deliver a powerful kick to someone behind it. It's not really needed to list more then one attack method, it's more of a roleplay aspect, although if a beast has captured a unit, it may need an alternate attack.
- Beasts may not use anything other than the natural weapons chosen.
- ===Weapon: Infantry===
- There are two things to choose as an infantry unit, the weapon group (melee or range), and the weapon length (short, normal, or long). All air infantry units must select short option. Ground and water units may also select the short option. However, if they do, they must take a -1 to combat. Air infantry do not take an additional -1 to combat, because they are assumed to have already taken the reduction.
- {| class="wikitable"
- |+Melee/Reach (rch)
- |-
- !Length
- !Tiny
- !Small
- !Medium
- !Large
- !Huge
- !Massive
- |-
- |Short:
- |0 rch
- |1 rch
- |1 rch
- |1 rch
- |2 rch
- |3 rch
- |Note: cbt is calculated the same as air unit, if chosen.
- |-
- |Normal:
- |0 rch
- |1 rch
- |1 rch
- |2 rch
- |3 rch
- |5 rch
- |-
- |Long:
- |0 rch
- |2 rch
- |2 rch
- |3 rch
- |4 rch
- |6 rch
- |}
- * short: dagger, gauntlet, brass knuckles (if air terrain unit is chosen, player must select this).
- * normal: sword, club, short spear.
- * long: spear, whip (+1 reach, but can't attack adjunct hexes).
- At the bigger size levels, having even a normal length weapon gives a significant reach advantage over beasts.
- {| class="wikitable"
- |+Ranged (rng)
- |-
- !Length
- !Tiny
- !Small
- !Medium
- !Large
- !Huge
- !Massive
- |-
- |Short:
- |1 rng
- |7 rng
- |10 rng
- |12 rng
- |15 rng
- |22 rng
- |Note: cbt is calculated the same as air unit, if chosen.
- |-
- |Normal:
- |4 rng
- |30 rng
- |40 rng
- |50 rng
- |60 rng
- |90 rng
- |-
- |Long:
- |6 rng
- |45 rng
- |60 rng
- |75 rng
- |90 rng
- |135 rng
- |}
- * short (1-10 rng; 8 ammo): throwing knives, shuriken, slings, natural shockomancy (archons)
- * normal (2-40 rng; 12 ammo) : bows (can't attack adjunct hexes)
- * long (2-60 rng; 12 ammo): heavy crossbow (can't attack adjunct hexes. After shooting, takes 1 round to reload)
- One big disadvantage of picking the ranged option is that there is a limited amount of ammo. Infantry units can replace spent attacks, but beasts units, generally speaking, may not (exceptions may apply. ie. yellow dwagon may reload half his crap attack ammo, one hour after eating). This is especially true for attacks requiring juice. Spent ammo repops for unit at start of turn.
- ''NOTE: When a tiny unit is attacking a larger one, ignore the rule about being unable to attack adjunct hexes. However, when attacking units of the same size, the rule remains in place.''
- This list is not exhaustive. Infantry can use a wide variety of weapons, but only that one weapon class. Their only other attack is using their fists. All infantry are assumed to have their weapon when going into battle.
- As a reminder. All infantry can use a weapon, and are much weaker without it. If a light unit is disarmed, decrease current combat by 1/2, and range is considered short. Light units also have their damage cap lowered to 1. Heavy units also drop their current combat by 1/2, and have range dropped to short, but damage remains uncapped. Units may not use weapons other than the one chosen for it. If you use a club, you may not use a sword, if you use a sword, you may not use a spear, etc.
- ===Other damage types===
- In addition to physical damage. There is also many others.
- There are area attacks, like gas, fire, smoke, and even slam attacks (especially when a units is multi hexes in size)
- There are alternative ranged attacks like shockomancy. Figuring out of far a ranged weapon can shoot is another important factor.
- Don't really have the answers yet. Damage types is something that needs work.
- ===Weapon name; melee/ranged group; short/normal/long length. Choose one for each.===
- Example: Making a twoll.<br />
- 6. a) '''Weapon name:''' <b style="color: brown;">== club</b>
- -- b) '''Weapon group''': -Melee (rch) <b style="color: brown;">[X]</b>
- '''.''' -Ranged (rng) <b style="color: brown;">[_]</b>
- -- c) '''Weapon length''' (infantry only): -short <b style="color: brown;">[_]</b> <<Must pick if air, beast, or both.
- '''.''' -normal <b style="color: brown;">[X]</b>
- '''.''' -long <b style="color: brown;">[_]</b>
- --Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)|
- short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng |
- normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |'''2 rch'''/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng |
- long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
- ''-Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long''
- ''-Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes.''
- ''-Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.''<br />
- <b style="color: blue;">Advanced rules: [https://rpg.erfworld.com/Toma%27s_Unit_Creation#Section_6 Click here.]</b>
- ==7. Unit: Stat/Slot Reallocations==
- This is an optional area to give additional customization options to your unit. Changes to stats, and certain abilities, or disadvantages, can be traded for slots, which can then be traded for new specials.
- ===Stat Swap===
- If you wish, you may increase its combat or defense by half (50%). However, to do so, you must lower the other stat by an equivalent amount. Therefore, if you increase defense, you must decrease combat, and vice versa. Given the usefulness of having as high a combat as possible, especially for heavy units, damage reduction is also affected when you alter these stats. In addition, units with a defense increase pop with a shield.
- # cbt: Increase by up to 1.5 (round down), but lower def by equal amount.
- ## if heavy, -1 to damage reduction.
- # def: Increase by up to 1.5 (round down), but lower cbt by equal amount.
- ## Infantry pops with shield. If infantry loses shield, -1 to defense, but +1 to combat.
- ## Light land infantry pops with full plate armour suit if defense is increased by 50%. Suit grants DR 0 (functions as armoured special, only it covers entire body). If armour is removed/destroyed, -2 to defense (defense must increase by 2 or more to get this).
- ## Light beasts gain "armoured" special if defence is increased by any amount.
- ## Heavy units gets +1 to damage reduction if defence is increased by any amount.
- You may also increase hit points or movement, but only by one quarter (25%). Hit points are especially important not to alter overly much, as half the hit points of a large unit would give it the same as a medium one, and if the medium lowers its hp by half, it ends up with the same hit points as a small sized unit.
- # hp: Increase by up to 1.25 (round down), but lower mv by equal amount.
- ## -1 to dodge.
- # mv: Increase by up to 1.25 (round down), but lower hp by equal amount.
- ## +1 to dodge
- Remember, it's two seperate pairings. If you increase hit points, you must lower movement. You may not increase combat by lowering your hit points. If you do this, your character is also forbidden from taking a 50% stat increase special. You may not increase combat by 50% from this, and then add another 50% from another source.
- ===Additional Slots===
- There are also things you can do to gain some additional slots for your unit. The easiest one is simply increasing upkeep by 50%. This gives you one additional slot. You may only do this once. Most heavy units are mounts, but I have occasionally seen ones that are not. Therefore, I rule that mount is a free slot to heavy beasts but it can be traded in for something else, if the player wants. More may end up being added at a later date.
- * Increase upkeep by *1.5= +1 slot
- * Remove mount special (lowers carrying capacity by 1 (if air) or 2 (if land); beast only)= +1 slot
- * Infantry body
- ===Swap stats, and trade specials for slots.===
- Example: Making a twoll.<br />
- 7. a) '''Stat swap''' : <b style="color: brown;">== no</b>
- ''-Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down).''
- -- b) '''Slot trade''' (+1 slot for each, if applicable): -Upkeep *1.5 <b style="color: brown;">[_]</b>
- '''.''' -humanoid (move=infantry;-1 def/cbt) <b style="color: brown;">[_]</b>
- '''.''' -Remove mount special <b style="color: brown;">[_]</b><br />
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma%27s_Unit_Creation#Section_7 Click here.]</b>
- == 8. Unit: Production Rank==
- Upkeep is determined by the unit's rank, which is to say the city's level, and it also dictates how many turns are needed before the unit will pop. The base cost is 20 smuckers a day, and number is multiplied by the unit rank, size modifiers, and a few optional factors, to determine the final cost.
- With these things in mind here are the here are a few basic things to note for units that depend on their production rank.
- * A unit from city level 1 has 3 slots to work with. Upkeep is current amount *1. Pop time: 1 per turn.
- * A unit from city level 2 has 5 slots to work with? Upkeep is current amount *2. Pop time: 1 per 2 turns.
- * A unit from city level 3 has 7 slots to work with? Upkeep is current amount *3. Pop time: 1 per 4 turns.
- * A unit from city level 4 has 9 slots to work with? Upkeep is current amount *4. Pop time: 1 per 6 turns.
- * Cities to not pop new units at level 5.
- * If small (rank 1 option only); Pop time: 4 per turn. If tiny (air): 12 per turn. If tiny (land/water): 19 per turn.
- The base cost assumed for a unit is 20$, if you end up picking a higher ranked unit at this point, take the current cost of the unit, and multiply it by the value shown. A twoll would be a rank 1 unit, so you multiply it by 1. If I had a rank 4 massive unit then that would be 20 (base) *2 (heavy) *5 (massive) *4 (rank 4 unit)= 800 smuckers per turn.
- The other important trait, is the number of slots gained from your choice of production rank. We'll keep a note of it on the unit creation list.
- ===Choose unit production Rank of 1, 2, 3, or 4.===
- Example: Making a twoll.<br />
- 8. '''Rank''': -Rank 1 (3 slots) *1 upkeep <b style="color: brown;">[X]</b> <<<Minimum rank, if large.
- '''.''' -Rank 2 (5 slots) *2 upkeep <b style="color: brown;">[_]</b>
- '''.''' -Rank 3 (7 slots) *3 upkeep <b style="color: brown;">[_]</b> <<<Minimum rank, if huge.
- '''.''' -Rank 4 (9 slots) *4 upkeep <b style="color: brown;">[_]</b> <<<Minimum rank, if massive.
- ''-Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.''<br />
- <b style="color: blue;">ADVANCED RULES: [https://rpg.erfworld.com/Toma%27s_Unit_Creation#Section_8 Click here.]</b>
- ==9. Unit: Specials==
- At this point, you are officially on the final step of unit creation. Any points remaining for specials can be spent here.
- You may pick whatever you want, under restrictions. Should you pick two options that are mutially exclusive (such as armour ignore, which allows uncapped damage, and a dual wield, that lowers the damage cap when doing two+ attacks per round), player must be sure to declare which special is in effect (in this case, attacking twice per round means the armor ignore special is not being used).
- Specials cost a varying number of points, the point cost is generally, but not always, equivalent to the city level/production rank required to pop the unit. They have their own ranking system, which is called tier. Rank one units can only use specials that have a tier that is equivalent to, or less than, the unit's rank.
- ===Tier 1 Specials===
- * '''Advanced Initiative: <All.>''' When determining initiative, +5 to move. Can attack while in the surprised state.
- * '''Armoured: <All.>''' Back half is protected. DR 1 if tiny, DR 2 if small/medium, +1 DR for every additional size (max 5), and -1 from total if flier. If damage is equal to, or below, DR, then no chance of damage (no additional 1d20 roll to inflict 1 hp on target). If damage exceeds dr, unit takes full damage. If damage exceeds armour by 5 points, -1 to armour. Armour is destroyed if it goes below 0.
