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ur:dwarves [2016/03/23 13:42]
daniel
ur:dwarves [2016/07/28 07:32] (current)
daniel
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 == Dwarves == == Dwarves ==
-Dwarves are a strong and vigorous race of generally short, stocky and strong beings. They are about four to five feet tall and have sturdy, thick arms and legs. They are vulnerable to greed, yet rock-hard, stubborn but also practical, slow to love and yet fast in friendship. Their specialties lie in the manipulation of materials and related things such as smithying and mining. They are relatively long lived: 400 years is considered a reasonable old age. Dwarves have a remarkable resistance to hunger, pain and disease and can endure long journeys without words and withstand fire and cold without flinching. Dwarves form close-knit clan-based working communities and value especially those of their own family. Since Dwarves are a bit stronger than humans, a Dwarf infantery unit consists of 70 Dwarf Warriors.+Dwarves are a strong and vigorous race of generally short, stocky and strong beings. They are about four to five feet tall and have sturdy, thick arms and legs. They are vulnerable to greed, yet rock-hard, stubborn but also practical, slow to love and yet fast in friendship. Dwarves are basically cynical creatures who are not easily taken in by elvish fine words and beauty. All of them are workaholics. Their specialties lie in the manipulation of materials and related things such as smithying and mining. They are relatively long lived: 400 years is considered a reasonable old age. Dwarves have a remarkable resistance to hunger, pain and disease and can endure long journeys without words and withstand fire and cold without flinching. Dwarves form close-knit clan-based working communities and value especially those of their own family. Since Dwarves are a bit stronger than humans, a Dwarf infantery unit consists of 70 Dwarf Warriors.
  
 ** Relation with other species **  ** Relation with other species ** 
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 ** Orcs: ** ** Orcs: **
-Another short-lived brutal human-like species. These creatures are highly disorganised and constantly interfere with legitimate dwarfish mining interests in or near their lands. They are not regarded as all that friendly.+Another short-lived brutal human-like species, calling themselves 'Free folk'Yeah, free of any capacity to organise! These creatures are highly disorganised and constantly interfere with legitimate dwarfish mining interests in or near their lands. They are not regarded as all that friendly.
  
 == Dwarf races near Ur(r) == == Dwarf races near Ur(r) ==
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 **Forces**\\ **Forces**\\
-  * 7 Heavy Infantery units (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2).\\+  * 7 Heavy Infantry units (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2).\\
   * Optionally, 4 statues can be animated as Heavy Infantery units with the Eternal Warriors spell.\\   * Optionally, 4 statues can be animated as Heavy Infantery units with the Eternal Warriors spell.\\
   * 2 Siege units (Demolition 4, Combat 0, Move 3, Retreat none).   * 2 Siege units (Demolition 4, Combat 0, Move 3, Retreat none).
 +** Alternative**
 +  * (6) //infantry units// and the same number of //statue units// waiting to be animated.
 +  * x engineer units
 +  * 2 Crossbow units (as skilled as those in Ur)
  
 == The Princedom of the Redbeards == == The Princedom of the Redbeards ==
 This race of Dwarves is characterized by a normal length and usually red beards. They are governed by a Committee of Elders that is presided by the Prince of the Redbeards. After hearing the Elders, the Prince passes new edits and laws (known as Moshuns in Dwarvish). The rules concerning the wording and structure of these moshuns are immensely complicated and unintelligible to non Dwarves. The Redbeards are the largest Dwarven people in Urr: about 6000 Redbeards live in the Green hills. The Committee of Elders consists of the following members: This race of Dwarves is characterized by a normal length and usually red beards. They are governed by a Committee of Elders that is presided by the Prince of the Redbeards. After hearing the Elders, the Prince passes new edits and laws (known as Moshuns in Dwarvish). The rules concerning the wording and structure of these moshuns are immensely complicated and unintelligible to non Dwarves. The Redbeards are the largest Dwarven people in Urr: about 6000 Redbeards live in the Green hills. The Committee of Elders consists of the following members:
-  * The Prince of Redbeards (presiding over the Committee)+  * The **Comrade Prince** of Redbeards (presiding over the **Commissjun**)
   * Chief Warrior   * Chief Warrior
   * Chief Smith   * Chief Smith
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 **Forces**\\ **Forces**\\
-  * 4 Heavy Infantery units (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2)\\ +  * 4 Heavy Infantry units (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2)\\ 
-  * 4 Light Infantery units (Combat 2 (2 steps), Combat 1 (1 step), Retreat 2)\\+  * 4 Light Infantry units (Combat 2 (2 steps), Combat 1 (1 step), Retreat 2)\\
   * 4 Crossbow units (Hit: 4-6, Retreat 2)\\   * 4 Crossbow units (Hit: 4-6, Retreat 2)\\
   * 1 Siege unit (Demolition 4, Combat 0, Move 3, Retreat none)\\   * 1 Siege unit (Demolition 4, Combat 0, Move 3, Retreat none)\\
   * 1 Trebuchet unit (Demolition 4, Combat 0, Move 4, Retreat none)   * 1 Trebuchet unit (Demolition 4, Combat 0, Move 4, Retreat none)
 +** Alternative**
 +  * 8 Infantry units
 +  * x  Engineer units
 +  * 4 Crossbow units (as skilled as those in Ur)
 +  * 1 Trebuchet unit 
 +  
 +
 +
  
