- Combat will be divided in 3 phases: Maneuver, Fire and Shock. In every phase, the opposing players would have to roll dice.
- These dice are modified by multiple factors, like the units own stats and their equipment, so constantly improving these will help you win battles against your enemies.
- The following math is rounded to multiples of 5, adding or diminishing as necessary. (Ex, 42%=>40%, 43%=>45%, 68%=>70%, 96%=>95%)
- Maneuver represents the movements before the battle, positioning and battle preparations.
- Having a better Maneuver roll than your opponents can give benefits to your next rolls.
- For every 4 points of difference between the rolls, rounded up, you would get a +1 modifier on the following battle phases (Rounded up).
- (Ex, you get 18 maneuver and your enemy 8, so the 10 point difference would mean you get 2.5 = +3 on following rolls)
- Next is the fire phase. The units exchange shots to weaken the enemies before the main clash happens.
- Both players roll the dice to see how their ranged units performed, and add their respective fire and equipment modifiers.
- Every point of the dice provides a flat 2% damage to the enemy unit, with each point of difference with the opposing roll doing bonus 2% damage.
- (Ex, you get 14 and your enemy 8. Your enemy causes you 16%=>15% damage to your units, while you cause 28% + 12% damage (40% total) thanks to having a superior dice). Melee units use their fire stat as a modifier to their roll, and use it to protect themselves, with each point a flat 1% damage reduction.
- The final phase of the battle is shock, and is the moment where the units clash with each other.
- As before, both players roll the dice to see how their melee units performed in the ensuing close combat, and add their respective shock and equipment modifiers.
- Every point of the dice does a flat 3% damage, and each point of difference with the opposing roll does a bonus 2% damage.
- (Ex, you roll 13 and your enemy 8. Your enemy causes 24%=>25% of damage to your units, while you cause 39% + 10% damage (49% -> 50% total) thanks to having a superior dice). Ranged units roll shock and deal flat 2% damage per point and use their maneuver stat to reduce their own damage in this phase, with each point giving a flat 3% damage reduction.
- If after these 3 steps all units from one side are destroyed, the player with remaining units is the winner.
- If there are still units on both sides, the players can decide to continue the fight, restarting from the maneuver phase, or retire from battle for the time being.
- The fleeing player’s army would suffer an extra 5% of casualties for each maneuver bonus the other player had, as his units chase down the troops who don’t manage to flee in time.
- (Ex, having a bonus of 3 from the maneuver phase means the retiring enemy suffers an extra 15% casualties to his units).
- As units get damaged, they receive penalties for their lack of troops as it follows:
- >100% strength: 0
- >80% strength: -1
- >60% strength: -2
- >40% strength: -3
- >20% strength: -4
- Units:
- A unit represents a group of soldiers who work as a cohesive military body.
- Each unit is different from each other, determined by their race and equipment.
- The different types of units have different stats, which determine their effectiveness on the different phases of combat.
- These stats are Fire, Shock and Maneuver.
- Fire represents the ability to shoot at the enemy with precision and/or quantity.
- Shock represents the ability to fight at close range.
- Maneuver represents the ability of units to position themselves in the battlefield.
- There are 3 types of military units: ranged, melee and mixed.
- >Ranged units represent troops that rely primarily on hitting the enemy from afar.
- Usually carrying lighter armors, these units excel at long distances but have a hard time fighting head on against purely melee units.
- They usually have negative modifiers to their shock. Ranged units use their Maneuver stat to reduce damage in the shock phase.
- >Melee units rely primarily on close combat and staying power.
- Usually carrying heavier armors to protect themselves against enemy projectiles, these units use their fire stat to protect themselves against enemy proyectiles.
- >Mixed units represent troops that can perform both roles, some examples being javelineers or skirmishers.
- These units perform reasonably either on the fire and the shock phases of combat, and are versatile enough to be the backbone of any army.
- However, mixed units have reduced damage bonus against enemies.
- Each unit represents 20 troops working together.