- * '''Batting:''' Club only. Hits airborne objects with bat and shoots them at target. Treat shots the same as archery special.
- * '''Breath Air/Underwater:''' All. Allows a water unit to breath air, and vise versa.
- * '''Capture:''' Beasts only. Free for heavy units. Allows beasts to capture an enemy unit like infantry units are automatically capable of doing.
- * '''Cleave:''' Melee only. If you deal a creature enough damage to croak, you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
- * '''Dual Wield:''' Melee/Light only. Attack rate doubles. Must wield two weapons (for beasts, it can be natural weapons, such as claws, can not use same body part to attack twice, such as your mouth to bite). Halves damage cap.
- * '''Elemental Immunity:''' complete protection against one elemental type (lighting, fire, acid, sonic, sticky[not really an element but counts anyway for things like tar traps. May not have fur/hair]).
- * '''Enhances senses:''' Beasts only. Able to smell trails left by units who's sent they are familiar with, for 5 turns. Can normally smell when a certain animal type is hiding in a hex. ie) Man, gobwin, twoll, etc.
- * '''Fabrication:''' Infantry only. The creation of non-magical objects, including equipables.
- * '''Lowered Upkeep:''' Upkeep must be minimum 10. Upkeep is 9/10th base. Round down.
- * '''Manyshot:''' Ranged only> Ranged units can fire twice per round. -4 to damage cap, when manyshot is in effect.
- * '''Mount:''' Heavy beasts only. This is a free upgrade for every heavy beast. Allows a rider unit so self stack with the mount, and give it orders, without the need of leadership or commander specials.
- * '''Mean tweets:''' All. Hurtful words directed at target causes -1 cbt/def. Lasts 2 rounds. Max penalty -2. Can be used in conjunction with normal attacks. Works as long at the unit can speak and target can hear what is being said.
- * '''Night Vision:''' All. Can see in total darkness.
- * '''Promotion:'''advanced-Infantry only. For the cost of 2k smuckers, change unit into standard knight template.
- * '''Promotion:''' heavy- Light unit only. For the cost of 2k smuckers, add heavy template.
- * '''Power Strike:''' Infantry; melee (medium/long); Must use both hands on weapon. Ignores damage reduction. +1 to damage (+1 not restricted by damage cap).
- * '''Rider:''' Infantry only. Allows a rider unit so self stack with one mount at a time, and give it orders, without the need of leadership or commander specials. Also grants additional stacking, and screening, benefits, along with the ability to tame a beast by feeding it. To tame beasts, unit must also have the command special.
- * '''scout:''' Infantry only. Can avoid auto-engaging enemies.
- * '''share senses:''' Beast only. Allows units Allows warlord with the receive senses special to hear, and see what unit does. Range is 30 hexes.
- * '''Terrain special:''' All. No move penalty when walking on a specific terrain type (ie. forest, mountain, snow)
- * '''Weapon/armour:''' Air infantry only. Air infantry are allowed to use normal, and long weapons, instead of just short, plus armour. Cbt/def/rch is considered equal to land infantry.
- '''For a full listing of specials, click this link>>>''' ''[[Toma RPG: Specials]]''
- ===Choose specials from list, by spending all remaining slots.===
- Example: Making a twoll.<br />
- 9. a) Slots (subtract size choice from total)<b style="color: brown;">==3 slots- 2 large= 1 slot </b>
- ''-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.''
- -- b) '''Specials''' : <b style="color: brown;">==1 slot- 1 fabrication = 0 slots </b>
- ''-Note: Specials are bought with slots. Pick from the provided list in section 9.''<br />
- == 10. Selection finished. Generating 'Final Unit Template==
- Example: Making a twoll.<br />
- 1. '''Race''' & concept: <b style="color: brown;">== Twoll. Big ugly guy that likes dark places. </b><br />
- 2. '''Type''': Infantry (4{8}/4/6/ 8) <b style="color: brown;">[X]</b>
- '''.''' or Beast (4{8}/4/6/10) <b style="color: brown;">[_]</b>
- ''-Note: combat(cbt) {damage cap(cap)}/ defence(def)/ hit points(hp)/ movement(mv)''<br />
- 3. '''Weight''': Light ( n/c ; 20$) <b style="color: brown;">[_]</b>
- '''.''' or Heavy (+1{n/a}/+1/+6/+2; 40$) <b style="color: brown;">[X]</b>
- ''-Note: Light= default, no change (n/c). Cap is not applicable (n/a) to heavies. Upkeep ($).''<br />
- 4. a) '''Terrain''': Land ( n/c ) <b style="color: brown;">[X]</b>
- '''.''' Water (*1 {*1}/*1/*1/*1.5) <b style="color: brown;">[_]</b>
- '''.''' or Air-light (-1 {*1}/-1/-1/*2.0) <b style="color: brown;">[_]</b>
- '''.''' Air-heavy (-1{n/a}/-1/-2/*3.0) <b style="color: brown;">[_]</b>
- -- b) If you choose heavy, is it '''underground''' capable, Y/N? <b style="color: brown;">== Y </b><br />
- 5. a) '''Size''' (light): Tiny ( 0 {0}/ 0{+3}/ 1/-4 ; 0 rch/ 1.25$ land; 1.75$ air) <b style="color: brown;">[_]</b>
- '''.''' Small (-1 {3}/-1{+1}/-3/-2 ; 1 rch/ 5$ - - - - ) <b style="color: brown;">[_]</b>
- '''.''' Medium ( n/c ; 1 rch/ 20$ - - - - ) <b style="color: brown;">[_]</b>
- -- b) '''Size''' (heavy): Large ( n/c ; 1 rch/ 40$) <b style="color: brown;">[X]</b>
- '''.''' Huge (*2{n/a}/*2{-4}/*3.0/-2; 2 rch/ 100$) <b style="color: brown;">[_]</b>
- '''.''' Massive (*3{n/a}/*3{-7}/*7.5/-4; 3 rch/ 200$) <b style="color: brown;">[_]</b>
- ''-Note: If light, dmg= 1/2 combat (round down, minimum 1); if heavy, dmg=cbt''
- ''-Note: cbt {cap}/def {dodge (dge)}/ hp/ mv; reach (rch) (1 hex= 5 feet)/ $''<br />
- 6. a) '''Weapon name:''' <b style="color: brown;">== club</b>
- -- b) '''Weapon group''': -Melee (rch) <b style="color: brown;">[X]</b>
- '''.''' -Ranged (rng) <b style="color: brown;">[_]</b>
- -- c) '''Weapon length''' (infantry only): -short <b style="color: brown;">[_]</b> <<Must pick if air, beast, or both.
- '''.''' -normal <b style="color: brown;">[X]</b>
- '''.''' -long <b style="color: brown;">[_]</b>
- --Size: tiny (0 rch) |small (1 rch) |medium (1 rch)|large (1 rch) |huge (2 rch) |massive (3 rch)|
- short: 0 rch/ 1 rng |1 rch/ 7 rng |1 rch/ 10 rng |1 rch/ 12 rng |2 rch/ 15 rng |3 rch/ 22 rng |
- normal: 0 rch/ 4 rng |1 rch/ 30 rng |1 rch/ 40 rng |'''2 rch'''/ 50 rng |3 rch/ 60 rng |5 rch/ 90 rng |
- long: 0 rch/ 6 rng |2 rch/ 45 rng |2 rch/ 60 rng |3 rch/ 75 rng |4 rch/ 90 rng |6 rch/ 135 rng |
- ''-Note: Rch/Rng of dagger/shuriken=short; sword/bow=normal; spear/heavy crossbow=long''
- ''-Note: Long rch weapons, and normal/long rng weapons, may not attack adjunct hexes.''
- ''-Note: If land/water infantry picks the 'weapon length: short' option, -1 combat.''<br />
- 7. a) '''Stat swap''' : <b style="color: brown;">== no</b>
- ''-Note: cbt/def can be traded (*1.5 max; round down). hp/mv can be traded (*1.25 max; round down).''
- -- b) '''Slot trade''' (+1 slot for each, if applicable): -Upkeep *1.5 <b style="color: brown;">[_]</b>
- '''.''' -Remove mount special <b style="color: brown;">[_]</b><br />
- 8. '''Rank''': -Rank 1 (3 slots) *1 upkeep <b style="color: brown;">[X]</b> <<<Minimum rank, if large.
- '''.''' -Rank 2 (5 slots) *2 upkeep <b style="color: brown;">[_]</b>
- '''.''' -Rank 3 (7 slots) *3 upkeep <b style="color: brown;">[_]</b> <<<Minimum rank, if huge.
- '''.''' -Rank 4 (9 slots) *4 upkeep <b style="color: brown;">[_]</b> <<<Minimum rank, if massive.
- ''-Note: Small: rnk 1 only; pop 4 per turn. Tiny: rnk 1 only; pop 19 (land)/12 (air), per turn.''<br />
- 9. a) Slots (subtract size choice from total)<b style="color: brown;">==3 slots- 2 large= 1 slot </b>
- ''-Note: Large: -2 slots; Huge: -4 slots; Massive: -6 slots.''
- -- b) '''Specials''' : <b style="color: brown;">==1 slot- 1 fabrication = 0 slots </b>
- ''-Note: Specials are bought with slots. Pick from the provided list in section 9.''<br />
- 10. Final unit template:<b style="color: brown;">==</b>
- ''-Quick stats: Check type/weight/terrain/size. Choose appropriate line on the 'Section 5' chart.''
- ''-Quick stats: Must add appropriate reach increase, if using a normal/long/ranged weapon.''<br />
- '''Race''': Twoll {'''rank''': 1}/'''type''': infantry/ '''weight''': heavy {'''size''': large}/ '''terrain''': land (underground)
- '''Weapon name''':club/ '''weapon group''': melee/ '''weapon length''': normal
- '''cbt''': 5 {'''cap''': n/a}/ '''def''': 5 {'''dge''': -2}/ '''hp''': 12/ '''mv''': 10/ '''rng''': 2/ '''$''' 40
- '''Stat swap''': 0% for 0%/ '''Slot trade''': no
- '''Specials''': large; fabrication
- ==Tribes==
- A tribe starts off as a demi-human warlord. If the warlord is able to find money, then he can use it to pop new units. Every tribe can make 4 ranks worth of units.
- Tribes are made the same way as normal infantry units, but have two additional specials. The first is the promotion special, which allows any unit to be promoted to a warlord, and a unique special that is shared among all units of their tribe.
- Example: Hobgobins. They can make infantry hobs (rank 1), knight hobs (rank 1), and heavy knight hobs (rank 2). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All hobs have the promotion, and dance fighting specials.
- Example: Marbits. They can make digger scouts (rank 1), crossbowmen (rank 1), axemen (rank 1), and spearmen (rank 1). Four ranks altogether, plus the warlord itself, which makes 6, just like a city has. All marbits have the promotion, and underground specials.
- ==Unit: Class (GM use only)==
- The vast majority of races have a single set template that all units must follow. However, humans, and demi-human tribes (tribes will be covered in a later page), are special, and can have a number of special builds. These builds are available to all sides that have access to the race, therefore you may not create a unique build for humans. All choices are set before the game can begin. This is why classes are GM only.
- Humans have a total of ? classes. Cannon choices are
- *stabber: medium weapon melee user (also subdivides into extra classes, such as scout and rider)
- *piker: long weapon melee user
- *archer: medium weapon range user
- *knight: advanced scout
- *warlord: commander, with leadership special
- *caster: non combat commander, with caster special.
