Mechanics: - Battle Exp is reduced heavily in favor of chapter exp distributed at the end of each chapter - Shopping occurs only during Base - MC has a Karma mechanic, which will affect options in the story, as well as recruitment and promotion - Part 2 is entirely different depending on Karma - Weapon level is static, only changed with items - Tier 1 classes have no skills, Tier 2 classes have 1 skill. Canter is an exception - Flying units are not present whatsoever - Staves are not present whatsoever - Follow-up attacks only occur when initiating combat - Weapon Types include Sword, Lance, Axe, Bow, Knife, Magic - Sword > Axe > Lance > Sword relationship is retained, WTA bonus is increased depending on advantaged's weapon rank E: +/- 5 Hit D: +/- 7 Hit C: +/- 10 Hit B: +/- 10 Hit, +/- 1 Dmg A: +/- 15 Hit, +/- 1 Dmg S: +/- 15 Hit, +/- 2 Dmg Ex: Sword D vs Axe Sword gains +7 Hit, Axe loses -7 Hit Sword B vs Axe Sword gains +10 Hit and +1 Dmg, Axe loses -10 Hit and -1 Dmg - Bows gain WTA at 2 range and can counter attack at 1 range, but never initiate at 1 range - Knives gain WTA when attacking at 1 range (with the exception of against knives), but otherwise do not have any weapon triangle interactions - Magic is one type and does not have any interaction with itself - Fire Magic ignores terrain Avoid - Thunder Magic cannot perform follow-up attacks but gains bonus range - Wind Magic always strikes first - Ice Magic hits target's lower defensive stat - Light Magic restores HP at the start of every turn by values dependent on the weapon's rank - Dark Magic reduces hit/avoid/crit/dodge/dmg/def by adjacent targets by values dependent on the weapon's rank Prologue: - MC and group are a bunch of independent freedom fighters doing their best to resist the occupation of nation B in their home - Nation B treats residents of Nation A like shit, as Nation A was defeated in a war three decades ago with most of the infrastructure torn down and any members of the old ruling class either killed or bribed to turn traitor - As a result, MC wants to get rid of Nation B's influence on Nation A, but the only thing he can do is try and inconvenience them as much as possible Allies: MC (Ninja), Ronin, Onna-Musha, Brigand Ch1: - MC group slips into one of Nation B's camps with the intent of destroying their supplies - However, the group is discovered and forced to fight under the cover of night Victory: Rout Defeat: Allies fall, any scouts escape Bonus: Destroy all supplies - After emerging victorious, MC group finds information that mentions a large scale invasion going to occur again Ch2: - MC group uses this information to try and rally support in some of the neighboring towns, but to little effort - The people of A are tired, and see their situation as hopeless - During MC group's stay, the town is suddenly assaulted by a B troop searching for them - MC group has the option of either escaping, dooming the town's denizens, or fighting them off (this affects MC's guilt/Karma) Victory: Defeat Boss [Difficult] or Escape with all in X turns Defeat: X turns pass, allies fall Bonus: NPCs escape (Bonus for each one that does, each yellow house has an NPC to rescue; this affects Karma) Allies: Archer, Brigand, [Spearfighter] - If the group escapes, the town is destroyed and the people inside killed, otherwise they manage to fight off the soldiers and evacuate the citizens beforehand Ch3: - After Town's destruction, MC group realizes just how bad their situation is - With B deploying heavy armor and cavalry, MC has little they can do to combat them - The only