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- [Unit]
- - Can only have 1 #Commander.
- - Three types: Attack, Defend, Mobile
- - Has Unit Strength representing (Morale / Bodies)
- - Removed from Play if Routed or Destroyed (reaching 0 Unit Strength)
- - Escape Test: #Commander make 1d6+DEX/CON, if >= Last Attacking Unit Strength, return #Commander to HQ; otherwise #Commander is captured.
- [Unit Types]
- Defend -> Attack -> Mobile [ -> Defend ]
- - Defend Commander's Stalwart regains extra DEX/CON to any unit in same point.
- - Attack Commander's Charge deals extra STR/CHA to any unit in same point.
- - Mobile Commander's Triage regains extra STR/CHA to any unit in same point.
- [Sacrifice]
- 1 unit, 10hp, 1 HD, or 2 levels of spell slot.
- [Round]
- 1. Warleader Maneuver Contest: 1d6+WIS/INT, Loser deploy first, can send troops or Units from HQ.
- 2. Maneuver Phase: Loser first, then Winner. #Commander can March AND/OR Rally
- 4. Warleader Assaults Contest: 1d6+WIS/INT
- 5. Winner Assaults Phase: Normal Engagement, then Commander's Act
- 6. Loser Assaults Phase: Normal Engagement, then Commander's Act
- 7. Rout Test: 2d6-STR/CHA of #Commander, if > Unit Strength, routed
- [Normal Engagements]
- - Active declares.
- - Contested 1d6 (adv / div applies based on Unit Types). Loser loses Unit Strength equals to the difference.
- - Each Unit can engage once on their Phase.
- [#Commander Maneuver Phase]: [1 Sacrifice]
- 1. March = Move to adjacent Point. (Mobile Units can Move once for free.)
- 2. Rally = Regain 1d6 lost Unit Strength on previous round.
- [#Commander Assaults Phase]: [1 Sacrifice]
- 1. Charge = Deals 1d6 damage to a unit in same point.
- 2. Stalwart = Regain 1d6 Unit Strength lost during the phase.
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