- *courtier: non combat commander.
- *digger: siege unit
- ===How to create an archer/piker/stabber class.===
- If the race is either medium or small sized. Then they can lower stats, which grants them the ability to pop additional units per turn. In order for a unit to gain a faster pop rate per turn, two slots must be spent. This allows one extra unit per turn.
- More units can be popped per turn by sacrificing the following.
- * -2 slot (required)= +1 unit, per turn
- * -1 slot = +1 unit, per turn
- * -2 stat points (minimum of 1 cbt/ 1 def/ 4 hp/ 6 mv)= +1 unit, per turn, for every -2.
- * -4 cap (4 cap)= +1 unit per turn
- ** -3 cap (1 cap)= +1 unit per turn
- *** -1 cap (0 cap)= DOUBLE final total
- Now, to show how this relates to the creation of piker, here is an example.
- Standard medium light infantry unit: 4/4/6/8; 8 cap; 3 points for specials. One unit per turn can be popped.
- 2 per turn: special*2<br />
- 3 per turn: -2 cbt<br />
- 4 per turn: -2 def<br />
- 5 per turn: -2 hp<br />
- 6 per turn: -2 mv<br />
- 7 per turn: -1 cbt; -1 def<br />
- 8 per turn: -4 cap<br />
- piker/archer: 1/1/4/6; 4 cap; Remaining slot is used for Promotion (advanced) special, which allows unit to be promoted to a knight.
- ====Stabbers====
- Stabbers hold a special place as the single, most versatile, class. They are allowed to keep two specials instead of the normal 1, like other units. They also keep two stat points, giving them a slightly higher cbt and def than pikers. The extra special can also be of various types, which gives them a wide variety of different uses, from terrain special stabbers, to riding stabbers, to scouting stabbers. Stabber type units tend to make up the bulk of an army. Otherwise, the cost works in the same manner though.
- * Stabber (6 per turn): 2/2/4/6; 4 cap; Special: -Promotion (adv), and Advanced Initiative, which allows unit to move first when fighting unled units.
- Stabbers can also substitute the Initiative special with one of the following choices, however, the versatility comes at the cost of efficiency. Only 3 (not 6) stabbers pop per turn if you take one of the substituted options (upkeep remains the same):
- # Scout= Allows withdrawal from combat.
- # Siege/Dig= Mining and breaking through enemy walls
- # Dance fighting= I really don't know how this works...
- # terrain= can move without penalty in specific terrain hexes.
- # Rider= Gains double stacking bonus when riding on mount
- ===Small Unit Reductions===
- As you might guess, the method used to increase the pop rate for classes, is also used to determine increases due to smaller size choices for units. The main differences being that specials remain the same (only stats take a reduction) and the amounts are unchangeable.
- For those interested in seeing what the decisions were to lower stats for units. This is how it works. Small units must first lower their stats by 4 points, in order to gain an additional unit per turn, instead of specials. System works the same after.
- 2 per turn: -1 cbt; -1 def; -2 mv (required)
- 3 per turn: -2 hp (required)
- 4 per turn: -1/2 cap (required)
- 4 per turn: -1 hp but +1 dodge balances out (required)
- 3 units per turn: 3 cbt {0 cap}/ 3 def/ 3 hp/ 6 move; 3 slots remain
- ===Tiny Unit Reductions===
- Tiny units gain the same benefits from stat reductions.
- 1 unit per turn: 4cbt{8cap}/4def{0dge}/6hp/8mv; 1 rng/ 20$
- 2 per turn(+1) : -4 cbt
- 4 per turn(+2) : -4 def
- 6 per turn(+2) : -4 move (Max reduction allowed)
- 8 per turn(+2) : -4 hp
- 10 per turn(+2) : -7 cap
- 11 per turn(+1) : -1 hp -1 rng
- 9.5 per turn(-1.5): +3 dodge
- 19 per turn(*2) : cap of 0 (doubles total, as they are almost useless in a fight)
- Tiny land infantry: 8 units per turn: 0 cbt{0 cap}/ 0 def{+3 dodge}/ 1 hp/ 4 move/ 1.25$; 3 slots remain
- There are also non combat versions of these units, like etsies. In which case make it 20 units per turn at a smucker each. Magical golems shall be covered in a future page.
- Tiny fliers are supposed to have a a -1 cbt, def, and hp to compensate for the faster move, in addition to having their def drop to 0 vs ranged combat, but stats can't go negative so they produce fewer units per turn.
- 1 unit per turn: 3cbt{8cap}/3def(0def vs ranged){0dge}/5hp/16mv; 1 rng/ 20$
- 2 per turn(+1): -3 cbt-1 def
- 3 per turn(+1): -2 def
- 4 per turn(+1): -4 move (one quarter total. Max reduction allowed)
- 6 per turn(+2): -4 hp
- 8 per turn(+2): -7 cap (normal is 8)
- 7 per turn(-1): +3 dodge -1 rng
- 6 per turn(-1): +3 missile weapon penalty
- 12 per turn(*2): capof 0 (doubles total, as they are almost useless in a fight)
- Tiny flier infantry: 0 cbt{0 cap}/ 0 def{+3 dodge}/ 1 hp/ 12 move/ 1.75$; 3 slots remain
- === Specials for class units only===
- *Commander: Can see the combat, defense, hp, and move of any unit, along with some of their specials. Can issue absolute orders to non commanders within the group.
- *Purse: Exclusive ability to human commanders only. Without a purse, it is impossible to buy a capital city site. Allows commander to directly link to the capital's treasury.
- ==STATS==
- There are four variations of the stat board. Complete (all information), combat (needed for fighting), template (information used to create unit), and overview (quick reminder of units when deciding what to pop in cities).
- ===Stats: template===
- Templates are the basis for all other stat boards, when creating a unit, you will turn it into a template. This is the relevant result of going through the questionnaire, and spitting out a unit.
- Here is my latest variation:
- blank stat board for creating templates.
- Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
- Weapon= Name: | Group: | Length:
- cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
- Stat Swap: % for %| Slot Trade: | Pop Rate:
- Specials:
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll
- |rank= 1 [01]
- |upkeep= 40$     '''Type:''' infantry [02;11]
- |size= large     '''Weight:''' Heavy [03]
- |terrain= land     '''Specialization:''' Underground [04]
- |combat= 5     '''Damage Cap:''' n/a [06]
- |range=2     '''Weaponry:''' club/melee/normal [05;10]
- |defense= 5     '''Dodge:''' -2 [07]
- |hits= 12/12     '''Move:''' 10 [08;09]
- |statswap= 0% for 0% [12]
- |slottrade= no [13]
- |poprate= 1/1 turn [14]
- |special= (3+0 slots) -2(hvy)-1(fabrication) [15]
- }}</div>
- *01. Race/Class: {Rank: }|
- *02. Type: |
- *03. Weight: {Size: }|
- *04. Terrain:
- *05. Weapon= Name: | Group: | Length:
- *06. cbt: {cap: }|
- *07. def: {dge: }|
- *08. hp: |
- *09 mv: |
- *10. rng: |
- *11. $
- *12. Stat Swap: % for %|
- *13. Slot Trade: |
- *14. Pop Rate:
- *15. Specials:
- *Added everything
- ===Stats: overview===
- Design is the most basic stat board, when you are just creating units, and moving them around the map.
- Design
- Rank, city level, upkeep, upkeep scaling, move, turns to pop, number popped per turn.
- City level and rank are the same, I don't need two seperate things for that. Upkeep is more complicated but I got it. Turns to pop was not listed explicitly on my page. I think someone suggested I take it out of the page due to it not really mattering at this point, given that I don't have actual cities to pop units in. Time taken is not relevant for making a battle simulator.
- That said, it doesn't take much room, so I re-added it to the page, in the rank section. Pop rate is just make it a result of unit rank, and size modifiers. Plus, I have a seperate system to work out units like stabbers, but, generally, just knowing rank tells you what the turn pop time is. I think the system used for stabbers will not end up as a player option, as it is only used for pre-done, standardized, units.
- Rank (city level): /Upkeep: /upkeep scaling: /Turns to pop: /Number popped per turn:
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll [1;2]
- |rank= 1 [3]
- |upkeep= 40$ (20*2-hvy*1-lrg*1-rnk [4;5]
- |poprate= 1/1 turn [6]
- }}</div>
- * 1. Race
- * 2. Class
- * 3. Rank
- * 4. Upkeep:
- * 5. How the upkeep scaled.
- * 6. Turns to pop: /
- * 7. Number popped per turn: (add pop rate section?)
- * all added
- hmm, what even is upkeep scaling?
- ===stats: battle===
- Combat. When units fight, this is the relevant information.
- This has side listed, and all the details.
- Most important bit is the modifiers for combat/defense. I think you got all of them. Probably will end up with more eventually.
- Base combat (includes bonuses from leveling) [_] + Stack Bonus [_] + Chief Warlord Bonus [_] + Direct Leadership Bonus [_] + Weapon Bonus [_] + Magic / Misc [_] = Full Combat Score [_]
- Hmm, should weapon be seperate? I've been doing this too much. I'm changing it to a flat 1/2 combat if disarmed (damage cap lowered to 1, if a light unit). Need to keep the armour +1 though. It's a really lame armour bonus, but there are too many units that don't wear it, so it seems the most simple to just say it gives a straight +1.
- Maybe something like base (armoured)= 5
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Twoll #1
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 40     '''Type:''' infantry
- |size= large     '''Weight:''' heavy
- |terrain= land     '''Specialization:''' underground
- |combat= 5 +CW+ldr+stk+othr-m/o (-1/2 if unarmed)
- |damage= 5   '''Cap:''' n/a (+ldr[0])
- |range= 2   '''Weaponry:''' club/melee/normal
- |defense= 5 +CW+ldr+stk+othr (-1 if unarmoured)
- |dodge= -2
- |hits= 12/12     '''Move:''' 10
- |special= fabrication
- }}</div>
- *1. Side( covered by stat box colour)
- *2. Race/class
- *3. Type
- *4. level
- *5. exp ?
- *6. combat
- *7. damage
- *8. range/weapon
- *9. defense
- *10. hp
- *11. move
- *12. terrain?
- *13. weight/size
- *14. specials
- *15. upkeep {needed if using as supply cap}
- *m/o multiple opponents
- ===Stats: complete (full information)===
- This is the complete character sheet. If you were creating a player character, this would have all the information.
- Okay, what do we need for fighting?
- Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
- Weapon= Name: | Group: | Length:
- cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
- Stat Swap: % for %| Slot Trade: | Pop Rate:
- Specials:
- + Combat{1.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
- + current damage{2.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
- - Damage Cap{2.5}: n/a
- + Defence{3.0}: 5 (Base[__]+Chief[__]+Stack[__]+Leadership[__]+Weapon[__]+Magic/Misc[__])
- - Dodge{4.0}: -2 (due to being large)
- + Hit Points{5.0}: 12
- + Movement{6.0}: 10 (terrain penalty= 0)
- + Range{7.0}: 2 (unarmed reach= 1 +weapon reach= +1)
- + Upkeep{8.0}: 40$ (base cost 20 * 2 heavy * 1 for being a production rank 1 unit)
- + Race[1]: Twoll
- - Production rank[2]: 1
- - Type[3]: infantry
- - Weight[4]: heavy (+2 damage ignore; +1 terrain ignore; cleave; may only attack once every 2 rounds)
- + Terrain[5]: land (underground= can go into subterranean areas, but -1 terrain ignore)
- + Size[6]: large
- - Weapon[7]: club/melee/normal length
- - Stat swap[8]: no
- - slot trade[9]: no
- -Pop rate (prod inc?)[0]: no (light units only); 1 unit per turn
- + Specials[1]: fabrication
- Original stats in CAPS, new stats in lowercase.