 == The Gnomish Confederacy == == The Gnomish Confederacy ==
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 **Forces**\\ **Forces**\\
-  * 1 Heavy Infantery unit (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2)\\ +  * 1 Heavy Infantry unit (The Breach Gnomes) (Combat 3 (2 steps), Combat 2 (1 step), Retreat 2)\\ 
-  * Mattress Jäger units (Special forces, see below)\\ +  * Mattress Jäger unit (Special forces, see below)\\ 
-  * Gnomish Space Marine units (Also special forces, TBD)\\ +  * Gnomish Air Marine unit (Also special forces, TBD)\\ 
-  * 1 Archer unit (Hit: 4-6, Retreat 2)\\+  * 1 Archer unit (The Gnomish Steam Archers) (Hit: 4-6, Retreat 2)\\
   * 1 Siege unit (Demolition 4, Combat 0, Move 3, Retreat none)\\   * 1 Siege unit (Demolition 4, Combat 0, Move 3, Retreat none)\\
   * 3 Steam Artillery units (Demolition 4 (upon a 1, artillery explodes), Range 9, Combat 0, Move 2, Retreat none)\\   * 3 Steam Artillery units (Demolition 4 (upon a 1, artillery explodes), Range 9, Combat 0, Move 2, Retreat none)\\
   * 4 Giant Hamster cavalry units   * 4 Giant Hamster cavalry units
 +** Alternative**
 +  * The Breach Gnomes (1 standard dwarven infantry unit)
 +  * The Mattress Jäger (1 unit, special mode of transport to enter play, standard infantry afterwards)
 +  * The Gnomish Air Marines (1 unit + sidewheeler ship, same scores as a 3-headed dragon)
 +  * 4 Giant Hamster cavalry units
 +  * The Gnomish Steam Archers (1 Archer unit, similar scores to elven archers)
 +  * x engineer units
 +  * The Gnomish Steam Artillery (1 artillery unit, extended range, danger of selfdestruction)
 +  * Big Bertha (1 artillery unit, extended range, danger of selfdestruction)
 +
  
 **Special Forces**\\ **Special Forces**\\
-The Gnomes have Mattress Jaeger unitsThese are 1 step elite Light Infantery units (Combat 4 , Retreat 0 (voluntarily)), deployed from mattresses. Both are launched using giant ballistae. First the mattresses are fired and the next turn the Jaeger are launched to the same location. Deploying the Jaeger is a magic spell. Gnomish Space Marines are found on board of the Gnomish sidewheeler flying ships. Launching sidewheeler is also a magic spell.+The Gnomes has the Mattress Jaeger unitAn Infantry unit, deployed from mattresses. Both are launched using giant ballistae. First the mattresses are fired and the next turn the Jaeger are launched to the same location. Deploying the Jaeger is a magic spell. Gnomish Air Marines are found on board of the Gnomish sidewheeler flying ship. Launching the sidewheeler is also a magic spell.
  