- Unit ranks:
- >Amateurs (-2)
- >Recruits (-1)
- >Regulars (0)
- >Experienced (+1)
- >Veteran (+2)
- Morale, on the other hand, ranges from good to bad, and applies a +1 or -1 modifier as it corresponds.
- In normal circumstances, morale does not give a bonus or malus.
- Defense:
- Defenses work as a shield for your units in siege battles.
- They must be destroyed first by the enemy troops before they can target the protected units behind them.
- They take much reduced damage from ranged units (1% per point).
- Any unit attacking from behind a defence will get a +1 bonus to fire and will use fire rolls each phase if it has ranged weapons.
- Any improvement to the defences of a fortress or a town will be additive, so a settlement with various defense layers can have over 100% structural integrity.
- Some examples of defenses.
- >Outpost: 40% strength.
- >Palisade: 80% strength.
- >Watchtowers: 50% strength.
- Traps on the other hand can also be built, but these work differently from normal defenses.
- Traps instead work either debuffing the enemy troops or outright killing them.
- These will depend on the roll of a dice to see the outcome. Some examples:
- >Spike pits: Roll 1d8 - unit maneuver. Deal 10% damage per point to a single enemy unit.
- Will only activate once, and targets in the following order: Mixed > Melee > Ranged.
- >Moats: Roll 1d3-1. Reduce enemy army maneuver by 1 per point.
- Unit tags:
- Melee Tags:
- >Light: +2 maneuver bonus on harsh terrain. +1 Shock against Mixed. As long as the army has maneuver bonus, use maneuver stat to reduce damage on shock phase.
- >Medium: +2 Fire against Mixed. +1 Shock against Mixed.
- >Heavy: +2 Fire against Ranged. +2 Shock against Melee and Ranged.
- Mixed Tags:
- >Skirmisher: +1 maneuver bonus on harsh terrain. +1 Fire against Heavy and Ranged.
- As long as the army has maneuver bonus, use maneuver stat to reduce damage on fire phase.
- >Heavy Skirmisher: +2 Fire against Light and Medium.
- Ranged Tags:
- >Archer: +1 Fire against Melee.
- >Heavy Archer: Deals bonus 2% damage during Fire phase from roll difference.
- >Harasser: +1 Fire against Mixed. +1 maneuver bonus on harsh terrain.
- Universal Tags:
- >Armored: Bonus flat damage reduction (1%) from rolls in fire and shock phase.
- >Siege: +2 to Fire and Shock against defenses. Deals double damage against them.
- >Stealth: As long as the army has the maneuver bonus, -6 to enemy fire stat for ranged and mixed units fighting the stealthed unit.
- >Elemental: Elemental units pierce armor against any unit.
- >Flying: Enemy melee units receive -2 debuff when fighting this unit. Isn’t affected by terrain.
- >Mounted: +2 maneuver bonus on flatlands. Use maneuver stat to reduce damage on shock (ranged) or fire (melee and mixed) phase.
- >Beast: +1 maneuver on flatlands. +1 maneuver if battle is happening in wildlands.
- >Charger: As long as the army has maneuver bonus, get +2 shock. If Mounted, bonus improved to +4.
- >Ambusher: At the start of a battle, roll a D6 with +1 bonus if fighting on harsh terrain or controlled territory.
- On a 6, the successful unit can attack an enemy unit before the battle starts without receiving damage.
- This roll is considered for all units with the ambusher tag in the army. Only happens once per battle.
- >Polearms: +3 Shock against Mounted. (Only for melee and mixed units). -2 to Fire.
- >Defender: +2 to Fire while behind defences. +1 to all stats while fighting in controlled territory
- >Arcane: Takes no bonus damage from any source, no matter the roll difference.
- List of Units:
- >Paleolithic militia: The starting point for all tribes.
- These primitive troops are armed with clubs, stone weapons and any suitable stone they can find in the field.
- Mixed Skirmisher: [-3/-2/1]
- >Nomadic Hunters: The nomad lifestyle has created skillful groups of hunters that use coordination and mobility to catch their prey.
- Mixed Skirmisher: [-1/-3/2]