- NAME|CITY|SIDE|RACE|TRIBE|FACTION|CLASS|RANK(and titles)|LEVEL|EXPERIENCE|
- att| COMBAT|dmg|rng|DEFENSE|HITS|JUICE|MOVE|EYEBOOK|BOOKSOUND|REGENT WARLORD|COORDINATES(*2)
- terrain|size|SPECIAL|upkeep|fate points
- newer stats= att (delete),damage, range, terrain, size, upkeep, fate points
- newest stats=dmg cap (falls under damage heading?), dge; type, weight, weapon, stat swap,
- rank (rank is also used in diff context), production increase (combine with time to pop?)
- New setup?
- NAME|''rank''|''pop rate''|CITY|SIDE|RACE|TRIBE|FACTION|''type''|CLASS|LEVEL|EXPERIENCE|
- |COMBAT|dmg|''weapon''|rng|DEFENSE|''dodge''|HITS|MOVE|''stat swap''|
- terrain|''weight''|size|SPECIAL|upkeep|fate points
- ''Note: armour in addition to weapons?''
- <div style="float: right; clear: right">
- {{Greenstats
- |designation=Bogroll the Twoll
- |rank= 1
- |name= Bogroll
- |level= 1
- |experience= 0/8
- |side= Gobwin Knob
- |tribe= n/a
- |faction= n/a
- |race= twoll
- |class= n/a
- |upkeep= 40$
- |type= infantry
- |weight= heavy
- |size= large
- |terrain= land
- |combat= 5
- |damage= 5
- |damagecap= n/a
- |weaponry= club/melee/normal
- |reach= 2
- |range= n/a
- |defense= 5
- |dodge= -2
- |hits= 12
- |fate points= n/a
- |juice= n/a
- |move= 10
- |statswap= no
- |slottrade= 0
- |poprate= 1/1 turn
- |special= fabrication
- |note= blah blah
- }}</div>
- New layout?
- *1
- *Designation= race/class/weight of unit
- *''rank''|=power tier of the race/tribe/class
- *NAME= personal name and nobility titles
- *LEVEL|= personal level
- *EXPERIENCE|= exp to next level
- *2
- *SIDE|=name of kingdom it belongs to
- *TRIBE|= name of tribe? (humans/demihumans only)
- *FACTION|= good/evil (sideless demihumans only)
- *RACE|=name of the species
- *CLASS|= racial specialization
- *3
- *Type: inf or beast
- *Weight: light or heavy
- *Size: tiny to massive
- *Terrain: air, ground, or water
- *Weapon Name/ Group/Length
- *4
- * |COMBAT|= attack stat
- *dmg|=damage per hit
- *''dmg cap''
- *''weapon''|=info on weapon
- *rng|= attack reach/range
- *5
- *DEFENSE|= protection stat
- *''armour?''= NEW. shield and armour stuff?
- *''dodge''|= size modifier to defence
- *HITS|= hit points
- *JUICE|= magic points (not implemented yet)
- *MOVE|= movement per round
- *6
- *''stat swap''|= trade stat points
- *Slot Trade|= trade advantages for slots
- *7
- *''pop rate''|=turns to pop
- *SPECIAL|= unique abilities
- *fate points= allows unit to avoid death.
- *upkeep|= cost per turn (also upkeep scaling)
- ===Stats: quick overview===
- Race: {Rank: }|Type: | Weight: {Size: }| Terrain:
- Weapon= Name: | Group: | Length:
- cbt: {cap: }| def: {dge: }| hp: | mv: | rng: | $
- Stat Swap: % for %| Slot Trade: | Pop Rate:
- Specials:
- Race: Archon{Rank: 3}|Type: infantry| Weight: light{Size: medium}| Terrain: air
- Weapon= Name: natural shockomancy | Group: ranged| Length: short
- cbt: 4{cap: 8}| def: 2{dge: 0}| hp: 5| mv: 24| rng: 8| 20*3(lvl)*3(casters)= $120
- Stat Swap: 25% att for 25% def| Slot Trade: no | Pop Rate: 1/4 turns (1/1, if arkendish in city)
- Specials [7]: movement increase, leadership, dance fighting, foolmancy, dollmancy, thinkmancy, random intensifier
- ''Note: caster specials triple base cost ''
- ''Note: random increase for 1 special, or main attack. 25% upkeep increase each level.''
- Older version:
- race: dwagon {rank: 3}/type: beast/ weight: heavy {size: huge}/ terrain: air
- cbt: 8{dmg: 8/ cap: n/a}/ def: 8{dge: -4}/ hp: 30/ mv: 34*1.5=51 / rch: 2/$: 20*2(heavy)* 5(huge)*3 (rank)= 600$
- specials: 7 slots - 4 huge - 2 random (randomly selects: fire breath/immunity; acid breath/immunity; lighting breath/immunity;
- sonic breath/immunity; incapacitation breath/immunity) -1 speed increase
- Note: sometimes immunity is replaced by armoured special.
- race: bat {rank: 1}/type: beast/ weight: light {size: tiny}/ terrain: air
- cbt: 0{dmg:0/ cap:0 }/ def:0 {dge:+3 }/ hp:1 / mv: 16*1.5=24 / rch: 0{weapon:n/a }/$: 1.75$ (or 12 per 20$?)
- specials: 3 slots -1 speed increase -1 share senses -1 night vision
- race: orly{rank: 1}/type: beast/ weight: light {size: small}/ terrain: air
- cbt: 2{dmg: 1/ cap: 3}/ def: 2{dge:+1}/ hp: 2/ mv: 18*1.5= 27/ rch: 1{weapon:n/a }/$: 5*0.9= 4.5$
- specials: 3 -1(speed)-1(-10% lowered upkeep) -1 Mean tweets (causes temporary -1 cbt/def at target)
- race: sawhorse{rank: 1}/type: beast/ weight: heavy {size: large}/ terrain: land
- cbt: 5{dmg:5/ cap: n/a}/ def:5 {dge:-2 }/ hp:12 / mv: 12*1.5=18 / rch: 1{weapon: n/a}/$: 40$
- specials: 3 -2(heavy) -1 speed *1.5
- race: Thunderbird{rank:2 }/type: beast / weight: light {size:medium }/ terrain: air
- cbt: 4{dmg:2/ cap:8 }/ def: 4{dge:0}/ hp: 5/ mv: 20*1.5=30 / rch: 1{weapon: n/a }/$: 20*2= 40$
- specials: 5 -1 lighting breath -1 lighting immune -1 speed increase -1 enhanced senses (can smell units)
- -1 heavy promotion (can add heavy template for 2k)
- race: heavy knight {rank: 2}/type: infantry/ weight: heavy {size: large }/ terrain: land
- cbt: 5{dmg:5/ cap: n/a}/ def: 5{dge:-2 }/ hp: 12/ mv: 10 / rch: 2{weapon: axe (normal)}/$: 20*2*2= 80$
- specials: 5 -2 heavy -1 scout -1 armour ignore -1 agile giant (can attack every turn)
- ==Unit Template Creation==
- This is the unit template. Please fill in the details, once you have finished with character creation.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation=
- |rank=
- |upkeep=     '''Type:'''
- |size=     '''Weight:'''
- |terrain=     '''Specialization:'''
- |combat=     '''Damage Cap:'''
- |range=     '''Weaponry:'''
- |defense=     '''Dodge:'''
- |hits=     '''Move:'''
- |statswap=
- |slottrade=
- |poprate=
- |special=
- }}
- </div>
- <div style="clear: left">
- {{Greenstats
- |designation= ?
- |rank= ?
- |upkeep=     '''Type:'''
- |size=     '''Weight:''' ?
- |terrain=     '''Specialization:''' ?
- |combat=     '''Damage Cap:''' ?
- |range=     '''Weaponry:''' ?
- |defense=     '''Dodge:''' ?
- |hits= ?     '''Move:''' ?
- |statswap= ?
- |slottrade= ?
- |poprate= ?
- |special= ?
- }}</div>
- Example)
- <div style="clear: left">
- {{Greenstats
- |designation= Twoll
- |rank= 1
- |upkeep= 40$     '''Type:''' infantry
- |size= large     '''Weight:''' heavy
- |terrain= land     '''Specialization:''' underground
- |combat= 5     '''Damage Cap:''' n/a
- |range= 2     '''Weaponry:''' club/melee/normal
- |defense= 5     '''Dodge:''' -2
- |hits= 12/12     '''Move:''' 10
- |statswap=
- |slottrade=
- |poprate= 1/1 turn
- |special= large; fabrication
- }}</div>
- Twoll is exactly as Bogroll's are in canon, with possible exception in move, which wasn't listed. The reason why Bogroll had only a 4 instead of a 5 defense is because he never made himself armour, which twolls can wear. Specials are spent with a two point cost for being a heavy, and one point for fabrication.
- ===Other Templates===
- <div style="clear: left">
- {{Greenstats
- |designation= Keshik (human)
- |rank= 1
- |upkeep= 20$     '''Type: infantry'''
- |size= medium     '''Weight:''' light
- |terrain= land     '''Specialization:''' n/a
- |combat= 6     '''Damage Cap:''' 8
- |range= 2-40     '''Weaponry:''' bow/ranged/normal
- |defense= 2     '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |statswap= 50% att for 50% def
- |slottrade=
- |poprate= 1/1 turn
- |special= scout; rider; manyshot
- }}</div>
- The standard archer knight unit. All knights have the rider, and scout, specials. Archers typically gain the manyshot skill as well, although the longbow variant gains a 1.5 times tange instead. Combat and defence is moved to favour combat, but the total of the two remains 8, so there is no additional cost for doing so.
- {{Greenstats
- |designation= Gump
- |rank= 3
- |upkeep= 600$     '''Type:''' beast
- |size= huge     '''Weight:''' heavy
- |terrain= land     '''Specialization:''' n/a
- |combat= 12     '''Damage Cap:''' n/a
- |range= 2     '''Weaponry:''' fists/melee/short
- |defense= 8     '''Dodge:''' -4
- |hits= 36/36     '''Move:''' 8
- |statswap=
- |slottrade= Humanoid (remove mount, -1cbt/def, infantry speed)
- |poprate= 1/3 turns
- |special= [9] -4(hge) -1(forest capable) -1(turn reduction) -1 (dmg reduction) -1 (combat increase)
- }}
- You get 7 gumps for twelve stacks of eight Pikers and eleven stacks of six Stabbers (23 stacks total). Normally takes 4 turns to pop a rank 3 unit but spent slot on a -1 turn reduction. +1 dmg reduction for being a tree, they are forest capable, about as big as dwagons, and they don't seem to have special abilities, so I increased combat.