-The last kind of special Gnomish units are the Giant Hamster cavalry unitsEach cavalry unit consists of 15 Giant Hamsters (mounted by one gnome and two (armed) gnomes using a special Giant Hamster Harness). These do not use the normal combat rules but a die is rolled on the Giant Hamster table for each attacking unit in the appropriate combat phase. This is resolved after missiling, but before normal combat. Hamster cavalry will retreat instead of defending itself. If cornered roll on the Hamster attack table with a +3 bonus and assume a breakthrough by the cavalry. +The last kind of special Gnomish units is the Giant Hamster cavalry unitThe unit consists of 15 Giant Hamsters (mounted by one gnome and two (armed) gnomes using a special Giant Hamster Harness). These do not use the normal combat rules but a die is rolled on the Giant Hamster table for each attack. This is resolved after normal combat, either as a pursuit of retreating enemies, or as a screen for retreating alliesIf attacked Hamster cavalry will retreat instead of defending itself. If cornered roll on the Hamster attack table with a +3 bonus and assume a breakthrough by the cavalry. 
-Use the following table to resolve the attack. Roll seperately for each unit.+Use the following table to resolve the attack. 
   *  1 - The Hamsters grab their riders and stuff them into their cheek pouches. Unit immobilized this round.   *  1 - The Hamsters grab their riders and stuff them into their cheek pouches. Unit immobilized this round.
   *  2- Hamsters distracted by something edible. The Hamster unit wanders 1 square away from the battle to have a snack. Unit does nothing else this round.   *  2- Hamsters distracted by something edible. The Hamster unit wanders 1 square away from the battle to have a snack. Unit does nothing else this round.
   *  3- Hamsters collectively decide that now is the ideal moment to lick their own junk. The unit is immobilized for this round, while riders look away embarrased.   *  3- Hamsters collectively decide that now is the ideal moment to lick their own junk. The unit is immobilized for this round, while riders look away embarrased.
-  *  4- Charge!! The topmost unit in the enemy stack loses 1 step. +  *  4- Charge!! The enemy loses 1 step. 
-  *  5- Double Charge!! The topmost 2 units in enemy stack lose 1 step+  *  5- Double Charge!! The enemy loses 2 steps
-  *  6- Woolly Rupert the Giant Hamster of ill omen lives! Remove the bottom counter of the enemy stack.+  *  6- Woolly Rupert the Giant Hamster of ill omen lives! Remove the enemy counter with the most steps remaining. 
 + 
 + 
 +== Open for discussion == 
 +  * Why do the Redbeards have a grunt against Ur<nowiki>(r)</nowiki>? They can shortcut toll in the south and the northeast. 
 +  * Why do the RedBeards have trouble from the Free folks? They are not near (as Longbeards and Gnomes are). Asuming that the Free folks take the easy pickings first it should be anybody *but* the Redbeads having trouble with them. 
 +  * **Answer**, because the Orks live literally on top of them. The Metal Mountains, are to much mountain to live on (instead of in), and Mount Central Heating is a volcano. 
 +  * Why are the Redbeards so strong but undecided? When thy shoose side they might decide the outcome of battle. 
 +  * **Answer**, undecided is the default state of all teams except the 2 main warring parties and the Gnomes. The Redbeards are supposed to be as strong as the Longbeards. The Reds have more troops, the Longbeards have more durable troops. This is supposed to even out. If not, rebalance.  
 +  * Why do the Longbeards have (the capacity to build) siege weapons? They can empty the lake on both the city and Mount CH. (Only known by the High King). 
 +  * Why do the Longbeards not have an (hidden) uneasy fealing about Ur<nowiki>(r)</nowiki>. They have to pay toll when they go south. 
 + 
 +== Proposals == 
 +  * Switch the feelings about Ur<nowiki>(r)</nowiki> between Longbeards and Redbeards. Make the Redbeards neutral and the Longbeards (secretly) resentfull. But keep the forces as they are. 
 +  * **Neutral**, I don't think this makes the game better, or more realistic. But making the change won't make it worse either. 
 +  * Change the 'have Siege units' to 'have the capacity to build Siege units'
 +  * **Counterproposal**, Change siege units to Engineers, who can do stuff like building pontoon bridges and digging trenches, as well as tearing down city walls.
ur/dwarves.1458740560.txt.gz · Last modified: 2016/03/23 13:42 by daniel