===== Combat system ===== ~~NOTOC~~ ==== Introduction ==== We use multi steps units. These units can take a certain number of hits. A unit is only lost when all hits are taken: the unit will fight at full strength otherwise. The combat system has the following phases: * Ranged phase (in parallel): * Ranged weapons * Melee phase (in parallel): * Attack * Defend The ranged weapons, attack and defend are based on a modified d6 role. This role is based on: * Unit base score * Modifier table * d6 role The result of the role: * 14 or higher: 3 hits * 10 or higher: 2 hits (half of the hits of one standard unit) * 6 or higher: 1 hit NOTE: - 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). - 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). - There is a stacking limit of 4 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 ^ | Infantry | General | 0 | 4 | 4| | | Archers | General | 4 | 1D | 4 | | | Cavalry | General | 0 | 6A | 4 | | | Wall defense | Ur | 2 | 2D | 4 | | | Undead | PoD | 0 | 3A | 6 | | NOTES: * 2D: Defense only * 6A: Attack only ==== Ranged modifier table ==== ^ Effect ^ Modifier ^ | From wall | +#steps | | To wall | -#steps | | Moving to archers (attacker) | +1 | | Undead | -1 | ==== Attacking modifier table ==== ^ Affect ^ Modifier ^ | Wall | -#steps | | Wood/city/bogs/hill | -1 | | River | -2 | | Dwarf hill | +1 | | Magic | * | ==== Defender modifier table ==== ^ Affect ^ Modifier ^ | Wall | +#steps | | Wood/city/bogs/hill | +1 | | River | +2 | | Dwarf hill | +1 | | Magic | * | ==== Walls ==== The outer wall ^ Strength ^ Steps ^ | 4 | 1 | | 3 | 2 | | 2 | 4 | | 1 | - | The inner wall ^ Strength ^ Steps ^ | 3 | 1 | | 2 | 3 | | 1 | - | Walls can be damaged by: * Trebuchets * Dragons * Magic or its consequence as a colossus unit attaching the wall (as a trebuchet) 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. 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 ==== The following sections show some examples of fights that could actual happen in 3 rounds. === Simple attack in the wood === The attacker has two infantry units attacking one infantry unit in the woods. The attacker has a "-1" for attacking in the woods and the defender has a "+1". This means that the attacker has a modifier of 4-1=3 and will hit on a 3-6. The defender has a modifier of 4+1=5 and will hit on a 1-4 and will do 2 hits on a 5 or 6. Initially all units have 4 steps. ^ ^ A1 ^^^ A2 ^^^ D1 ^^^ ^ ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining ^ D6 ^ Damage\\ inflicted ^ Steps\\ remaining ^ ^ 1 | 1 | 0 | 3 | 5 | 1 | 4 | 2 | 1 | 3 | ^ 2 | 6 | 1 | 2 | 3 | 1 | 3 | 6 | 2 | 1 | ^ 3 | Victory |||||| Retreat ||| Before the last round of combat, the defender decided to retreat before losing his unit. === Storming the wall at level 1 === TBD === Storming the wall at level 2 === TBD === Storming the wall at level 4 === TBD (but it is madness anyway)