- <div style="clear: left">
- {{Greenstats
- |designation= Sawhorse
- |rank= 1
- |upkeep= 40$     '''Type:''' beast
- |size= large     '''Weight:''' heavy
- |terrain= land     '''Specialization:''' n/a
- |combat= 5     '''Damage Cap:''' n/a
- |range= 1     '''Weaponry:''' bite;kick/melee/short
- |defense= 5     '''Dodge:''' -2
- |hits= 12/12     '''Move:''' 18
- |statswap=
- |slottrade=
- |poprate= 1/1 turns
- |special= large; speed
- }}</div>
- Bog standard mount unit. Special goes to speed, 18 move per turn is considered very fast in canon.
- <div style="clear: left">
- {{Greenstats
- |designation= Warlord
- |rank= 2
- |upkeep= 40$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land     '''Specialization:''' n/a
- |combat= 3     '''Damage Cap:''' 8
- |range= 1     '''Weaponry:''' sword/melee/normal
- |defense= 3     '''Dodge:''' 0
- |hits= 6/6     '''Move:''' 8
- |statswap=
- |slottrade=
- |poprate= 1/2 turns
- |special= purse; commander(costs 2 slots; not a noble/royal: -1 to att/def; -10% exp gain); leadership (+25% upkeep every level-up); rider
- }}</div>
- Warlords are the mainstay unit. This warlord was promoted from a common infantry unit. As a result, it has a slightly lower att/def, and it takes longer to level.
- {{Greenstats
- |designation= Archon
- |rank= 3
- |upkeep= $120     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= air     '''Specialization:''' n/a
- |combat= 4     '''Damage Cap:''' 8
- |range= 1-8   '''Weaponry:''' shock/ranged/short (8 ammo)
- |defense= 2     '''Dodge:''' 0
- |hits= 5     '''Move:''' 24
- |statswap= 33% att for 33% def
- |poprate= 1/4 turns (1/1, if arkendish in city)
- |special= [7] -1 movement increase, -1 leadership, -1 dance fighting, -1 foolmancy, -1 dollmancy, -1 thinkmancy, -1 random intensifier (+25% upkeep per level)
- }}
- Archons are a unit I can't fully replicate, due to their many unique qualities, but this is my attempt.
- All archons have base competency in six specials that can be increased by the intensifier special (shock is also considered a special for the purposes of this).
- *0 lv leadership= create stacks
- *0 lv foolmancy= dispel veils; create tiny images (can be used to give "dazed" status); read stats
- *0 lv dance fighting= when appropriately dressed, can dance when lead
- *0 lv shockamancy= weak shock bolts (damage= 1/2 combat)
- *0 lv thinkamacy= one minute thinkagram
- *0 lv dollmancy= equivalent to fabrication special, except it requires magic to maintain
- In addition, one of these skills will be randomly given one point to increase the power of the special.
- * 1 lv leadership= +1 leadership combat bonus
- * 1 lv foolmancy= veil self; see through veils
- * 1 lv dance fighting= dance when lead; appropriate clothing gives bonus
- * 1 lv shockamancy= shock bolts (damage= combat); shock treatment (can stun X number)
- * 1 lv thinkamancy= 5 minute thinkagram; can spot suggestion spells
- * 1 lv dollmancy= create etsies; knows if item is magical
- At level 2, archons gain an additional point to randomly put in one of her specials. The special picked can be the same one as last time. If that is the case, the special increases as follows.
- * 2 lv leadership= total +2 leadership combat bonus
- * 2 lv foolmancy= larger veil, can cover 7 hex space
- * 2 lv dance fighting= lead self in dance fighting
- * 2 lv shockamancy= strong shock bolts (damage= *1.5 combat)
- * 2 lv thinkamancy= 20 minute thinkagram (MAX)
- * 2 lv dollmancy= can create clothing accessories (eg. rain-ment) (MAX)
- And so on.
- * 3 lv leadership= total +3 leadership combat bonus (MAX)
- * 3 lv foolmancy= multiple veils in a hex(MAX)
- * 3 lv dance fighting= lead dance fight
- * 3 lv shockamancy= very strong shock bolts (damage= *2 combat) (MAX)
- * 3 lv thinkamancy= N/A (already maxed)
- * 2 lv dollmancy= N/A (already maxed)
- 3 leader + 3 fool + 2 dance + 3 shock + 2 think + 2 doll = level 15 to get everything.
- ==City Smucker Production //MOVED//==
- ''I currently don't have a good spot for this information, so I'll keep it here until I do.''
- Smucker caps are the amount of smuckers your side produces per turn. Every city level you possess creates 1000 smuckers per turn, minus 10 smuckers for every additional city level you produce after the first. While the first city level produces 1000 smuckers, the second only produces 990, while the third produces 980, and so on, until smucker production reaches 0. At which point, no further smuckers may be produced through the gaining of city levels.
- Example A: A kingdom has 3 cities. A level 4 capital, and two level 3s. This makes a total of 10 city levels. Total smucker production, per turn, is 10,000 smuckers, minus 450 smuckers. This makes a total of 9,550 smuckers a turn.
- Example B: A kingdom has 100 cities, all level 1. This makes a total of 100 city levels. Total smucker production, per turn, is 100,000 smuckers per turn, minus 50,000 smuckers. This makes a total of 50k smuckers per turn, which is the maximum number of smuckers a kingdom can produce through city levels.
- Another way of looking at the smucker cap is to see is as the point when upkeep is equal to the smucker production. This amount is the limit of how big the army can be sustained. While it is possible to make more units than can be produced, this is only valid while the treasury still has excess smuckers. The moment the treasury runs out, then units will automagically disband, until the smucker cap is reached
- While smuckers do buy and upgrade many different things, the primary purpose of them is for unit upkeep. Before you can have any unit upkeep, you must first build a unit. The beginning default upkeep for a unique unit is 20 smuckers a turn, but that can change wildly, depending on your decisions.
- ==Advanced rules==
- ===Section 2===
- * If an infantry unit is unarmed and his combat is 0 then roll 1d20 on a successful hit. If 10 or less is rolled, target loses 1 hp. If infantry is also a light unit, then damaging a heavy is impossible.
- * Sometimes, a unit comes along, generally an infantry unit, that doesn't have any skill with a weapon at all, such as Courtiers. These are commander units with no skill in battle, which reduces upkeep. They are generally used to manage cities cheaply.
- * Archons are a different example of this. While archons can't use a weapon, however, they do have shockomancy. Therefore, a GM could rule that the unit does not get a weapon to fight with, but, instead, is granted a magical combat ability. How it works will need to be discussed. On that note.
- * Another exception to the division of beasts and infantry are golems. Golems generally count as beasts, even when they have the shape of infantry. On the other hand, some golems can also use weapons, are always ready to attack enemies, and gain specials that beasts generally don't have. Cities cannot produce golems though, so it's not currently an issue.
- * Magic. Magic isn't really incorporated into the unit creation at this time, as it is a complicated subject. Please try to avoid doing so until this has been worked out better.
- * Offhand, having an animal body, like a centaur could mean a special? Gets +2 move and can be a mount. Maybe being a beast with an infantry body gives a slot, as you lose mount and -2 move?
- === Section 4===
- '''Rider:''' Exclusive special for light, land terrain, infantry units. Allows unit to self stack with a mount unit, as if he had the leadership special. Furthermore, when rider is riding a mount (only when riding), they count as two units in terms of adding to a stack bonus, but only as one in terms of subtracting from the bonus. Therefore, while most stacks max out at exactly 8 units, a rider/mount group can be maxed out from as low as 8 units, to as high as 16. When stacked, treat rider as if he has the commander special towards his mount only (rider may self stack/command 1 mount, max).
- There are two land specializations that you should take note of.
- * Underground (heavy only): Heavy land units are normally forbidden from going underground. However, if they have the underground terrain type, they may do so. Doing this causes the heavy to lose his ability to ignore up to 1 point of negative terrain modifiers in other areas though.
- * Seafarer (light infantry only): Unlike being a sea terrain type, where the unit is capable of moving freely in the water. This simply allows the unit to give any ship he is crewed to its maximum movement. As ship combat has not been created yet, this special is currently irrelevant, but... someday... A non-seafarer, that is crewed to a ship, will cause the ship's maximum move to drop. Ships are the seafarer's mount and, while they suffer no movement reduction on land, they take the following disadvantages.
- ** The "rider" special is forbidden.
- ** The -1 to def is is done by forbidding the use of armour, not by a direct stat reduction. The reason for this is due to armour being heavy, and if an infantry wears it, they will drown should they go overboard. They can use normal weapons though.
- ===Section 6===
- I would like to also eventually include different damage types, like crushing, impact, and slash damage. I've noticed that siege units use impact damage. Battering ram, wiener rammers, rock throwing battle bears. There could be a free special involved if a heavy does impact, but maybe impact is less likely to crit.
- Upkeep can get very detailed, if you let it. For instance, cities can pop replacements for lost weapons and armour, at the start of the next turn. Doing this increases the unit's upkeep for that turn. For now, repopping his main weapon increased upkeep by half, and the same for repopping his armour. Repopping both doubles the upkeep for that turn. Missile weapons, such as arrows, are replaced free of charge, however (I just don't want to get into the work involved with that).
- Another note, all infantry can also use shields. If their weapon proficiency is for a one handed weapon, shields can be used in conjunction with the weapon. Shields not popped naturally. Instead, they can be created by cities for 50 smuckers, or something like that. Full plate armour is also a thing, mainly for light units. Gives a +2 def, and immunity from all minor hits.
- To get free weapons and armour, and other items, consider creating a unit with the fabrication special.
- ===Section 7===
- While a fun feature, it's important to make sure this doesn't make any units overly powerful. One example.
- *Having a heavy increase combat in order to 1 shot knights sounds a little unfair. Therefore, lowering def will remove 1 point of armour ignore for heavies.
- ===Section 8===
- * When you are looking at unique units in relation to sides, one must keep in mind that there isn't much variety. Current rule is that there is a total of 6 production points can be used to create the special units for a side (eg. Gobwin Knob pops a rank 1 twoll, a rank 2 spidew, and a rank 3 dwagon. This makes six ranks altogether). Be sure to choose wisely. However, also remember that this isn't a straightjacket. If you suddenly decide that you need more points, or want something that lower ranked units cannot gain, then feel free to come back up to increase the production rank of the unit.
- * When a unit is being produced in a city, it takes a certain number of turns before they are popped. A rank 1 unit takes one turn to pop, a rank 2 unit takes 2 turns to pop, a rank 3 unit takes 4 days to pop, and a rank 4 unit takes 6 days to pop.
- =Chapter 07- Toma RPG: Specials=
- Index- [[Toma RPG]]
- Back- [[Toma RPG: Unit Creation#9. Unit: Specials|Toma RPG: Unit Creation]]
- This is a more complete listing of the various specials that can be chosen for the units of Erfworld. This list is not exhaustive, however, and if you wish to suggest a special, feel free to suggest it in the discussion tab, or pm the author directly.
- Specials are listed in according to the minimum rank needed to access the special.
- Within each ranking, specials are listed in alphabetical order.
- Specials are listed, first, by their name, second, by their restrictions and, third, with their descriptions.
- == Rank 1 Specials ==
- finished puttytat
- * '''Advanced Initiative: <All.>''' When determining initiative, +5 to move. Can attack while in the surprised state.
- * '''Armoured: <Not tiny fliers>''' Half the unit is protected by natural armour, which functions as the Damage Ignore special. On a successful hit, roll again. If roll is 5 or less, hit armoured area. If damage is equal to, or below, DI, no damage. If damage exceeds DI, full damage is applied. If unit loses hits from being damaged in an armoured section, -1 to armour but -2 to damage. DI 0 if tiny, and +1 DI for every additional size (max 5). -1 from total if flier. Armour is destroyed if it goes below 0 for light units, or if goes below 2 for heavy units (heavy units always have a minimum 1 DI).
