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ur:combat_system [2016/11/01 23:34]
marcs [Units]
ur:combat_system [2017/03/20 23:31] (current)
marcs [Introduction]
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-====== Combat system ====== +===== Combat system ===== 
-===== Introduction =====+~~NOTOC~~ 
 +==== Introduction ====
 We use multi steps units. These units can take a certain number of hits. We use multi steps units. These units can take a certain number of hits.
-The unit is only lost when all hits are taken: the unit will fight at full strength otherwise.+unit is only lost when all hits are taken: the unit will fight at full strength otherwise.
    
 The combat system has the following phases: The combat system has the following phases:
   * Ranged phase (in parallel):   * Ranged phase (in parallel):
-    * Magic 
     * Ranged weapons     * Ranged weapons
   * Melee phase (in parallel):   * Melee phase (in parallel):
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 NOTE: NOTE:
-  - The modifier table is not based on the attacked unit (attack, defend and ranged role are independent of the other unit)  +  - The modifier table is not based on the attacked unit (attack, defend and ranged role are independent of the other unit) . 
-  - The hits are not cumulative (a role of 15 is 3 hits not 3+2+1=6 hits) +  - The hits are not cumulative (a role of 15 is 3 hits not 3+2+1=6 hits).
   - If both units want to attack both will throw on the attack table. If both units defend nothing will happen.   - If both units want to attack both will throw on the attack table. If both units defend nothing will happen.
   - For every unit a dice is roled. Hits are taken evenly by the units (Defender choice).   - For every unit a dice is roled. Hits are taken evenly by the units (Defender choice).
-  - There is a stacking limit of 4 units  +  - There is a stacking limit of 4 units
-===== Units =====+  - When a raiding unit is attached to a combat unit, it gives a +1 bonus, both in defense as in offense. 
 +==== Units ====
 ^ Unit ^ Race ^ Range ^ Melee ^ steps ^ remark ^ ^ Unit ^ Race ^ Range ^ Melee ^ steps ^ remark ^
 | Infantry | General | 0 | 4 | 4| | | Infantry | General | 0 | 4 | 4| |
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   * 6A: Attack only   * 6A: Attack only
  
-===== Trebuchets ===== 
  
-A trebuchet shoots at the wall during a strategic turn. It does one hit of damage if the modified D6 role is 3 or higher. A normal trebuchet has one D6 and the heavy dwarven trebuchet has 3 D6 roles. +==== Ranged modifier table ====
- +
-The modifiers: +
-^ Event ^ modifier ^ +
-| Moving | #wall sections | +
-| Raid   | (D6 - protection)/2 | +
-| Magic  | * | +
-===== Ranged modifier table =====+
 ^ Effect ^ Modifier ^ ^ Effect ^ Modifier ^
 | From wall | +#steps | | From wall | +#steps |
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 | Moving to archers (attacker) | +1 | | Moving to archers (attacker) | +1 |
 | Undead | -1 | | Undead | -1 |
-===== Attacking modifier table =====+==== Attacking modifier table ====
 ^ Affect ^ Modifier ^ ^ Affect ^ Modifier ^
 | Wall | -#steps | | Wall | -#steps |
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 | Magic | * | | Magic | * |
  
-===== Defender modifier table =====+==== Defender modifier table ====
 ^ Affect ^ Modifier ^ ^ Affect ^ Modifier ^
 | Wall | +#steps | | Wall | +#steps |
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 | Dwarf hill | +1 | | Dwarf hill | +1 |
 | Magic | * | | Magic | * |
-===== Walls =====+==== Walls ====
  
 The outer wall The outer wall
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   * Trebuchets   * Trebuchets
   * Dragons   * Dragons
-  * Magic+  * Magic or its consequence as a colossus unit attaching the wall (as a trebuchet)
  
 The last step of a wall cannot be removed. The last step of a wall cannot be removed.
 So, strength 1 means that there are wide enough holes in the wall but some/most of it is still standing. So, strength 1 means that there are wide enough holes in the wall but some/most of it is still standing.
-There will also be a lot of debris in the holes. You have to walk careful through these holes and you will be vulnerable when walking through these holes. +There will also be a lot of debris in these holes. You will have to walk carefully through these holes and you will also be vulnerable when walking through them.
- +
-===== Examples =====+
  
 +==== Examples ====
 The following sections show some examples of fights that could actual happen in 3 rounds. The following sections show some examples of fights that could actual happen in 3 rounds.
-==== Simple attack in the wood ====+=== Simple attack in the wood ===
  
 The attacker has two infantry units attacking one infantry unit in the woods. The attacker has two infantry units attacking one infantry unit in the woods.
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 ^   ^ A1         ^^^ A2          ^^^ D1        ^^^  ^   ^ A1         ^^^ A2          ^^^ D1        ^^^ 
-^   ^ D6 ^ Damage\\ Inflicted ^ Steps\\ Remaining ^ D6 ^ Damage\\ Inflicted ^ Steps\\ Remaining ^ D6 ^ Damage\\ Inflicted ^ Steps\\ Remaining +^   ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining 
-^ 1 |  1  | 3  |   | 4  | 2  | 1  | 3  | +^ 1 |  1  |   |  3  |  5     4  |  2  |  1  |  3  | 
-^ 2 | 6  | 1  | 2  |  3 | 1  | 3  | 6  | 2  | 1  | +^ 2 |  6  |  1  |  2  |  3   1  |  3  |  6  |  2  |  1  | 
-^ 3 | Victory       |||||| Retreat |||+^ 3 |  Victory        ||||||  Retreat  |||
  
 Before the last round of combat, the defender decided to retreat before losing his unit.                      Before the last round of combat, the defender decided to retreat before losing his unit.                     
-==== Storming the wall at level 1 ==== +=== Storming the wall at level 1 === 
-==== Storming the wall at level 2 ==== +TBD 
-==== Storming the wall at level 4 ==== +=== Storming the wall at level 2 === 
 +TBD 
 +=== Storming the wall at level 4 === 
 +TBD (but it is madness anyway)
ur/combat_system.1478043247.txt.gz · Last modified: 2016/11/01 23:34 by marcs