- * '''Batting:''' Club only. Hits airborne objects with bat and shoots them at target. Treat shots the same as archery special.
- * '''Breath Air/Underwater:''' All. Allows a water unit to breath air, and vise versa.
- * '''Capture:''' Beasts only. Free for heavy units. Allows beasts to capture an enemy unit like infantry units are automatically capable of doing.
- * '''Charge: <Needs rider special.>''' Successful attack does damage cap during initiative round only; when riding, add mount's attack to roll; must use a long reach weapon.
- * '''Cleave: <Melee only.>''' If you deal a creature enough damage to croak, you get an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
- * '''Damage Reduction: <heavies only>''' every time you take damage, reduce damage by 1. If damage is reduced to 0, attacker still has a chance to do 1 point of damage by rolling 1d10. If 10 is rolled, 1 hit is taken.
- * '''Dance Fighting: <light infantry only>''' Gives a +2 to combat, and the rapid reactions special. Must be in a stack of 3 or more units, all of which must also have the special in order to use. May not wear armour while dance fighting. If unit also has leadership, he can make all units in his personal stack do dance fighting as well. Leader must still remove all armour himself, however, even if units under his leadership do not.
- *'''Deflect Arrows: <Infantry only. Must use shield with weapon>''' Can deflect 1 projectile per round; +3 defense bonus to ranged attacks (as if unit has a shield). This bonus is not combinable with holding an actual shield.
- *'''Dodge Increase: <all>''' Increases a dodge bonus by 1/2 (round up, minimum 2); decreases a dodge penalty by 1/2 (round down, minimum 2)
- * '''Dual Wield:''' Melee/Light only. Attack rate doubles. Must wield two weapons (for beasts, it can be natural weapons, such as claws, can not use same body part to attack twice, such as your mouth to bite). Halves damage cap.
- * '''Elemental Immunity:''' complete protection against one elemental type (lighting, fire, acid, sonic, sticky[not really an element but counts anyway for things like tar traps. May not have fur/hair]).
- * '''Enhances senses:''' Beasts only. Able to smell trails left by units who's sent they are familiar with, for 5 turns. Can normally smell when a certain animal type is hiding in a hex. ie) Man, gobwin, twoll, etc.
- * '''Extend reach: <non-tiny only>''' Adds +5' to melee reach.
- * '''Fabrication:''' Infantry only. The creation of non-magical objects, including equipables.
- *'''Finder: <all>''' Knows the direction of any unit on the same side, but not the distance.
- *'''Lofty Heights: <fliers only>''' Doubles the height that a flier can ascend into the sky.
- * '''Lowered Upkeep:''' Upkeep must be minimum 10. Upkeep is 9/10th base. Round down.
- * '''Mean tweets:''' All. Hurtful words directed at target causes -1 cbt/def. Lasts 2 rounds. Max penalty -2. Can be used in conjunction with normal attacks. Works as long at the unit can speak and target can hear what is being said. This is a long reach attack, +5'.
- * '''Mount:''' Heavy beasts only. This is a free upgrade for every heavy beast. Allows a rider unit so self stack with the mount, and give it orders, without the need of leadership or commander specials.
- *'''Multishot: <short range infantry only.>''' Successful attack gets two seperate hits; short range only; 1/2 damage cap per stone -1 dmg (minimum 1), per stone.
- * '''Multi-Units: <Rank 1 small/medium sized units only.>''' In exchange for weakening the stats of your units, unit can pop more often per turn, and lower their individual upkeep.
- ** '''Medium:''' -2 to combat, defense, move, and hits; -1/2 damage cap. Can now pop 6 units per turn, upkeep 7$. Can create one additional unit per turn for every slot exchanged, or by lowering both combat and defense by 1. Maximum 9 units per turn. ''Note: If unit has the scout special, move may not be reduced. Subtract an additional -1 from cbt/def instead. Cbt/def may not go below 1. Max 7 units.''
- ** '''Small:''' -2 to combat, and defense; -1/2 damage cap; -1 slot. Can now pop 6 units per turn, upkeep 4$. Can create one additional unit per turn by exchanging a slot, or by lowering move by 2. Maximum 8 units per turn. ''Note: If unit has the scout special, move may not be reduced. Max 6 units.''
- * '''Night Vision:''' All. Can see in total darkness.
- * '''Promotion:''' Changes unit into a different, usually more powerful, unit. Costs 2000*rank (1000*rank if a demihuman tribe member) of the new unit to promote. If unit is being advanced to a higher rank using promotion, -1 to combat/defense.
- * '''Power Strike:''' Infantry; melee (medium/long); Must use both hands on weapon. Ignores damage reduction. +1 to damage (+1 not restricted by damage cap).
- *'''Quick Attack:<any>''' Gets an extra free attack during the ambush round. Can use again during battle if unit has not been fighting for 2+ rounds, and target is engaged in combat. Quick attack damage cap is 1/2 normal.
- * '''Rapid Reflex: <Any.>''' When outnumbered, can change one defense roll into a combat roll instead. No stat reduction for being outnumbered by 1.
- *'''Rapid Reload: <Long Range units only.>''' Eliminates the one round time it takes to reload after firing.
- *'''Rapid Shot: <Short/Medium range units only.>''' Can attack 2 seperate targets when not taking other actions. May not attack the same target twice. Damage cap 1/2 normal when using the special.
- * '''Rider:''' Infantry only. Allows a rider unit so self stack with one mount at a time, and give it orders, without the need of leadership or commander specials. Also grants additional stacking, and screening, benefits, along with the ability to tame a beast by feeding it. To tame beasts, unit must also have the command special.
- * '''scout: <Infantry only.>''' Can avoid auto-engaging enemies. Capable of more independent thought. For a variable cost to move, can tell the terrain type of all adjacent border hexes.
- * '''share senses: <All.>''' Allows units Allows warlord with the receive senses special to hear, and see what unit does. Range is 30 hexes.
- * '''Spit Muck: <all> Long melee attack. If hit, target is blinded, and loses -1/2 combat/defense.
- * '''Stat Increase: <not tiny>''' Increase combat, defense, move or hits by 50%, rounded up, minimum 2 points.
- * '''Terrain special: <all>''' No move penalty when walking on a specific terrain type (ie. forest, mountain, snow). Cannot be ambushed by units that don't have the same terrain special when in your prefered terrain.
- * '''Weapon/armour: <Air infantry only.>''' Air infantry are allowed to use normal, and long weapons, instead of just short, plus armour. Cbt/def/rch is considered equal to land infantry.
- == Rank 2 Specials ==
- * '''Agile Giant: <large and huge sized units only; huge must be rank 4 to take>''' Can attack every round.
- * '''Breath Weapon: <Medium sized unit or larger only.>''' Area attack that is shot out of the mouth of the unit. It does fixed damage that is not dependent on external factors. Comes in various types.
- **'''Acid:''' Area attack. Auto hits. 4 dmg, -1 to defense (first hit only. If target is armoured, -1 to armour. Armour destruction stacks). Hits 4 hexes if massive, 2 hexes if huge, 1 hex if large. Medium units do 1 hex, but inflict half damage (2 dmg).
- ** '''Blow pop:''' Heavy only. Area attack. Auto hits. 0 dmg. Unit is incapacitated until the start of his next turn. Any unit physically touching target will also become incapacitated. Hits 1 hex. Incapacitates huge target if massive, large target if huge, medium target if large, and small target if medium.
- ** '''Fire:''' Area attack. Auto hits. 3 dmg. Hits 6 hexes if massive, 4 hexes if huge, 2 hexes if large, 1 hex if medium. When combined with gas, increase damage by 1, and double hit area.
- ** '''Gas:''' Area attack. Auto hits. 1 dmg. Roll 1d20 for every unit that it hits (gas must hit head area), if 1 rolled, unit is croaked. Hits 12 hexes if massive, 8 hexes if huge, 4 hexes if large, 2 hexes if medium.
- ** '''Lighting:''' Area attack. Auto hits. 2 dmg. Roll 1d20 for every unit that it hits, if 1 rolled, unit paralysed for 10 turns, or until damaged. Hits 9 hexes if massive, 6 hexes if huge, 3 hexes if large, 2 hexes if medium.
- ** '''Sonic:''' Area attack. Auto hits. Does 1 damage to units hit, and causes knockback. Unit is stunned for 1 round. Also grants the siege special when used against a wall. Hits 4 hexes if massive, 2 hexes if huge, 1 hex if large.
- * '''Commander:''' Infantry only. Can order any unit that is a part of his side, that is not either the ruler, chief warlord, or a warlord of higher or equivalent level. Commands ineffective during combat. -1 to cbt/def; -10% (round up) exp gain if unit is is a commoner.
- * '''Damage Reduction:''' Heavies only. Reduces damage taken from every hit by an additional point.
- * '''Heavy Damage:''' Light units only. Damage is now combat-1, rather than 1/2 combat.
- * '''Leadership:''' Commanders only. Can create as many stacks as he has levels. Only stacked units can fight intelligently, without scout special. Stacks can give a variable combat bonus, that depends on the number of units in the stack. When in a stack, gives an cbt/def bonus to the stack that is equivalent to the unit's level. When in a leader's personal stack, certain specials that the leader may have become available to units in the stack. Example: Dance fighting, and terrain special (in that units no longer have a reduction to going through border walls of hexes that have high move penalties).
- * '''Receive senses:''' Warlord only. Allows warlord to see and hear what a unit with the share senses special does, as long as unit is within 30 hexes of warlord. Warlords that receive information can also give new orders to the unit.
- == Rank 3 Specials ==
- *'''Breath Weapon Insifier:''' Must buy a breath weapon special first. Unit counts as one size larger when determining area of effect of breath weapon. Massive units get a *1.5 boost.
- * '''Mass capture:''' Every unit hit by unit in a slam attack counts as captured, as long at the targets is 1 size category smaller than the attacker. Make sure body is altered to be able to capture multiple units (such as a tentacle monster, or a megawiff).
- * '''Random special:''' All. Take 4-6 specials, or 4-6 pairs of specials. When unit pops, roll die to determine which special the unit gets.
- == Rank 4 Specials ==
- None at this time.
- =Chapter 08- Toma RPG: Casters=
- Back- [[Toma RPG]]
- Casters are the single, most powerful units in the game. Their abilities are manifold. From creating golems to stopping all fighting on a hex. There is nothing more difficult to to bring into an RPG. As such, casters are considered to be unavailable for use at this time for players. However, this page will slowly work on creating a fuller concept of how they work.
- == Generic Content ==
- All casters know the hobokin, and light-ball spells.
- There are three
- Juice increases by 10% with every level gained.
- ===Upkeep===
- Casters are rank 2 units with a size of medium/light, and have a base upkeep of 40$.
- Casting is a special that adds 25% to base upkeep for every level gained.
- Furthermore, casters have 3 levels of power. Novice/Adept/Master.
- * Novice: This is the base standard. Upkeep as normal (example: a level 3 novice has a upkeep of 60).
- * Adept: This is the upgrade from novice. Add 100% to base cost when upgrading from novice to adept (base cost 80$). When upgrading, all leveling costs are retroactively increased as well. Add 20$ to the new base cost for every level above the first (example: a level 3 adept has an upkeep of 140$)
- * Master: This is the final upgrade. Add 200% to the original novice base cost, when upgrading from adept to master (base cost 120$). When upgrading, all leveling costs are retroactively increased as well. Add 30$ to the new base cost for every level above the first (example: a level 3 master has an upkeep of 210$).
- == Spells ==
- Every caster has a set of spells unique for their class.
- == Hocus Pocus (life) ==
- === Findamancy (erf) ===
- === Predictamancy (fate) ===
- === Mathamancy (numbers) ===
- == Spookism (motion) ==
- === Turnamancy (erf) ===
- === Dollamancy (fate) ===
- === Weirdomancy (numbers) ===
- == Stuffamancy (matter) ==
- === Dirtamancy (erf) ===
- === Changemancy (fate) ===
- === Dittomancy (numbers) ===
- == Eyemancy (life; motion) ==
- === Lookamancy (erf) ===
- === Thinkamancy (fate) ===
- === Foolamancy (numbers) ===
- == Hippiemancy (life; matter) ==
- === Flower Power (erf) ===
- === Signamancy (fate) ===
- === Date-a-mancy (numbers) ===
- == Naughtymancy (motion; matter) ==
- === Shockmancy (erf) ===
- === Croakamancy (fate) ===
- === Retconjuration (numbers) ===
- Does not exist.
- == Stagemancy (life; motion; matter) ==
- === Hat Magic (erf) ===
- === Carnymancy (fate) ===
- === Rhyme-o-mancy (numbers) ===
- == Clevermancy (none) ==
- === Luckamancy (erf) ===
- === Healomancy (fate) ===
- === Moneymancy (numbers) ===
- ==Sample Combat==
- '''What's our current Goal?'''
- We're tackling this in discrete phases. All of 2017 is dedicated to working out stack battles.
- By the end of the year, we aim to have a complete rule system to model stack-on-stack combat. We're going to start with the fundamentals (two stabbers meet two pikers in the field) and build up to the complex cases '''(a Level 5 warlord is leading a stack with a Level 1 mounted warlord, who is screening for a caster throwing Shockmancy, while receiving cover fire from nearby non-stacked archers, etc.)'''
- We will be using the Gametable application on Erfworld.com as our main tool for testing and development. The current version is okay for defining sets of dice, and pretty good at letting multiple people see the same tabletop surface in their browser. This should be a good way to start talking in realtime about systems and approaches.
- In 2018, we'll begin the next major phase. We will apply this combat system to allow you to battle the units you have collected on your user profile. (More about that as we roll out the unit collection system later this year.)
- ===Final Example===
- (a Level 5 warlord is leading a stack with a Level 1 mounted warlord, who is screening for a caster throwing Shockmancy, while receiving cover fire from nearby non-stacked archers, etc.)
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Western Giant Warlord (+4ldr; +7stk)
- |rank= 2
- |level= 4
- |experience= 0 (0/12)/8
- |upkeep= 140$     '''Type:''' infantry
- |size= large     '''Weight:''' heavy
- |terrain= land (mountain capable)
- |combat= 17 (6 +4 ldr +7 stack)
- |damage= 16   '''Cap:''' 15/3 (+1 ldr stack)
- |reach= 10'   '''Weaponry:''' club/melee/normal
- |defense= 17 (6 +4 ldr +7 stack)
- |dodge= -2
- |hits= 13/13   '''Move:''' 10
- |special= batting-short range (50'*4, combat-1) (tribal), command, leadership, receive senses, adv. initiative
- |note= scout/promotion/share senses are free for tribes
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Noble Warlord (+5 ldr; +6 stk)
- |rank= 2
- |level= 5
- |experience= 0 (0/6)/16
- |upkeep= 80$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 17 (6 +5 ldr +6 stack)
- |damage= 9   '''Cap:''' 8/1 (+1 ldr stk)
- |reach= 5'   '''Weaponry:''' spear/melee/long
- |defense= 17 (6 +5 ldr +6 stack)
- |dodge= 0
- |hits= 7/7     '''Move:''' 9
- |special= Scout, Command, Leadership, purse, mountain capable
- }}</div>
- ----
- <div style="clear: left">
- {{Greenstats
- |designation= Marbit Warlord (+5 ldr; +6 stk)
- |rank= 2
- |level= 1
- |experience= 0 (0/6)/8
- |upkeep= 20$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 14 (3 +5 ldr +6 stack)
- |damage= 7   '''Cap:''' 6/1 (+1 ldr stack)
- |reach= 5'   '''Weaponry:''' shovel/melee/normal
- |defense= 14 (3 +5 ldr +6 stack)
- |dodge= +1
- |hits= 3/3     '''Move:''' 8
- |special= +2 cbt/def when underground (tribal), Command, Leadership, advanced initiative, dig.
- |note= Scout/promotion/share senses are free for tribes.
- }}</div>
- ----
- <div style="clear: left">
- {{Greenstats
- |designation= Noble Caster (shock) (+5 ldr; +6 stk)
- |rank= 2
- |level= 3 (adept)
- |experience= 0 (0/6)/16
- |upkeep= 100$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 13 (2 +5 ldr +6 stack)
- |damage= 1   '''Cap:''' 1/0 (+1 ldr stk)
- |reach= 5'   '''Weaponry:''' fist/melee/short
- |defense= 12 (2 +5 ldr +6 stack -1 unarmoured)
- |dodge= 0
- |hits= 6/6     '''Move:''' 9
- |special= Scout, Command, Casting (shockomancy), purse, etiquette
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Western Giant Batter (+4 ldr; +7 stk)
- |rank= 1
- |level= 1
- |experience= 0 (0/12)/1
- |upkeep= 40$     '''Type:''' Infantry
- |size= large     '''Weight:''' heavy
- |terrain= land (mountain capable)
- |combat= 16 (5 +4 ldr +7 stack)
- |damage= 15   '''Cap:''' 15/3 (+1 ldr stk)
- |range= 10'; '''Weaponry:''' club/melee/medium
- |defense= 16 (5 +4 ldr +7 stack)
- |dodge= -2
- |hits= 12/12     '''Move:''' 10
- |special= batting- short range combat, 50'*4, -1 cbt (tribal)
- |note= Scout/promotion/share senses are free for tribes; mountain capable (tribal; trades general terrain bonus)
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Medium Knight (+5 ldr; +6 stk)
- |rank= 1
- |level= 1
- |experience= 0/8
- |upkeep= 20$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 15 (4 +5 ldr +6 stack)
- |damage= 7   '''Cap:''' 8/1 (+1 ldr stk)
- |reach= 5'   '''Weaponry:''' sword/melee/medium
- |defense= 15 (4 +5 ldr +6 stack)
- |dodge= 0
- |hits= 6/6     '''Move:''' 8
- |special= scout, adv. initiative, power strike (+1 dmg vs hvy)
- }}</div>
- ----
- <div style="float: right; clear: right">
- {{Bluestats
- |designation= Yellow Dwagon (+4 ldr; +7 stk)
- |rank= 3
- |level= 1
- |experience= 0 (0/12)/1
- |upkeep= 300$     '''Type:''' beast
- |size= huge     '''Weight:''' heavy
- |terrain= sky
- |combat= 19 (8 +4 ldr +7 stack)
- |damage= 18   '''Cap:''' 30/6 (+1 ldr stk)
- |range= 10'   '''Weaponry:''' bite/melee/short
- |defense= 19 (8 +4 ldr +7 stack)
- |dodge= -4
- |hits= 36/36     '''Move:''' 51 (34 +50%)
- |special= Random special*2 (acid breath [4 dmg, area atk, hits 2 hexes], acid immunity), speed increase
- }}</div>
- <div style="clear: left">
- {{Greenstats
- |designation= Sourmander (+5 ldr; +6 stk)
- |rank= 1
- |level= 1
- |experience= 0 (0/12)/8
- |upkeep= 40$     '''Type:''' Beast
- |size= large     '''Weight:''' heavy
- |terrain= land; underground capable
- |combat= 16 (5 +5 ldr +6 stack)
- |damage= 15   '''Cap:''' 15/3 (+1 ldr stk)
- |range= 5'   '''Weaponry:''' bite/melee/short
- |defense= 16 (5 +5 ldr +6 stack)
- |dodge= -2
- |hits= 12/12     '''Move:''' 12
- |special= spit (long melee reach [15'], blinds on successful hit)
- }}</div>
- ----
- <div style="clear: left">
- {{Greenstats
- |designation= Marbit Crossbowman (+2 CW)
- |rank= 1
- |level= 1
- |experience= 0 (0/6)/8
- |upkeep= 4$     '''Type:''' infantry
- |size= medium     '''Weight:''' light
- |terrain= land
- |combat= 3 (1 +2 CW)
- |damage= 2   '''Cap:''' 3 (+ldr[0])
- |range= 75' *10   '''Weaponry:''' crossbow/ranged/long
- |defense= 3 (1 +2 CW)
- |dodge= +1
- |hits= 3/3     '''Move:''' 6
- |special= +2 cbt/def when underground (tribal), rapid reload (can fire every round)
- |note= scout, promotion, and share senses are standard specials for tribes.
- }}</div>
- A level 5 mountaineer warlord is leading a max stack of knights mounted on sourmanders up a rocky sloping terrain. On one of the mounts is a level 1 marbit warlord who is sitting with the Side's shockomancer. Having the shockomancer pushes the stack 1 over the max, but it was felt that he should stick with the warlord. The rest of the hex's column is a ways away, and the only units in combat range is a squad of 20 marbit crossbowmen.
- They are suddenly ambushed by a level 3 Western Giants warlord with his tribe and a tamed dwagon.
- <b style="color: blue;">Blue:</b> warlord (lv 5); marbit warlord (lv 1); shockomancer (level 3); 6 knights (lv 1); 8 sourmanders (lv 1); 20 marbit crossbowmen; +2 CWB
- <b style="color: green;">Green:</b> western giant warlord (lv 4); 6 western giant batters (lv 1); yellow dwagon (lv 1)
- '''1. State of units'''
- <b style="color: green;">Green</b> is surprised; <b style="color: blue;">Blue</b> is prepared
- <b style="color: green;">Green:</b> 2 stacks;
- # front-line (6 mounted knights); mid-line (mounted lv 5 warlord); rear-line (marbit warlord; caster; both mounted on same mount)
- # 20 marbit crossbowmen
- <b style="color: blue;">Blue</b>: 1 stack;
- # front-line (6 giants; dwagon); rear-line (warlord)
- '''2. Determine initiative'''
- <b style="color: green;">Green's</b> it's a hill terrain, but warlord is a mountaineer, therefore all units in his personal stack suffer no penalty to move. Rider special means all units that are riding a mount do not have their move counted for determining initiative. Lowest move is sourmander with 12 move +leadership (+5). Total is 17 initiative.
- Marbit crossbowmen have a move of 6, Mountainous terrain gives a -2 to move. Lowest move is 4. Total is 4 initiative.
- <b style="color: blue;">Blue's</b> Western giants have mountain capable as a tribal trait, and have no move reduction. Lowest move is 10 + 4 leadership +5 advanced initiative, which the warlord can grant to all units that are in his personal stack. Total is 19 initiative.
- <div style="float: right; clear: right">{{Greenstats
- |designation= Green
- }}</div><div style="clear: left">{{Bluestats
- |designation= Blue
- }}</div><b style="color: blue;">Blue</b> has the initiative over <b style="color: green;">Green</b>.
- '''3. Determine combat Pairings'''
- <b style="color: blue;">Blue</b> is ambushing <b style="color: green;">Green</b>. Ambush is lead by a warlord. Therefore <b style="color: blue;">Blue</b> will pick every initial combat pairing.
- * Giant#1 fights knight#1 (screened by mount)
- * Giant#2 fights knight#2 (screened by mount)
- * Giant#3 fights knight#3 (screened by mount)
- * Giant#4 fights knight#4 (screened by mount)
- * Giant#5 fights knight#5 (screened by mount)
- * Giant#6 fights knight#6 (screened by mount)
- * Giant Warlord attacks Human Warlord. Level 5 warlord is on the mid-line, and cannot be attacked in the first combat round by melee, so warlord uses batting special to launch a ranged attack instead -1 combat. +2 defense for knight due to mid-line protection (screened by mount) .
- * Dwagon attacks caster. Dwagon is a flier so he can attack caster directly. Marbit warlord and sourmander mounts both screen for caster, since they are not under attack.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#1
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#1 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#2
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#2 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#3
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#3 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#4
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#4 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#5
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#5 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#6
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#6 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Warlord
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#7 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Yellow Dwagon
- |hits= 30/30
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Marbit Warlord; Sourmander#8 (screening)
- |hits= 12/12
- }}
- '''4. <s>Ambush/Ranged Combat</s>'''
- Ambush round may not take place, because <b style="color: green;">Green</b> has a mountain warlord that is higher level than any of the Western Giants. This allowed him to notice the attack moments before it took place.
- '''5. Initiative round'''
- * <b style="color: blue;">Blue</b> has the initiative over <b style="color: green;">Green</b>.
- * Giant batters have 16 combat and do 15 damage; sourmanders have 16 defense and have 2 DR. Damage done is 13, which is a 1 hit kill.
- * Giant Warlord has 17 combat and does 16 damage (+1 leadership stack bonus to damage) sourmander has 16 defense and 2 DR. Damage is 14.
- * Dwagon does a breath attack, it covers 2 hexes, does 4 damage, and destroys 1 DR per hit. This attack can not be defended against.
- * <b style="color: green;">Green</b> and <b style="color: blue;">Blue</b> rolls 7d10. Sourmander#1,#2 defend but #3,#4,#5,#6 do not. Furthermore, sourmander#6 fails by more than 5 and the attack breaks through the screen to hit the knight. Sourmander#7 (warlord's mount) defends as well.
- ** Giant#3,#4,#5,#6 hit, cleave special activates. Giant#3,#4,#5 must attack Knight#3,#4,#5 as they were the original targets. Giant#6 may pick a new target. Aims for warlord, but a unit can't hit a target on mid-line if reach is the same as his. May not change attack to his ranged attack instead. Cleave is melee only. Targets Sourmancer#6 instead.
- ** Knights are prone from losing their mounts. -1/2 defense (round up). Knights current defense is 15 -1/2= 8.
- ** Players roll 4d10. Knights#4,#5 hit, knight#3/sourmander 2 defend.
- * Dwagon breaths acid, which does 4 hits of damage. Marbit warlord and sourmander screen for caster, who is uninjured. Warlord dies, while sourmander loses 2 hits and loses 1 DR.
- * Sourmanders #3,#4,#5, knight#4,#5,#6, and marbit warlord die. Sourmander#8 has 10/12 hits.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#1
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#1; Knight#1
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#2
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#2; knight#2
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#3
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Sourmander#3 (screening)
- |hits= <b style="color: red;">-1/12</b>
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#4
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Sourmander#4; knight#4
- |hits= <b style="color: red;">-1/12; -1/6</b>
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#5
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Sourmander#5; knight#5
- |hits= <b style="color: red;">-1/12; -1/6</b>
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#6
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Knight#6 (screen pierced)
- |hits= <b style="color: red;">-1/6</b>
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Warlord
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#7 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Yellow Dwagon
- |hits= 30/30
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= <b style="color: red;">Marbit Warlord;</b> Sourmander#8 (screening)
- |hits= <b style="color: red;">-1/3;</b> 10/12, -1 DR
- }}
- Warlord orders crossbowmen to attack the dwagon. Which will take effect next turn.
- All giants are in cooldown mode now, so no new pairings this turn.
- Warlord declares Giant#5 a target for a spit attack. Mid line units can attack any 1 unit on the enemy front line as long as he has a longer reach (minimum 10').
- '''6. Begin normal combat. Round 1:'''
- * <b style="color: blue;">Blue's</b> heavies have just attacked, and may not attack again this round.
- * Warlord has a 10' reach, but heavies also have a 10' reach, so he can't reach them.
- * Knight#1/Sourmander#1 attack Giant#1. Knight#2/Sourmander#2 attack Giant#2. Knight#3's mount has died, and he must take 1 turn to recover. Sourmander#6 attacks Giant#6. Sourmander#8 cannot reach dwagon. Caster attacks dwagon with spell. 20 marbits attack dwagon. Warlord has his sourmander do a spit attack (reach 15') on giant#5 (reach 10'). Since sourmander has a longer reach, he can attack the frontline giant from the mid-line.
- * Knights have 15 combat 8 dmg +1 power strike), sourmanders have 16 combat (15 dmg); giants have 16 defense. Giants #1,#2 have -2 defense vs knights. Giants #1,#2 have -1 combat for being outnumbered.
- * caster casts shockomancy on dwagon. Has fixed combat of 20 and damage of 10.
- * all 20 marbits fire on dwagon. Dwagons are three sizes larger, swarm rules apply. Marbits attack in groups of 10, and roll 1 dice for each group. Damage is divided by 1/3 instead of 1/2 (round down). Marbits have a combat of 3, so they do damage of 1. Dwagon has a defense of 19 but -1/2 current defense (round up) vs. ranged attacks, so 10 defense.
- * Players roll 9d10
- * Sourmander#1,#7, knight#1,#2, marbit group#1,#2; caster hits. Giant#1 dies, Giant#2 takes 9 damage, Giant#5 is blinded (1/2 cbt/def), dwagon takes 11 damage (10 from shockomancer, -1 dr = 9; marbits do 1 damage each, which is absorbed by dwagon's 1 dr, but 10 hits mean a 100% chance of doing 1 damage).
- * Sourmander#1 has killed, so cleave activates. He attacks Giant#2. Hits. Giant#2 is dead.
- * Giant#1,#2 are dead; Giant#5 is blind; dwagon has 19 hits left.
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Giant#1
- |hits= -1/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#1; Knight#1
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Giant#2
- |hits= -1/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#2; Knight#2
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#3
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#3
- |hits= 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#4
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= none
- |hits= 0
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#5 (blinded -1/2 current cbt/def)
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= sourmander#7
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#6
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#6
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Warlord
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#7 (screening)
- |hits= 12/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Yellow Dwagon
- |hits= 19/30
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Caster; sourmander; 20 marbit crossbows
- |hits= 6/6; 3/3(*20)
- }}
- Knight/Sourmander#1,#2 are not fighting anyone. Blue has the initiative, and does the first pairing. He pairs Knight/Sour#1 with Giant#4, since warlord is protected. Green pairs Knight/Sour#2 with Giant#5.
- Warlord considers changing marbit target to giant's so that they don't have the swarm penalty, but giants have 2 DR, and marbits can only do 2 damage, so the amount of damage remains the same.
- '''Round 2:'''
- * sourmanders have just attacked, and may not attack again this round. They may still screen, however.
- * Giant#4 fights knight#1 (knight decides to fight, therefore, sour cannot screen), Giant#5 can't aim the smaller knight target while blinded, and attacks sour#2 while being attacked by knight#2; giant#3 fights knight#3; giant#6 attacks sour#6; giant warlord bats another stone at warlord (sour screens, which means he cannot do a melee attack this round. Spit counts as melee), dwagon breaths acid on caster, AND sourmander#8. Caster and marbits fire on dwagon.
- * players roll dice. Giant#4 hits knight#1. Giant#5 misses Sour#2, and is hit by Knight#2. Knight#3 hits giant#3. Giant#6 hits sour#6. Giant Warlord wins roll by more than 5 points, bypasses sour screen. Hits warlord. Dwagon breaths acid and burns caster/sourmander#8. Caster casts a double shockmancy blast (two seperate attacks at 20 combat 10 damage; must both be against same target) and hits for 18 damage. Marbit crossbows continue to be lucky, and both stacks hit and do 2 more damage. Dwagon is at 0 hits and collapses.
- * With the warlord dead, stack bonus dissolves (-6), leadership bonus dissolves (-5). Units regain their Chief Warlord bonus (+2). Lower combat/defense by 9.
- ** Giant#4,#6 had a successful melee attack, and activate cleave special. Giant#4 attacks Sour#1; Giant#6 attacks sour#7, who only has a 5' reach on the mid-line, and is vulnerable to attack. Sour#8 has a +2 defense bonus for being on the mid-line but both have a negative 9 to their previous defense now, which makes it pretty much impossible to successfully defend anymore, the stat difference is too high.
- ** Players roll 2d10, Giant#4 (sour#1),#6 (sour#7) both hit.
- Knight#1/sour#1 -1; giant#5 3/12; giant#3 3/12; sour#6 -1/12; lv 5 warlord/sour#7 -1; caster 2/6; sour#8 7/12 -1 DR (0 DR); dwagon (0/30) mortally wounded.
- <div style="float: right; clear: right">
- {{greenstats
- |designation= Giant#4
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Sourmander#1; Knight#1
- |hits= -1/12; -1/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#5 (blinded)
- |hits= 3/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Sourmander#2; Knight#2
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#3
- |hits= 3/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Knight#3
- |hits= 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#6
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{redstats
- |designation= Sourmander#6
- |hits= -1/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Warlord
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= lv5 Warlord; Sourmander#7 (screening)
- |hits= -1/7; -1/12
- }}
- ----
- <div style="float: right; clear: right">
- {{Redstats
- |designation= Yellow Dwagon
- |hits= 0/30
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= Caster; sourmander; 20 marbit crossbows
- |hits= 2/6; 7/12; 3/3(*20)
- }}
- Caster orders a retreat, and tells the marbits to cover their escape.
- '''Round 3:'''
- * Knight#3 gets on caster's mount and retreat. Sourmander/Knight#2 follow behind. Marbits fire at Giant#3, to do damage past Giant's DR , they must fire in volleys of 10. Both miss.
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#4; Giant#5 (blinded)
- |hits= 12/12; 3/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Sourmander#2; Knight#2 (RETREAT!)
- |hits= 12/12; 6/6
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant#3; Giant#6
- |hits= 3/12; 12/12
- }}</div>
- <div style="clear: left">
- {{Redstats
- |designation= Knight#3; Caster; sourmander (RETREAT!)
- |hits= 6/6; 2/6; 7/12;
- }}
- ----
- <div style="float: right; clear: right">
- {{Greenstats
- |designation= Giant Warlord
- |hits= 12/12
- }}</div>
- <div style="clear: left">
- {{Bluestats
- |designation= 20 marbit crossbows
- |hits= 3/3(*20)
- }}
- Before the next round started, Caster's stack passes through a hex border, and successfully escape.
- I think we all know how the marbits are gonna end up, yes?
- <b style="color: green;">GREEN WINS</b>
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